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Seismic Module


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#1 bonapartist1

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Posted 06 June 2013 - 02:26 AM

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.

#2 Mantle

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Posted 06 June 2013 - 02:29 AM

I don't want to just dis on you personally. I would like to know when you guys ever stop calling this or that OP. Life is probably OP. As far as I can tell the most OP thing in this game is all the whining about how every thing is OP.

Edited by Mantle, 06 June 2013 - 02:30 AM.


#3 Nebelfeuer

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Posted 06 June 2013 - 02:40 AM

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.

Edited by Nebelfeuer, 06 June 2013 - 02:43 AM.


#4 Natasz

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Posted 06 June 2013 - 03:08 AM

Well, imho, to reduce the range of the seismic sensors will make them nearly senseless, exspecially to the above mentioned steps, because of human reaction time even ninja attacks couldn´t be prevented. The attack has happend when you recognize the ping on the minimap.

But i agree, the way they are working at the moment is very very powerfull, maybe op.

Friend of me told me last days, that he found a post here, i admit, i dont know where, where he read, that they think about possibilities to "sneak" through areas covered by seismic sensors.

Something which combines weight of the mech plus his speed and perhaps the direction the mech heads to and the distance between the mech with the seismic sensors and the target mech

So, for example, light mechs, which walk slowly in straigth direction, have a good chance to be unrecognized, while an atlas, running at full speed and making a crazy dance in all directions would be recognized for sure.

And if you combine that with a decreasing effectivity of the sensors from 0m (where the sensors have perhaps a bonus) to the maxium range of the sensors (where the target gets a bonus on sneaking), then this would be a good solution for all, i think..

If you are calm und skilled at the controlls of your mech, you have a good chance to sneak a mech with seismic sensors. And if youre running wild like a hoard of barbarians, well, then seismic sensors wouldnt even be neccessary to recognize you :-)

What do you think?

Edited by Natasz, 06 June 2013 - 03:13 AM.


#5 senaiboy

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Posted 06 June 2013 - 03:28 AM

It is going to be adjusted "soon", the Devs already acknowledged this issue.

#6 Dashwood Fox

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Posted 06 June 2013 - 07:37 AM

I hope they adjust it so it only gets readings when you're standing still. It works by measuring vibrations through your feet through the ground so it doesn't make sense that it would read accurately when you're moving.

#7 White Bear 84

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Posted 06 June 2013 - 04:26 PM

View PostMantle, on 06 June 2013 - 02:29 AM, said:

I don't want to just dis on you personally. I would like to know when you guys ever stop calling this or that OP. Life is probably OP. As far as I can tell the most OP thing in this game is all the whining about how every thing is OP.


Well since it is getting fixed by the dev's it apparently is OP..

View Postsenaiboy, on 06 June 2013 - 03:28 AM, said:

It is going to be adjusted "soon", the Devs already acknowledged this issue.


Make the most of it while it lasts!!!!

#8 Nexus Omega

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Posted 06 June 2013 - 08:17 PM

Seismic is Awesome, eventually there will be other Awesome modules and you will actually have to make a choice.

No need to cry OP yet. run and enjoy!

#9 Tice Daurus

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Posted 06 June 2013 - 09:12 PM

Sorry, as a long time player, our entire merc unit now runs seismic because it is indeed OP. The range is too far out. I would for now at least be looking to see it being reduced by half from the current 200/400 meters to 100/200 meters, and see if this helps. Or maybe more depending on further testing.

When you can see stuff from 400 meters it's about a grid away and that's fairly powerful.

#10 Asmosis

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Posted 06 June 2013 - 10:05 PM

if you move the recticle around till your focused on something 400m away, thats when you realise how strong it really is.

If it picked up *every* impact on the ground creating a LOT of scanner 'noise' that might be somewhat balanced, but you could probably tune that out and focus on the mechs when your hunting someone down who isnt shooting/moving.

(plus if people are shooting, you know where they are approximately anyway).

#11 Prince V

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Posted 06 June 2013 - 11:47 PM

I agree it's a little OP, but as usual, every 'idea' I've heard suggested for how to 'balance' it, involves nerfing it into a state of uselessness. So here's some actual constructive feedback (which will undoubtedly be ignored I'm sure) on how to bring it back into line with the intended gameplay.

The Seismic Sensor is an "early warning" tool; nerfing it's range as suggested simply makes it useless, as by that time there's no chance to adjust, effectively removing it's entire intended function. It's be like holding someone at gun-point and saying "bang" a half-second before pulling the trigger. Does it "still give you information"? Yes. Can you DO ANYTHING with that information? Nope. There's no time to adjust, flank, run, etc. At some of the suggested ranges such as 60 meters... you'll see them visually before you see them on your radar.
That being said, an "early warning" tool, shouldn't be (especially scientifically speaking) a god-mode hunter-killer 360-degree X-ray vision/radar and that's exactly what it is now. It should not remove flanking/sneaking entirely, it should make it harder. That's all.

SOLUTION:
Keep the range, reduce the ACCURACY! You shouldn't be able to pin-point track an enemy 'Mech 250+ Meters away on the other side of three buildings, but you SHOULD be able to use the module to tell (Assuming he's moving) that there's something somewhere in that direction and that it's about ___Meters away. Introduce some inaccuracy into it, artificially if you
have to, but I'd much rather see it done realistically.

IDEAS:
1. Randomly 'adjusting' the signatures x number of meters in a random direction, perhaps based on 'Mech speed. This would remove the ability to pin-point enemy positions.
2. Changing the radar notification to something like a cardinal-directional ping, boiled down to front, left, right, and back. Giving ping with increasing frequency and strength based on how much tonnage is in that direction and how fast it's moving.
3. Making it only work when standing still. This is NOT my preferred suggestion as I believe it will lead to 'camping' in a huge way.

#12 Nik Reaper

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Posted 07 June 2013 - 04:14 AM

View PostTice Daurus, on 06 June 2013 - 09:12 PM, said:

Sorry, as a long time player, our entire merc unit now runs seismic because it is indeed OP. The range is too far out. I would for now at least be looking to see it being reduced by half from the current 200/400 meters to 100/200 meters, and see if this helps. Or maybe more depending on further testing.

When you can see stuff from 400 meters it's about a grid away and that's fairly powerful.


I'm almost sure that a grid block is 1Km so standing in the center of one would give you a circle of 800m , that is almost the whole block.

From what I heard they intend to reduce the range and increase the time between refreshing sensor data so the blip locations refresh every 2-3 sec.

I personally would start by reducing the range to 150/300 and go from there, but PGI has shown us that they are quite a bit bipolar so I guess a big nerf for a month and then a semi balanced state?

#13 StalaggtIKE

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Posted 07 June 2013 - 04:47 AM

View PostMantle, on 06 June 2013 - 02:29 AM, said:

I don't want to just dis on you personally. I would like to know when you guys ever stop calling this or that OP. Life is probably OP. As far as I can tell the most OP thing in this game is all the whining about how every thing is OP.

I'm not dissing on you personally. But, you do realize that this is a game, right? Just an outlet to escape from that OP life? Right?

Edited by StalaggtIKE, 07 June 2013 - 04:50 AM.


#14 senaiboy

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Posted 07 June 2013 - 04:37 PM

Seismic module works for scouts too. Now I can stay in cover and know where the enemy are without exposing myself. I even know how many mechs there are and the exact location of each one!

It needs a total redesign IMO.

#15 Zphyr

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Posted 07 June 2013 - 05:29 PM

Complain: Nerf!
Complain: Buff!
Complain: Nerf!
And so on and on...

Though I agree that 400m may be a bit too much, and it is currently pretty powerful. Perhaps decreasing its refresh rate and/or the distance? Not as much as 60/120m (are you serious?), but maybe around 150/250-300m. It's like 17.5k GXP to get the advance module, not exactly cheap for anyone without a sizeable wallet.

#16 Sudden Reversal

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Posted 07 June 2013 - 10:05 PM

There is only one thing Seismic needs to make it a useful yet not overpowered interesting addition to MWO.

Make Mechs undetectable if they are going at half (walking) speed.

All of a sudden not going at full tilt all the time becomes a strategic decision.

#17 HarmAssassin

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Posted 08 June 2013 - 07:58 AM

Two suggestions, either:

Reduce the range by half, or

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

Come to think of it, doing both might be even better.

Edited by HarmAssassin, 08 June 2013 - 07:58 AM.


#18 BootHands

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Posted 08 June 2013 - 08:53 AM

View PostNatasz, on 06 June 2013 - 03:08 AM, said:

So, for example, light mechs, which walk slowly in straigth direction, have a good chance to be unrecognized, while an atlas, running at full speed and making a crazy dance in all directions would be recognized for sure.


A light mech walking slowly, in a straight line is a dead light mech.

#19 Nasinil

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Posted 08 June 2013 - 09:49 AM

op well reduce the 2nd step to 300m would be nice. and op its only when people are stomping around behind cover showing their useless ambush efforts. stand still while one lures the seismic mech and bam thats it.

i still like the idea of seismics just working while standing still. wont touch my use of it much because i always take my time to stop once in a while to check on hotspots

by the way this module is far more balanced than an MAD would be

Edited by Nasinil, 08 June 2013 - 09:50 AM.


#20 senaiboy

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Posted 08 June 2013 - 10:17 AM

View PostSudden Reversal, on 07 June 2013 - 10:05 PM, said:

There is only one thing Seismic needs to make it a useful yet not overpowered interesting addition to MWO.

Make Mechs undetectable if they are going at half (walking) speed.

All of a sudden not going at full tilt all the time becomes a strategic decision.

There are players who use throttle decay and it will be most annoying to keep at half speed.





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