Regarding The Newly Implemented Seismic Sensor "nerf"
#141
Posted 07 November 2013 - 11:47 AM
If anything, the seismic in MWO is far too limited, considering that actual seismic sensors can detect events miles/kilometers away.
So let's leave the 'wallhack' claims back in the Counterstrike games where it came from and keep in mind that you are -not- an infantryman with a rifle. You are a pilot in a multi-ton, multi-sensor vehicle designed to operate and fight in the depths of the ocean, the vacuum of space, the zero visibility of dust planets, or the blinding light of a superluminous star with equal capability to find and destroy the enemy.
#142
Posted 07 November 2013 - 12:02 PM
Jakob Knight, on 07 November 2013 - 11:47 AM, said:
If anything, the seismic in MWO is far too limited, considering that actual seismic sensors can detect events miles/kilometers away.
So if it were like an Actual Seismic sensor it would have a longer range, but give you very vague data on the location of the impact.
#143
Posted 07 November 2013 - 01:21 PM
RussianWolf, on 07 November 2013 - 12:02 PM, said:
So if it were like an Actual Seismic sensor it would have a longer range, but give you very vague data on the location of the impact.
That would depend on how good the two sensors in the mech's feet were at the tech level we are talking about. I agree the discrimination wouldn't be that good, but some things have to be simplified in order to keep the code from becoming so monstrous that it impacts gameplay. I remember playing Seawolf, where you had to do -alot- of cross-triangulation and learn to read a variety of sensors if you wanted to be the one alive at the end of a fight, but I don't think the current population of MWO would be able to handle that (note the elimination of R&R, among other things).
My point was that people were looking at this through the infantryman perspective they learned playing FPS games, and forget that, yes, battlemechs -do- have the kind of sensors where this makes sense, and it is not a wallhack. Now, if the battlemech could bend spacetime to fire a particle cannon around and through terrain and hit the target in the back from the front, I'd have a bone with that. However, treating what a battlemech can do the same as an infantryman is making a very big mistake.
#144
Posted 07 November 2013 - 01:26 PM
Jakob Knight, on 07 November 2013 - 01:21 PM, said:
Now, if the battlemech could bend spacetime to fire a particle cannon around and through terrain and hit the target in the back from the front, I'd have a bone with that.
Funny thing about that, that is an actual known issue they're having problems with still occasionally lol.
#145
Posted 07 November 2013 - 01:50 PM
Jakob Knight, on 07 November 2013 - 11:47 AM, said:
Well, in all fairness you can get a certain level of seismic detection from a glass of water (of course, you would have to stand still for that, too
#146
Posted 07 November 2013 - 02:29 PM
Geek Verve, on 07 November 2013 - 06:59 AM, said:
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.
But my guess would be that you "got what you paid for".
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.
Reading comprehension fail, is all I can say. Nothing more be said (to you anyways).
Edited by Ensaine, 07 November 2013 - 02:33 PM.
#147
Posted 07 November 2013 - 03:16 PM
2) I'm not sure if this was the best nerf. It's better, but it might have been a bit of an overkill
Now, I got one the day before the nerf (Knowing it was getting nerfed), and I've found it useful since then. It looks like you don't have to be 100% still, but have the throttle set to 0 and be going under 10% of your speed. In light mechs, you can stop and use it quickly. In larger mechs, you stop quite a bit. You just have to be more consious of it's uses. It also means that some of the other modules might be more useful.
If they keep it this way, they need to drop the price (and refund the cost). Drop it to a 3,000,000
#148
Posted 07 November 2013 - 04:24 PM
#149
Posted 07 November 2013 - 04:46 PM
#151
Posted 07 November 2013 - 06:01 PM
LAME!!!!
#152
Posted 07 November 2013 - 06:32 PM
i agree at full tilt this seems a little unrealistic but myself personally think a dead stop is a bit far.
rather than a full stop id suggest that this have a % graph depending on weight.
60% throttle and below for light mechs
50% mediums
40% heavies
and 25% for assaults
within that throttle range a mech can benefit from seismic sensor.
stopping in a light is almost always a bad idea.
to me this would be a more balanced approach for the change.
#153
Posted 07 November 2013 - 07:36 PM
#154
Posted 07 November 2013 - 08:23 PM
If they'd just implemented this and not other stupid things that are off-topic to this thread, I'd be happy.
#155
Posted 07 November 2013 - 09:24 PM
Kataiser, on 05 November 2013 - 04:31 PM, said:
Overall, I think that it needs a tiny buff in effectiveness as well as a minor price drop, but it isn't the end of the ******* world and it definitely isn't a terrible thing. This nerf was necessary and makes MWO a much better game.
This is why i bought one, realized how overpowered it was, and stopped using it.
The incoming nerf was obvious.
#156
Posted 07 November 2013 - 10:14 PM
Jakob Knight, on 07 November 2013 - 11:47 AM, said:
If anything, the seismic in MWO is far too limited, considering that actual seismic sensors can detect events miles/kilometers away.
So let's leave the 'wallhack' claims back in the Counterstrike games where it came from and keep in mind that you are -not- an infantryman with a rifle. You are a pilot in a multi-ton, multi-sensor vehicle designed to operate and fight in the depths of the ocean, the vacuum of space, the zero visibility of dust planets, or the blinding light of a superluminous star with equal capability to find and destroy the enemy.
I will say this... Alternative strategies like sneaking around, backstabbing was lots of fun to do pre-seismic 'wallhack'.
It's introduction totally screwed over people who enjoyed that META...
With this nerf... I can start to see this slowly coming back... People no longer aware where is the enemy is all the time in real time. The nerf was a step in the right direction... However I would rather they removed it completely and refund everybody.
#157
Posted 07 November 2013 - 10:36 PM
Also, asking for a refund for seismic module? Hehe, did you get a refund on all your gauss rifle purchases as well?
#158
Posted 07 November 2013 - 10:42 PM
Levon K, on 07 November 2013 - 10:36 PM, said:
Also, asking for a refund for seismic module? Hehe, did you get a refund on all your gauss rifle purchases as well?
Hmmm... I would say not true...
I was in a match where people were camping the Epi area in Blood Bay...
4-5 of them would focus on us the moment we tried to peek...
So I suspect they were standing around to be able to use siesmic..
Too bad we didn't have the right equipment or mechs to deal with the situation, it was hard to deal with.
Edited by ShinVector, 07 November 2013 - 10:43 PM.
#159
Posted 08 November 2013 - 02:34 AM
#160
Posted 08 November 2013 - 03:11 AM
ShinVector, on 07 November 2013 - 10:14 PM, said:
It's introduction totally screwed over people who enjoyed that META...
With this nerf... I can start to see this slowly coming back... People no longer aware where is the enemy is all the time in real time. The nerf was a step in the right direction... However I would rather they removed it completely and refund everybody.
And so we hear from another Counterstrike infantryman who can't understand piloting an advanced armored vehicle. I guess my point was totally lost even after being quoted.
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