Before You Nerf Seismic...
#21
Posted 26 July 2013 - 02:25 PM
#22
Posted 26 July 2013 - 02:28 PM
FupDup, on 26 July 2013 - 08:41 AM, said:
It doesn't work.
which is why i find it quite funny when people point at the "30 years balance" and "tt values should not be broken" when trying to balance this game.
As for sisemic, 400m was way too far, the only reason there wasn't a bigger gripe is brawlers never got to be able to use it properly in the sniper meta. drop to 250m is pretty decent start imo.
Edited by Ralgas, 26 July 2013 - 02:49 PM.
#23
Posted 26 July 2013 - 02:38 PM
Given that I asked a dev on teamspeak back in closed beta last year why your visibility was limited to a 90 degree arc infront of your mech....similar to your average foot slogger. His reply, i'm paraphrasing:
We want the members of a team to have to watch each other's backs rather then relying on a 360 degree sensor to do all the work.
*fast forward to almost a year later"
dot dot dot dot.
I'd be far less incredulous if they'd just fitted all mechs with a 360 degree, 800 metre range sensor that COULDN'T see through terrain than the current BS know as seismic.....and don't even get me started on how the hell a seismic sensor would work given the sensing platform itself is generating so much seismic noise it would drown out it's own ability to sense anything.
/rant off.
Edited by Skinflowers, 26 July 2013 - 02:39 PM.
#24
Posted 26 July 2013 - 02:39 PM
"Tiptoe module" 30,000 GXP and 9 million CBills
"Wind-up decoy squeaky dog" 15,000 GXP. Consumable. 15 MC version pees on the leg of the first mech it runs into.
"Dune thumper" 15,000 GXP. Consumable. 15 MC version calls a worm on Tourmaline Desert.
#25
Posted 26 July 2013 - 03:18 PM
#26
Posted 26 July 2013 - 03:37 PM
#28
Posted 29 July 2013 - 07:33 AM
WVAnonymous, on 26 July 2013 - 02:39 PM, said:
"Tiptoe module" 30,000 GXP and 9 million CBills
"Wind-up decoy squeaky dog" 15,000 GXP. Consumable. 15 MC version pees on the leg of the first mech it runs into.
"Dune thumper" 15,000 GXP. Consumable. 15 MC version calls a worm on Tourmaline Desert.
PILLOW SHOES
#29
Posted 29 July 2013 - 07:39 AM
It should get a sweeping sonar to pick up movement, so instead of seeing everything around you at all times, you have to wait for the scan to rotate across the area. Making mechs moving under 30kph remain invisible would be good as well, it would give us a reason to set the throttle to anything but maximum.
I fear that the range nerf is just going to make it useless. I mean, do you really need a module to tell you when a mech is withing 250m?
Edited by Roughneck45, 29 July 2013 - 07:50 AM.
#30
Posted 29 July 2013 - 07:41 AM
Waking One, on 18 July 2013 - 06:19 AM, said:
I'm actually surprised there's no gigantic outcry about it. Shows how silly the community is.
Feels like it had a bigger effect on the game than ECM ever had. It's just a bit more subtle so people don't rage about it i guess.
You can tell when you are screwed by ECM, you can't (generally) tell if you were screwed by seismic.
#31
Posted 29 July 2013 - 10:16 AM
#32
Posted 29 July 2013 - 01:36 PM
Desdain, on 18 July 2013 - 06:03 AM, said:
it shouldn't even be in the game. Why put a decay timer to target information if you want to give everyone free wallhack? It destroys ambush tactics with no effort from other side.
Edited by Lordhammer, 29 July 2013 - 01:36 PM.
#33
Posted 29 July 2013 - 01:57 PM
I just assume everyone has it so if I see them, they see me. its great, I can stand still and wait for them to pass. (and use Jump jets) I think it makes a lights job easier, not harder, you can see theres a pack of guys over that ridge with out exposing yourself.
I hope they put in modules as good as Seismic, then we will have real choices when it comes to modules.
#34
Posted 29 July 2013 - 02:09 PM
#35
Posted 31 July 2013 - 09:31 AM
Boogie Man, on 18 July 2013 - 06:43 AM, said:
lighter mechs are detected at shorter ranges vs heavier mechs.
Lower speed reduces the range you can be detected.
So a 35 ton light going at 60 kph might have a 120m detection range on a maxed out seismic setup. The same light going at 140 kph would be detectable out to 300m.
A 100 ton atlas can be detectable out to max range at pretty much any speed its going. A 60 ton mech could still reduce its detection range by walking slower just like a light can but still would be detected farther than the 35 ton mech at the same speeds. For example a dragon doing 60 kph would be detected out to 200m instead of the 35 ton mechs 120m. These numbers of course are just examples and not the exact numbers I think they should use.
I think they are making a big mistake just doing a blanket nerf to the seismic range without putting in a more nuanced implementation of it.
THIS!
#36
Posted 31 July 2013 - 09:53 AM
With that kind of sesmic sensor light mechs could sneak up on other mechs and not set it off until they get within something like 50 meters, where as an assault mech would be detected at around 300 meters away.
#37
Posted 31 July 2013 - 11:10 AM
Fierostetz, on 26 July 2013 - 02:15 PM, said:
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