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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%

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#61 Rhent

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Posted 30 September 2013 - 06:58 PM

Voted Yes.

First seismic should be removed from the game or its range should be moved to 25M/50M max.

Second, light mechs have ECM, Speed and ridge line to protect them. From an ambush perspective 2 to 4 light mechs w/ ECM using terrrain smartly, could very easily destroy a lagging Atlas or Stalker before the enemy force to engage them and they wouldn't need seismic to do it. A potential counter to lights forming gank squads is to have a murder hole set up where you have mechs set up not moving and they get a 1 1/2 second warning blip to fire if the lights are going full throttle.

Edited by Rhent, 30 September 2013 - 07:02 PM.


#62 akpavker

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Posted 30 September 2013 - 07:03 PM

i see this as a buff for light mech's. the best use for seismic is to know when a light is coming up behind to shoot you in the back.......i dont know about any 1 else but im not standing still on assults and heavys all the time. but it is the nature of PGI to take usefull things and make them useless this isnt the first time and it wont be the last!!!

#63 Khobai

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Posted 30 September 2013 - 07:06 PM

Quote

Currently, the ONLY mechs who stand still for any significant period of time are Heavy/Assault mechs. This means that Heavy/Assault mechs will be the only mechs that could really consider taking this module anymore.


Youre exaggerating. Light mechs can still benefit from seismic. It is possible for a light mech to stop without getting killed. Its simply a matter of stopping behind cover.

#64 A Man In A Can

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Posted 30 September 2013 - 07:10 PM

View PostKhobai, on 30 September 2013 - 07:06 PM, said:


Youre exaggerating. Light mechs can still benefit from seismic. It is possible for a light mech to stop without getting killed. Its simply a matter of stopping behind cover.

This is true. Try doing it behind the big rock on Canyon at C4. :P

#65 Nebuchadnezzar2

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Posted 30 September 2013 - 07:11 PM

I like how the weapon affects seismic reading, i tend to believe that seismic should be nerfed through more confusing/unclear reading instead of through range or movement.
My main problem with the future pgi system is that it encourages waiting game more, they give assaulters even more drawbacks instead of lights. They give camper significant advantage.

#66 Hexenhammer

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Posted 30 September 2013 - 07:20 PM

Quote

Seismic Sensor Upgrades
* No Seismic sensor detection while moving
* Weapon Hits to Terrain and Weapon Fire cause Seismic events


As a player I want the thing buffed back to 400m or what ever it was when it first came out.

The movement change is realistic and has been proposed by players before. So while it hurts its also needed because seismic is the go to module in this game to the near exclusivity of all other module.

The one concern I do have is how seismic will react to ground impact due to weapon fire.
Seismic readings should be based off the kinetic energy of the round that hits ; from biggest to smallest. SRMs should have a larger ping than LRMs. MGs and Lasers should not register on seismic.

Edited by Hexenhammer, 30 September 2013 - 07:23 PM.


#67 Mystere

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Posted 30 September 2013 - 07:38 PM

The more people in here suggest even further nerfs to the sensor, the more one very specific word comes to mind: sabotage.

Limit range to 25/50m, really? For a 20-100 ton behemoth stomping on the ground? Why don't people just be honest and directly call for the module's removal? They really aren't fooling any one with their so-called "suggestions".

As for myself, I'll judge the changes when I see them.

Edited by Mystere, 30 September 2013 - 07:38 PM.


#68 Storm Khan

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Posted 30 September 2013 - 07:42 PM

I've mentioned this in another thread but I'll repeat it here.

Instead of requiring the mech to have to stand still just to make it that the sensor is also not moving why not make the thing into a launchable or placeable munition? You launch the thing and it stakes itself into the ground somewhere and satisfies the requirement that the sensor is stationary. It provides seismic readings for around that area only (thus making the thing less OP) and you should be able to see its readings on both mini and main maps.

You can make the launch/placement of it like a missile which would be visible and by making its launch distinctive it would notify people seeing it that a seismic was being placed "somewhere over there". It should remain functioning for the duration of the game since its only going to be effective in that one area.

Now PGI is able to introduce a new module to counter the seismic sensor (I call it a Thumper module). You launch it like the seismic and it creates fake seismic readings around where it lands. Any seismic modules near it would see an area full of fake blinking dots making the seismic sensor near useless. Now we have information warfare and makes placing seismic and counter seismic modules on the map a bit more of a thought action than a "lets just put one here" action. Put a bit of the thinking back into the thinking man's shooter?

#69 xengk

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Posted 30 September 2013 - 07:50 PM

I like the change and this has been proposed by players for a long time.
Hopefully the next step will increase its sensor range by default or by enemy mech's weight.

Im already packing UAV on some of my close range medium, good to see my 40k Cbill will generate some money return.
If there are LRM in the team, do not underestimate the viability of dropping an UAV while in a brawl.

Now I have to weight the option of installing UAV or seismic on a mech.

#70 Noodlesoup

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Posted 30 September 2013 - 08:01 PM

hot topic.

but if you go back to the lore and etc. seismic wasn't meant to be a scouting tool. it's a sensor of last resort, when all other sensors aren't working to detect your target. and it's meant to be extremely short range and basically a last warning of "they're nearly on top of us you blind fool".

i like the changes that require no motion to work properly. it can still be used to scout. in fact, it enhances the story behind scouting and the risk involved. move up, stand and listen for enemies, move away on contact. Not rush through an area at 140kph and magically see where everyone is and escape.

#71 Bartholomew bartholomew

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Posted 30 September 2013 - 08:01 PM

I think I will skip seismic now and save for a D-DC instead of paying cash for one and getting seismic with cbills. Then just get advanced target decay later.

Edited by Bartholomew bartholomew, 30 September 2013 - 08:01 PM.


#72 akpavker

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Posted 30 September 2013 - 08:02 PM

this game is no longer in beta.......PGI need to think more when it comes to releasing any thing from this point on. i dont know about any one else but im getting sick of the buff nerf then buffed nerfed and buffing nerfing or the nerf buff system PGI use.

#73 Vodrin Thales

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Posted 30 September 2013 - 08:05 PM

View PostPEEFsmash, on 30 September 2013 - 02:21 PM, said:

I agree seismic is terrible and should never have been in the game, and maybe this nerf will make Seismic disappear altogether which would be great.

However, this is just another "heavy/assault only" kind of feature, and that's what I don't like. You can still see exactly where a light is going if just one person on your heavy/assault blob isn't moving.


While I understand you taking issue with anything that works better for assaults/heavies than mediums/lights (who need all the help they can get), I think you are overreacting a bit. This change is going to make use of seismic much more rare than it is currently as most heavy/Assault pilots do remain in motion during combat. The only use for the module will essentially be to stop and see if someone is moving up just around the next corner. It will probably be better to just take another module and be more careful with your movement.

#74 Imperius

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Posted 30 September 2013 - 08:07 PM

View PostPEEFsmash, on 30 September 2013 - 01:51 PM, said:

EDIT: I should mention, I think seismic is gamebreaking, and I wish it wasn't part of the game. I am not arguing that Seismic should stay the way it was, but it certainly should not exist as an option only available to heavies and assaults.

In the Command Chair post, apparently they want to make Seismic non-functional while the user is moving. Was any consideration paid to the way this would affect weight balance?

Currently, the ONLY mechs who stand still for any significant period of time are Heavy/Assault mechs. This means that Heavy/Assault mechs will be the only mechs that could really consider taking this module anymore.

Lights die instantly when they stop moving, movement is their "armor"; they are more difficult to hit via fast, tricky movement, so standing still to "get a look-see at what's going on" is completely out of the question for them.

Mediums, if they have any sliver of an advantage whatsoever in any cases, have a speed advantage over heavies and assaults, and they use this by moving very quickly, never stopping during brawls. This means that they can't afford to survey the situation while not moving.

Meanwhile, poptart Assaults and ridgehumping assaults actually stop moving for at least short periods of time every time they peek or pop.

Let's add to this fact that you also don't show up on seismic when not moving, which means you actually cloak yourself from seismic when you aren't moving, and not moving gives you the opportunity to see those who are moving....the designers have actually, in the most incredible way, buffed standing still. Yes, that's right. You are now multiply advantaged by standing still. Now, again, what are the only mechs that can get away with standing still, and actually have standing still for at least short periods of time integrated into their modus operandi? Poptarting and ridgehumping Heavies and Assaults are the only ones, which just so happen to already be the best mechs in the game.

In a game already DOMINATED (and I do mean absolutely dominated in the strongest sense) by heavies and assaults, why would we buff "standing still", which results in a buff only to Heavies and Assaults?

Let me put my tinfoil cap on for just a moment, and remind you all of the fact that this game has essentially only built content for heavy and assault mechs for the last 5 months. The developers have been pumping out heavy chassis after heavy chassis and assault chassis after assault chassis, mixing in the occasional medium. However, there has not been a new Light Chassis in 8.5 months, there has not been a light hero mech in 5+ months (there is only one, and it is bad) but there are now 10 Assault and Heavy Hero mechs, and we have gotten Heavy and Assault Chassis almost exclusively during the last 8.5 months...Have the developers actually decided that they WANT this game to be Assaultwarrior online because Assault/heavy mechs are more expensive, have a longer grind time, etc? Are these changes meant not to balance the game, but to push light and medium pilots like myself towards the heavier mechs so we can become more lucrative customers?? *tinfoil cap off*

What are your thoughts? Was "standing still" too weak and in need of a buff?


Makes sense logically, and learn to scout the right way not lazy seismic searching. It's not a nerf to lights, you stand still on the other side of the hill and use it, you just can't adapt. Also new light mech comes this month it's called the locust... It's a better hero mech than all the lights. 30% c-bill and 10% loyalty...

Edited by Imperius, 30 September 2013 - 08:12 PM.


#75 Krivvan

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Posted 30 September 2013 - 08:33 PM

View PostImperius, on 30 September 2013 - 08:07 PM, said:

Also new light mech comes this month it's called the locust... It's a better hero mech than all the lights. 30% c-bill and 10% loyalty...


But it's a worse mech than all the lights, except maybe the Commando.

#76 Pale Jackal

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Posted 30 September 2013 - 08:47 PM

Remove it from the game, or make the detection weight based.

Or do this, but make the radius determined by weight.

Don't you want to yell, "Assault-class 'mech in sector D6" while on comms?

You know you do.

Edited by Pale Jackal, 30 September 2013 - 08:48 PM.


#77 CrashieJ

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Posted 30 September 2013 - 08:53 PM

Seismic based on the "cone of sight" where you have to continually scan around for readings, that would be best.

#78 Mister Blastman

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Posted 30 September 2013 - 08:53 PM

I hate seismic but I do like the idea of creating red dots wherever you shoot at the ground. It adds some interesting strategies to use against gullible people. :P

Seismic just needs to go. Either go or have zero directional capability. i.e. it tells you something is near and moving just not where.

#79 SirLANsalot

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Posted 30 September 2013 - 08:54 PM

View PostPale Jackal, on 30 September 2013 - 08:47 PM, said:

or make the detection weight based.

Or do this, but make the radius determined by weight.

Don't you want to yell, "Assault-class 'mech in sector D6" while on comms?

You know you do.




THIS NEEDS TO HAPPEN!


This is the ONLY way to properly balance it.
this is if you have advanced seismic.
Assault, Detectible at 400m
Heavy, Detectible at 300m
Medium, Detectible at 200m
Light, Detectible at 100m

Standard would be half range.

Making the pings different colors would also be one thing to do, so as to make out whats what, but that would be too much info.



Anything else short of that system, is the WRONG way to balance it. It would buff light scouting so much, but would still be useful for the big boys too. Its a WIN WIN for EVERYONE.

#80 Sephlock

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Posted 30 September 2013 - 08:56 PM

I'm genuinely curious: What part of the "stand at 1000 meters and snipe, duck behind cover, rinse, repeat" game is being broken by this "game breaking" module?

The part where you rush the enemy and die in a hail of PPC fire? The part where you get behind them and then die when their entire team turns around, and...



?





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