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Seismic Sensor Nerf


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#21 Braidedheadman

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Posted 30 July 2013 - 10:24 PM

It's not imbalanced if it's accessible to everyone.

But if the changes are to be kept, then the module's value in GXP and CB needs to come down to roughly half of what is (in proportion with the nerf) and those of us who already have it should be retroactively refunded. I really don't care about the reduction from 400m as much as I care about feeling like I've just been robbed of both my time and real world money. This nerf makes me think that spending MC on anything other than mechbay slots is a risk not worth taking in the future.

Also, I like how the module sets that recieved buffs (ie: the ones that they want people to use) were also the consumable ones that come with an MC price tag attached. Speak not about quality of balance when it's pretty clear that it was the furthest thing from their minds.

#22 ShinVector

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Posted 30 July 2013 - 10:45 PM

View PostBraidedheadman, on 30 July 2013 - 10:24 PM, said:

It's not imbalanced if it's accessible to everyone.

But if the changes are to be kept, then the module's value in GXP and CB needs to come down to roughly half of what is (in proportion with the nerf) and those of us who already have it should be retroactively refunded. I really don't care about the reduction from 400m as much as I care about feeling like I've just been robbed of both my time and real world money. This nerf makes me think that spending MC on anything other than mechbay slots is a risk not worth taking in the future.

Also, I like how the module sets that recieved buffs (ie: the ones that they want people to use) were also the consumable ones that come with an MC price tag attached. Speak not about quality of balance when it's pretty clear that it was the furthest thing from their minds.


DOH !! :) (I have spent real money on you guessed it ! Mech bays and Sarah's Mech.)
$20 for a mech that probably sucks more than a Spider K ? Nononon...
Sitting on 70K GXP still and never spent a dime on it.

#23 King Arthur IV

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Posted 30 July 2013 - 10:51 PM

happy about the nerf!!! time to bring some skill back into the game. seismic was just easy mode.

#24 MvdS74

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Posted 30 July 2013 - 11:10 PM

View PostBookWyrm, on 30 July 2013 - 03:28 PM, said:

I always felt that it should be based on weight. Say 100m for lights, 200m for mediums, 300m for heavies, 400m for assaults. Or something like that, but I feel it's better now than it was with 400m for all.


I totally agree! They should make the range related to the weight of the enemy mech. But I also agree with the developers that 400m is way too much! The max should be around 250m.

#25 Ghost Rider LSOV

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Posted 30 July 2013 - 11:33 PM

250 m is OK, but I also liked what people had suggested for different mech weights to be seen at different ranges.

#26 MountainCopper

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Posted 31 July 2013 - 12:07 AM

If they reduced the range for the adv. module to 100m, it might be ok. That module is very nearly cheating in its current state. The way it works has to be worked on as well.

#27 NeuroMute

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Posted 31 July 2013 - 01:15 AM

Just wanted to say that I'm absolutely OK with the seismic nerf and if i hadn't already I'd spend the GXP and the C-Bills on the advanced module. Hell if you want to nerf it further because you feel gameplay needs it, do it.
Having a range relation regarding the weight of the enemy mech would be great! Must be quite complicated to do that though...

#28 Jam the Bam

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Posted 31 July 2013 - 01:43 AM

I agree with the nerf (I own some as well), a 400m unavoidable wallhack was way too much.

#29 Evil Ed

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Posted 31 July 2013 - 04:45 AM

Good nerf, but I would like to see weight, speed and jumping of target to be a factor. A poptarting highlander doing legbreaking poptarting should be detected well over 500 meters away, a Spider moving in 10kph not at all. Also, full range when the module user is standing still, falling range up to like 50kph and then useless. It's silly that my Raven moving at 150kph can detect any seismic activity.

Or something like that.

Edited by Evil Ed, 31 July 2013 - 04:47 AM.


#30 Cantatta

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Posted 31 July 2013 - 06:44 AM

Detection range based on enemy 'Mech weight makes a lot more sense than the blanket reduction of range. Further limiting functionality, based on movement of the 'Mech carrying the seismic sensor, also makes good sense. Both may be harder to implement, but they would go a long way towards making the seismic sensor more useful, without being OP.

#31 WARCRACK

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Posted 31 July 2013 - 07:51 AM

Seismic sensor is now worthless and doesn't do anything more than detect units standing next to you that you can already see and know are there. Spent an ton of GXP for something that is nothing more than a Pedestrian Detector. Please don't call it a Seismic Sensor. Please refund the GXP.

#32 Mason Grimm

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Posted 31 July 2013 - 10:45 AM

Mergeception

#33 Mad Porthos

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Posted 31 July 2013 - 11:08 AM

I would hazard the suggestion of 200-250m +/- tonnage above 50/ below 50. The variance by the size of sensed mech is needed, speed should probably play a role as well...

Offhand, speed could decrease range of the sensor Encouraging the user to be travelling very slow or standing still to effectively use it. Speed of targets too could enhance thier seizmic profile, so a full speed jenner briefply hitting ground after a jump could give as big of a red ping/blip as an atlas. An atlas creeping forward at 6.2 kph might not give much of a signature at all compared to that running jumping jenner.

#34 Xandre Blackheart

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Posted 31 July 2013 - 11:13 AM

Most games are now like blind man's bluff, two teams wandering around in a maze looking for someone to fight (especially Mordor Alpine). 400m seismic at least let people find the action.

Now we're back to ninja cap assault.

I just sit at base now and wait for the lights, sometimes it's the entire team doing it. Sometimes it's both teams doing it.

Maybe when we get some actual maps based on realistic terrain instead of mountain ranges or New Orleans things will be different.

#35 Mad Elf

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Posted 31 July 2013 - 11:21 AM

It was too powerful before, but its cost was OK for its power.

I really would like to see a proportional reduction in price (GXP, MC, CBills), along with a refund for everyone that paid for the original product.

Other ideas:

- Range proportional to weight of detected mech: of course. Also to its speed!
- Should be totally useless unless your own mech is stationary.
- Interference from nearby moving mechs? (Maybe too hard to code.)
- More balanced range; original was too long, this is too short.

#36 AntharPrime

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Posted 31 July 2013 - 12:00 PM

Yes, I love it! Reduce it even more if you do anything to it. It is nothing but a wallhack anyway.

Wait I have an idea, keep the current range but do the wallhack like they do in other games, It would need to activated and only last for 5-10 seconds, then take 30-60 seconds to recharge.

Edited by AntharPrime, 31 July 2013 - 12:02 PM.


#37 WANTED

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Posted 31 July 2013 - 01:01 PM

I have no pity for you seismic people. I don't have one but I use a UAV. At least mine is consumable. Seismic ruined the game with 400m range. I still feel there should be a counter module for it cause it still is a must own module.

#38 Xandre Blackheart

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Posted 31 July 2013 - 01:05 PM

Seismic offsets the ability of "stealth mechs", especially "stealth mech" cap charges.

But I guess that's fair, I had no sympathy for "stealth mechs" when they were crying about being useless.

Just sit at base and they're still pretty much useless.

#39 DeaconW

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Posted 31 July 2013 - 01:07 PM

View PostWARCOCK, on 31 July 2013 - 07:51 AM, said:

Seismic sensor is now worthless...


"worthless"? Overstate your case much? I swear it's like a room full of 5 year olds in here...

#40 Cruxs

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Posted 31 July 2013 - 04:41 PM

I posted this in another forum topic and was directed here by the moderator. It's along the same line as some of the other posts but im going to post it anyway.

Seismic needed a nerf but they took it to far. For thoes of us who can't afford to throw money at this game and earned all of the GXP to get the advanced seismic sensor, we just got screwed. I would have got the standard sensor had I known they were going nerf the advanced this much. I get it's in beta but come on. You can say it should or shouldn't exist, but it does and it costs alot to get. Thats what made it a game changer for the people who earned it. Just my two cents and thats really all its worth.

Edited by cruxholzer, 31 July 2013 - 04:42 PM.






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