Jump to content

Should Pgi Remove The Seismic Sensor Module?

Balance Gameplay Metagame

91 replies to this topic

#21 Zink1701

    Member

  • PipPipPip
  • Civil Servant
  • Civil Servant
  • 99 posts
  • Facebook: Link
  • LocationUK

Posted 18 August 2015 - 09:33 PM

Seismic should be in the game but it giving away the exact location of the enemy is somewhat mmmmm. Maybe it could give the general direction but a module that can instantly know the wight of a mech to determine how strong the seismic signal is to give an exact location is again mmmmm. Different weight will give stronger or weaker seismic signals also more or less distance will give a stronger or weaker signal. Multiple enemy mechs would confuse any seismic sensor but yet it still knows how heavy and far away the mechs are to give an exact ping location. This magic module (which I use) knows all this for some reason mmmmm.

The magic sensor maybe not up there with the Jesus box but it rolled out of the same magic Elf factory lol

btw pls dont nerf We loves magic items and they make out D&D er I mean Mechwarrior game more fun lol

#22 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 18 August 2015 - 09:35 PM

View PostDuke Nedo, on 18 August 2015 - 09:25 PM, said:

Another way to tone down and help lights is if the seismic signal range created by walking is short for lights and long for assaults. Would make sense too...


When we're talking about 20 metric tons and higher, every footstep is loud. :P

#23 Duke Nedo

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2023 Top 12 Qualifier
  • CS 2023 Top 12 Qualifier
  • 2,184 posts

Posted 18 August 2015 - 09:38 PM

View PostDarthRevis, on 18 August 2015 - 09:31 PM, said:




I have 6....thats 36,000,000 cbills they would be taking away and changing the game for the worse at this point. I'd be pretty pissed!

But changing it to be less OP wouldn't be bad, cut it down to 150m range, and have to stand still for 5 seconds to see movement or some BS. Or just make up ANOTHER CBILL SINK module to counter it and call it Kitten Mittens....


....or how about Shock Absorbance? :)

#24 Carrioncrows

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 2,949 posts

Posted 18 August 2015 - 09:45 PM

I always believed they should keep it in.

However it should only trigger if a mech is going 80% throttle or more.

So mechs can creep around all stealth like and remain off of it.

(Why throttle instead of speed?, Because a bulldozer at full throttle doesn't go very fast but can be very noisy. And because regardless of speed if you are at walk speed u are fine if u are run then u get picked up.)

#25 Revis Volek

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,247 posts
  • Google+: Link
  • Facebook: Link
  • LocationBack in the Pilots chair

Posted 18 August 2015 - 10:01 PM

View PostDuke Nedo, on 18 August 2015 - 09:38 PM, said:

....or how about Shock Absorbance? :)




That's already in the game and it stops leg dmg when you fall....As an added benefit to Shock Absorbance to have it do what Carrion suggest would be ti++ies!

Sorry if i missed the joke.

Edited by DarthRevis, 18 August 2015 - 10:03 PM.


#26 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 18 August 2015 - 10:03 PM

View PostDarthRevis, on 18 August 2015 - 10:01 PM, said:




Thats already in the game and it stops leg dmg when you fall....

Sorry if i missed the joke.

I guess he's saying that, by the logic of space magic, the module would also absorb some of the vibration from the footsteps, thus reducing the mech's seismic wallhack signature.

#27 Duke Nedo

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2023 Top 12 Qualifier
  • CS 2023 Top 12 Qualifier
  • 2,184 posts

Posted 18 August 2015 - 10:04 PM

View PostDarthRevis, on 18 August 2015 - 10:01 PM, said:





That's already in the game and it stops leg dmg when you fall....As an added benefit to Shock Absorbance to have it do what Carrion suggest would be ti++ies!

Sorry if i missed the joke.


I meant that it would be in theme to add some of that functionality to the existing module (which is useless as it is now and needs a buff). Like a module to tone down the seismic signature you emit.

#28 Duke Nedo

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2023 Top 12 Qualifier
  • CS 2023 Top 12 Qualifier
  • 2,184 posts

Posted 18 August 2015 - 10:14 PM

View PostFupDup, on 18 August 2015 - 10:03 PM, said:


I guess he's saying that, by the logic of space magic, the module would also absorb some of the vibration from the footsteps, thus reducing the mech's seismic wallhack signature.


Instead of space magic perhaps something like better suspension distributes the seismic impact over a slightly longer period of time making the hard pulse into a soft/adiabatic pulse profile. Perhaps a softer on/off profile would travel shorter? If there are any geologists around... Anyways, only half serious suggestion by DarthRevis perhaps, but perhaps also not half bad when thinking about it? :) (soft counter, not hard though)

Edited by Duke Nedo, 18 August 2015 - 10:15 PM.


#29 STEF_

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nocturnal
  • The Nocturnal
  • 5,443 posts
  • Locationmy cockpit

Posted 18 August 2015 - 10:16 PM

As a light pilot, I drop only with seismic.
Removing seismic would make things more difficult for lights theirselves.

#30 Corrado

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 817 posts
  • Locationfinale emilia, italy

Posted 18 August 2015 - 10:48 PM

View PostEl Bandito, on 18 August 2015 - 07:59 PM, said:

IMO, Seismic module hurts the performance of Light mechs the most--the class that is least played and appreciated. Successful flanking and rear attacks should be rewarded, but with Seismic on the enemy it is harder to do. Most Lights with enough firepower to cause decent damage boat weapons with short range, often requiring them to come within 250 meter radius of the module, thus giving up the element of surprise.

Thanks to the improved HSR and hitbox changes, Lights in general are not as menacing as before--with the exception of the Arctic Cheater--so why not remove the Seismic module to incentivize Light piloting?


PS: It most likely won't happen due to PGI's need for C-Bill sink but I just want to know your opinion on the subject.


Seismic is not the Sauron's eye. has 250m range. can't you really flank or rear outside 250m? lights job in a brawly mess, it's also the ability to draw fire and distract your enemies, more than "i'll just sneakly pewpew the reds while the rest of my team gets focus fire upon"

#31 SmoothCriminal

    Member

  • PipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 815 posts

Posted 18 August 2015 - 11:06 PM

If I were to rebalance it I would limit it's effectiveness based on weight class - assaults get 100m, heavies 150m, mediums 250m and lights 350m. I also like the idea of a counter module/upgrading shock absorbers. There are, however, other modules that need a lot more love first....

#32 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 18 August 2015 - 11:16 PM

View PostSmoothCriminal, on 18 August 2015 - 11:06 PM, said:

If I were to rebalance it I would limit it's effectiveness based on weight class - assaults get 100m, heavies 150m, mediums 250m and lights 350m. I also like the idea of a counter module/upgrading shock absorbers. There are, however, other modules that need a lot more love first....

It should be the other way around: heaviest mechs should be detected form far away, while the 20 tonners should be detected only at close range. The heavier the mech, the heavier the steps.

Also, there should be a conter-module - just like radar derp vs radar decay.

#33 Prof RJ Gumby

    Member

  • PipPipPipPipPipPipPipPip
  • The People's Hero
  • 1,061 posts

Posted 18 August 2015 - 11:33 PM

There sure should be some countering module. Information warfare, right? :] Now the seismic is the only info gathering equipment that cannot be countered in any way. Probably the main reason why it is considered a must have by many.
The way I see it, the "Seismic derp" module should - for balance sake - not be allowed in tandem with seismic sensor (just like you can't have arty and air strikes together) and should not work well with ECM (e.g. seismic derp disables ECM disrupt mode, you can use counter).

That would make seismic sensor and ecm a little less superb, while giving us moar options and moar info warfare.

Only doubt I have is related to the lights like the firestarter and 'arctic sheeter'. Implementing a seismic derp when having those around in their current state could possibly make them even more easy mode than they are now (and I'm saying this as a light pilot).

See PGI? We want another c-bill sink! Isn't that sweet? Gib nao!

Edited by Prof RJ Gumby, 18 August 2015 - 11:34 PM.


#34 MechWarrior3671771

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,021 posts
  • LocationGermantown, MD

Posted 18 August 2015 - 11:36 PM

Seismic helps lights put up the perfect UAV

More importantly, it keeps you from turning that corner into 4 assaults.

Plus, how are you going to compensate those of us who shelled out 6 mil for each seismic? I have 8 of them, which is comes to 48 mil. That's a lot to nerf a new player after 8 months of grinding.

Edited by Fenrisulvyn, 18 August 2015 - 11:40 PM.


#35 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 19 August 2015 - 04:22 AM

View PostFenrisulvyn, on 18 August 2015 - 11:36 PM, said:

Plus, how are you going to compensate those of us who shelled out 6 mil for each seismic?

How is PGI going to compensate those who bought and mastered Direwolves if they decide to nerf them?
Pro tip: They won't.

#36 Corrado

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 817 posts
  • Locationfinale emilia, italy

Posted 19 August 2015 - 04:28 AM

View PostKmieciu, on 19 August 2015 - 04:22 AM, said:

How is PGI going to compensate those who bought and mastered Direwolves if they decide to nerf them?
Pro tip: They won't.


you can still use something that's nerfed. you can't use tho something that's REMOVED.

#37 MeiSooHaityu

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 10,912 posts
  • LocationMI

Posted 19 August 2015 - 04:30 AM

Due to the module cost, I run a poor man's Seismic module, a.k.a. UAV. It only works once, has a duration, and can be shot down, but I can't be spending 3mil a pop for multiple seismic modules.

I do have one Seismic, but moving it from one mech to another is a PITA. I play a different mech constantly, so it is a chore to be constantly shifting modules around. It is a good problem to have I suppose, but a problem none the less.

Anyway, it probably would have been better if Seismic was never introduced, but it is here now, so what are you going to do *shrug*.

#38 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 19 August 2015 - 04:31 AM

No, it is a great module, its one of the only very few things that actually add any kid of information to the warfare at all.

And it does not hurt light mechs, actually it helps them most, because a heavy weaponed mech having a "sudden" enocunter will have less troubles than a light. Yet a light is nimble enough to make a quickstop before a corner for a seismic check and quickly speed up to proceed. In which even if he decides to go around the corner cna plan his ways by knowing the locations of his opponents.

your proposoal looks once more like a biased question to the community, because you have yet showed your biased judgement about the module and not a objective informational one. And it seems to show again, that you are once more not able to work properly with the tools the game offers you.

Edited by Lily from animove, 19 August 2015 - 04:39 AM.


#39 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 19 August 2015 - 04:33 AM

View PostCorrado, on 19 August 2015 - 04:28 AM, said:


you can still use something that's nerfed. you can't use tho something that's REMOVED.


Of course PGI is not going to remove seismic sensor. However, they can tweak range and add additional game mechanics at will.

#40 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 12,130 posts
  • LocationKansas City, MO

Posted 19 August 2015 - 04:34 AM

I'm too lazy to read through this thread, but the OP does touch on something that I was thinking of posting about with regards to information warfare.

The ability to detect people without having LOS is very useful and is honestly something that needs to be more integrated into MWO gameplay rather than an auto-goto module for everyone.

Seismic/"wallhack" sensors really should be a intrinsic radar mechanic to mechs, with some having no seismic/"wallhack" sensors (Dire, I'm looking at you) with others having boosted sensors (with the possibility for BAP/Sensor Range to boost it further) and being a granular scale (so some may have better range than others). It may help with information warfare since knowing where an enemy is without having to expose yourself in return is nice, though I doubt it would have a large impact on higher end play, but still.

Edited by WM Quicksilver, 19 August 2015 - 04:35 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users