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Seismic Is Lord


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#121 MaddMaxx

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Posted 22 May 2013 - 11:22 AM

Seismic is the Dev's attempt to put a 3600 view camera in the cockpit. Since the Engine grosses about doing it, this seems a fair compromise. 98%, or almost everyone wanted a external/rear view when the Poll was up. This will suffice. Don't sneak, get to 401 meters then Blitz attack your hapless target. LOL :P

#122 Mechteric

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Posted 22 May 2013 - 11:24 AM

View PostCferre, on 22 May 2013 - 11:17 AM, said:


Lol, it still would kill the possibility to sneak up. Seismic has to get removed completely.


I think its fair to say its here to stay, its part of the universe and introduces an interesting dynamic. As such it should be tuned.


To further "tune"/balance it, it would make sense that lighter mechs should not be as detectable until they get closer. So perhaps instead of a general lowering of range, it could be made as a percentage of 100 tons to 100% of the 200m/400m range.

For the current 200m/400m scale:

25 ton mech = 50m/100m detectable
50 ton mech = 100m/200m detectable
75 ton mech = 150m/300m detectable
100 ton mech = 200m/400m detectable


OR for a proposed 150m/250m scale:

25 ton mech = 37.5m/62.5m
50 ton mech = 75m/125m
75 ton mech = 112.5m/187.5m
100 tone mech = 150m/250m


Honestly if they did it like this, I wouldn't even bother with my own suggested 150m/250m scale, since lighter mechs will be able to get super close, basically within PPC min range before they are detected and responded to so they could keep their existing ranges and scale down by weight from there.

Edited by CapperDeluxe, 22 May 2013 - 11:28 AM.


#123 Soy

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Posted 22 May 2013 - 11:24 AM

View PostCferre, on 22 May 2013 - 11:17 AM, said:

Seismic has to get removed completely.


Lol... and so it begins.

#124 Cferre

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Posted 22 May 2013 - 11:27 AM

View PostMaddMaxx, on 22 May 2013 - 11:22 AM, said:

Seismic is the Dev's attempt to put a 3600 view camera in the cockpit. Since the Engine grosses about doing it, this seems a fair compromise. 98%, or almost everyone wanted a external/rear view when the Poll was up. This will suffice. Don't sneak, get to 401 meters then Blitz attack your hapless target. LOL :P


......What has a rear view camera that requires your own vision to do with seismic blips on the radar?

Edited by Cferre, 22 May 2013 - 11:27 AM.


#125 Roland

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Posted 22 May 2013 - 11:27 AM

Ya, the seismic module isn't merely 360... it's 360 vision that sees through all terrain.

#126 Soy

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Posted 22 May 2013 - 11:30 AM

Again, it should extend farther out the lighter your mech is or the slower you go. I could reiterate this several more times but I think once a day should suffice.

#127 Roland

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Posted 22 May 2013 - 11:33 AM

View PostCapperDeluxe, on 22 May 2013 - 11:24 AM, said:


I think its fair to say its here to stay, its part of the universe and introduces an interesting dynamic. As such it should be tuned.


To further "tune"/balance it, it would make sense that lighter mechs should not be as detectable until they get closer. So perhaps instead of a general lowering of range, it could be made as a percentage of 100 tons to 100% of the 200m/400m range.


This is a good suggestion.

#128 Little Details

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Posted 22 May 2013 - 11:35 AM

View PostCapperDeluxe, on 22 May 2013 - 11:24 AM, said:

For the current 200m/400m scale:

25 ton mech = 50m/100m detectable
50 ton mech = 100m/200m detectable
75 ton mech = 150m/300m detectable
100 ton mech = 200m/400m detectable


OR for a proposed 150m/250m scale:

25 ton mech = 37.5m/62.5m
50 ton mech = 75m/125m
75 ton mech = 112.5m/187.5m
100 tone mech = 150m/250m


Capper - pls post this in the Patch notes section so PGI reads it. This is by far the most reasonable approach to a fix.

(Of course, this means PGI won't implement it like the majority of thoughtful and constructive feedback they're given about changes.)

Edited by LT Satisfactory, 22 May 2013 - 11:36 AM.


#129 TexAce

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Posted 22 May 2013 - 11:35 AM

Or how about not make it work unless you stand still on top of that, because you are disrupting it by your own movement

Edited by TexAss, 22 May 2013 - 11:36 AM.


#130 Cferre

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Posted 22 May 2013 - 11:39 AM

View PostCapperDeluxe, on 22 May 2013 - 11:24 AM, said:


I think its fair to say its here to stay, its part of the universe and introduces an interesting dynamic. As such it should be tuned.


To further "tune"/balance it, it would make sense that lighter mechs should not be as detectable until they get closer. So perhaps instead of a general lowering of range, it could be made as a percentage of 100 tons to 100% of the 200m/400m range.


That's plaster on a gaping wound.
It doesnt matter how you would implent it. Fact remains that it dumbed down the game.

#131 Soy

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Posted 22 May 2013 - 11:41 AM

View PostCferre, on 22 May 2013 - 11:39 AM, said:


That's plaster on a gaping wound.
It doesnt matter how you would implent it. Fact remains that it dumbed down the game.




#132 Victor Morson

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Posted 22 May 2013 - 11:44 AM

View Postaniviron, on 22 May 2013 - 12:27 AM, said:

Had 66k gxp, every module seemed... meh. Had been waiting until something so amazing came out that it would change the game- decided I didn't want to be the only guy without it when it first came out. It has been worth the weight. I have saved my team from getting flanked in every game so far, the difference between winning and losing.


Get a capture module too. The two of them are important.

Yeah yeah you might not like base capping, but it literally can make a do or die win/lose difference in both Assault and Conquest.

View PostCferre, on 22 May 2013 - 11:39 AM, said:


That's plaster on a gaping wound.
It doesnt matter how you would implent it. Fact remains that it dumbed down the game.


I don't see how adding what amounts to how passive radar worked in every single MechWarrior game before this in the form of Seismic Sensors is "dumbing down" anything.

#133 Sam Slade

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Posted 22 May 2013 - 11:56 AM

View Postaniviron, on 22 May 2013 - 01:08 AM, said:

It's because nobody knows when an enemy has it, so you can't cry foul.


you can easily tell... the guy who turns through 180 degrees for no apparent reason and blasts you as soon as you get to 400m is the one with the Sensor.

It's a good idea but as it stands it really limits the game play(flanking undetected is now a moot point; to do so invites seismic death gangs and is hence an overly risky tactic); perhaps if the range/detection paramaters could be scaled somehow this could be useful however with current map sizes and high average mech speeds this module will just become another DHS-esque 'upgrade'.

PGI should also consider what a "must have 3rd module" will do to their sales of MC consumables;'UAV!?! We don' need no steenking UAV!'

#134 Mechteric

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Posted 22 May 2013 - 11:57 AM

View PostCferre, on 22 May 2013 - 11:39 AM, said:

That's plaster on a gaping wound. It doesnt matter how you would implent it. Fact remains that it dumbed down the game.


I guess Fox News has skewed your belief that Fact and Opinion are the same. Yes the current range of the detection does make for some issues in being stealthy, but if that range can be brought in via balance, then it really won't be an issue.

Your gaping wound, tis but a scratch!

Edited by CapperDeluxe, 22 May 2013 - 12:00 PM.


#135 Doomstryke

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Posted 22 May 2013 - 12:16 PM

shouldn't this thing work more based on how fast your traveling? IE if your running full tilt you make a lot more noise / seismic activity while walking / crawling would reduce your impact to almost/nill Think that would make more sence so you can sneak around but you gata go slow

#136 Cferre

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Posted 22 May 2013 - 12:17 PM

View PostVictor Morson, on 22 May 2013 - 11:44 AM, said:

I don't see how adding what amounts to how passive radar worked in every single MechWarrior game before this in the form of Seismic Sensors is "dumbing down" anything.


How on earth can you not see it. It's simply means that you don't have to look any further than the radar itself.
You no longer have to look around for yourself...

Posted Image

Edited by Cferre, 22 May 2013 - 01:29 PM.


#137 Cferre

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Posted 22 May 2013 - 12:22 PM

View PostCapperDeluxe, on 22 May 2013 - 11:57 AM, said:


I guess Fox News has skewed your belief that Fact and Opinion are the same. Yes the current range of the detection does make for some issues in being stealthy, but if that range can be brought in via balance, then it really won't be an issue.

Your gaping wound, tis but a scratch!


It makes overal combat easier, thus dumber because it requires less thinking.

Edited by Cferre, 22 May 2013 - 03:36 PM.


#138 Soy

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Posted 22 May 2013 - 12:26 PM

You still have to, you know, kill people n stuff. So what you're saying is it raises the potential for ***-kicking for a highly aware player. WHO WOULD HAVE ******* THOUGHT

#139 Cferre

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Posted 22 May 2013 - 12:38 PM

View PostSoy, on 22 May 2013 - 12:26 PM, said:

You still have to, you know, kill people n stuff. So what you're saying is it raises the potential for ***-kicking for a highly aware player. WHO WOULD HAVE ******* THOUGHT


Would not be surprised if they add auto-targeting LL or PPCs...
Apparently, some people like it when the keyboard requires facial control... Lowering the bar... If you will.

Edited by Cferre, 22 May 2013 - 12:42 PM.


#140 Soy

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Posted 22 May 2013 - 12:41 PM

If you're referring to less interaction on both a mechanical and input level, I would argue that you have to actually, you know, incorporate Seismic into your playstyle. If you just walked around aimlessly it wouldn't really do a damn thing, would it? Don't get me wrong I look at LRM boating or 6 ppc turret boating the same way you're attempting to describe - one dimensional. Doesn't mean it can't be utilized well by a great player. A bad player can prolly do well with it too, that's the issue people dance around regarding balance - less complex and noob friendly weapons, that you interact with on a shallower level, should be more prevalent. Weps that are more difficult to utilize correctly, but have a higher potential power, should be more difficult to wield and as such those wielding them would be good players. This is why I defend poptart sniping to a larger degree, than compared to say, turret-style alpha boating. Or say, sniping or ppcs as a whole compared to current lrm boating. But don't get me wrong. The simple fact that LRMs take X amount of time longer to actually do damage compared to a poptart makes the LRM user basically have to play better to win that encounter. But chances are a poptarter is going to be a better player if they are successful than an LRM boat cuz they are actually interacting with the game more. This is pretty ethereal and a giant paragraph I've edited 2x now so I'll just stop, hope you get the idea.

Edited by Soy, 22 May 2013 - 12:44 PM.






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