Seismic Sensor - Welcome To Spider Hell.
#21
Posted 10 July 2013 - 05:26 PM
#22
Posted 10 July 2013 - 05:30 PM
I do not have it either.
#23
Posted 10 July 2013 - 05:49 PM
Not anymore. Now Mr Atlas looks at his seismic, sees EXACTLY where I am and when I'm gonna pop out from behind the building and in 3.....2.......1........POP GOES THE COMMANDO!
Piloting a light is riding on the edge. In the world of 4 PPC Stalkers and AC40 Jaegers ONE HIT means insta-death, so you can't afford to make even ONE mistake. I would have thought that this would be punishment enough for those that choose to pilot lights but oh no it seems that's not enough for PGI and so now we have the insta-light swat-O-meter as well.
#24
Posted 10 July 2013 - 08:16 PM
Void Angel, on 10 July 2013 - 05:17 PM, said:
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.
It absolutely IS game breaking, and I'm a Cataphract/Hunchback pilot. Flanking is now suicide, even for heavies. All seismic does is reinforce sniper wars as the only valid tactic.
#25
Posted 10 July 2013 - 08:19 PM
Void Angel, on 10 July 2013 - 05:17 PM, said:
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.
i agree with you here. what i meant by "superior skill" is the many hours of training i put in with my scout wingman on tag teaming an assault, or harassing a heavy weight long enough to keep their guns off of the front line. for two lights to take down an assault it takes planning, skill, and thoughtful maneuvering. it took considerably more specialized training to accomplish that level of tactical presence than any other "class" I've ever played.
#26
Posted 10 July 2013 - 08:26 PM
My suggestion for Seismic is to base detection on Chassis Type and Throttle:
- Lights: Detected above 90% throttle
- Medium: Detected above 80% throttle
- Heavy: Detected above 70% throttle
- Assault: Detected above 60% throttle
#27
Posted 10 July 2013 - 08:36 PM
Sorry guys, 30 ton war machines are easily felt and heard. They're not ninjas. I say this having mastered the spider and still frequently playing it.
I've been on light infantry field exercises that featured a few M1A2 Abrams tanks, and any time they were in the area, you could feel it and hear it.
#28
Posted 10 July 2013 - 08:41 PM
Training Instructor, on 10 July 2013 - 08:36 PM, said:
Sorry guys, 30 ton war machines are easily felt and heard. They're not ninjas. I say this having mastered the spider and still frequently playing it.
I've been on light infantry field exercises that featured a few M1A2 Abrams tanks, and any time they were in the area, you could feel it and hear it.
#29
Posted 10 July 2013 - 08:42 PM
Lindonius, on 10 July 2013 - 05:49 PM, said:
Not anymore. Now Mr Atlas looks at his seismic, sees EXACTLY where I am and when I'm gonna pop out from behind the building and in 3.....2.......1........POP GOES THE COMMANDO!
Piloting a light is riding on the edge. In the world of 4 PPC Stalkers and AC40 Jaegers ONE HIT means insta-death, so you can't afford to make even ONE mistake. I would have thought that this would be punishment enough for those that choose to pilot lights but oh no it seems that's not enough for PGI and so now we have the insta-light swat-O-meter as well.
Which necessitates your not popping out from the building - you have to break contact and re-engage, which is a huge tactical disadvantage. But it's not a game-breaking thing, particularly since many players I see are obviously not using the module - it isn't ubiquitous. I've also been the guy shooting at lights in my Atlas and Cataphract; it's harder to hit you than you may realize, unless you're doing predictable things, like the Newbie Circle Strafe. Which of course brings us back to the tactical disadvantage of having your enemy know precisely where you are at close quarters.
All in all, I doubt this module is acting precisely as it should, and I'm confident that PGI will fix it. I also have found personally (solo dropping several matches with the module on my Spider) that while it is unnecessarily hard on Lights (to the point of frustration,) the Seismic Sensor as used today isn't powerful and/or common enough to make Lights unplayable - but the potential to do so is there if more people begin using them.
#30
Posted 10 July 2013 - 08:53 PM
Training Instructor, on 10 July 2013 - 08:36 PM, said:
Sorry guys, 30 ton war machines are easily felt and heard. They're not ninjas. I say this having mastered the spider and still frequently playing it.
I've been on light infantry field exercises that featured a few M1A2 Abrams tanks, and any time they were in the area, you could feel it and hear it.
There are only two driving factors in game design. Is the feature fun, and is the feature balanced? Seismic Fails both tests.
Real life can go hop on a unicorn and ride a rainbow out of here because it's the last thing that should drive a feature's design.
Void Angel, on 10 July 2013 - 08:42 PM, said:
Unfortunately this is a problem that will only get worse with time as more and more people unlock and equip it.
Edited by Jman5, 10 July 2013 - 08:54 PM.
#32
Posted 10 July 2013 - 09:30 PM
#33
Posted 10 July 2013 - 09:37 PM
#35
Posted 10 July 2013 - 09:58 PM
#36
Posted 10 July 2013 - 11:01 PM
Though it is really not a huge issue IMO, you need to break contact in a light (get more than 300m away and wait a sec, they usually assume you have run for it) but thats about it.
#37
Posted 10 July 2013 - 11:23 PM
I tried running my Jenner-D tonight, to make some CBills.
I really tried running it, and I had to quit after 4 matches.
Having no weapons that really worked outside the range of Seismic, facing a bunch of high-alpha boats, repeatedly being half-killed in a single shot the second I actually engaged the enemy.
I won one match for my team, I ran around capping on Conquest on Alpine (because seriously, screw trying to fight assaults on alpine in a light). I got barely more CBills for that (last one on my team alive, close cap-win) than I got for dying with ~50dmg.
Lights are dead outside of organized teams (either 4 or 8).
#38
Posted 10 July 2013 - 11:29 PM
Void Angel, on 10 July 2013 - 03:19 PM, said:
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?
Well if you can see them, assume they can see you! However, I do do think seismic needs a reduction in range.
#39
Posted 10 July 2013 - 11:36 PM
seismic is by far the most powerfull module we have. no discussion needed. everybody not taking it is punishing himself.
it removes scouting (lol.. has there ever been real scouting except to see which of the 2 or 3 possible ways the enemy is taking?) almost entirely.
it's completeley killing the harraser gameplay for lights. no surprise effect... no harrasing.. no guerilla warefare.. no effective lights. thats it.
the impact of this thing is worst for lights, mediums and other fast mechs (quickdraw, dragon,...).
I haven't played my jenner for weeks. It's just no fun. Seismic + high alpah meta = instagib with wallhacks for lights.
I already wrote this in an other thread: I don't want to play a ****** and utterly useless pseudo-scout or a braindead capping machine to win matches for my slow high alpha assaults. I want to play a fast and agile harraser that can win every encounter when pilotet properly (clever use of cover and surprise effect). Both is gone now.
Till they fixed the seismic crap... light gameplay is dead for me.
#40
Posted 10 July 2013 - 11:36 PM
- It is mandatory to use it. If you are not using it you are gimping yourself.
- It makes line of sight close to irrelevant. For all purposes it is a legalized cheat/wallhack.
- It completely reduces the importance of maneuvering and devise sneaky tactics not just as a light but as a team.
It needs a big huge nerf. It is really hurting the game that badly, no matter how much you don't think it is. Giant robots are still exploding and your PPCs are still pew pewing, but the quality of matches is going down.
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