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A Potential Way To Balance Seismic


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#21 Mycrus

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Posted 28 May 2013 - 12:09 AM

And your current mech's activity should affect it as well...

Jumping - no seismic data

Running at full speed - no seismic data

Walking / turning around - seismic data range limitations as your mech is creating "noise"

#22 MustrumRidcully

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Posted 28 May 2013 - 01:02 AM

View PostTaj the White Tiger, on 27 May 2013 - 06:30 PM, said:


Unfortunately i disagree, its a flat upgrade over every other module at the moment and takes a lot away from the balance of the game

Option 1) Buff all the other Modules so they become competitive with Seismic. Their might be no one around with Seismic in a given match because Improved Sensor Range looks and the PIP module are so compelling that people decided for that one.

Option 2) Figure a more balanced way to handle seismic sensor.


I like the ability. It looks like something belonging to Information Warfare. But it's a bit too effective.

Here's a "nerf" that seems to not have been offered so far. Make Seismic Sensor a consumable module. More specifically, you drop a seismic sensor at a spot, and it scans seismic data for the rest of the match at that spot and its surrounding area. So yes, you can scan the tunnel in Forest and Ice. But that's all you will scan.

I think it would still be a great consumable, with interesting applications. It actually would have some advantages compared to the hard-installed ones ,but also many disadvantages. (The advantage would be that you could "mine" an area and keep it under surveillance the whole match. The disadantage be that you can't use it the fight is happening anywhere else.)

The real problem with the idea is - some people utterly hate the concept of consumables. So the idea will have its detractors just for that.

Edited by MustrumRidcully, 28 May 2013 - 01:02 AM.


#23 Taj the White Tiger

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Posted 28 May 2013 - 01:28 AM

View PostMustrumRidcully, on 28 May 2013 - 01:02 AM, said:

Option 1) Buff all the other Modules so they become competitive with Seismic. Their might be no one around with Seismic in a given match because Improved Sensor Range looks and the PIP module are so compelling that people decided for that one.

Option 2) Figure a more balanced way to handle seismic sensor.


I like the ability. It looks like something belonging to Information Warfare. But it's a bit too effective.

Here's a "nerf" that seems to not have been offered so far. Make Seismic Sensor a consumable module. More specifically, you drop a seismic sensor at a spot, and it scans seismic data for the rest of the match at that spot and its surrounding area. So yes, you can scan the tunnel in Forest and Ice. But that's all you will scan.

I think it would still be a great consumable, with interesting applications. It actually would have some advantages compared to the hard-installed ones ,but also many disadvantages. (The advantage would be that you could "mine" an area and keep it under surveillance the whole match. The disadantage be that you can't use it the fight is happening anywhere else.)

The real problem with the idea is - some people utterly hate the concept of consumables. So the idea will have its detractors just for that.


you basically already have that its called a UAV.....................

#24 MustrumRidcully

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Posted 28 May 2013 - 01:30 AM

View PostTaj the White Tiger, on 28 May 2013 - 01:28 AM, said:


you basically already have that its called a UAV.....................

UAV lasts for 60 seconds, and it gives you outright targeting information. Seismic only gives you sensor pings.

#25 TexAce

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Posted 28 May 2013 - 01:47 AM

Funny thing is: I only have it on my 9M Awesome as I am too lazy to switch around. And when I pilot that awesome I instantly become the scout in our team, providing information constantly to the team.

Kinda ironic isn't it.

#26 OneEyed Jack

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Posted 28 May 2013 - 02:45 AM

View PostTaj the White Tiger, on 27 May 2013 - 09:16 PM, said:

the thing with that [reduced 100/200 ranges] idea though is it reduces the ability of a scout to move around and use the 400 metre radius for assaults to scout the main position, with the weight variance system it gives much more variety which is a good thing as it helps lights and mediums play to there defined roles

What you're really saying is that YOU pilot lights, so light should have all the advantages.

"It makes it harder on lights. Lights should get the full advantage, but no one should be able to see us."

Biased much? Why don't you try looking at it from all sides and creating an objective opinion, because what I see is nothing but whining, and there's no reason that even lights, which weigh 20-35 TONS should be sneaky. Do you have any idea what the ground impacts would be like from something that big even moving on legs at all, let alone at 150kph?

#27 Taj the White Tiger

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Posted 28 May 2013 - 05:28 AM

View PostOneEyed Jack, on 28 May 2013 - 02:45 AM, said:

What you're really saying is that YOU pilot lights, so light should have all the advantages.

"It makes it harder on lights. Lights should get the full advantage, but no one should be able to see us."

Biased much? Why don't you try looking at it from all sides and creating an objective opinion, because what I see is nothing but whining, and there's no reason that even lights, which weigh 20-35 TONS should be sneaky. Do you have any idea what the ground impacts would be like from something that big even moving on legs at all, let alone at 150kph?


I'm sorry thats such a fail of a post/troll its laughable

Objectively the two weakest classes in the game right now are 1. Mediums and 2. Lights in that order. This is designed to buff them, If you don't believe they are the weakest classes in the game you need a serious reality check.

the biggest benefactor of this change would be fast mediums that are designed as hunter killers, mechs whose role is to HUNT DOWN LIGHTS yet i'm advocating you give them a massive buff. Your logic is an utter fail

#28 Kaldor

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Posted 28 May 2013 - 05:52 AM

View PostOneEyed Jack, on 28 May 2013 - 02:45 AM, said:

What you're really saying is that YOU pilot lights, so light should have all the advantages.

"It makes it harder on lights. Lights should get the full advantage, but no one should be able to see us."

Biased much? Why don't you try looking at it from all sides and creating an objective opinion, because what I see is nothing but whining, and there's no reason that even lights, which weigh 20-35 TONS should be sneaky. Do you have any idea what the ground impacts would be like from something that big even moving on legs at all, let alone at 150kph?


I play heavies and assaults primarily and support this idea 100%. Seismic is r_tard mode simple and like someone else said, kind of "cheaty".

And dont try and pull out the reality card that you tried. This game is based on fiction.

Nice try at a troll though, I give it a 2/10 maybe.

Great idea Taj and others. Hopefully the devs will see this and give it some consideration.

#29 Yanlowen Cage

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Posted 28 May 2013 - 07:03 AM

How about seismic picks up all foot falls of both you and your enemy and does not target them as friend or foe. A 50 ton mech is a 50 ton mech as far as seismic is concerned. As well as what is stated above.

#30 Buzzkillin

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Posted 28 May 2013 - 07:09 AM

I was thinking that seismic should pick up targets every 3-5 seconds. That way you have an idea that they are there, but not the exact location every second. This helps players flanking making sharp turns to confuse their enemies.

#31 topgun505

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Posted 28 May 2013 - 07:22 AM

How do you detect vibrations in the ground when you yourself are moving causing vibrations yourself?

Seismic should only work when you are at 0 kph.

#32 StalaggtIKE

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Posted 28 May 2013 - 07:25 AM

First off, seismic sensor should pick up "all" foot steps, not badies only and require the user to be still. After those changes, I say make this a standard feature on all mechs out to about 150m. The current seismic module will then simply extend the detection range.

Edit: Players with good head sets already can detect foot steps out to about 150m. Giving this to all players allow for the hearing impaired to also reap the benefits.

Edited by StalaggtIKE, 28 May 2013 - 07:31 AM.


#33 BarHaid

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Posted 28 May 2013 - 08:21 AM

View PostVictor Morson, on 27 May 2013 - 06:49 PM, said:

It's not a bad idea to make the larger 'mechs pick up further than the lighter ones. I like it.

I'd also be for slowing the blip frequency WAY down.

I would think that the ping should be based on the actual footsteps of the mech. The faster the target moves, the more pings it gives off.

I do like the idea of seismic not working (or working poorly) if you are also moving. The Inner Sphere does has pretty unreliable technology...

#34 Kensaisama

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Posted 28 May 2013 - 11:01 AM

View PostTaj the White Tiger, on 27 May 2013 - 06:23 PM, said:

It becomes impossible to flank or move behind the enemy without them knowing.


This part is only half correct. On smaller maps the seismic sensor is a tremendous advantage, on large maps such as alpine and tourmoline not so. I suggest we all leave this alone as I am sure more larger maps will be released relegating the seismic sensor to situational and not a must have.

#35 Bad Andy

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Posted 08 June 2013 - 11:00 PM

bump for dis thread. Seriously, I just got advanced seismic and it's so good it's screwing up my usual builds because I have to take out other modules to fit in seismic it's so good.





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