Seismic Sensor - Welcome To Spider Hell.
#1
Posted 10 July 2013 - 03:19 PM
My experience with the sensor boils down to this: With my Atlas, it's a powerful situational awareness tool which allows me to keep tabs on people trying to get into my rear arc. I can see if people are sneaking up on me, or trying to sneak past me for a base cap - or if I'm about to lumber around a corner and into their entire team. It's a fun, and very useful, module.
With my Spider, the Seismic Sensor is a pestilence from heaven, sent down to punish me for my wickedness in choosing a light Battlemech. In combat, being mobile and unpredictable is a large part of what the Spider does. I don't have as many hardpoints as other lights, but I'm very quick and agile. Against anyone with a Seismic sensor, however, I'm always visible - they can see me through walls, they can see me through solid rock... they don't have to play the "which way did the Spider go" game: they know exactly where I am. Sure, I could stand still and disappear from the sensor, but standing still like that is very dangerous for a light - and as soon as I move again, he's got me. Playing against an opponent using this module feels very punishing at times. It's like reverse-ECM, but there's no counter.
The Seismic Sensor is a fun and very useful module - probably the most useful module for any brawler or scout to have. But the range and utility of the module hits lights very hard - and at a time where I understand that many players feel light, fast 'mechs are going the way of the Dodo.
Does anyone else find it frustrating to fight opponents using the Seismic Sensor?
#2
Posted 10 July 2013 - 03:38 PM
Edited by Ialdabaoth, 10 July 2013 - 03:40 PM.
#3
Posted 10 July 2013 - 03:49 PM
#4
Posted 10 July 2013 - 03:50 PM
At some point I often lose patience and I will charge to draw attention and see if I could thin the enemy with a chase. Or I'd try to cap.
As for wins/losses that seems to depend on how pin-point high damage per shot either team is, and how good they are at hitting. Some matches are lopsided others are down to the wire.
So Seismic can be changed if enough people and PGI think there needs to be a change, but until then, I'm just gonna deal with it and have to use it also. The only real change I've noticed is in those lopsided matches how they seem to finish faster, but those often have much more to do with the effective use of focus fire from multiple mechs with PPCs, ERPPCs, Gauss, LRMs, etc, and likely voice comms too.
#5
Posted 10 July 2013 - 03:53 PM
#6
Posted 10 July 2013 - 03:56 PM
#7
Posted 10 July 2013 - 03:56 PM
Theres two pieces of potential help right there.
Also if/when knockdown comes back... well you will have other, more serious issues.
#8
Posted 10 July 2013 - 04:04 PM
...yeup.
--billyM
#9
Posted 10 July 2013 - 04:08 PM
#10
Posted 10 July 2013 - 04:11 PM
Zakie Chan, on 10 July 2013 - 03:56 PM, said:
Theres two pieces of potential help right there.
Also if/when knockdown comes back... well you will have other, more serious issues.
They're intending to put in some sort of collision mechanic, but not the old "tripping" mechanic from days of yore - yet even if they did, I would have absolutely no "issues," since I don't abuse the game by running through people. Thanks for the information on mechanics (I'll have to try and test them,) but you can keep the insulting assumptions.
#11
Posted 10 July 2013 - 04:14 PM
-it devalues the scout role since everyone has a powerful module that does most of this for them.
-it completely nerfs things that should never be nerfed in any FPS, cover, surprise, flanking...
-as a light pilot, rolling with a wingman and setting up the perfect flank on a lonely highlander was the most pulse pounding and if properly executed, the most rewarding experience, now since snipers and EVERYONE can see us coming no matter how clever we are when we use cover, there is no more excitement, no more mystery, and the thrill of the pounce has been taken out of the game.
- using the module my self makes my job easier at the cost of fun. its to easy, it's just boring. being a good scout used to be about finding the best sight line while exposing yourself the least amount possible. there was strategy, now i just run around until i get a blip. boring.
scouting used to be fun, and an active role, now its lame and you just sorta call it in. ambush tactics were the most risky and fun thing to do in a light, and now that's been effectively nerfed. honestly i feel like its a module that shouldn't exist in a game like this, we have scouts.
in my humble opinion PGI has effectively replaced the scout with a module that any assault can take, and now all the mystery is gone, all the RISK that should come with checking your corners, there is no risk any more and so there is no more fun.
and they have once again taken a huge DUMP on players who love lights. it's an out right slap in the face to the light pilots out there. as if the game isn't already stacked against us enough already, the high point alphas that kill us in one shot, the pint point snipers, the only thing we had going for us was superior team work and BALLSY ambush tactics. RIP light warriors. your now just a waste of tonnage.
any ways i'll go and pay 20 bucks for a 4 machine gun locust now. yea right...
Edited by redlance, 10 July 2013 - 04:19 PM.
#12
Posted 10 July 2013 - 04:17 PM
The Strange, on 10 July 2013 - 04:08 PM, said:
Kinda, yeah. The reason I like it on my Atlas is that I can track other 'Mechs which are large enough to be a threat. My focus isn't so much on lights as it is on smashing enemy Heavies and above. So it's great for me, but I don't have much trouble hitting lights enough to at least chase them off. As a Spider, the least-well-armed 'Mech in the game (until the Locust,) I'm accustomed to relying on my speed and jump jets to fight unpredictably. I'll never do the newbie circle strafe with a larger 'mech; when I disappear behind that building, you have no idea which end I'm going to come out on, or even if I will come out rather than breaking contact and bothering someone else. But with the Seismic Sensor, my tactical flexibility means exactly jack squat - my opponent knows exactly where I went because Mister Seismic tells him. It's frustrating.
#13
Posted 10 July 2013 - 04:22 PM
But, since the most effective armaments for lights have optimal or maximum ranges of less than 400m, ambushing and harassing an equipped 'mech is effective as a distraction more than anything else. Your standard PPC Poptart Newblander can sit and stare downrange zoomed in to the max - and Mister Seismic will still warn him before I can get to knife range.
Edited by Void Angel, 10 July 2013 - 04:25 PM.
#14
Posted 10 July 2013 - 04:23 PM
ICEFANG13, on 10 July 2013 - 03:53 PM, said:
this too broke my back, as a light pilot, it was infuriating to be replaced by a single module. we had ONE thing, superior piloting skill and surprise tactics, it is clear to me now that PGI does not value light pilots because assaults sell for more money. playing a light now in assault heaven was hard enough, PGI's behavior as of late has been enough to make me lose complete faith. still glad i never bought a founders pack.
I've been positive about the game in the past, and chalked everything up to "beta". but this, this is to much. giving everyone wall hacks in a game about cover and flanking?
frack you PGI.
#15
Posted 10 July 2013 - 04:30 PM
It has no place in the game whatsoever, should be removed, and cbills+XP refunded.
#16
Posted 10 July 2013 - 04:32 PM
#17
Posted 10 July 2013 - 04:34 PM
Ialdabaoth, on 10 July 2013 - 04:32 PM, said:
Or just have a seismic graph showing if there are vibrations in the immediate area (sticking to sensing enemy mechs only, for the sake of not being useless). A seismic sensor showing seismic readouts. What a concept, right?
#18
Posted 10 July 2013 - 04:40 PM
Leafia Barrett, on 10 July 2013 - 04:34 PM, said:
Or just have a seismic graph showing if there are vibrations in the immediate area (sticking to sensing enemy mechs only, for the sake of not being useless). A seismic sensor showing seismic readouts. What a concept, right?
Man, that could be hilarious. Fighting Spiders would turn into a rehash of Aliens. "We got movement!"
#19
Posted 10 July 2013 - 05:08 PM
Hyperlynx, on 10 July 2013 - 04:30 PM, said:
It has no place in the game whatsoever, should be removed, and cbills+XP refunded.
Oooooh that would be so nice. And maybe nerf PPCs and buff SRMs?
Nah I'd be a ***** to assume that's going to happen. 3 and a half months on temporary SRM fix, that could easily be changed? We'll never see a seismic change.
redlance, on 10 July 2013 - 04:23 PM, said:
this too broke my back, as a light pilot, it was infuriating to be replaced by a single module. we had ONE thing, superior piloting skill and surprise tactics, it is clear to me now that PGI does not value light pilots because assaults sell for more money. playing a light now in assault heaven was hard enough, PGI's behavior as of late has been enough to make me lose complete faith. still glad i never bought a founders pack.
I've been positive about the game in the past, and chalked everything up to "beta". but this, this is to much. giving everyone wall hacks in a game about cover and flanking?
frack you PGI.
As I've said before, as I'm sure you understand from the eyes of a good light pilot,
ICEFANG13, on 21 June 2013 - 07:31 PM, said:
heck I was gonna maybe be a pilot for DV8, along Wispsy, never seen a better Jenner than him or I. I used to always say that no matter what, I could strain my skills to the max and make it work, but seismic, and maybe 3rd person is just too much to break through.
400-90m I have to avoid fire, since their entire team will be aware I'm there, once there, avoid being one-shotted by a huge alpha boat, and should I do that, and not be CT'd before I can do damage by broken SSRMs, I can release a weak payload of 24, 12 of which will spread all over. Seriously, 2SRM-4+4Small Lasers. Those things are so bad that I would really be better off with 8 Small Lasers.
I can stand the pathetic imbalances to be honest, but waiting for so freaking long to get results? Seismic is a bad bad bad thing for smaller mechs that rely on speed. PGI did a terrible job... again, with it. 3 months of weak missiles, and alpha boating? Can't they just up the damage? I'm no programmer, but I'm pretty sure its a change 1 number from 1.5-X sort of thing. Try adding .1 each week and see how it goes!
Well it doesn't matter, I don't really play anymore anyway. Like I said, I can't make it work through all that.
#20
Posted 10 July 2013 - 05:17 PM
redlance, on 10 July 2013 - 04:23 PM, said:
this too broke my back, as a light pilot, it was infuriating to be replaced by a single module. we had ONE thing, superior piloting skill and surprise tactics, it is clear to me now that PGI does not value light pilots because assaults sell for more money. playing a light now in assault heaven was hard enough, PGI's behavior as of late has been enough to make me lose complete faith. still glad i never bought a founders pack.
I've been positive about the game in the past, and chalked everything up to "beta". but this, this is to much. giving everyone wall hacks in a game about cover and flanking?
frack you PGI.
Seismic sensors are a fun module which was present in canon and asked for by people in the player base. It's not a totally gamebreaking system either. Also, while I do think of myself as being a good pilot "superior piloting skill" isn't something we can claim as a characteristic of the weight class. Mobility, yes; "I'm a better pilot than those other guys," not so much. Consider that one of my other favorite chassis is an Atlas. =)
So, all that being said, I think that Seismic Sensor is a good module that adds a really fun toy to the game - it's just too effective against a single weight class in its current implementation, and I'd like to see it changed.
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