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Should Pgi Remove The Seismic Sensor Module?

Balance Gameplay Metagame

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#41 Speedy Plysitkos

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Posted 19 August 2015 - 04:34 AM

removing the only viable module ingame ?

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#42 Cyborne Elemental

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Posted 19 August 2015 - 04:34 AM

I would put Radar Deprivation in the crosshairs before Seismic.

#43 Corrado

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Posted 19 August 2015 - 04:37 AM

well, there should be mechs with various equipable electronics, instead PnP radar derp, seismic, target decay. just like BAP and ECM use pod space and tonnage.

#44 sycocys

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Posted 19 August 2015 - 04:38 AM

When they move - you move. Problem solved.

#45 Alistair Winter

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Posted 19 August 2015 - 04:41 AM

Get rid of it.

Pointless addition to the game, serves only to punish the space poor who can't afford it, and new players who don't know about it.

Unlike TAG, BAP, NARC, ECM or other equipment, it doesn't add anything to gameplay, because you can equip it on any mech without penalties or weight. It doesn't contribute to role warfare.

People want more complex information warfare? Fine. Give us PASSIVE / ACTIVE RADAR. Not wallhack module.

#46 CDLord HHGD

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Posted 19 August 2015 - 04:48 AM

I like the seismic module and believe it should stay.

I will say though that maybe the "signal strength" should vary depending on the weight of the mech. A 20t mechs will have a lighter (nay barely noticeable) "ping" compared to a 35t mech (thought still pretty light) and absolutely not as noticeable as a 100t mech.

Retooling of the in-game mechanics are needed though. :D

#47 FatManBlue

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Posted 19 August 2015 - 04:51 AM

View PostLily from animove, on 19 August 2015 - 04:31 AM, said:

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.


I agree, I've always been some what amazed that these HIGH TECH machines seem more primitive then our modern warfare equipment.

#48 El Bandito

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Posted 19 August 2015 - 05:04 AM

View PostTitannium, on 19 August 2015 - 04:34 AM, said:

removing the only viable module ingame ?


You mean the only one that is clearly above the others? Even when not removed outright, it should work be reworked into something that is more advantageous to the lighter mechs.

View PostFatManBlue, on 19 August 2015 - 04:51 AM, said:

I agree, I've always been some what amazed that these HIGH TECH machines seem more primitive then our modern warfare equipment.


That's cause according to the story line the tech level has been severely degraded by centuries of continuous warfare. Mechs in general did not have any seismic based sensors. Only NV, thermal, and magnetic.

Edited by El Bandito, 19 August 2015 - 05:05 AM.


#49 Catra Lanis

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Posted 19 August 2015 - 05:08 AM

Oh you mean so already invisible Arctic cheeters have an even easier time sneaking up on an assault and core him in the back with two alphas?

Edited by Catra Lanis, 19 August 2015 - 05:09 AM.


#50 Speedy Plysitkos

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Posted 19 August 2015 - 05:10 AM

elbandito, removing this, then you can remove totaly all. all useless.

#51 sycocys

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Posted 19 August 2015 - 05:11 AM

These high tech machines were designed in the 80's.

#52 Duke Nedo

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Posted 19 August 2015 - 05:11 AM

View PostAlistair Winter, on 19 August 2015 - 04:41 AM, said:

Get rid of it.

Pointless addition to the game, serves only to punish the space poor who can't afford it, and new players who don't know about it.

Unlike TAG, BAP, NARC, ECM or other equipment, it doesn't add anything to gameplay, because you can equip it on any mech without penalties or weight. It doesn't contribute to role warfare.

People want more complex information warfare? Fine. Give us PASSIVE / ACTIVE RADAR. Not wallhack module.


I agree with most of your arguments there, but I'd go for tuning them down a notch with a soft counter and/or weight-dependent signal strength instead of removing them.

#53 Elizander

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Posted 19 August 2015 - 05:12 AM

You can just add a light mech module that reduces Seismic signatures if they move under 30 kph or something. This can simulate sneaking up on the enemy :P

Edited by Elizander, 19 August 2015 - 05:15 AM.


#54 El Bandito

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Posted 19 August 2015 - 05:13 AM

View PostCatra Lanis, on 19 August 2015 - 05:08 AM, said:

Oh you mean so already invisible Arctic cheeters have an even easier time sneaking up on an assault and core him in the back with two alphas?


As long as it helps the Light queue then why not? ACH's ECM will warn you that an enemy is nearby anyway.


View PostTitannium, on 19 August 2015 - 05:10 AM, said:

elbandito, removing this, then you can remove totaly all. all useless.


Useless compared to Seismic you mean? Cause the other modules will be picked should Seismic be removed. I guarantee you. You are only proving everyone's hopeless dependence on this one module.

Radar Derp is useful, Target Decay is useful, Target Range is useful, Advanced Zoom is useful, Capture Accelerator is useful, Info Gathering is useful. Players might actually have more choice than before.

View PostElizander, on 19 August 2015 - 05:12 AM, said:

You can just add a light mech module that reduces Seismic signatures if they move under 30 kph or something. This can simulate sneaking up on the enemy :P


Cmon, don't give PGI even more bad ideas. Next thing we know they will come up with Counter-Counter-Seismic module. -_-

Edited by El Bandito, 19 August 2015 - 05:20 AM.


#55 Speedy Plysitkos

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Posted 19 August 2015 - 05:16 AM

View PostEl Bandito, on 19 August 2015 - 05:13 AM, said:





Useless compared to Seismic you mean? Cause the other modules will be picked with Seismic is removed. I guarantee you.


Sry, i dont think so.

#56 Catra Lanis

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Posted 19 August 2015 - 05:18 AM

Seismic isn't the reason light queue is lower than the others and I don't see that the numbers are a problem anyway. Never been in a match with shortage of lights.

#57 Lily from animove

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Posted 19 August 2015 - 05:21 AM

View PostEl Bandito, on 19 August 2015 - 05:13 AM, said:


As long as it helps the Light queue then why not? ACH's ECM will warn you that an enemy is nearby anyway.




Useless compared to Seismic you mean? Cause the other modules will be picked should Seismic be removed. I guarantee you.
Radar Derp is useful, Target Decay is useful, Target Range is useful, Advanced Zoom is useful, Capture Accelerator is useful, Info Gathering is useful. Players might actually have more choice than before.



Cmon, don't give PGI even more bad ideas. Next thing we know they will come up with Counter-Counter-Seismic module. -_-


many people won't get a module for 3million, because the others are edgecase nonsense and not worth their effect in cbill,s people would use them only i they have too much money.

And if you really think removing seismic will help the light queue, wow, just wow, it would if any hurt even more, all the poor lights that in future will be coming around corners clang, in the face of a heavy or assault. dakaka dakka dead. Yeah that will keep them very entertained and motivated. Seriously try to use that module first as a light in your favour before you write nonsense.

#58 El Bandito

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Posted 19 August 2015 - 05:23 AM

View PostTitannium, on 19 August 2015 - 05:16 AM, said:

Sry, i dont think so.


What would a guy like you who joined in May 2015 would know?

Before Seismic, people played with other modules just fine. Only back then Lights had lag shield/HSR immunity and was a significant threat.


View PostLily from animove, on 19 August 2015 - 05:21 AM, said:

many people won't get a module for 3million, because the others are edgecase nonsense and not worth their effect in cbill,s people would use them only i they have too much money.

And if you really think removing seismic will help the light queue, wow, just wow, it would if any hurt even more, all the poor lights that in future will be coming around corners clang, in the face of a heavy or assault. dakaka dakka dead. Yeah that will keep them very entertained and motivated. Seriously try to use that module first as a light in your favour before you write nonsense.


That could be the case, yes. I have piloted Firestarters with Seismic for many months, but that was when the Ember was still the top dog.

Edited by El Bandito, 19 August 2015 - 05:26 AM.


#59 Rogue Jedi

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Posted 19 August 2015 - 05:37 AM

as someone who is primarily a Light pilot and who rarely bothers with modules outside UAV except on my CW dropdeck Mechs, I am not convinced it is too overpowered, about half the time I am able to sneak up behind the enemy team, put up a UAV, and get away unnoticed, and the UAV rarely seems to be spotted.


if you are convinced it is overpowered then make it a directional indicator, with a larger indicator for more noise (e.g. a running Mech gives off a stronger signal than a walking Mech and an 80 ton assault at 200m should give off the same signal as a 20 ton locust at 50)

have it indicate for anything moving within range, so the worms on Viridian Bog should give off a signal, as should every Mech on your team.

that way it still has great potential for detecting an enemy Mech in close but you would have to figure out if indicators were friendly or enemy.

Edited by Rogue Jedi, 19 August 2015 - 05:39 AM.


#60 Lugh

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Posted 19 August 2015 - 05:58 AM

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....

It's already been adjusted downward at least one other time.

Under 100m and I can already hear the stomp stomp stomp of moving mechs.

Edited by Lugh, 19 August 2015 - 05:59 AM.






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