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Should Pgi Remove The Seismic Sensor Module?

Balance Gameplay Metagame

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#81 Dimento Graven

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Posted 19 August 2015 - 10:39 AM

View PostMystere, on 19 August 2015 - 10:29 AM, said:

Wrong! Computers (or the people who program them) do not know how to represent infinity ... not your run-of-the-mill computers and programmers anyway.

And it's obvious you don't even understand understand what a 0 value for L and D in W/L and K/D actually means. :lol:
I've SEEN divide by zero errors, so HAH!!!

#82 Mystere

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Posted 19 August 2015 - 10:47 AM

View PostDimento Graven, on 19 August 2015 - 10:39 AM, said:

I've SEEN divide by zero errors, so HAH!!!

View PostMystere, on 19 August 2015 - 10:29 AM, said:

run-of-the-mill computers and programmers


#83 Gofer

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Posted 19 August 2015 - 10:48 AM

i strongly disagree with the OP's position on Seismic Modules being Over Powered. As I do the derogatory term of Wall Hack... Wall Hack's are damaging to the game all allow unscupulous pilots, and perhaps even a PGI-Favored unit ( :P ) or two to demonstrate great prowess in battle. Hey.. when you can see through the walls and shoot through walls... THAT is a wall hack.

The Seismic and the UAV are similar.. one is bottom up look at enemy, one is top down. Perphaps call one a Ground Hack, and the other an Air Hack.. if you must. But really, both work fine. Neither is game changer over powered in all circumstances. Mostly because no mech gets to have "all the modules"... and each pilot has to choose what works best for them.... most pilots favor Derp over Seismic.. as a regular pilot of lights.. I dont see myself getting ratted out by Seismic. let it be. Move along to some other deamon..

#84 Yellonet

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Posted 19 August 2015 - 11:24 AM

To OP: NO NO NO, and I usually run light mechs.

#85 BlackDrakon

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Posted 19 August 2015 - 11:28 AM

Strongly disagree, Seismic is a must in all mechs, lights are getting owned by ppl who can actually see them coming? cry me a river..

#86 Corrado

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Posted 20 August 2015 - 05:22 AM

View PostHerHareHair, on 19 August 2015 - 06:15 AM, said:

Instead of removing it they should change it. You can only see blips through seismic radar from heavier Mechs than you. Advanced seismic additionally gives you the ability to see your own weight on seismic radar.


so no seismic on 100 tonners or with another moneysink you can detect other 100 tonners? any logic behind the "heavier ones?" since you arent moving, why your seismic sensor can't log anything under your tonnage? would explode otherwise?

if im 70 kilograms can't i hear footsteps of anybody lighter than me? has something related to sensors?

View PostGofer, on 19 August 2015 - 10:48 AM, said:

i strongly disagree with the OP's position on Seismic Modules being Over Powered. As I do the derogatory term of Wall Hack... Wall Hack's are damaging to the game all allow unscupulous pilots, and perhaps even a PGI-Favored unit ( :P ) or two to demonstrate great prowess in battle. Hey.. when you can see through the walls and shoot through walls... THAT is a wall hack.

The Seismic and the UAV are similar.. one is bottom up look at enemy, one is top down. Perphaps call one a Ground Hack, and the other an Air Hack.. if you must. But really, both work fine. Neither is game changer over powered in all circumstances. Mostly because no mech gets to have "all the modules"... and each pilot has to choose what works best for them.... most pilots favor Derp over Seismic.. as a regular pilot of lights.. I dont see myself getting ratted out by Seismic. let it be. Move along to some other deamon..


despite the air hack actually gives locks and info for your team, breaks ECM.
the land hack, actually gives blinks on minimap and just to the carrier. at a quarter the range.

Edited by Corrado, 20 August 2015 - 05:22 AM.


#87 Aaren Kai

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Posted 20 August 2015 - 05:55 AM

I don't want the removed, I want them improved!

And by that I mean get a little more complicated. How about the weight of the mech plus the speed it's going determines how close or far away you can be detected. You know... Easier to sense 100 tons moving 60kph than 35 tons moving 35kph.

Yes, I just asked for pilots to use skill and mech choice in being able to move undetected and at a huge risk! I think some may call that skill.

#88 Hotthedd

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Posted 20 August 2015 - 05:57 AM

I could see seismic being improved.

What if there were a tonnage/speed ratio needed to trigger seismic? For example (Tonnagex2) x (Speed/Archetype)
So a 100T Atlas would set off the sensor at 10kph (100x2) x (10/1) [1 being assault archetype, to 4 for light archetype],
giving a value of 2000 and therefore detected.
A 35T Jenner would not be detectable until 114kph. (35x2) x (114 /4) = 2000

Of course the formula could be tweaked. (I just picked these out of thin air)

This way a light could trade stealth for speed.

Additionally, this gives MORE information for seismic sensors. By judging the speed of enemy blips, a pilot could then have a better idea of the composition of the OpFor around the corner, or in the tunnel.

Also, if the sensors are picking up seismic vibrations, they should pick up ALL of these vibrations, including friendlies.

There could be maps with active natural seismic activity (Terra Therma) that give false readings.

There is just so much MORE this game could be.

Edit: Adding Aaren Kai's idea to this, The seismic number formula above could also increase/decrease the distance from which a 'mech is detected. Higher numbers from further away, lower numbers would require the sensor be closer in proximity.

Edited by Hotthedd, 20 August 2015 - 06:11 AM.


#89 Corrado

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Posted 20 August 2015 - 06:18 AM

View PostHotthedd, on 20 August 2015 - 05:57 AM, said:

I could see seismic being improved.

What if there were a tonnage/speed ratio needed to trigger seismic? For example (Tonnagex2) x (Speed/Archetype)
So a 100T Atlas would set off the sensor at 10kph (100x2) x (10/1) [1 being assault archetype, to 4 for light archetype],
giving a value of 2000 and therefore detected.
A 35T Jenner would not be detectable until 114kph. (35x2) x (114 /4) = 2000

Of course the formula could be tweaked. (I just picked these out of thin air)

This way a light could trade stealth for speed.

Additionally, this gives MORE information for seismic sensors. By judging the speed of enemy blips, a pilot could then have a better idea of the composition of the OpFor around the corner, or in the tunnel.

Also, if the sensors are picking up seismic vibrations, they should pick up ALL of these vibrations, including friendlies.

There could be maps with active natural seismic activity (Terra Therma) that give false readings.

There is just so much MORE this game could be.

Edit: Adding Aaren Kai's idea to this, The seismic number formula above could also increase/decrease the distance from which a 'mech is detected. Higher numbers from further away, lower numbers would require the sensor be closer in proximity.


i like the equation. makes sense and adds game depth.
+1

#90 sycocys

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Posted 20 August 2015 - 06:36 AM

They could just get rid of the entire module system as it currently is - nothing more than a lazy way to create a money/c-bill sink.

Since it was implemented it really felt like nothing more than a "We have no idea what we are doing for end game, so here's modules." thing.

#91 Nightmare1

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Posted 20 August 2015 - 07:16 AM

I find Seismic complements my Lights the most, far more, actually, than my other Mechs. In fact, I rarely use it on anything except Lights because my other Mechs have their module slots already occupied by the critical Radar Dep and Target Info Gathering modules.

...So, I call bull on the OP and say that Seismic should stay in game!!!

#92 WarHippy

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Posted 20 August 2015 - 07:57 AM

View PostFupDup, on 18 August 2015 - 08:11 PM, said:

I literally bought my first MC package for the single purpose of unlocking Seismic Wallhack quicker.

Even after both of the nerfs, Seismic Wallhack is an auto-equip module for me on EVERY mech of mine. If I have a mech module slot, Seismic is the first thing that goes there, all day erryday no exceptions.

It's the most gamechanging module in MWO and vastly superior to all others...only Radar Derp can really compete with it, but even then I think Wallhack has a greater impact most of the time than Derp. If you forced me to permanently delete every module I own except one, I would chose Seismic Wallhack as my only module. I'm not even kidding.


I think it's pretty overpowered and kind of a crutch (one that I forget how to play without, how powerful it is), and Wallhacks don't really belong in this game...but PGI wants their money sinks, so it's a Feature™.

This entire post is exactly why it needs to be removed. Begone seismic crutch! :o





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