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New Announched Seismic Nerf


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#1 Ghostsuit

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Posted 01 October 2013 - 07:11 AM

Seismic Sensor Upgrades
* No Seismic sensor detection while moving
* Weapon Hits to Terrain and Weapon Fire cause Seismic events
* November 4th

http://mwomercs.com/...25#entry2798425

Now while I totally agree that Seismic needs nerfed, it's obvious when you automatically use it rather than any other module, I think that introducing two changes at the same time is a bad idea. I think it would be far better to introduce one of the above changes then evaluate the effect it has.

I live the idea of hits to terrain affecting it and personally think this would allow for some great baiting tactics or distractions making people think you are going one way when your actually going another. The no movement is also nice but when you put both together I think you'll kill the module use nearly completely.

Edited by Ghostsuit, 01 October 2013 - 07:12 AM.


#2 Appogee

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Posted 01 October 2013 - 07:12 AM

We asked for it, we got it.

Now please reduce the price with the reduced functionality.

#3 MadMaxMKII

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Posted 01 October 2013 - 07:18 AM

it will be fine that way.

#4 Alpha087

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Posted 01 October 2013 - 07:20 AM

I think the nerf is fine. I've still yet to get myself to put aside the c-bills to buy one and I just do fine. Also makes sense that other things hitting the ground should trigger it, including weapons and your own mech.

#5 mike29tw

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Posted 01 October 2013 - 08:00 AM

Only one qeustion: do I still get seismic signal when I'm JJing ?

Edited by mike29tw, 01 October 2013 - 08:00 AM.


#6 Snowcrow

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Posted 01 October 2013 - 08:01 AM

After this nerf I think they should increase the range.

#7 DeathofSelf

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Posted 01 October 2013 - 08:05 AM

Makes it a scouting tool instead of a wall hack for brawlers. Good changes in my opinion, extra points for the changes being logical.

#8 arghmace

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Posted 01 October 2013 - 08:06 AM

View Postmike29tw, on 01 October 2013 - 08:00 AM, said:

Only one qeustion: do I still get seismic signal when I'm JJing ?


I sure hope not. The being stationary nerf makes perfect sense which JJ'ing would ruin. Also baiting by fire makes perfect sense. I like both of these nerfs since for them being logical. Now if seismic becomes too weak after this, then increase the range. But this new functionality in itself is really great.

#9 Fat Amy

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Posted 01 October 2013 - 08:10 AM

Hm. Sounds like it will be rather useless after this. While it seems like logical changes, what would I do with a seismic like that? I don´t tend to stand still in areas where I suspect enemy movement. Sounds like it will be usefull only for locations like the tunnel entrance on Forest Colony. BTW: This is not the tool I paid many CB for. Don´t think I would have bought this.

Maybe it is time for another module, like magnetic sensors?

#10 HammerSwarm

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Posted 01 October 2013 - 08:10 AM

support the changes, this module was a near mandatory purchase before, it was far better than the small boost something like target info gathering gives.

#11 Gregory Owen

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Posted 01 October 2013 - 08:11 AM

Not everything is a "nerf"

I see this as a fix, because seismic was OP

#12 BOWMANGR

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Posted 01 October 2013 - 08:16 AM

It's a very simple and effective change. What it does? It makes Seismic what it should have been in the first place, a SCOUTING tool and not a COMBAT aid.

It's not a nerf if something was OP to begin with.

#13 DyDrimer

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Posted 01 October 2013 - 08:16 AM

Never used it or needed it, I figure if you played a map more then twice you already know there's a mech over the hill or in the cave, behind the ship, behind the drop ship .... Etc

#14 mike29tw

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Posted 01 October 2013 - 08:53 AM

View PostDyDrimer, on 01 October 2013 - 08:16 AM, said:

Never used it or needed it, I figure if you played a map more then twice you already know there's a mech over the hill or in the cave, behind the ship, behind the drop ship .... Etc


What about 10m behind you?

#15 Heffay

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Posted 01 October 2013 - 11:41 AM

View Postmike29tw, on 01 October 2013 - 08:53 AM, said:


What about 10m behind you?


Shhh... let him not use Seismic Sensor and then hope he drops on the enemy team!

#16 Ghostsuit

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Posted 01 October 2013 - 11:52 AM

Seismic will still be good for missile boats sitting still and not getting crept up on but scouts I can't see benefiting much in that generally a stationary light is a dead light, sure there will be some spots that it's helpfully

I'm 100% that it needed adjusted as it was currently a must have and that's a sign of over powered, if you don't have it you can't really comment on it trust me it's an extra set of eyes currently.

I guess what gets me is the way PGI makes multiple changes to something in one go. I think that's a bad approach to things as it's to easy to over compensate. Small steps would be a better approach I think.

#17 travelbug

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Posted 02 October 2013 - 12:57 AM

i fully expect to see a deluge of 'lights are so op' threads a few days after this is implemented.

#18 Pat Kell

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Posted 02 October 2013 - 01:14 AM

View PostBOWMANGR, on 01 October 2013 - 08:16 AM, said:

It's a very simple and effective change. What it does? It makes Seismic what it should have been in the first place, a SCOUTING tool and not a COMBAT aid.

It's not a nerf if something was OP to begin with.

who the @#$% scouts at <250 meters? yea it sounds cool and all but if a seismic sensor isn't capable of telling the difference between weapon fire hitting the ground and a mech stepping, then they need to fire whoever it is thats making that POS. I like the idea of it not working when your moving, or maybe make it distort or not read intermitantly but the weapon fire thing is silly. It's almost like putting a seismic on now is a bonus for the enemy because they can use it against you. Sorry but this is clearly a nerf.

Granted, it did need some "fixing" but the movement making it not work would have been sufficent in my mind. Doing both tends to make me think they have yet to learn that "fixes" should be applied in small increments rather than leap as far in the other direction as they can. I am really starting to love how something gets put in the game that you use effectively and after you spend all them c-bills on it, it gets it's effectiveness decreased. Think I may need to learn a lesson here myself and stop buying the "newest bestest" thing because it will only get nerfed once everyone figures out it's true usefullness. sad face.

Edited by Pat Kell, 02 October 2013 - 01:16 AM.


#19 John MatriX82

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Posted 02 October 2013 - 01:45 AM

So it will become basically useless unless for LRM boats sitting still behind the lines and to an extent for snipers or slow assaults.

Imho they should have done it this way:
-Gunfire hitting terrain may fake seismic contacts
-Sensor range while moving: 100-150m
-Sensor range while standing still: 300-350m

But as usual PGI uses the banhammer to balance things off, so basically I will dismount it from lights, mediums and heavies, and I'll experiment with it on my landers, but I'll probably replace it with either decay or adv sensor range, because I rarely stand still even while sniping.

#20 Devils Advocate

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Posted 02 October 2013 - 09:15 AM

This keeps seismic as a wallhack and a pair of eyes behind your head for snipers and missile boats while killing it for scouts. I'm not totally sold on it. The range needs to be higher if we have to be stationary and we can get false positives.





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