


Should Pgi Remove The Seismic Sensor Module?
#41
Posted 19 August 2015 - 04:34 AM

#42
Posted 19 August 2015 - 04:34 AM
#43
Posted 19 August 2015 - 04:37 AM
#44
Posted 19 August 2015 - 04:38 AM
#45
Posted 19 August 2015 - 04:41 AM
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
Posted 19 August 2015 - 04:48 AM
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.

#47
Posted 19 August 2015 - 04:51 AM
Lily from animove, on 19 August 2015 - 04:31 AM, said:
I agree, I've always been some what amazed that these HIGH TECH machines seem more primitive then our modern warfare equipment.
#48
Posted 19 August 2015 - 05:04 AM
Titannium, on 19 August 2015 - 04:34 AM, said:
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.
FatManBlue, on 19 August 2015 - 04:51 AM, said:
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
Posted 19 August 2015 - 05:08 AM
Edited by Catra Lanis, 19 August 2015 - 05:09 AM.
#50
Posted 19 August 2015 - 05:10 AM
#51
Posted 19 August 2015 - 05:11 AM
#52
Posted 19 August 2015 - 05:11 AM
Alistair Winter, on 19 August 2015 - 04:41 AM, said:
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
Posted 19 August 2015 - 05:12 AM

Edited by Elizander, 19 August 2015 - 05:15 AM.
#54
Posted 19 August 2015 - 05:13 AM
Catra Lanis, on 19 August 2015 - 05:08 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.
Titannium, on 19 August 2015 - 05:10 AM, said:
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.
Elizander, on 19 August 2015 - 05:12 AM, said:

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.
#56
Posted 19 August 2015 - 05:18 AM
#57
Posted 19 August 2015 - 05:21 AM
El 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
Posted 19 August 2015 - 05:23 AM
Titannium, on 19 August 2015 - 05:16 AM, said:
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.
Lily from animove, on 19 August 2015 - 05:21 AM, said:
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
Posted 19 August 2015 - 05:37 AM
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
Posted 19 August 2015 - 05:58 AM
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....
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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