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Seismic Module


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#21 bonapartist1

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Posted 08 June 2013 - 04:49 PM

I still fill like a ******* wallhacking cheater when I have this equipped.

What a joke. One reason among many that lights are increasingly marginalized and unpopular.

Edited by bonapartist1, 08 June 2013 - 04:49 PM.


#22 Dashwood Fox

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Posted 09 June 2013 - 07:44 AM

View PostHarmAssassin, on 08 June 2013 - 07:58 AM, said:

Have it only work when the equipped mech is standing still (not moving).


#23 ShinVector

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Posted 09 June 2013 - 05:14 PM

View Postbonapartist1, on 06 June 2013 - 02:26 AM, said:

So I got both ranks of this because I had some GXP just sitting there, and wow, this thing is OP as all get out. You guys have to be kidding me. I have magical 400M vision in every direction, for no drawback more than a module slot?

Crazy.

As if life wasn't impossibly difficult enough for light mechs already.



After abusing Seismic Module for a while...
I must give my feedback back that this module should be removed.

It has simple removed the ability to sneak around, flanking, whatnot which is suppose to be one of the most important tactics in this game.

Giving an example... Forzen City...
Tunnel rushing is simply thwarted by parking your by the side of the wall when you are on upper city side.
The only option left is Ravine and even that can be thrwarted by Seismic.

This combined with PPC boating is certainly OP.

In all this module certainly benefits the High Alpha direct fire mechs the most. Eg. Ooohhh... I see a Cicada moving down the valley in Desert... What is this ?? A blip is coming close to me from behind. Is he trying sneak behind me to spot for this team mates or something ?? I place cursor beside a boulder where I am pretty sure he is going to come out. The shadow of a Cicada appears... BAM!! 4 PPCs into his face..

Without Seisimc.. It would have been. "Damn.. Who just shot my butt.. Must have have been that Cicada !" and I go squirrel hunting for him. Thanks to Seisimic.. A long as I pay attention to the map.. There are no suprises.

--

Why don't bring in module more passive module that bring in more tactics into the game ?
Like someone suggest before...

A Range Finder system that tells the grid location of a particular point on your screen.
Or a Vision mode that displays the surrounding area with Grid locations.
In case you don't know.. These are tools that would benefit light mech scouts most in their tasks.

#24 Aggressor666

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Posted 09 June 2013 - 08:23 PM

View PostNebelfeuer, on 06 June 2013 - 02:40 AM, said:

reduce step 1/2 to 60m and step 2/2 to 120m and we might get something worthwhile without destroying sneaky ninja gameplay. currently you do not need scouts to to check caves and passages since standing in 400m range of them will give you the exact number of mechs passing through them and ample reaktion time.

lmfao then what would be the POINT of it?? if someones THAT close you'll know they'll shoot before they get that close

why not just be honest and say that you want it removed....

Edited by Aggressor666, 09 June 2013 - 08:26 PM.


#25 Edson Drake

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Posted 09 June 2013 - 10:32 PM

For all the whining about it:

I just wanted the devs to acknowledge there is something wrong with the module, yeah it wasn't supposed to be 400m oh lord no, it was 500m dear me, now it's fixed!

(I can dream)

Edited by Edson Drake, 09 June 2013 - 10:32 PM.


#26 Ralgas

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Posted 10 June 2013 - 04:11 AM

View PostEdson Drake, on 09 June 2013 - 10:32 PM, said:

For all the whining about it:

I just wanted the devs to acknowledge there is something wrong with the module, yeah it wasn't supposed to be 400m oh lord no, it was 500m dear me, now it's fixed!

(I can dream)

They said it was getting tuned in the feed back thread ;)

Best idea i've heard yet is to split the weight classes (imo just down to light/med, heavy/assault instead of all 4) and drop the range to something like 100/200 lights and 150 /300 heavy. refresh may also be looked at in addition

#27 Flusensieb

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Posted 10 June 2013 - 05:00 AM

It's so cool to have it in a Raven for "sneaking" around relaxed, knowing a tunnel is clear, ninja capping and so on so I don't get the point why it should destroy gameplay, it makes real ninja gameplay in a scout possible.

So if you want to counter? Sacrifice a slot and buy it for yourself, or team up with someone who can communitcate.

I have put now 17,5k gxp into this module and it would be most disappointing to see it changed - if you do that I want to have my GXP reimbursed.

#28 ShinVector

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Posted 10 June 2013 - 05:22 AM

View PostFlusensieb, on 10 June 2013 - 05:00 AM, said:

It's so cool to have it in a Raven for "sneaking" around relaxed, knowing a tunnel is clear, ninja capping and so on so I don't get the point why it should destroy gameplay, it makes real ninja gameplay in a scout possible.

So if you want to counter? Sacrifice a slot and buy it for yourself, or team up with someone who can communitcate.

I have put now 17,5k gxp into this module and it would be most disappointing to see it changed - if you do that I want to have my GXP reimbursed.



That's why you HAVE to put someone in the tunnel did we not ?
This is no longer needed any more.

And if they removed it.. Of course they would give you back your GXP...

#29 Vraxx

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Posted 10 June 2013 - 05:47 PM

While conceptually I can understand the benefit of this I agree it gives too much of a tactical advantage in its current form. 400m is too much of an edge given overall map size. I can see keeping it within 250m range or perhaps a slight time delay. After all there's gotta be some delay from the impact to the calculation of position.

#30 Asmosis

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Posted 10 June 2013 - 08:03 PM

Could just change it to show the direction the mech is in by putting a red do in the exact direction, but on edge of mini-map so you know the vector the mech is on but not how close.

#31 Anais Opal

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Posted 11 June 2013 - 03:16 AM

Just as a side note,

I can find no reference to a seismic sensor on sarna, or by a google search for 'battletech Seismic sensor'. I'll take that as this sensor doesn't exist in the BT universe and it was created by PGI.

The ONLY reference I can find of such a thing is in one of the BT novels where Justin Allard-Liao used uplinks from his 'Mech Yen-Lo-Wang to orbital weather satellites to facillitate seismic detection.

While useful, this module should be removed, have its range decreased, or make it unreliable (sensor ghosts, actual planet seismic activity) or alternatively have it unable to detect 'Mech's traveling <30 KPH.

TBH get rid of it....

Edited by GlycerineOxide, 11 June 2013 - 10:32 AM.


#32 Jam the Bam

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Posted 11 June 2013 - 05:20 AM

View PostGlycerineOxide, on 11 June 2013 - 03:16 AM, said:

I can find no reference to a seismic sensor on sarna, or by a google search for 'battletech Seismic sensor'. I'll take that as this sensor doesn't exist in the BT universe and it was created by PGI.


I don''t read many novels but there is definitely a dark age novel (yes I know that's years later) where they use explosive charges to fool the invaders seismic sensors into thinking there was a 100 ton mech hiding in a mountain pass.

Also: For those who use throttle decay (like me) you can still use the numerical keys to set throttle levels which don't decay.

#33 bonapartist1

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Posted 11 June 2013 - 08:10 PM

Stiiill OP as all hell.

#34 Seddrik

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Posted 12 June 2013 - 01:42 AM

It takes a lot of the thrill and surprise out of the game. And I'm only using stage 1 of it so far...





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