Jump to content

The Proposed Seismic Change (No Detection While Moving) Is A Huge Assault+Heavy Buff, And Massive Medium+Light Nerf, Please Reconsider.


139 replies to this topic

Poll: Do you support the proposed change? (296 member(s) have cast votes)

Do you support PGI's proposed change, where Seismic Sensors only function when you are standing still?

  1. Yes (178 votes [60.14%] - View)

    Percentage of vote: 60.14%

  2. No (118 votes [39.86%] - View)

    Percentage of vote: 39.86%

Vote Guests cannot vote

#21 Rasc4l

    Member

  • PipPipPipPipPipPip
  • Mercenary Rank 1
  • 496 posts

Posted 30 September 2013 - 02:26 PM

It's better to have it non-functional when moving that how it is currently.

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 ObsidianSpectre

    Member

  • PipPipPipPipPipPip
  • 289 posts

Posted 30 September 2013 - 02:31 PM

I'd rather they removed it entirely, but this is the next best thing.

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 Vulix

    Member

  • PipPipPipPipPipPipPip
  • 712 posts
  • LocationSouthwest USA

Posted 30 September 2013 - 02:36 PM

They should remove it and refund cbills to people who bought it rather than leave it as it's current form. Making the module more clunky to use means it's probably less fun to use - from an "enjoyability" perspective, it's not up to par with other modules.

#24 One Medic Army

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,985 posts
  • LocationBay Area, California

Posted 30 September 2013 - 02:42 PM

How about we leave seismic as planned, and give BAP the ability to be a 180m thru-terrain 360degree radar like it's supposed to be.
Then people have the option to use the weight-free module for stationary only, or the 1.5ton equipment for mobile sensing.

#25 Narcissistic Martyr

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 4,242 posts
  • LocationLouisville, KY

Posted 30 September 2013 - 02:48 PM

Seismic should be a deployable module like the UAV that gives you blips whenever mechs walk through it's area. That way it's an important part of information warfare. Plus it makes scouting an area important since you can drop seismic to watch a number of important areas without having to spread your scouting force too thin.

#26 DocBach

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 4,828 posts
  • LocationSouthern Oregon

Posted 30 September 2013 - 02:54 PM

View PostOne Medic Army, on 30 September 2013 - 02:42 PM, said:

How about we leave seismic as planned, and give BAP the ability to be a 180m thru-terrain 360degree radar like it's supposed to be.
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 Kaijin

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,137 posts

Posted 30 September 2013 - 03:01 PM

It should only work when standing still, but the weight of the mech detected should play into detection range...At least if one were to apply the real world to this fantasy world. But I've been told PGI doesn't care about being realistic (and anyone who thinks LRMs go fast enough doesn't either, for example)

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 Jetfire

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,746 posts
  • LocationMinneapolis, MN

Posted 30 September 2013 - 03:04 PM

I wish it had been fixed right to be a comparison of the carrying mech weight and speed to the other mech weights and speeds to determine signal strength... but I can see where the code on that would be a bit intense.

#29 Ax2Grind

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 816 posts

Posted 30 September 2013 - 03:04 PM

I think it has the potential to still be very useful, especially for Scouts and Skirmishers, LRM, and Snipers...basically those who can afford to stop and start quickly, or who might be more stationary. Most Fire Support and Brawlers types will get limited benefit from seismic if they have to stop completely. Still seems useful to me.

#30 IronChance

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 259 posts

Posted 30 September 2013 - 03:06 PM

I think it should operate at reduced range while moving and enhanced range while standing still and that mechs at <60 tons should get a slight bonus in both scenarios anyway. So... no I guess I don't endorse the change as stated.

#31 Lord Ikka

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 2,255 posts
  • LocationGreeley, CO

Posted 30 September 2013 - 03:15 PM

Sorry PEEF, can't agree that it is horrible for Lights. I think Assaults may get more use out of it in general, but scouting Lights can use it. They just have to hunker down behind cover for a few seconds, then jet off again.

#32 Rascula

    Member

  • PipPipPipPipPipPip
  • Talon
  • Talon
  • 387 posts
  • LocationWord of Blake Protectorate, Epsilon Eridani.

Posted 30 September 2013 - 03:15 PM

My 2 cents is that its a broken mod at the moment giving way to much advantage to those who have it, frankly its still a must have module even after the nerf last month.

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 dario03

    Member

  • PipPipPipPipPipPipPipPipPip
  • Galaxy Commander
  • 3,636 posts

Posted 30 September 2013 - 03:16 PM

I would still prefer detection range be affected by the enemy mech's weight but something that's a cross between that and this change could work too. Instead of only working when stopped why not just have the range decrease based on the speed and weight of your mech. So a assault at full speed wouldn't see anything from seismic but when stopped it would, and a commando would have half range at full speed and full range when stopped. Or something like that. That's another nerf to seismic that I think would be better than only working when stopped.

#34 Werewolf486 ScorpS

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,271 posts
  • LocationSinsinnati Ohio

Posted 30 September 2013 - 03:19 PM

I don't think they should be in the game at all

#35 Eddrick

    Member

  • PipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 1,493 posts
  • Facebook: Link
  • LocationCanyon Lake, TX.

Posted 30 September 2013 - 03:26 PM

This should pretty much put it on par with the Heat Sensor we should be getting from Table Top Battle Tech. That lets you detect Mechs that are running hot. They need to get the Heat Synchronization with the server working first. Which, would also let them add penalties on certain percentages of heat. Heat Sensors would work best at tracking Mechs in combat and the Light Mechs I see running around that take a long time to cool off. It would discourage riding the top of the Heat Gauge.

#36 LauLiao

    Member

  • PipPipPipPipPipPipPipPip
  • 1,591 posts
  • LocationCalifornia

Posted 30 September 2013 - 03:33 PM

View PostEddrick, on 30 September 2013 - 03:26 PM, said:

This should pretty much put it on par with the Heat Sensor we should be getting from Table Top Battle Tech. That lets you detect Mechs that are running hot. They need to get the Heat Synchronization with the server working first. Which, would also let them add penalties on certain percentages of heat. Heat Sensors would work best at tracking Mechs in combat and the Light Mechs I see running around that take a long time to cool off. It would discourage riding the top of the Heat Gauge.


Um... Are you talking about thermal vision? It's in the game.

#37 ZippySpeedMonkey

    Member

  • PipPipPipPipPipPip
  • Survivor
  • 356 posts
  • LocationSomewhere on Dropship Earth

Posted 30 September 2013 - 03:33 PM

Read the lore...mechs only deployed it when stationary...

So I'm all for PGI's idea, although I'd say increase it's detection range if implemented....

#38 Mudhutwarrior

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 4,183 posts
  • LocationThe perimieter, out here there are no stars.

Posted 30 September 2013 - 03:34 PM

New game play consists of not moving at all. I am just sitting on the pad till someone comes.

#39 Sable

    Member

  • PipPipPipPipPipPipPip
  • The Predator
  • The Predator
  • 924 posts

Posted 30 September 2013 - 03:34 PM

I like the weapon fire change but looks like i'll never see it on my HUD since there is never a time when my mech isn't moving. The interesting and positive change of weapon fire effecting it, is being completely overshadowed by the uselessness of the movement nerf. I've been pretty chill about a lot of changes but this one is just plain too expensive. I have 5 seismic sensors now and i worked hard to buy them, not happy that 30 million cbills worth of equipment is now almost completely useless. I would prefer my cbill back.

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 A Man In A Can

    Member

  • PipPipPipPipPipPipPipPip
  • 1,594 posts
  • LocationRetired

Posted 30 September 2013 - 03:41 PM

View PostOne Medic Army, on 30 September 2013 - 02:42 PM, said:

How about we leave seismic as planned, and give BAP the ability to be a 180m thru-terrain 360degree radar like it's supposed to be.

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. :P





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users