

New Modules: Seismic Sensor & Adv. Seismic Sensor
#101
Posted 25 May 2013 - 02:57 PM
#102
Posted 25 May 2013 - 04:43 PM
#103
Posted 25 May 2013 - 11:12 PM
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
Posted 26 May 2013 - 12:49 AM
GateKeeper York, on 24 May 2013 - 06:11 AM, said:
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.
Prosperity Park, on 24 May 2013 - 03:44 PM, said:
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
Posted 26 May 2013 - 01:20 AM
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
Posted 26 May 2013 - 08:31 AM
#107
Posted 26 May 2013 - 09:58 AM
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
Posted 26 May 2013 - 01:56 PM
#109
Posted 26 May 2013 - 02:31 PM
#110
Posted 26 May 2013 - 02:46 PM
#111
Posted 26 May 2013 - 03:22 PM
#112
Posted 27 May 2013 - 08:29 AM
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
Posted 27 May 2013 - 09:18 AM
its totally fair too ....
#114
Posted 27 May 2013 - 04:44 PM
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
Posted 27 May 2013 - 05:56 PM
It is abuse.
#116
Posted 27 May 2013 - 06:39 PM
#117
Posted 27 May 2013 - 10:12 PM
Maybe it should have been a proper piece of equipment like BAP/ECM?
#118
Posted 27 May 2013 - 10:26 PM
In my opinion, this and other modules should enhance existing equipment, not create magical weightless, sizeless tech from thin air.
#119
Posted 28 May 2013 - 12:09 AM
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
Posted 28 May 2013 - 12:13 AM
HeavyRain, on 25 May 2013 - 02:57 PM, said:
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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