Jump to content

How Long Until Seismic Gets Nerfed?


83 replies to this topic

#41 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 23 May 2013 - 09:27 AM

View Postjeffsw6, on 23 May 2013 - 12:02 AM, said:

I believe the maximum detection range for the Advanced Seismic Sensor is 240m. It is an anti-brawler device. IMO this does not necessarily make it pro-boater. When I am playing my brawling mech in a team game, my role is usually to defend my team's ... over-powered ranged mechs (PPC/LRM boats.) Hrm. I see your point.


Seismic Sensor:
  • 7,500 GXP
  • 200 m range
  • Detects enemy Mechs as they impact the ground during movement or falling
  • Enemy Mechs that move or fall within the module's range leave behind "blips" on the minimap and battlegrid
    • The heavier the Mech and/or the faster its speed, the larger and faster the blip
Advanced Seismic Sensor:
  • 10,000 GXP
  • Automatically upgrades all Seismic Sensors
  • Increases the sensors' detection range to 400 m


#42 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 23 May 2013 - 09:32 AM

View Posto8oo Anarch, on 23 May 2013 - 02:01 AM, said:

A week or so back I finally got together 15k GXP and unlocked the 360-targeting module, though I haven't yet quite scrapped together the 6mil cb to buy one (up to about 5.8mil).

Annoyingly this seismic module seems to pretty much entirely obsolete it. Track 1 targeted within 200m if it goes out of sight vs 400m auto detect pretty much everything bar sitting ducks.

Or am I missing something?


360 allows enemy Mech targeting to be maintained/recovered. Seismic is just a blip on the mini-map.

#43 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 23 May 2013 - 09:38 AM

View PostSheraf, on 23 May 2013 - 06:11 AM, said:

They don't even know you have it I think. This sensor is more of a personal tool. A good team with good scout already has a good overview of where the enemies are.


Or if your going to flank the enemy and expect to do so inside of 400m without getting detected, then good luck with that, Seismic or otherwise. :)

#44 Loc Nar

    Member

  • PipPipPipPipPipPipPipPip
  • 1,132 posts

Posted 23 May 2013 - 09:43 AM

I love A.S.S!

#45 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 23 May 2013 - 09:44 AM

View Postrdmx, on 23 May 2013 - 06:54 AM, said:

The concept should have rung alarm bells as soon as it was even thrown on the design board. 400m? Let's see what 400m really means in game terms.

aiming at the backwall - walk closer and you'd be able to detect people coming in through the other end of the tunnel.


Posted Image

400 metres is a LONG distance. It's far and above the best module to take given the choice.


Not to be picky about that pic but @399m, you would actually get what type of notice? of any moving Mech?
A blip and then .25 seconds later a visual. Or a visual and then .1 seconds later a blip? Which is better or worse? Bad example.

#46 8CH Trooper

    Member

  • PipPipPipPipPip
  • 141 posts
  • LocationVancouver Canada

Posted 23 May 2013 - 09:49 AM

By far the best module, I far as I can see it only picks up mechs when they are moving. If you are paying attention to your mini map it's invaluable. I foresee PGI coming out with a padded slippers consumable to block the seismic sensor for a short period of time.

#47 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 23 May 2013 - 09:49 AM

View PostBloody Moon, on 23 May 2013 - 07:53 AM, said:


And this is where you are seriously wrong. With Seismic Sensors i have a map awareness that is game deciding in a brawl or "firefight" as you called it.


That may well depend on how you divide your attentions between the mini- map and the windshield during a true firefight. Spend to much time looking for Blips and that blip that just showed up behind you may be the last one you encounter, same as without the seismic. It has been noted, it has more to do with how you handle the extra data than just having the extra data.

Information overload is known to kill as many pilots as it saves. :)

#48 AntiCitizenJuan

    Member

  • PipPipPipPipPipPipPipPip
  • 1,440 posts
  • LocationIn your base, killing your dudes

Posted 23 May 2013 - 09:54 AM

View PostSuprentus, on 22 May 2013 - 11:44 PM, said:

Yeah, we can't have any sort of real advantage in our modules, now can we? Nor can we add another layer onto information warfare? :) This is why we can't have nice things.



I think if we had some kind of Null Sig module to counter it it could be balanced

#49 General Taskeen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,737 posts
  • LocationCircinus

Posted 23 May 2013 - 09:57 AM

View PostAntiCitizenJuan, on 23 May 2013 - 09:54 AM, said:



I think if we had some kind of Null Sig module


Good god no. The null sig takes crit and produces heat. But, I wouldn't put it past them.

#50 AntiCitizenJuan

    Member

  • PipPipPipPipPipPipPipPip
  • 1,440 posts
  • LocationIn your base, killing your dudes

Posted 23 May 2013 - 09:58 AM

View PostGeneral Taskeen, on 23 May 2013 - 09:57 AM, said:


Good god no. The null sig takes crit and produces heat. But, I wouldn't put it past them.


You're right. It would be bogus. I feel like its what theyre going to do with the system, eventually

#51 Buso Senshi Zelazny

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 179 posts
  • LocationUpstate New York, USA

Posted 23 May 2013 - 10:01 AM

I think the effective range of the module should be affected by the speed of the mech using it. If you are standing still, you get the full range (400m/250m/whatever it is). You start moving slowly, maybe 15-20% of your top speed, and the detection range drops to 2/3 of its maximum. You go a bit faster, say 30-40% of your top speed, and the detection range drops to 1/3 of its maximum. You start going over about 60% of your top speed, and it becomes basically useless.

Maybe change the numbers a bit, and put a hard floor on the detection range (50-90m) so that it is still useful for the slow guys. Something like this should keep it useful for everyone, but require a bit of skill to use and not be OP.

Edit: Typo

Edited by Buso Senshi Zelazny, 24 May 2013 - 07:42 AM.


#52 Solomon Ward

    Member

  • PipPipPipPipPipPipPip
  • 591 posts
  • LocationBerlin

Posted 23 May 2013 - 10:10 AM

It definately needs to change.


They missed a good chance here making it an actual seismograph.

Would have been a nice thing interpreting the seismogram.

It would give clues about speed, weight, and distance - but not direction.

#53 Fate 6

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,466 posts

Posted 23 May 2013 - 10:28 AM

I honestly think every mech should have it by default. It's called radar.

#54 IceSerpent

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,044 posts

Posted 23 May 2013 - 11:05 AM

View PostSuprentus, on 22 May 2013 - 11:44 PM, said:

Yeah, we can't have any sort of real advantage in our modules, now can we? Nor can we add another layer onto information warfare? :( This is why we can't have nice things.


Come to think of it, it doesn't add another layer - it removes a layer instead. Now we know when someone tries to flank us even without any kind of battlefield awareness, all you need to do is look at your mini map and see where red dots are.

View PostFate 6, on 23 May 2013 - 10:28 AM, said:

I honestly think every mech should have it by default. It's called radar.


It is - it's a 360 degree radar with 400m range for all practical purposes. I don't think it makes the game better though. Makes it more simplistic and arcade-like IMHO.

Edited by IceSerpent, 23 May 2013 - 11:08 AM.


#55 Belphagor

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 114 posts
  • LocationThe Templars

Posted 23 May 2013 - 11:20 AM

I can see a few ways it could be weakened- but I hope they don't do all at once and gut it.

1. Muffle zone- your own steps heavily dampen signals from mechs moving slower than you.

2. Speed, at 1/4 throttle a mech is considered to be 'empty stepping' and essentially 'sneaking' by as energy is spent to softly place each step without so much stompy goodness. Up to half throttle gives a 'minor blip' which is 50% less intense.- Legged mechs cannot empty step- but are half throttle limited and show as minor blips.

3. Distance 0-100/100-200/200-300/300-400 Each range increment lightens the dot flash/duration/intensity by 25% (so 0/25/50/75%), (combined with speed, something could be moving at half throttle at 350m unnoticed).

4. Blip lag or slower 'refresh rate'- instead of updating instantly- it could show up slightly later and less often. (I'd rather not have this.. but an option)

5. Base range reduction- if they used parts of the above ideas- the range would not have to be reduced.

#56 jeffsw6

    Member

  • PipPipPipPipPipPipPipPip
  • 1,258 posts
  • LocationLouisville, KY (suburbs)

Posted 23 May 2013 - 01:05 PM

View PostNight Rider, on 23 May 2013 - 02:15 AM, said:

rather than nerf to its range, i would like to see adding some mechanics to the game that would enable avoiding detection by this module

if light mechs would go lets say under 80kph and mediums under 50kph they could stay undetected. this would allow for sneak attacks and flanking for this types of mechs

My understanding, from the patch notes, is that the Seismic Sensor is supposed to work that way. The range at which an enemy seismic sensor can detect you should be based upon the weight of your mech and your travel speed.

I think they just need to tweak some numbers.

I also think the use of jump-jets should make you detectable at unlimited range. When a 90 ton mech jump-jets it should probably be obvious to something called a "seismic sensor" that something big has lifted off or landed.

#57 Suko

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,226 posts
  • LocationPacific Northwest

Posted 23 May 2013 - 01:17 PM

How will they nerf it? Probably in an uninteresting and direct way (range reduction, lower a mech's detectability, etc).

How would I like to see them nerf it? Make the thing work better when YOUR mech is standing still or walking and make it be less effective if you're running around and in a heavy mech. This also makes sense, as a seismic sensor should be much more effective if the object it's installed to isn't moving.

Example: If you're running at full speed in an Atlas, your Seismic detector would have a hard time detecting a Commando until it's really close, even if the Commando is running at full speed. If the Atlas slows to a walking pace, it should make it easier for the seismic sensor to detect fainter signatures at a greater range.

Edited by ShadowVFX, 23 May 2013 - 01:21 PM.


#58 Sagamore

    Member

  • PipPipPipPipPipPipPip
  • The Blood Bound
  • The Blood Bound
  • 930 posts
  • LocationCanada

Posted 23 May 2013 - 01:17 PM

View PostDeathlike, on 23 May 2013 - 06:18 AM, said:

ETA to Seismic Module Nerf? A Seismic Delay of 2+ months. Remember it took ECM 6 months before 2 minor changes to ECM to occur (no erasing allies off your screen, and the silly hardpoint).


The big difference is there are very few mechs that can use ECM. Everyone can dedicate a module slot to Seismic Sensors.

#59 Ngamok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 5,033 posts
  • Twitter: Link
  • Twitch: Link
  • LocationLafayette, IN

Posted 23 May 2013 - 01:22 PM

View PostSagamore, on 23 May 2013 - 01:17 PM, said:


The big difference is there are very few mechs that can use ECM. Everyone can dedicate a module slot to Seismic Sensors.


But I can detect an ECM mech when they get within 180m of me. Usually will be in a 200 degree arc behind me somewhere.

#60 Caleb Brightmore

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 196 posts
  • LocationSolaris 7

Posted 23 May 2013 - 01:40 PM

View PostAntiCitizenJuan, on 22 May 2013 - 11:20 PM, said:

I've been using it all day. The thing is great, but it's just so much better than every module.

So, how long before it gets the nerfbat? And how do you think it'll be nerfed?



The masses are already on it lol
http://mwomercs.com/...flawed-concept/

Probably sooner rather than later even though you have to bust your rear to afford it.
It is strong as can be AND I can't just equip it and META away?

NOPE IT MUST BE DESTROYED---LOLOL <----That's sarcasm for the slow flamers looking for something to lock onto. :(

I was not a fan only because I do not see a counter to it and it's LRM apocolypse IV currently which makes it look even worse but the fact that you have to actually be able to pilot a mech in order to get the GXP + CBills to be able to have it seems like a well deserved bonus for doing it the hard way so I will not complain about it and I am primarily an SDR-5D pilot so I hate it on principal. :rolleyes:

Edited by Caleb Brightmore, 23 May 2013 - 01:45 PM.






11 user(s) are reading this topic

0 members, 11 guests, 0 anonymous users