

New Modules: Seismic Sensor & Adv. Seismic Sensor
#121
Posted 28 May 2013 - 12:20 AM
150m detect lightswith advanced
150m detect mediums, 200 with advanced,
200/250 for heavys
250/300 for assaults.
add a siesmic "muffle" module that cuts your signature distance in half ie 75/light, 100 with advanced.
add a tremor module to drop a mine and scare the enemy.
#122
Posted 28 May 2013 - 01:10 AM
It can remove the ability of lighter mechs and close range mechs to "sneak up" on enemy mechs, and the mere potential that someone might have this module can alter the viability of such tactics in the metagame.
It's a cool ability, that much is certain. Being able to track a mech through River City is pretty awesome, no doubt about that, but it just seems a bit too much.
Ideas:
1) Turn it into a consumable you can drop on the map and that lasts the entire match. This way, you can use it to guard certain routes, but it becomes less effective if you stay mobile.
2) Lower the range by 25 % (Standard) to 50 % (Advanced).
3) Make it work only when you are stationary, or at least lower its range the faster you are.
4) Make it work only when you're heat is low enough (say, 33 % heat).
5) Make the detection range depend on mech weight and speed.
6) Make it create less "pings" on the map, say 1 ping per 10 seconds.
#123
Posted 28 May 2013 - 02:24 AM
This will make it useless for lights and flankers while giving a further upper hand to stationary playstyles such as PPC boating stalkers and poptarts that can no longer be suprised or flanked without them blowing the flanker to bits.
#124
Posted 28 May 2013 - 05:10 AM

Edited by Alik Kerensky, 28 May 2013 - 05:12 AM.
#125
Posted 28 May 2013 - 06:39 AM
Torarild, on 28 May 2013 - 02:24 AM, said:
This will make it useless for lights and flankers while giving a further upper hand to stationary playstyles such as PPC boating stalkers and poptarts that can no longer be suprised or flanked without them blowing the flanker to bits.
Ironic, isn't it? How messed up does your game design have to be that adding something that is "logical and makes sense" to a *simulator* makes it worse..but thankfully, if they fix the jumpjetting/poptarding meta, this will be less of an issue. BRING ON THE JJ SHAKE! (and pls add a feature that if you shutdown while jumping your mech falls down and takes damage when you come down)
MustrumRidcully, on 28 May 2013 - 01:10 AM, said:
Deja vue...it's like ECM zero day all over again...
#126
Posted 28 May 2013 - 08:25 AM
LT Satisfactory, on 21 May 2013 - 01:42 PM, said:
ridiculous. at first i thought this would just be a tool for poptarts (since god knows PGI has a hrd-on for them and hates lights) but there are sooo many instances this is just flagrantly bad.
Of course, since PGI is determined to kill off lights, this sensor is basically for scouting now. No reason to go around that corner - you already know there are 3 mechs waiting around it.
Yeah, because there's no way that 1k years in the future these 5-10 million cbill machines would have a way to detect what's going on other than what you can see.
#127
Posted 28 May 2013 - 08:46 AM
My first thought would be to cut the range in half. I only have the 200m version and it's freaking awesome. 400m I can't even imagine.
No more sneaking through the tunnels or around buildings. Light mechs can't lose their pursuers around buildings. Ambushes are a thing of the past. There aren't many mechs or playstyles that don't benefit from it.
EDIT: I also like the above idea to make the detection radius size dependent.
Edited by Darwins Dog, 28 May 2013 - 08:47 AM.
#128
Posted 28 May 2013 - 08:55 AM
#129
Posted 28 May 2013 - 08:59 AM
arghmace, on 21 May 2013 - 01:33 PM, said:
EDIT: By the way, why doesn't seismic sensor spot friendly mechs as well?
I could swear it does..but maybe it's a 360 module I have too...not sure.
#130
Posted 28 May 2013 - 09:07 AM
Alik Kerensky, on 28 May 2013 - 05:10 AM, said:

For the record, the last patch (not hotfix) removes the effect of ECM making teammates disappear off the radar (teammates disappear off the radar due to a different bug though).
#132
Posted 28 May 2013 - 09:43 AM
If it was a consumable that was placed on the ground (with a very small targetable object) and lasted 30 seconds to 1 minute then I think it would satisfy most people. It would not be used in everyones mechs. They couldn't use it more than once a match to hunt flankers and it would still be useful in certain scenarios that people would still load it in their mechs.
#133
Posted 28 May 2013 - 09:55 AM
#134
Posted 28 May 2013 - 11:42 AM
Edited by AntharPrime, 28 May 2013 - 11:49 AM.
#135
Posted 28 May 2013 - 12:04 PM
Deathlike, on 28 May 2013 - 09:07 AM, said:
For the record, the last patch (not hotfix) removes the effect of ECM making teammates disappear off the radar (teammates disappear off the radar due to a different bug though).
That's weird cause all it was showing me was just red under the sesmic sensor and enemy ECM... but as soon as I rechecked it wasn't my bad.



Edited by Alik Kerensky, 28 May 2013 - 12:17 PM.
#136
Posted 28 May 2013 - 12:06 PM
#137
Posted 28 May 2013 - 02:39 PM
So much for sneaking (using cover/concealment) to flank the enemy... gone. Now they know exactly where you are, which direction you are traveling, etc.
This is truly no different than a wallhack.
On a different map, tried using tunnel to flank enemy (they were all on the ridge on frozen city). By the time I got to their end of the tunnel half their team was standing there waiting for me.
Thank you for removing what little skill was left in the game. What's next? How about introducing aimbot - module (to go with the wallhack-module)?
#138
Posted 28 May 2013 - 04:28 PM
What I think would be fair and probably the best type of adjustment is to lower the refresh frequency a touch. I'm having some moments where i feel it's just right, but rarely am I stuck with "i know here's there but which way is he going?" , and i'm often watching my minimap to see how the mechs around me are moving. I'm good with knowing they're there.
It's so fast actually I watched it once and could almost time exactly when the enemy mech was going to crest the hill based off when it refreshed and I ended up coring him before he could even get his reticle on me.
Should probably reduce the accuracy of the blips as well on the minimap. Something like, 300-400m, the blip is in about a 25-30m radius approximation, 200-299 it's around 10m approximation, 200m and below it is 5m approximation.
End notes:
- Range is at a good range
- Blips on the minimap refresh too frequently
- Reduce accuracy of the blips the greater the distance is from the sensor (or as someone has mentioned above, significantly reduce the accuracy or negate the module's effects when your mech is in motion)
P.S. I understand the update frequency is related to the speed of the mechs...
Edited by MoonUnitBeta, 28 May 2013 - 04:30 PM.
#139
Posted 28 May 2013 - 08:45 PM
#140
Posted 28 May 2013 - 11:20 PM
Edited by Ralgas, 28 May 2013 - 11:21 PM.
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