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Why Seismic Is Still Worthwhile On A Light...


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#1 DEMAX51

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Posted 08 November 2013 - 08:37 AM

Since Seismic got changed such that your 'Mech must be standing still to utilize it, I've seen a lot of people post that it has been rendered completely useless, and specifically for Light 'Mechs. Here's why those people are wrong...

Their contention is that Light 'Mechs must move to survive, and never stop or stand still... While that's true to an extent, there's one time when Light 'Mechs are meant to stay put for an extended amount of time: when capping. Seismic is incredibly useful to a Light who is capping, so that the Light can know when he's about to have company (and how many enemies to expect, and where they're coming from). This type of information is invaluable, can save your life, can win you games, and most certainly means that seismic is still useful.

Another time Seismic can be of use to a scout is when he/she wants to check a tunnel (such as in Frozen City, or the Forest Colony maps). Tunnels are inherently dangerous for Lights, because there is so little room to maneuver. By standing outside of the tunnel with a Seismic equipped, you can sout that tunnel without ever entering it, which is incredibly useful and much less of a risk.

TL;DR: Seismic isn't the god among insects that it used to be, but it's still useful. To completely write it off is a mistake.

#2 NRP

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Posted 08 November 2013 - 08:51 AM

The question is, is it worth a module slot for that? After using the new sensor module a bit, I tend to agree it's not useful enough to waste a slot on.

It's actually kind of ironic. I got the feeling that most of the "OMG it's a wall hack!!" whining came from light pilots who could no longer sneak about as easily. The changes PGI made to quell the whining actually made the Seismic module useless for lights, whereas snipers and LRM boats can still get some utility from it.

Edited by NRP, 08 November 2013 - 08:56 AM.


#3 DEMAX51

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Posted 08 November 2013 - 08:55 AM

I would say that it depends on the Light. On a Jenner-F with only 2 module slots? Probably not. But on a Jenner-K or a Raven-3L with 4 slots? Then, yeah, probably.

It also depends on what role you're filling in your Light. If you're harassing heavies or acting as a Light-hunter, you probably don't need it, but if you know you're going to be responsible for capping, it certainly can be worthwhile.

Edited by DEMAX51, 08 November 2013 - 08:56 AM.


#4 Roadkill

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Posted 08 November 2013 - 10:40 AM

Seismic is still very useful because it lights up instantly when you stop. It lights up so fast that I'm not even positive that you have to fully stop in order to get a quick seismic reading. So since lights are by far the most nimble Mechs on the field, they can easily make quick stops to see what's around the corner and then pretty much immediately get back up to speed.

Still the first module I add to any Mech. Not as OP as it used to be, but still the best module.

#5 Sug

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Posted 08 November 2013 - 10:59 AM

Seismic is slightly better than nothing. I haven't replaced them with anything yet but I wont buy another one.


The movement nerf makes sense but they should buff the range back to where it was originally to compensate.

#6 GODzillaGSPB

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Posted 08 November 2013 - 11:08 AM

Lights are also those mechs with the fastest impulse. They stop and start in a heartbeat, so actually stopping is not a big deal for them. Plus you usually use the seismic sensor when you cannot see anyone around. If you're doing a decent job using your eyes and the fast turning / spinning of a light you can stop for a moment, check seismic, than continue.

Seriously, where is the big deal? Oh I get it. "They took my wallhack away!" Yes...yes they did. Too bad. No pity from my side, sorry. ;)

#7 DEMAX51

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Posted 08 November 2013 - 01:24 PM

View PostSug, on 08 November 2013 - 10:59 AM, said:

Seismic is slightly better than nothing. I haven't replaced them with anything yet but I wont buy another one.


The movement nerf makes sense but they should buff the range back to where it was originally to compensate.

I'm not completely against this, but I'd love to see the range be dynamic such that heavier mechs trigger your seismic sensor from farther away and light mechs have to be very close to show up.

#8 Kubernetes

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Posted 08 November 2013 - 01:43 PM

Lights shouldn't stop on open ground. But who doesn't stop before peeking around a corner or coming over a rise? Seismic still gives you a marked advantage in situational awareness if you're willing to use it.

#9 Escef

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Posted 08 November 2013 - 02:03 PM

I've found that mechs with jets can get some use from it, as you stop for a split second as you hit the ground. Worth the slot? Eh, depends on the build and if you have your extra slot unlocked.

#10 Carrioncrows

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Posted 08 November 2013 - 02:47 PM

Seismic is worthwhile on any mech.

Should just be removed from game and replaced with a single use module called "Aerospace Recon" where a jet flys over the map and recon's all visible targets to show up on the minimap and battlegrid for 20 secs.

Less heartbeat sensors and more COD UAV's. At least this way we can use ALL of the map instead of forever being penalized for going Cave because they can see us coming still.

#11 Deathlike

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Posted 08 November 2013 - 03:17 PM

Seismic is still useful to spy+spot at known movement locations where you can hide behind stuff and stop. That's all you truly need for it to be useful.

#12 CarpetShark

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Posted 08 November 2013 - 06:38 PM

View PostDEMAX51, on 08 November 2013 - 08:37 AM, said:

when capping. Seismic is incredibly useful to a Light who is capping, so that the Light can know when he's about to have company (and how many enemies to expect, and where they're coming from).

It's a good point, but the range on Seismic is so small that I can hear the mechs coming before they show up on radar.

To say nothing of getting shot by them! A medium laser does full damage at 270. The extended full range of Seismic is a paltry 250 meters.

IF PGI were to restore the original ranges of the Seismic module, it might be (barely) worth it. As it stands, it is not.

#13 DEMAX51

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Posted 09 November 2013 - 07:54 AM

Well, most of the bases have some form of cover you can use to avoid being shot by approaching enemies. And while, yes, hearing a mech approaching is a good indicator that you're about to be in trouble, it doesn't tell you how many of them there are, or exactly where they are.





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