Should Pgi Remove The Seismic Sensor Module?
#21
Posted 18 August 2015 - 09:33 PM
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
Posted 18 August 2015 - 09:35 PM
Duke Nedo, on 18 August 2015 - 09:25 PM, said:
When we're talking about 20 metric tons and higher, every footstep is loud.
#23
Posted 18 August 2015 - 09:38 PM
DarthRevis, 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
Posted 18 August 2015 - 09:45 PM
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
Posted 18 August 2015 - 10:01 PM
Duke Nedo, on 18 August 2015 - 09:38 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.
Edited by DarthRevis, 18 August 2015 - 10:03 PM.
#26
Posted 18 August 2015 - 10:03 PM
DarthRevis, 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
Posted 18 August 2015 - 10:04 PM
DarthRevis, 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
Posted 18 August 2015 - 10:14 PM
FupDup, 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?
Edited by Duke Nedo, 18 August 2015 - 10:15 PM.
#29
Posted 18 August 2015 - 10:16 PM
Removing seismic would make things more difficult for lights theirselves.
#30
Posted 18 August 2015 - 10:48 PM
El Bandito, on 18 August 2015 - 07:59 PM, said:
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
Posted 18 August 2015 - 11:06 PM
#32
Posted 18 August 2015 - 11:16 PM
SmoothCriminal, on 18 August 2015 - 11:06 PM, said:
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
Posted 18 August 2015 - 11:33 PM
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
Posted 18 August 2015 - 11:36 PM
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.
#37
Posted 19 August 2015 - 04:30 AM
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
Posted 19 August 2015 - 04:31 AM
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.
#40
Posted 19 August 2015 - 04:34 AM
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.
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