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Seismic Range Reduced Too Much


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#1 Raptor2442

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Posted 31 July 2013 - 08:33 AM

The title says it all. Reducing the Advanced seismic range from 400 to 250 is a 37.5% drop. It doesn't even coincide with any weapon ranges. It is a great ability to have. Why not make it 300 for advanced and 200 for basic? We don't see any huge drops in the Radar coverage modules. Understand this is a juggling act, but I think this correction is too far in the wrong direction.

#2 Syllogy

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Posted 31 July 2013 - 08:38 AM

Sensors (Radar) is dependent on Line of Sight. Seismic is not. That's why there was a major reduction.

#3 XSerjo

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Posted 31 July 2013 - 08:41 AM

Slow heavy walker detected.

#4 xCico

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Posted 31 July 2013 - 08:42 AM

Ahhh you cant play without seismic, poor guy ;)((

Edited by 19cico96, 31 July 2013 - 08:46 AM.


#5 Braggart

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Posted 31 July 2013 - 08:42 AM

It shouldnt be in game at all.

Even at 180 meters, it lets mechs know exactly where a light is heading when it disappears behind a building. It removes the suprise element a mech can have, esp against assaults.

Diving behind a building in a light or medium, so that we can confuse and evade a heavier mech is a common tactic. Seismic removes that entirely. They know if I round the corner and come to a stop to make them waste time, or if i decide to run for it, or if i round the corner and do a 360 to come back out that side hoping they thought i would come out the far end.

#6 Master Q

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Posted 31 July 2013 - 08:48 AM

View PostSyllogy, on 31 July 2013 - 08:38 AM, said:

Sensors (Radar) is dependent on Line of Sight. Seismic is not. That's why there was a major reduction.


But Sensors gives you:

- Direction pointed.
- Telemetry / Armor Readout.
- Sharing your data to friendlies.

While Seismic gives you NONE of that, and stops pinging if they so much as stand still or engage jump jets.

I agree with the OP. 400M might have been slightly too far, but 250M is an overcorrection. 300-325 is probably about right.

View PostBraggart, on 31 July 2013 - 08:42 AM, said:

It shouldnt be in game at all.

Even at 180 meters, it lets mechs know exactly where a light is heading when it disappears behind a building. It removes the suprise element a mech can have, esp against assaults.



Only if that light's the only mech in the area. Ever tried to read your map on seismic when there's a tight fight among 5-6 Mechs? That's the sort of fustercluck that can't be read whether you have seismic or not on the tiny radar readout.

#7 Hexenhammer

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Posted 31 July 2013 - 08:50 AM

Seismic is a 'perfect' sensor and that's the problem with it. It needs to have limitations based off of weight, range, and speed of the target and then the range can be examined.

#8 FearTheAmish

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Posted 31 July 2013 - 08:55 AM

i like the nerf flanking is now a tactic again instead of suicidal.

#9 Braggart

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Posted 31 July 2013 - 08:56 AM

View PostMaster Q, on 31 July 2013 - 08:48 AM, said:


But Sensors gives you:

- Direction pointed.
- Telemetry / Armor Readout.
- Sharing your data to friendlies.

While Seismic gives you NONE of that, and stops pinging if they so much as stand still or engage jump jets.

I agree with the OP. 400M might have been slightly too far, but 250M is an overcorrection. 300-325 is probably about right.



Only if that light's the only mech in the area. Ever tried to read your map on seismic when there's a tight fight among 5-6 Mechs? That's the sort of fustercluck that can't be read whether you have seismic or not on the tiny radar readout.


I do just fine.

#10 Raptor2442

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Posted 31 July 2013 - 09:18 AM

I understand what seismic's intent is but it is far from a perfect sensor. You can't lock on someone who is behind an obstacle, but you know that they are there. Its for situational awareness. I played without seismic for 99% of the games I have been in so there is no QQ. After installing the thing, there were a lot of places where I know a target was behind an obstacle I was standing next too and it wouldn't register. For the amount of GXP you drop on that, it should be more effective. I don't argue that 400 might have been too much, but there is something to be said about overcorrection. Now there could be some things to consider. Perhaps remove the directional arrow so that it is just circles moving. Perhaps it is more effective against heavier targets vs light targets. There are a lot of ways to add or subtract things without completely removing its usefulness. Extended range sensors, target lock decay extend, BAP negating ECM at close range, PPCs knocking out ECM, there are a lot of cool things out there that are useful. It is a game of checks and balances. Someone who loads a certain module can't load something else.

#11 Sprouticus

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Posted 31 July 2013 - 09:25 AM

The range is probably 250 for a reason. That means light pilots can get into medium laser range without being detected. Barely, but it is doable.


I am still reserving judgment on the reduction. My gut says 250 is perfect, but it might need to go down a bit more. I will play a week or two and decide.

#12 Cruxs

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Posted 31 July 2013 - 09:28 AM

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 realy all its worth.

#13 JeffGoldblum

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Posted 31 July 2013 - 09:41 AM

View Postcruxholzer, on 31 July 2013 - 09:28 AM, said:

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 realy all its worth.

Agreed 100% It took me great number of matches to earn the GXP for seismic/advanced seismic and then to drop the 6mil on the sensor itself. Quite the slap in the face finding out that I had wasted all that effort on something that is now almost insignificant, I'd rather have bought the cap accelerator instead if I had the premonition that seismic would become almost useless.

#14 John MatriX82

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Posted 31 July 2013 - 10:42 AM

Idea, make it like Aliens movement sensor. Like a sonar, with pings interleaved by 2, 3 seconds. By this you wouldn't be seeing the trajectory of the moving target and nothing would tell you if the first red dot that you saw in the first scan is the same after 2-3 seconds, because the first might be standing still (missing the scan) and the red dot you see is instead that of a second enemy mech that made it into your sensor range. Suspence, less wall hack than it is now.

Range. Make it that the range stays at 250m like it is now when you're moving. When you stand still, you resolution increases back to 400m, but pings keep to be interleaved with the same interval without tightening them.

Problem solved, you'd have a better system, more enjoyable, and less op.

#15 Mason Grimm

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Posted 31 July 2013 - 11:15 AM

There is already a post about this. Please visit this thread and comment there: http://mwomercs.com/...ic-sensor-nerf/

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