

Why Seismic Is Still Worthwhile On A Light...
#1
Posted 08 November 2013 - 08:37 AM
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
Posted 08 November 2013 - 08:51 AM
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
Posted 08 November 2013 - 08:55 AM
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
Posted 08 November 2013 - 10:40 AM
Still the first module I add to any Mech. Not as OP as it used to be, but still the best module.
#5
Posted 08 November 2013 - 10:59 AM
The movement nerf makes sense but they should buff the range back to where it was originally to compensate.
#6
Posted 08 November 2013 - 11:08 AM
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
Posted 08 November 2013 - 01:24 PM
Sug, on 08 November 2013 - 10:59 AM, said:
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
Posted 08 November 2013 - 01:43 PM
#9
Posted 08 November 2013 - 02:03 PM
#10
Posted 08 November 2013 - 02:47 PM
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
Posted 08 November 2013 - 03:17 PM
#12
Posted 08 November 2013 - 06:38 PM
DEMAX51, on 08 November 2013 - 08:37 AM, said:
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
Posted 09 November 2013 - 07:54 AM
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