

The Proposed Seismic Change (No Detection While Moving) Is A Huge Assault+Heavy Buff, And Massive Medium+Light Nerf, Please Reconsider.
#21
Posted 30 September 2013 - 02:26 PM
It's also a great idea to have weapon blasts etc. create wrong seismic signatures.
Optimally, seismic would work by carefully balancing the signal-to-noise ratio the device is able to produce. This means that it would not go completely off when moving but your own movement would gradually worsen detection. For example, signal becomes detectable when assault moves 5-15 kmh while the same level of signal would be detectable to a light at 70 kmh.
#22
Posted 30 September 2013 - 02:31 PM
I'm still astounded at PGI's reluctance to just cut features that aren't working out, and their insistence on making them increasingly complex as an alternative.
#23
Posted 30 September 2013 - 02:36 PM
#24
Posted 30 September 2013 - 02:42 PM
Then people have the option to use the weight-free module for stationary only, or the 1.5ton equipment for mobile sensing.
#25
Posted 30 September 2013 - 02:48 PM
#26
Posted 30 September 2013 - 02:54 PM
One Medic Army, on 30 September 2013 - 02:42 PM, said:
Then people have the option to use the weight-free module for stationary only, or the 1.5ton equipment for mobile sensing.
see suggestion: http://mwomercs.com/...29#entry2435429
#27
Posted 30 September 2013 - 03:01 PM
This detection of weapon fire hitting terrain is going to add something dubious to the information warfare aspect of the game, certainly.
Edited by Kaijin, 30 September 2013 - 03:03 PM.
#28
Posted 30 September 2013 - 03:04 PM
#29
Posted 30 September 2013 - 03:04 PM
#30
Posted 30 September 2013 - 03:06 PM
#31
Posted 30 September 2013 - 03:15 PM
#32
Posted 30 September 2013 - 03:15 PM
With the proposed change it states splash damage on terrain will set of seismic events <produce a blip> so it looks like it may become almost unusable for brawlers, whilst at the same time not terribly handy for scouts <as you cant use it whilst moving> . This change will bring its use way down from must have to sometimes handy.. pretty much in line with every other module you can fit.
To be honest i never really liked it so personally I dont have too much of an issue, but I can sympathise with the cbills and xp people have spent on it, as they will now have something very different from what they originally expected.
#33
Posted 30 September 2013 - 03:16 PM
#34
Posted 30 September 2013 - 03:19 PM
#35
Posted 30 September 2013 - 03:26 PM
#36
Posted 30 September 2013 - 03:33 PM
Eddrick, on 30 September 2013 - 03:26 PM, said:
Um... Are you talking about thermal vision? It's in the game.
#37
Posted 30 September 2013 - 03:33 PM
So I'm all for PGI's idea, although I'd say increase it's detection range if implemented....
#38
Posted 30 September 2013 - 03:34 PM
#39
Posted 30 September 2013 - 03:34 PM
One thing i always thought was weird is that PGI said modules are endgame content but until seismic there wasn't really any really "useful" modules out there. So you get a tiny bit extra sensor range, or gather info faster. I tried them out to see how useful they were but nothing i'd waste more than 1 purchase on. FInally we got seismic and it was good to have something i could actually use. Sure the range was a bit much in the beginning but it felt right after the last range adjustment. Now its back down it almost useless.
If it was a deployable sensor i wouldn't care but since i have to have to carry it on my mech and my mech is always moving its just a complete waste of cbills now.
Edited by Sable, 30 September 2013 - 03:36 PM.
#40
Posted 30 September 2013 - 03:41 PM
One Medic Army, on 30 September 2013 - 02:42 PM, said:
BAP doesn't need to have through-terrain ability. That's what the Seismic module is for.
However, I do agree with you that the 200m 360degree targeting module needs to be depreciated into permanent BAP functionality.

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