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Seismic Sensor Doesn't Make That Much Of A Difference


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#61 Whompity

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Posted 03 June 2013 - 10:51 AM

I got killed once so far that I can definitely attribute to the seismic module. I was scouting ahead in Colony and ran through the arch and got one-shotted by an AC/40 hiding in the cave mouth.

Ever since, I've been watching for obvious signs that I've been made and... nope. I sneak up on LOTS of people just fine. Once the furball starts, so does the skullduggery. I especially like the new Canyon map for this. Hiding in 2 dimensions!

#62 Screech

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Posted 03 June 2013 - 11:04 AM

View PostMr 144, on 31 May 2013 - 09:33 PM, said:


Because Seismic does not grant anything other than ping blips...it's actually easy to use as subterfuge. Three Mechs behind visual cover can fool the enemy into thinking there are more by constantly pacing and jinking in erratic patterns.



I guess you can try but from my experience with it this does not work. Each ping is unique and trackable. 2 Mechs stuttering around show just as that 2 mechs. I have never been surprised by numbers on any fight with siesmic at this point.

#63 topgun505

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Posted 03 June 2013 - 11:16 AM

Not sure if the OP is serious or if he is just trolling in order to try and convince others to not take it so he can get an edge on people. If you're serious then you need to pass around whatever you've been smoking cause that must be some real good stuff to make you think that module isn't MASSIVELY OP.

#64 LordBraxton

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Posted 03 June 2013 - 11:17 AM

seismic is one of the worst additions to the game

it is basically the radar from

Halo Combat Evolved

why you put Halo in my Mechwarrior PGI?

#65 BillyM

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Posted 03 June 2013 - 11:58 AM

Sneaky Hunchback4sp back-puncher had-a-sad when they cut SRM damage in half...
Sneaky Hunchback4sp had-a-sad when they introduced seismic-god-mode...

Hunchback4sp sits in the mechbay most of the time now, no long sneaky OR a back-puncher...

(I run seismic, ofcourse... ...except now I just run it on my 4ppc cataphrax-1x...)
"oh look, a fresh light 400m behind me" *billyM has killed lightmech69

Submarine rotating radar updates on a 5-second sweep-time is needed NOW.
...then code in lights moving less than 60kph, mediums 45kph, heavies 30kph, and assaults 20kph not detected.

--billyM

Edited by BillyM, 03 June 2013 - 12:04 PM.


#66 KharnZor

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Posted 03 June 2013 - 12:10 PM

View PostEleshod, on 31 May 2013 - 07:36 AM, said:


I beg to differ, unless you are standing at the back of the map and the UAV goes up in the center it is impossible to shoot down, I attempted it with my stalker, cataphract and raven, all three could NEVER hope to aim up sharp enough to beak that 150 it sits above the head without dashing back about 3 to 400 meters to get a decent angle. So you simply drop it over the heads of the enemy team.

Infact around 25 matches or so using the UAV and i've never had one shot down.

lol the day the uav came out i saw one in my first match of the day from the first mech i saw......shot that thing down almost as soon as it was airborne. i bet that guy was annoyed.

I use the advanced seismic sensor a fair bit and is a useful tool for my play style. allows me to look at the enemy formation before i flank so i can see the gaps in the lines for possible escape routes in case my flanking action goes wrong and i must say...it is a little OP.
One possible way to balance it would be that instead of being able to see the location of every mech in range and if the enemy are withing a certain range of each other all you get is a 'muddy' readout looking something like a blob showing the general area instead of pinpoint locations of each mech?

#67 Trauglodyte

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Posted 03 June 2013 - 12:49 PM

Bryan stated in ATD39 that they're going to work on adjusting it so that weight is brought into the calculation. Plus, Garth indicated that they were going to add the sound effect from Aliens (the movement locator) so that will make it both more agreeable and cool.

#68 Roughneck45

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Posted 03 June 2013 - 01:00 PM

No, you are wrong.

Seismic is a game changer, and easily the strongest module in the game.

However, that potential can be wasted. Bad pilots are still bad pilots even with seismic.

Edited by Roughneck45, 03 June 2013 - 01:01 PM.


#69 Lord Perversor

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Posted 03 June 2013 - 01:18 PM

View PostRoughneck45, on 03 June 2013 - 01:00 PM, said:

No, you are wrong.

Seismic is a game changer, and easily the strongest module in the game.

However, that potential can be wasted. Bad pilots are still bad pilots even with seismic.


Seismic it's not a bad module per se but the stats are way off wich makes it totally gamechanging.

with 200m wich is the basic range a well placed mech can scout practically all flank areas like caves in forest/frozen city. also light mechs and flankers can quickly detect enemy formations and fall back without turning a corner and find them to the face probably dying due being careless.

with 400m the advantages are WAY TO OP, i run one and with a relatively slow medium (BJ) i can flank and detect moving enemies with enough anticipation to reposition/warn my team even more if i'm on voicecoms.

the module need a top range of 250M as much and still it's quite efficient, then some restrictions like mechs under X weight and speed can't be detected (lights can avoid it assaults moving at 25-35kph, neither trigger it thus allowing some tactical options) and the Blips reversed , starteing as a big circle then focusing in the point, thus giving a feeling of awareness but not a full certain of where in the other side the enemy is waiting.

About the UAV it's rather so so as very few ppl use it (maybe with balanced missiles would be more useful) i remember a match where a light pilot dived into the main enemy force launched the UAv adn run away, we had like 30-40 sec of full detected enemy team (it felt like xmas time) wich allowed the single Lrm user to rain some Dmg on the surprised enemy.

Edited by Lord Perversor, 03 June 2013 - 01:19 PM.


#70 BillyM

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Posted 03 June 2013 - 01:19 PM

View PostRoughneck45, on 03 June 2013 - 01:00 PM, said:

No, you are wrong.

Seismic is a game changer, and easily the strongest module in the game.

However, that potential can be wasted. Bad pilots are still bad pilots even with seismic.



...but those bad pilots now have god-mode-sumthin-behind-me 0-ton 0-crit piece of equipment that can't be damaged.

That means we can't sneak up and spank them for being bad players.

--billyM

Edited by BillyM, 03 June 2013 - 01:20 PM.


#71 Roughneck45

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Posted 03 June 2013 - 01:20 PM

View PostBillyM, on 03 June 2013 - 01:19 PM, said:



...but those bad pilots now have god-mode-sumthin-behind-me 0-ton 0-crit piece of equipment that can't be damaged.

That means we can't sneak up and spank them for being bad players.

--billyM

Yeah, we just have to rely on their awful aim and torso twisting :)

#72 Badgerthej

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Posted 22 June 2013 - 04:52 AM

here's a suggestion for seismic....and I care not that its 17500gxp and 6mil for the module....make the bloody thing a deployable like the uav module. Many times I've been approaching an enemy from a good flanking position only for them to derp turn and nuke me with erppc/ dual gauss/ dual ac20 (since those are the flavour of the year weapons)......anyone who says seismic has not ended flanking is full of *** because I'd like you to find a way around a 200-400m sphere of no escape, sure I've seen most things absorb a volley or two from behind but hell if you wanted a one shot kill then play something that isn't mech related. I ride in a dragon and they really aren't a mech that stands well to head-butting the opposition, but when I cant even get close to the "kill builds" anymore this makes me feel a little frustrated. I think my suggestion is reasonable.





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