Seismic Module
#1
Posted 06 June 2013 - 02:26 AM
Crazy.
As if life wasn't impossibly difficult enough for light mechs already.
#2
Posted 06 June 2013 - 02:29 AM
Edited by Mantle, 06 June 2013 - 02:30 AM.
#3
Posted 06 June 2013 - 02:40 AM
Edited by Nebelfeuer, 06 June 2013 - 02:43 AM.
#4
Posted 06 June 2013 - 03:08 AM
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
Posted 06 June 2013 - 03:28 AM
#6
Posted 06 June 2013 - 07:37 AM
#7
Posted 06 June 2013 - 04:26 PM
Mantle, on 06 June 2013 - 02:29 AM, said:
Well since it is getting fixed by the dev's it apparently is OP..
senaiboy, on 06 June 2013 - 03:28 AM, said:
Make the most of it while it lasts!!!!
#8
Posted 06 June 2013 - 08:17 PM
No need to cry OP yet. run and enjoy!
#9
Posted 06 June 2013 - 09:12 PM
When you can see stuff from 400 meters it's about a grid away and that's fairly powerful.
#10
Posted 06 June 2013 - 10:05 PM
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
Posted 06 June 2013 - 11:47 PM
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
Posted 07 June 2013 - 04:14 AM
Tice Daurus, on 06 June 2013 - 09:12 PM, said:
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
Posted 07 June 2013 - 04:47 AM
Mantle, on 06 June 2013 - 02:29 AM, said:
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
Posted 07 June 2013 - 04:37 PM
It needs a total redesign IMO.
#15
Posted 07 June 2013 - 05:29 PM
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
Posted 07 June 2013 - 10:05 PM
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
Posted 08 June 2013 - 07:58 AM
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
Posted 08 June 2013 - 08:53 AM
Natasz, on 06 June 2013 - 03:08 AM, said:
A light mech walking slowly, in a straight line is a dead light mech.
#19
Posted 08 June 2013 - 09:49 AM
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
Posted 08 June 2013 - 10:17 AM
Sudden Reversal, on 07 June 2013 - 10:05 PM, said:
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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