Seismic Sensor Nerf
#21
Posted 30 July 2013 - 10:24 PM
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
Posted 30 July 2013 - 10:45 PM
Braidedheadman, on 30 July 2013 - 10:24 PM, said:
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 !!
$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
Posted 30 July 2013 - 10:51 PM
#24
Posted 30 July 2013 - 11:10 PM
BookWyrm, on 30 July 2013 - 03:28 PM, said:
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
Posted 30 July 2013 - 11:33 PM
#26
Posted 31 July 2013 - 12:07 AM
#27
Posted 31 July 2013 - 01:15 AM
Having a range relation regarding the weight of the enemy mech would be great! Must be quite complicated to do that though...
#28
Posted 31 July 2013 - 01:43 AM
#29
Posted 31 July 2013 - 04:45 AM
Or something like that.
Edited by Evil Ed, 31 July 2013 - 04:47 AM.
#30
Posted 31 July 2013 - 06:44 AM
#31
Posted 31 July 2013 - 07:51 AM
#32
Posted 31 July 2013 - 10:45 AM
#33
Posted 31 July 2013 - 11:08 AM
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
Posted 31 July 2013 - 11:13 AM
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
Posted 31 July 2013 - 11:21 AM
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
Posted 31 July 2013 - 12:00 PM
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
Posted 31 July 2013 - 01:01 PM
#38
Posted 31 July 2013 - 01:05 PM
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.
#40
Posted 31 July 2013 - 04:41 PM
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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