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Balance Seismic Sensor By Update Delay.


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#1 Tennex

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Posted 29 May 2013 - 10:45 PM

Seismic sensors need a time between "scans" similar to real life radar, where the reciever is spinning in a circle, and information on the position of the targets are updated in a cyclic manner.

with this in place, seismic sensors would be less effective against lighter, faster mechs, while still fulfilling the developer's idea of its function.

Edited by Tennex, 29 May 2013 - 11:23 PM.


#2 Pater Mors

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Posted 29 May 2013 - 11:06 PM

I still don't get how they even distinguish between a friend and a foe. Shouldn't your radar be basically whited out when travelling with your Lance? Technically, shouldn't they only work while standing absolutely still with no friendlies around you...? ;)

#3 Tennex

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Posted 29 May 2013 - 11:24 PM

i'm not sure but i think even now, commercial airplanes/military airplanes carry some kind of marker

but if its a "seismic sensor" strictly speaking it shouldn't really differentiate lol... unless it somehow is smart enough to not record those with friendly markers. thats probably possible in the future

Edited by Tennex, 29 May 2013 - 11:25 PM.


#4 Ralgas

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Posted 29 May 2013 - 11:27 PM

Still needs a range drop, brawlers and lights need at least half a chance to sneak up.

#5 Marj

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Posted 29 May 2013 - 11:37 PM

Any decent seismic system would use other data to distinguish friend from foe, e.g. IFF data being transmitted by friendlies. It would be able to detect contacts at all times (it isn't directional).

I think it's going to be hard for PGI to balance it in a realistic way. They could make it only work when you're not moving, but I don't know if that'd fix the issues. They could reduce the accuracy. Say the seismic waves are passing through varying rock types or there's a lot of fault lines so it can't get an accurate fix, but that would still let people know there's a scout nearby. They could even add regions to the maps that are good/bad for detection via seismic systems.

The current issues could be intentional though, maybe they want scouts to stay at range. It could potentially make ambushes more effective too since people will get used to seeing the red dots then get surprised when they walk into a team that's standing still behind cover. As was mentioned in another thread, what is PGI trying to achieve with this?

#6 Vicro

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Posted 30 May 2013 - 12:14 AM

I like the idea ;)
In the current state the seismic sensor updates every time the enemy mech is moving. This makes it hard to sneak up, or flank and hit the enemy by surprise. If we get something like the OP suggested: A scan with delay like in the alien movies, you will notice something is incoming, but (and this depends on speed an maneuvering) you can't be sure from where you will get hit. This could add in my opinion some tactical component to the seismic sensor module.


Ps: I am aware that in real live such a sensor maybe would work like the current module (except you can't distinguish between allied or enemy) but seriously MW:O is a game there is no need to argue how this would work in reality.

#7 Budor

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Posted 30 May 2013 - 12:27 AM

Also think this would be the best solution, posted that in the patch\seismic feedback. Speed and low tonnage needs to stay an advantage even more now that we have HSR.

Would add some suspense if you could only see positions briefly while waiting for the next update.

Edited by Budor, 30 May 2013 - 12:29 AM.


#8 The Mech behind you

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Posted 30 May 2013 - 12:30 AM

I had an idea yesterday about balancing the Seismic Sensor by the weight of the detected Mech. The lighter the mech the closer it can get before it will be detected. Keep the 200m/400m detection for the 100t Atlas and reduce it for the lighter mechs. Like 1t for every 2 / 4 meters.

Atlas: 200m / 400m
Stalkers: 170m / 340m
Cats, Jagers: 130m / 260m
50t Meds: 100m / 200m
Jenners, Ravens: 70m / 140m
Commandos: 50m / 100m

This way lighter mechs can get undetected into the rear of a heavier mech again or get closer for TAG NARC or spotting.





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