Seismic Poll
#21
Posted 25 July 2013 - 10:31 AM
Instead it gets a range nerf which creates...less range. Great game developers are great.
#22
Posted 25 July 2013 - 10:34 AM
#23
Posted 25 July 2013 - 10:36 AM
#24
Posted 25 July 2013 - 10:37 AM
RainTuga, on 25 July 2013 - 08:26 AM, said:
I agree seismic sensor needs a nerf, not removing it from the game.
Exactly !
So many whiners !!!!!!!!!
Suck it up and learn how to play and adapt.
#25
Posted 25 July 2013 - 10:37 AM
#26
Posted 25 July 2013 - 10:40 AM
#27
Posted 25 July 2013 - 10:44 AM
#28
Posted 25 July 2013 - 11:30 AM
#29
Posted 25 July 2013 - 12:04 PM
It isn't even a matter of nerfing it. Even with a lesser range it would still provide all of the bonuses it does now, and kill any semblance of tactical positioning. I will admit that I use it in every match. If I can only take one module on a mech, that is the one I take. Because I am at such a huge disadvantage if I don't due to the fact that all of the enemy mechs will have it. No module should be required in order to be on an even field with your opponent.
With other topics people use the argument that it is "unfair to new players". Well, this is the biggest "unfair advantage" of them all. You need to have 15,000 GXP and a spare 6,000,000 C-Bills to even stand a chance.
Edited by The Strange, 25 July 2013 - 12:05 PM.
#30
Posted 25 July 2013 - 12:51 PM
#31
Posted 25 July 2013 - 01:14 PM
Quote
In testing for the 30th patch:
Seismic Sensor Ranges are being adjusted. Current values are 180m for basic and 250m for advanced. This is down from 200m and 400m respectively.
Air/Artillery Strikes - Damage area increase by approximately 15% and overall radius of each explosion increase by 15%.
Source: http://mwomercs.com/...02#entry2560002
or is that wrong?
Edited by RapierE01, 25 July 2013 - 01:15 PM.
#32
Posted 25 July 2013 - 01:19 PM
#33
Posted 25 July 2013 - 01:33 PM
Seriously, it is a sensor just like anything else. Used properly, it is a major advantage to any mech, even lights who don't want to run through the cave and accidently find the entire enemy team coming at him the other way with no room to manuver or run.
#34
Posted 25 July 2013 - 01:50 PM
#35
Posted 25 July 2013 - 01:51 PM
#36
Posted 25 July 2013 - 02:06 PM
#37
Posted 25 July 2013 - 02:43 PM
Octantis, on 25 July 2013 - 08:32 AM, said:
This is why I want to see it removed. Enemy positioning is too valuable to make available to some players but not others.
#38
Posted 25 July 2013 - 02:45 PM
Viktor Drake, on 25 July 2013 - 01:33 PM, said:
Seriously, it is a sensor just like anything else. Used properly, it is a major advantage to any mech, even lights who don't want to run through the cave and accidently find the entire enemy team coming at him the other way with no room to manuver or run.
Really? IFF, Targeting, Thermal, and NV are nowhere near the same thing as not having to have LoS on a target to know exactly where it is, and when it is going to breach the corner. In FPS games, we used to call that a wall-hack. It doesn't change anything just because it comes in the game itself here. It's still a wall-hack.
Blind in the game eh? Did you have a black screen before you installed the sensor in your Mech? I know I didn't. I had to slowly peak around the corner to see if there were enemies waiting in ambush. I had to rely on scouts to provide targeting info on areas I couldn't see myself. That isn't blindness.
If people like you had their way, I bet we would have an X-Ray module that let you just see through the walls altogether.
#39
Posted 25 July 2013 - 02:51 PM
Changes need to be made, don't remove it all together. Make it a manual module that requires a player to hit a button to send out a ping much like warships do. You find out where your enemy is, but the ping tells them where you are too.
#40
Posted 25 July 2013 - 03:13 PM
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