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Regarding The Newly Implemented Seismic Sensor "nerf"


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#101 NuclearPanda

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Posted 06 November 2013 - 08:47 AM

View Postd34th4nd, on 06 November 2013 - 08:44 AM, said:

I am a little concerned for the future proof of yet to be included items now mind, as say a module is released to say make ams's have twice their range so from 90m to 180m, then all of a sudden lrm boats start to complain that......."wha my lrm's don't work anymore it was hard enough targeting someone else s target and pressing my designated button to launch, pgi change this...stomp!" so pgi's answer is OK it only works while the mech with said module is moving. with this current mentality of Nerf rather than include a counter from now on ill be far more aware of purchases with the mentality of "well it could be nerfed" many good points here yes seismic became vital and everyone had it and if you didn't you were infact under powered i just feel the way this was handled was possibly not the best, but we'll adapt now. someone else used SW:TOR as an example of "balancing"and had a valuable point that i relate to with many a year put in to a small game known as world of Warcraft, blizzards mentality wasn't bring fresh ideas into the game but rather change how your char worked so you would have to relearn your toon, imo? not fun, i no longer play, haven't for years and now that game has a declining player base. I LOVE THIS GAME, I LOVE MECHWARRIOR, HAVE DONE SINCE MW2 IN THE 90'S THIS IS OUR LAST HOPE FOR THE SERIES AS MICROSOFT DOESN'T SEEM TO CARE PLEASE JUST DON'T MAKE ME FEEL THIS IS A NEW WOW AND MAKE ME LEAVE, THEIRS NOT ENOUGH STUMPY ROBOT ACTION OUT THERE, i thank you for your time


Yup. That was me with the SW:TOR reference.

Honestly I've never used Seismic, even when it was the flavor of the month "necessary" module. So this whole nerf fiasco doesn't really affect me. I still have, and will continue to have, a positive K/D ratio and do rather well most every match I play in.

#102 LastPaladin

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Posted 06 November 2013 - 08:48 AM

View PostFrogfire, on 05 November 2013 - 10:20 PM, said:

It is never so bad, that it isn't good for nothing. Lets see how this new world with different seismics turn out. It certainly increase the usefulness of UAVs and their new xp benefit. And though scouts go a bit blinder, so does the ones trying to track him. Seismics went from very good to situational, and that is probably how modules should be.

I took a stab from the other side, in the Atlas - and found seismics still useful. When you stop, or get stuck or bump into each other - you get a short flash of what is going on, which can be enough.
It will be interesting to see what it does to fights, and learn how you can make good use of your own seismics, now that most lack surround vision.

Things change, and they will again. Maybe later something else will reintroduce the joy of seismics, and then those xp are well placed. Besides, we had the pleasure while it lasted - and hopefully used the opportunity to earn xp for our replacement modules.

Don't expect refunds. And if you bought six of these expensive things, rather than swap one out, then you probably had the millions to spare. You still get half back from regular sale. Skill resets can be messy and the module is still working - just to a different effect. So it is best to accept it, me thinks.


It may have some use, but it sure isn't the one that people were told they were getting when they spent their c-bills (or worse, real money), so that is little consolation. Also, people may have had the money to spare back when they came out, but that was before the earnings nerf, and money is a lot tighter now. Telling us just to sell them for half price is not much consolation either, but it is probably what we'll have to do, just eat {Scrap} and pretend we like it, because that is what the customer service around here has devolved to.

#103 Thipequz

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Posted 06 November 2013 - 08:48 AM

View Postd34th4nd, on 06 November 2013 - 08:44 AM, said:

ENOUGH STUMPY ROBOT ACTION OUT THERE


You know what I am going to say D34TH4ND, robots?????? :)

#104 d34th4nd

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Posted 06 November 2013 - 08:53 AM

View PostThipequz, on 06 November 2013 - 08:45 AM, said:


I can't agree with you more, running a light without it (in its current state) will make very little difference, and yes, there should never be a "must have" piece of equipment. Situational awareness, speed, cover and your eyes are and still will be your best tools for surviving, but there is no doubt that the module (as it was) saved the life of my mech more times than I can count. There is no way to have eyes in the back of your head, and no way to tell if behind that building there is a dual AC20 jager who is going to blow your leg off in one shot. Frustratingly, there is now a way for that jager to know you are the other side of that building, as it is still viable for heavies and assualts to use this. So I ask you, is it balanced now?

sadly not as mechs that can afford to stand still will be able to use it while those that are constantly on the move will find this piece of kit redundant so the hard get harder and the weak get weaker, or was that the subtle point you were trying to make? :o

View PostThipequz, on 06 November 2013 - 08:48 AM, said:


You know what I am going to say D34TH4ND, robots?????? :)

screw u man seriously screw you, you know its not a robot its a mech, robots have ai mechs have pilots, thats like saying all cars are transformers, git!!!!!!! lol :o ps this is an in joke please ignore us

#105 RussianWolf

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Posted 06 November 2013 - 08:55 AM

I have at least three of every Light mech except the Raven (only one). All fully Elited or Mastered (except my raven). I have 0 (zero) Seismic modules.

I run around and don't die easily. I run through a mass of enemy mechs regularly, they shoot at me and I keep running. Rarely die as they only get a glancing shot at a mech moving at 100-170kph, zig-zagging, fluctuating speed, and splashing their faces with laser,missiles, and machine guns.

If you are dying because your module doesn't work as well any longer, learn to play better.

I own about a dozen Gauss rifles. I now have 3 equipped. I didn't complain, I adapted. If the mech needed a brawler weapon, I swapped to an AC10, if it allowed for more methodical sniping shots, I kept the Gauss. Learn to play BETTER.

#106 ShinVector

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Posted 06 November 2013 - 08:55 AM

View PostVorloni, on 06 November 2013 - 08:31 AM, said:


Reading all this about seismic and I just can't stop thinking about this. If I'm piloting my Locust I won't just run straight ahead around corners to face of firing squads. I study surroundings and know when to stop to look around and not being shot. If I'm getting shot it means to me that my tactical awareness wasn't good enough. OR I was bold enough to go alone into hot zones that no one in my team can't cover or know about.

For me it just comes to team play and situational awareness. SS can help in this still, like many have tried to say.


There may be many jerk assault pilots out there that will blame light pilots for everything.
You can make them shut up by killing more or doing more damage then them.
Situational awareness and knowledge of the map is extremely important for the Locust as you are 1 shot bait and people will chase you down for that easy kill. On the other hand you are good bait.
My answer is if you are solo pugging, as alive and do as much damage as you can.

Only the 3M is capable of true brawling and this yields the most exp which is from Saviour kills and Defensive Kills.


For this S or 1V. I find ERLL snipe is the safest bet to contribute to the fight. I lost this one but whatever. End score says who did what.


Once you are done mastering the Locust.. Chuck it into storage.... Never use it again unless PGI gives 20 ton lights a purpose.

#107 Thipequz

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Posted 06 November 2013 - 08:55 AM

View Postd34th4nd, on 06 November 2013 - 08:53 AM, said:

sadly not as mechs that can afford to stand still will be able to use it while those that are constantly on the move will find this piece of kit redundant so the hard get harder and the weak get weaker, or was that the subtle point you were trying to make? :o



I do believe that that is indeed the case sir.

Regarding the robots comment, my apologies :)

#108 LastPaladin

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Posted 06 November 2013 - 08:57 AM

I've played quite a few MMOs, SW:TOR as well, although I got bored with that long before they got around to nerfing classes, so I mssed out on that fun. Sure, every game has tweaks, and they can be frustrating, but I think this is pretty egregious. They know nearly everyone bought multiples of this expensive module, which they have now basically rendered useless in most situations. It's not my experience that most games do that kind of thing without at least offering some concession to the player base to ease the pain.

#109 NuclearPanda

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Posted 06 November 2013 - 09:00 AM

View PostLastPaladin, on 06 November 2013 - 08:57 AM, said:

I've played quite a few MMOs, SW:TOR as well, although I got bored with that long before they got around to nerfing classes, so I mssed out on that fun. Sure, every game has tweaks, and they can be frustrating, but I think this is pretty egregious. They know nearly everyone bought multiples of this expensive module, which they have now basically rendered useless in most situations. It's not my experience that most games do that kind of thing without at least offering some concession to the player base to ease the pain.


PGI? Giving something back to us because of a nerf?

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#110 ShinVector

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Posted 06 November 2013 - 09:06 AM

View PostThipequz, on 06 November 2013 - 08:45 AM, said:


I can't agree with you more, running a light without it (in its current state) will make very little difference, and yes, there should never be a "must have" piece of equipment. Situational awareness, speed, cover and your eyes are and still will be your best tools for surviving, but there is no doubt that the module (as it was) saved the life of my mech more times than I can count. There is no way to have eyes in the back of your head, and no way to tell if behind that building there is a dual AC20 jager who is going to blow your leg off in one shot. Frustratingly, there is now a way for that jager to know you are the other side of that building, as it is still viable for heavies and assualts to use this. So I ask you, is it balanced now?


I run AC40 Jagers as well... Running like a snake helps a lot...
If someone gets the drop on you.. He gets the drop on you... What can you do about it ? Nothing... Just player better next and recognise danger hiding spots.

Anyone still using seismic has lost the ability to keep track of lights 100% of the time. This is a good thing.

#111 d34th4nd

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Posted 06 November 2013 - 09:17 AM

View PostShinVector, on 06 November 2013 - 09:06 AM, said:


I run AC40 Jagers as well... Running like a snake helps a lot...
If someone gets the drop on you.. He gets the drop on you... What can you do about it ? Nothing... Just player better next and recognise danger hiding spots.

Anyone still using seismic has lost the ability to keep track of lights 100% of the time. This is a good thing.

while i agree with you, play better next time, and will not argue with the mechanics of the AC40 jagers as there in the game we all have to deal with it, if they kill you in one shot on the shoulder, think was that XL engine worth the risk? my dislike for this whole fiasco is if an AC 40 whatever "gets the drop" on me in my atlas its back off try flank adapt my strat for this game to provide for the team, now if i am in my raven, Jenner, locust, its not back off adapt, its back to the mech bay well that was fun

#112 Thipequz

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Posted 06 November 2013 - 09:17 AM

View PostRussianWolf, on 06 November 2013 - 08:55 AM, said:

I have at least three of every Light mech except the Raven (only one) Learn to play BETTER.


Wow, can't wait for 1v1 skirmishes, comments like that could be instantly resolved on the battlefield, lol

#113 ShinVector

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Posted 06 November 2013 - 09:36 AM

View Postd34th4nd, on 06 November 2013 - 09:17 AM, said:

while i agree with you, play better next time, and will not argue with the mechanics of the AC40 jagers as there in the game we all have to deal with it, if they kill you in one shot on the shoulder, think was that XL engine worth the risk? my dislike for this whole fiasco is if an AC 40 whatever "gets the drop" on me in my atlas its back off try flank adapt my strat for this game to provide for the team, now if i am in my raven, Jenner, locust, its not back off adapt, its back to the mech bay well that was fun


This is from earlier.. One of two videos...
Granted that my enemy team was kinda bad.
I feel nerfing of seismic has nerfed easy mode situational awareness.

I generally feel a lot more feedom on the battlefield and people are general less aware of where I am.



#114 Nasinil

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Posted 06 November 2013 - 09:42 AM

I like the new mechanic of seismic sensors but i would also like to get the old range back now to make it a usable module. Right now im standing still to see 3 mechs aproaching when they are so close it doesn´t matter anyway.

#115 d34th4nd

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Posted 06 November 2013 - 09:51 AM

View PostShinVector, on 06 November 2013 - 09:36 AM, said:


This is from earlier.. One of two videos...
Granted that my enemy team was kinda bad.
I feel nerfing of seismic has nerfed easy mode situational awareness.

I generally feel a lot more feedom on the battlefield and people are general less aware of where I am.



i laugh at the shadowhawk that you were harassing that had streaks and ran from you, if i was in his shoes i would have stayed and fought you, not that i want you to blow up ;) but yes maybe we will see a little more sneaky now, i have yet to go back to my jenner as the locust needs to be finished, wont lie not a massive fan but that's for a whole new thread

#116 Lefteye Falconeer

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Posted 06 November 2013 - 09:55 AM

View PostThipequz, on 05 November 2013 - 12:31 PM, said:

Realistic? Yes. Waste of 48,000,000 of my c-bills?


You wasted 42,000,000 the moment you decided to buy more than one.

Anyway, the change is so welcome. It still works but it is not a wallhack anymore and it forces you to deal with "false positives" (caused by weapons) and develop space awareness by reading a few bleeps when you are lucky enough to get them. The minimap is now a minigame in itself if you have seismic, and that's a good thing. This raised the general skill ceiling of the game.

Now all you have to do is some further tuning to poptarts (read: make sure they can't aim so easily) and everything will be golden.

#117 NuclearPanda

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Posted 06 November 2013 - 11:49 AM

View PostNasinil, on 06 November 2013 - 09:42 AM, said:

I like the new mechanic of seismic sensors but i would also like to get the old range back now to make it a usable module. Right now im standing still to see 3 mechs aproaching when they are so close it doesn´t matter anyway.


I agree with this. The nerf was absolutely necessary, but the range needs to be increased back up to like 400m.

#118 Kymlaar

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Posted 06 November 2013 - 12:08 PM

I'm fine with it, I just wish the other modules would be made nearly as useful as this is/was. With module slots being a limiting factor, I feel like getting into a mech with a single slot should FEEL limiting, and right now I forget to put the modules in half the time due to their lackluster performance expect in special case mechs, like a missile support mech.

Edited by Kymlaar, 06 November 2013 - 12:10 PM.


#119 Mark of Caine

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Posted 06 November 2013 - 12:14 PM

Although the changes to Seismic Sensors is a welcomed change, I would like to echo other posts that the range so be brought back to original specs.

I would also like to add that targets seen on seismic should be able to be targeted by friendly units. However, no bonuses that speed up missile lock should apply, and ECM should counter, unless the friendly mech with seismic also has a Beagle Active Probe.

For example: Raven scout parks himself next to a building or other cover, and several enemy units walk within range. They light up like a UAV while within seismic range, and friendly units with LRMs can target and fire their missiles.

My 2 Cbills....

EDIT: Actually upon further reflection, this is not a good idea of mine. I started to see ways of abusing this and would like to scrap the notion that friendlies can target enemies inside the range of a seismic sensor.

I still believe friendlies should be able to see the enemy target on their HUD, say with a pulsing circle over the enemy mech's head instead of a red triangle stating that it is detected with seismic and not LOS, but otherwise NOT be able to target them. Only line of sight from another friendly unit should be allowed to target a mech you cannot see yourself.

Edited by Caine2112, 06 November 2013 - 12:34 PM.


#120 Onlystolen

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Posted 06 November 2013 - 12:17 PM

Now whether or not that this was suppost to happen this way, if you turn on the spot, (using your big stompy feet) you can still get seismic readings.

Suggestions -

Size of blips on the screen:

if a spider is rapidly approaching a smaller blip should appear as to say a quickdraw. both can ran at the same speed (loadout depending please keep in mind this is just an example) the blip should appear twice as big due to the weight differance of the mechs.

Jump jets / fall landings:

Although this game is not entirely true to the real world, if say a victor is jump jetting around and and hits the ground near a sensor using mech that mech hitting the ground should appear bigger on the sensor due to the force of the mech hitting the ground.

Range:

If (as suggested up above by another user) the range of the seismic is increased, there should be a very faint signal approaching and slowly getting stronger and bigger (depending on the size of the mech) untill inside of what ever range where that signal should be at full strength

Please keep in mind these are just suggestions not what, PGI should/can/or will do.





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