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Seismic Sensor Nerf Suggestion


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#1 Rubidiy

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Posted 15 July 2013 - 11:57 PM

as stated in this thread seismic sensor is going to be nerfed by 30th of july. It's range is gonna be lowered from 250m to 180m for basic variant na from 400m to 250m for advanced one. I wanna suggest another approach, and I'll explain why.
I find it a great solution to make seismic sensor work roughly as in "Aliens" movie. Numbers are to be investigated, but here's an idea. Pilot can see seiismic readings only +30 -30 degrees from the normal to his cockpit. Distance is gonna be the same 250m and 400m. Also there should be a 1-2 second delay for refresh of readings, so that pilot who turned his 'mech's torso will be able to see what's going on behind the cover to his right/left not instantly.
Thus seismic sensor will become another factor of teamwork advantage. Now you don't need any skill to detect even ECM-covered light 'mech that is flanking you or going to approach your 6 o'clock. You just see him coming regardless to your attention to what's going on around you, not just in front of you. With 60 degree of view team will be able to cover pretty much everything around them IF several 'mechs are looking in different directions. If they all are looking in one direction, they're gonna be flanked.
This approach in my opinion balances out the light vs. assault situation. Now it works not that good. Regardless to any attempts to be unpredictable, to use agility as your advantage, light mechs are just being destroyed by larger 'mechs because they can read everything with seismic sensor and are waiting for them to appear long before they do. With degree limitations we're getting some skill and teamwork involved into enemy detection and balancing 'mech classes a bit.
I do understand, that this is going to add a bit of suffering to life of players, who are new to the game, but actually every unexpected attack of light mechs can be pretty much neutralized by simple "stick with your team".

Edited by Rubidiy, 16 July 2013 - 12:00 AM.


#2 JudgeDeathCZ

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Posted 16 July 2013 - 02:01 AM

My balance solution is to delete this module :D

#3 Angel of Annihilation

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Posted 16 July 2013 - 07:49 AM

View PostRubidiy, on 15 July 2013 - 11:57 PM, said:

as stated in this thread seismic sensor is going to be nerfed by 30th of july. It's range is gonna be lowered from 250m to 180m for basic variant na from 400m to 250m for advanced one. I wanna suggest another approach, and I'll explain why.
I find it a great solution to make seismic sensor work roughly as in "Aliens" movie. Numbers are to be investigated, but here's an idea. Pilot can see seiismic readings only +30 -30 degrees from the normal to his cockpit. Distance is gonna be the same 250m and 400m. Also there should be a 1-2 second delay for refresh of readings, so that pilot who turned his 'mech's torso will be able to see what's going on behind the cover to his right/left not instantly.
Thus seismic sensor will become another factor of teamwork advantage. Now you don't need any skill to detect even ECM-covered light 'mech that is flanking you or going to approach your 6 o'clock. You just see him coming regardless to your attention to what's going on around you, not just in front of you. With 60 degree of view team will be able to cover pretty much everything around them IF several 'mechs are looking in different directions. If they all are looking in one direction, they're gonna be flanked.
This approach in my opinion balances out the light vs. assault situation. Now it works not that good. Regardless to any attempts to be unpredictable, to use agility as your advantage, light mechs are just being destroyed by larger 'mechs because they can read everything with seismic sensor and are waiting for them to appear long before they do. With degree limitations we're getting some skill and teamwork involved into enemy detection and balancing 'mech classes a bit.
I do understand, that this is going to add a bit of suffering to life of players, who are new to the game, but actually every unexpected attack of light mechs can be pretty much neutralized by simple "stick with your team".


Completely defeats the purpse of the module which is to offer 360 situational awarness. Honestly I can see what is right in front of me, I don't need a 15k GXP investment to do the same thing.

#4 Rubidiy

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Posted 19 July 2013 - 07:28 AM

Viktor Drake
there are tons of places and situations, when looking at enemy directly is not an option. You just have to put a little bit more thought into it.

Edited by Rubidiy, 19 July 2013 - 07:29 AM.


#5 Durkan

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Posted 19 July 2013 - 08:34 AM

Make it so it only gives you an alarm when an enemy much is near and much less info on their exact position.

Or the other suggestions I've heard are:

Make it so it only works when your mech is stationary.
Make it require 2 or more mechs or the base to work at all.

I'm OK with the delete option too...:-)

#6 TheAtomiser

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Posted 19 July 2013 - 04:33 PM

I think the sensors effectiveness should correlate with the size of the mech it is detecting. so assaults come up on the scan from a longer range but lights come up on a shorter range and make half the signal noise.

#7 Team Leader

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Posted 19 July 2013 - 04:58 PM

better than what we have now. I read one suggestion saying instead of pinpoint dots it was wedge shaped flashes about 1/8th of the radar that faced wherever the radar was pointing. so not super precise like now but more general and balanced.

#8 CrushLibs

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Posted 19 July 2013 - 05:03 PM

Who the hell is going to use 15,000 GXP to go from 180 to 250 meters??





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