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New Modules: Seismic Sensor & Adv. Seismic Sensor


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#101 HeavyRain

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Posted 25 May 2013 - 02:57 PM

I've used it for about 15 matches now and I agree, it is totally OP. You can detect mechs that would have ambushed you otherwise and maps like Canyon lose their meaning, since all those hills and ridges are transparent to me as far as presence of mechs is concerned. Soon enough everyone is going to have it on-board because if you don't, you are severely handicapping your game.

#102 Splitpin

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Posted 25 May 2013 - 04:43 PM

If it were to be nerfed I'd rather it be a nerf that ADDED something to the game rather than just took something out. Rather than just a range nerf how about something based on the target's speed and weight. EG a Jenner sneaking along under 40kms would be undetectable, but an Atlas putting it's foot down at any speed, well that's going to shake the earth. If mechs that weigh tens of tons want to be sneaky, make them have to be sneaky, a Jenner, even a Spider at full speed is still going to make plenty of noise. I'd also want a counter module for the Jenner say a 'carpet slippers module' so that he has to pay a module slot to counter my investment.

#103 Evax

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Posted 25 May 2013 - 11:12 PM

I agree with the above^. I would like to see all mechs undetectable under 50 or 45 kph. In 8-man drops it is a must and makes things pretty standoffish.

Contact 400 out. everyone stop....oh look they saw us too they all stopped. Ok you go around the other side...wait they are now going that way too..uh you ,you and you, spin in place maybe that will throw them off.

#104 Hayashi

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Posted 26 May 2013 - 12:49 AM

View PostGateKeeper York, on 24 May 2013 - 06:11 AM, said:

Quick question - I know it is not quite the same but I often listen very closely for extra footstep when I am around and often can tell some has just appeared behind me. What is the sound range of foot steps compared to the seismic sensor?

As far as I can tell, I can only hear footsteps at around 100m range. I used that quite a bit when hiding in cap builds as a light mech to know when the defenders returned.

Now I just look at the red blip and run in the opposite direction before they even see me.

View PostProsperity Park, on 24 May 2013 - 03:44 PM, said:

The Seismic Sensor is one of those "Win" pieces of equipment, just like how ECM was before there were any counters, or how the Gauss Rifle was in Closed Beta before DHS, Large Energy Weapon Buffs, or Gauss Rifle Detonations. The Seismic Sensor is a Module that should go on every single Mech that everybody owns, and never come off, because it is Game Winning material.

The Seismic Sensor module has removed all my fear of being snuck-up on or running into a pack of foes around a corner, and so this makes this game less emotionally engaging / more mundane as a consequence.

It provides an awesome battlefield advantage, an advantage that everybody has access to, but still removes most of the fear from this game. The only fear left is coming across a High-Alpha Sniper from 600 meters away.

Suggested Fix - Reduce the range to 150/250m or something shorter like that, and reduce refresh-rate to once per second or 2.

At the moment the power of the Adv. Seismic Sensor on a light mech is analogous to fighting a level 70 warrior as a level 80 warrior. Because you ground that much more exp, suddenly you have an advantage over him that is nearly insurmountable, because you can shoot his back and run away every time, while he just wonders how he can ever hit you.

The only form of balance this has is at the moment to equip an Adv. Seismic because your enemy is using Adv. Seismic. It is only less of a problem than ECM was at its inception now because everyone can equip Adv. Seismic on any mech, whereas only 5 mechs can equip ECM.

Edited by Hayashi, 26 May 2013 - 12:55 AM.


#105 Monkeystador

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Posted 26 May 2013 - 01:20 AM

Seismic is a bit to dull. In this simple implementation is just very good and using it is not a question, its just a matter of having a enough cbills.

I'd rather have it work a bit different. Signals on distance are weaker, lighter mechs result in weaker blibs on the map. I.e they can get closer before showing up. I hope mechs dont show up when they are not moving....
Moving very slowly should not show up on seismic. And moving yourself should mess up seismic altogether and disable it.

#106 chewstacka

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Posted 26 May 2013 - 08:31 AM

Haven't bought one yet even tho ive spent the xp for a lvl 1 one. I do however notice that i haven't been shot in the back since after patch.

#107 Chaosdrive

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Posted 26 May 2013 - 09:58 AM

I use to love my medium mech, it was a great flanker but with this if I even dare to think of attempting to get behind the enemy I get cored out because half of the enemy suddenly decided to turn around. I liked it when I first had it because it wasn't as widely used, now half the mech's dropping are carrying it I do see just how OP it is.

Based on the range if you are going to try anything to do with a flank you'll need to go really wide and only use weapons that have a further effective range than 400m (PPC's, Gauss and anything else sniper-like come to mind) which then pushes away from brawling being a viable option.


In short, I don't like it, I can't viably flank and I don't find medium mech's can get away with a head on brawl with fresh mech's - Especially with a lot of pin point damage flying around.
It does need a nerf, I'd be happy with half the ones suggested in this thread already, but for now I'm thinking of shelving my mediums in favour of heavies/assaults.

If cutting it back is the way to go, I'd suggest 200-250 for advanced so that the 270m weapons could still be used somewhat stealthily within their max range or do something such as:
Mweight * 4 = MaxDetectionRange

Oh, I'd also increase the module slots it requires to 2 (Or even 3 if it isn't going to be nerfed otherwise), then it's a decision on whether you bring this, coolshots and/or a UAV - At least until that mech has been masted.
I think that all modules should be pilots preference, but right now this one blows everything else out of the water, coupled with either coolshot or UAV makes it a no-brainer in most circumstances for anything other than capping light mech's.

#108 DeaconW

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Posted 26 May 2013 - 01:56 PM

The seismic module is also probably contributing to the move back to the poptart meta. Standing still and jump-sniping now counters the new module as well. It's a cool idea but I have to agree, it is TOO good. Shorter range limitations and less resolution are probably the best initial adjustments.

#109 Felicitatem Parco

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Posted 26 May 2013 - 02:31 PM

I haven't piped in on this resolution yet, but I agree that since the Seismic Sensors are in your Mech's Feet/Legs [as that's the only way they can measure ground vibrations], there's no way it should function while your Mech is in motion.

#110 C E Dwyer

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Posted 26 May 2013 - 02:46 PM

should only work when stationary, as a mech in motion would ruin any readings and infomation it gets, like a magnet near a compass

#111 sarkun

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Posted 26 May 2013 - 03:22 PM

Advanced seismic sensor module is crazy powerful. 400 meters is beyond range of most brawler weapons. No point in having tunnels on frozen city and forest colony. Might as well make all mechs show on minimap all the time.

#112 Doxylicious

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Posted 27 May 2013 - 08:29 AM

Are ppl stay playing this game since this module was introduced?

I only did few runs with the module to find out that it destroyed the game and havent played since.
I will not play this game untill the this module is removed.


sad that 1 single module can stop a player from playing a game... weird..

#113 Inkarnus

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Posted 27 May 2013 - 09:18 AM

its cool to play as team and have this module vs pugs who dont
its totally fair too ....

#114 jay35

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Posted 27 May 2013 - 04:44 PM

Great module. Just needs a tiny reduction in range, maybe to 150m/300m from the current regular/advanced ranges. The information is not shared with other teammates on their minimaps, so it's not super-powered, but it is very good.

I've played tons of matches since the patch and it hasn't been a major factor in most of them, though it is very helpful at times. I'm sure in the elite 8v8 meta it seems more imbalanced, but that is not the basis for balancing the PUG game experience, which is the majority of the game experience.

If anything, you may need to consider branching your code and creating a separate set of specs/balances for 8v8 (soon to be 12v12) competitive games so those changes don't accidentally ruin the PUG experience.

Most of the time when something seems imbalanced, it's only because a coordinated group of players is abusing it, like a 4-man premade in a PUG game. If the 4-man premade wasn't all running a certain setup and coordinating at a high level, whatever the item or build is, would not seem to be imbalanced or overpowered. But that's what you get when they drop premade groups into PUG games.

Edited by jay35, 27 May 2013 - 04:48 PM.


#115 Seddrik

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Posted 27 May 2013 - 05:56 PM

Abusing it...? Lol it tells you entirely where opponents are, behind walls, in tunnels, etc.

It is abuse.

#116 BlueSanta

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Posted 27 May 2013 - 06:39 PM

This is a wallhack.

#117 Asmosis

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Posted 27 May 2013 - 10:12 PM

at least it doesnt take tonnage/crit slots like BAP, which is as much a "must have" piece of equipment as this.

Maybe it should have been a proper piece of equipment like BAP/ECM?

#118 veri745

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Posted 27 May 2013 - 10:26 PM

Yet another reason I don't like the module system. This is effectively a 0 ton, 0 crit piece of sensor equipment. Soon everyone will take it along as standard equipment, and yet it won't have any impact on the weapons loadouts that people take because it's basically free.

In my opinion, this and other modules should enhance existing equipment, not create magical weightless, sizeless tech from thin air.

#119 MountainCopper

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Posted 28 May 2013 - 12:09 AM

Bug and/or Cheat?

If I have a Seismic Module and spectate after my death, it seems that EVERY spectated mech also has the Seismic Module installed and gets the sensor data...
This seems like a cheat to me, since I could tell my team where exactly the enemy is. Anyone else noticed that behavior?

#120 MountainCopper

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Posted 28 May 2013 - 12:13 AM

View PostHeavyRain, on 25 May 2013 - 02:57 PM, said:

I've used it for about 15 matches now and I agree, it is totally OP. You can detect mechs that would have ambushed you otherwise and maps like Canyon lose their meaning, since all those hills and ridges are transparent to me as far as presence of mechs is concerned. Soon enough everyone is going to have it on-board because if you don't, you are severely handicapping your game.

Yes, I also agree. Way too good and gives too much tactical advantage. I now have 400m mech detection and it's just...
Needs it's range cut in halve, maybe, or by 3/4? Or double/triple the time you get a ping?

Edited by GoldenFleece, 28 May 2013 - 12:16 AM.






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