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Regarding The Newly Implemented Seismic Sensor "nerf"


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#121 NuclearPanda

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Posted 06 November 2013 - 12:19 PM

View PostKymlaar, on 06 November 2013 - 12:08 PM, said:

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.


Artilery is exceptionally good if used properly.

Adv. Target Decay is fantastic for LRM users.

Seismic is still great to use but needs a range buff.

Can't really speak much for other modules at the moment.

#122 Maxx Blue

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Posted 06 November 2013 - 12:38 PM

I left seismic on last night when I was playing, but I was working on BLR's at the time so it may not have been totally representative. I think I actually stopped to get intel two or three times across maybe 15 drops. I just couldn't afford to sit still much to get pings, and with all the extra noise it was less useful even when I sat still. Only once did I get reasonably useful intel, but like I said, I probably wasn't playing the best mech to use it. At this point, not only is seismic going to stop being required equipment for me, I probably wont use it at all on most mechs. I have a few specific builds that might work with the dead-stop required to see anything, but in general it isn't going to help me much anymore.

Is that a BAD thing? I'm not sure. It is harder to keep from irreversibly plowing into a pile of enemy mechs when trying to flank and harder to spot lights moving around, that is for sure. However, I now have to make an actual choice about which modules to take on my mechs rather than seismic always being a default on every build. Its hard for me to complain about having to make a strategic choice like it is a bad thing. Could seismic be a little more powerful and still not be OP? Probably. Is it so bad I want my money back? No. Even if it was that bad, I used the {Scrap} out of that module ever since it came out. They could have removed it entirely, and I'd still say I've gotten my money's worth out of that module. In fact, given how much I have already used it, I'd say it was the best module buy I've made.

#123 NoiseCrime

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Posted 06 November 2013 - 01:23 PM

View PostShinVector, on 06 November 2013 - 08:38 AM, said:


It was a legal wallhack that anyone who didn't want to have a huge disadvantage with situational awareness MUST equip.
With the nerf, I have easily replaced seismic sensor with Advance Target Decay and I no longer feel at a major disadvantage for doing so.

After mastering the Locust.. I have taken the lesson to heart that a Light mech should always to be on the move to throw off the aim of high alpha snipers and spread damage. So.. No thanks to Seismic and standing still..
I will use line of sight and speed of the light instead, as it should be. ;)


lol - so you replace one 'wall hack' for another, one that only initially needs a brief line of sight to acquire, lasts almost 4 seconds, with a range as far as your scanner does so up to 1000m (or further), shows on all team mates map and doesn't lose tracking even when you are completely out of sight. So much for your ' I will use line of sight' claim ;)

Honestly sounds just as over-powered as seismic was and definitely overpowered for the LRM boats that are using it. But hey its a module you like, so advanced Target Decay shouldn't get nerfed should it and if it did you shouldn't get back the GXP or CB you've spent on it?

Edited by NoiseCrime, 06 November 2013 - 01:40 PM.


#124 NoiseCrime

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Posted 06 November 2013 - 01:27 PM

View PostNuclearPanda, on 06 November 2013 - 12:19 PM, said:


Artilery is exceptionally good if used properly.

Adv. Target Decay is fantastic for LRM users.

Seismic is still great to use but needs a range buff.

Can't really speak much for other modules at the moment.


.. and thats the problem, apart from a few specific modules for specific build types (sniper, LRM) all other modules are pretty much as bad as each other, which is not a good criteria for trying to choose them. I'm wondering for a brawler what if any module is really worthwhile?

Edited by NoiseCrime, 06 November 2013 - 01:27 PM.


#125 DoktorVivi

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Posted 06 November 2013 - 01:43 PM

View PostNoiseCrime, on 06 November 2013 - 01:27 PM, said:


.. and thats the problem, apart from a few specific modules for specific build types (sniper, LRM) all other modules are pretty much as bad as each other, which is not a good criteria for trying to choose them. I'm wondering for a brawler what if any module is really worthwhile?


The forthcoming anti-shake module, probably, But that's about it.

#126 MonkeyCheese

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Posted 06 November 2013 - 02:08 PM

Refund plz, standing still to get blips on a light scout is 100% suicidal.

#127 Rebel Ace Fryslan

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Posted 06 November 2013 - 02:21 PM

Well i find it an obsessive nerf, i gave it 15000 or more GXP.

it's almost useless now.


HOWTO:' Make it a bit usefull, give them some more range back now.
Or give the people a part of there hard earned GXP back.

#128 MonkeyCheese

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Posted 06 November 2013 - 02:37 PM

View PostRebel Ace Fryslan, on 06 November 2013 - 02:21 PM, said:

Well i find it an obsessive nerf, i gave it 15000 or more GXP.

it's almost useless now.


HOWTO:' Make it a bit usefull, give them some more range back now.
Or give the people a part of there hard earned GXP back.


Dont forget the 6mil cbills in these hard grind times, Id rather go back to no sensor and retrain the way I drive lights/scout.

#129 Firewuff

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Posted 06 November 2013 - 02:43 PM

Honestly this is a bit of a heavy nerf, to be completely stopped means death most of the time. No one comments that friendlies dont show up but your movement too much?

I dont mind the idea of a nerf, what I would have rather seen is the max range reduced as a percentage of your speed so with a base range of 240m (I forget exactly) moving at 0% speed is full range and 50% speed is 120m and 100% is zero meters. That would be far more balanced. the more you move the less you see but it doesnt leave you as sniper bait. makes it useful but not over powered as it currently is.

#130 Firewuff

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Posted 06 November 2013 - 02:49 PM

Also part of my problem at the moment is most modules are pretty useless. Advanced senor range is of limited use with ECM out there and LOS needed. Advanged zoom is finally better but they stil have'nt fixed the target box which because it doesnt match the main display I find far too distracting to use properly. ALL the artillery an air strike advanced modules reduce the number of airstrikes and artillery you can carry so its a joke (so I can do *slightly* more damage with one or I can carry 2? take a guess which is the better option).

Advanced Target delay is good but mostly useful for LRM and Stream users. 360 Target retention is great but mostly for brawlers against lights....

Honestly I think that some of them need to be overhauled and rethought to make more sense.

#131 Ensaine

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Posted 06 November 2013 - 03:15 PM

View PostArch Angel 09, on 05 November 2013 - 03:30 PM, said:

I see guys on here complaining as if they had lost money due to the change. c-bills are an in game currency and seismic is purchased via c-bills so even if the module no longer works the way you want it you are not at any loss. If you bought one for each of your mechs instead of swapping modules that's on you and no fault of PGI's and as it is for an made up currency you are not at a loss. If this truly bothers you that much it could be time to get a new hobby.


Dude, get back on that island......where the PGI guys are........

When you get a clue, we'll let you know.

#132 ShinVector

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Posted 06 November 2013 - 07:34 PM

View PostNoiseCrime, on 06 November 2013 - 01:23 PM, said:


lol - so you replace one 'wall hack' for another, one that only initially needs a brief line of sight to acquire, lasts almost 4 seconds, with a range as far as your scanner does so up to 1000m (or further), shows on all team mates map and doesn't lose tracking even when you are completely out of sight. So much for your ' I will use line of sight' claim :P

Honestly sounds just as over-powered as seismic was and definitely overpowered for the LRM boats that are using it. But hey its a module you like, so advanced Target Decay shouldn't get nerfed should it and if it did you shouldn't get back the GXP or CB you've spent on it?


Seismic = Target Decay ?? WUUUUT ??? :P
Do you really think I have any crutch module ?

As a light mech one of its most important roles is to feedback information back to my team to defeat the enemy.
BAP + Advance Sensor + Target Info gather + Target decay..... Is ultimate combo for a scouting light mech.

In the current META what is want most is detail mech status.. The faster the better..
Once I know where are particular mech is weak.. He dies..

Watch 13 mechs die in these two videos from last night.
Seismic Sensor NOT required ! :D





#133 Durant Carlyle

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Posted 06 November 2013 - 08:56 PM

Modules aren't supposed to be miracle-working tech-wizardry ... and that's exactly what Seismic was. Something with that kind of power actually needs to take up tonnage and critical slots.

Modules are supposed to be that "little extra" that helps a MechWarrior, not something that's almost mandatory for survival. You all are expecting too much out of modules.

Edited by Durant Carlyle, 06 November 2013 - 08:57 PM.


#134 Frogfire

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Posted 07 November 2013 - 02:01 AM

I gave it another chance on my jenner, and found it not to be as bad as first assumed. Standing still happens surprisingly often; When you crash into someone, land from a jump to a different direction, or sprint into that wall - that doesn't do damage, but blows your momentum to pieces.
You just get a glimpse of what is going on, enough to tell you if you are surrounded or dancing alone with your partner.

On the other hand, I no longer see so many people turn when I sneak up on them - so those saying it would also benefit lights definately had a point.

As for other modules, I find that all of them serve a purpose. Being able to target your enemy while out of his range, or having 360 retention so your team knows you are luring a locust into their line of fire, is great. I have seen games won with 9 by 9 coolshot, when the last two wounded brawlers are slugging it out in Therma, and even popped a few UAVs to good effect.

Modules have their specific uses. And now seismic is no longer the one module to rule them all.

Edited by Frogfire, 07 November 2013 - 02:03 AM.


#135 xengk

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Posted 07 November 2013 - 03:08 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.

yup, I still install them on my medium.
since the module's effect is instantaneous, slamming full shop and check the mini map for 2 seconds before moving again is still a good use of the module. Just remember to do that behind cover, which is 90% of where ambush happens anyway.
still very useful for listening in on tunnel in frozen city and forest, occasionally at upper city in river.

I guess it is safe to request for a range buff to seismic to maybe 250m and 400m?
at 400m it give the user roughly 3 seconds reaction time to light scout, 5 seconds to skirmish heavy and medium, maybe 7 seconds for lumbering assaults horde. Just enough time to get out of the way or text off a warning.

Edited by xengk, 07 November 2013 - 03:11 AM.


#136 NuclearPanda

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Posted 07 November 2013 - 05:15 AM

View PostFrogfire, on 07 November 2013 - 02:01 AM, said:

I gave it another chance on my jenner, and found it not to be as bad as first assumed. Standing still happens surprisingly often; When you crash into someone, land from a jump to a different direction, or sprint into that wall - that doesn't do damage, but blows your momentum to pieces.
You just get a glimpse of what is going on, enough to tell you if you are surrounded or dancing alone with your partner.

On the other hand, I no longer see so many people turn when I sneak up on them - so those saying it would also benefit lights definately had a point.

As for other modules, I find that all of them serve a purpose. Being able to target your enemy while out of his range, or having 360 retention so your team knows you are luring a locust into their line of fire, is great. I have seen games won with 9 by 9 coolshot, when the last two wounded brawlers are slugging it out in Therma, and even popped a few UAVs to good effect.

Modules have their specific uses. And now seismic is no longer the one module to rule them all.


Thank you. At least you've tried using the module now and discovered that it still has use without resorting to knee-jerk reaction like many people around here!

#137 Geek Verve

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Posted 07 November 2013 - 06:59 AM

View PostEnsaine, on 05 November 2013 - 02:08 PM, said:

Anyone who hasn't paid it's unlock Rank 2 cost, and tossed 6 million C-Bills at this thing please drive through.

Sorry, we every right to address perceived concerns that could effect changes to the game we play. If you're looking for a biased mob, you've come to the wrong place.

View PostEnsaine, on 05 November 2013 - 02:08 PM, said:

What irks me to no end, is the cost paid, and not for the actual module, but the thousands of GXP we paid to unlock rank 2. I bought mine within the first few days of it being out, and I bought it based on it's face value.. THEN.

Now, it's much less of a module, and much less of value. PGI should at least refund down the surplus everyone paid vs. say the cost of the 360 module and it's unlock.

I highly doubt ANYONE would have paid the premium prices this thing cost if it said in the tooltip 'will be greatly nerfed in November'.

You're new to the concept of "nerfs", eh? Adjustments to game features can't always just be to the positive. If that were the case, you could look forward to the day when we're all running around with quad-150-megaton light-speed nukes.

View PostEnsaine, on 05 November 2013 - 02:08 PM, said:

I bought a gold watch. Only mere months ago, and now, the gold is turning green, thus, NOT gold. It still keeps time, still ticks, and the little glowy thingy's still glow. But I want most of my expense back.

It's not the gold watch that was advertised, nor the one I thought I paid for.

But my guess would be that you "got what you paid for".

View PostEnsaine, on 05 November 2013 - 02:08 PM, said:

That GXP comes way too slowly........I'd like a portion of my GXP refunded. I'll learn to roll with the module.

NOT refunding down just shows how dickish PGI is.

Lol, yeah, that's right. They just sit in their ivory tower all day, scheming and dreaming up ways to stick it to their golden goose.

Also, you're aware you can convert mech XP to GXP, right? It's pretty inexpensive to do.

Edited by Geek Verve, 07 November 2013 - 07:03 AM.


#138 Stargazer86

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Posted 07 November 2013 - 08:25 AM

View PostGeek Verve, on 07 November 2013 - 06:59 AM, said:

Lol, yeah, that's right. They just sit in their ivory tower all day, scheming and dreaming up ways to stick it to their golden goose.

Also, you're aware you can convert mech XP to GXP, right? It's pretty inexpensive to do.


But why would you want to? The last item I bought with GXP just got nerfed into mediocrity. Why would I want to spend money on XP conversions when the things I buy with GXP will be made useless in a later patch? It doesn't exactly promote my willingness to spend precious MC.

Sure, items are bound to be reworked and balanced, that's just how games work. And I know no one will be happy when the item they had is no longer as good as it used to be, but when the changes amount to something that substantially effects how the item worked in the first place, yeah, I'd say a bit of a GXP refund would be in order.

Edited by Stargazer86, 07 November 2013 - 08:26 AM.


#139 xhrit

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Posted 07 November 2013 - 10:08 AM

View PostNuclearPanda, on 05 November 2013 - 12:59 PM, said:


Realism aside, a wallhack is a wallhack. Granted, it's still a wallhack but it's been aligned to be slightly more reasonable.


Seismic Sensor is not a wallhack - it is an ESP hack. ESP hacks let you see extra data, like the location of nearby enemies, for example, displayed on your radar or HUD.

Wallhacks actually let you let you see through walls. THIS is a wallhack :

Posted Image

There is a wallhack module in MWO, it is called the Magnetometer. It has not been released yet.

Edited by xhrit, 07 November 2013 - 10:14 AM.


#140 ohtochooseaname

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Posted 07 November 2013 - 11:02 AM

As a light/medium pilot, I like the new changes. It is now more possible to engage at the fringes without attracting the entire enemy team.

However, I do think that seismic sensor needs a buff to the range now that you have to briefly stop to use it.





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