Jump to content

Should Pgi Remove The Seismic Sensor Module?

Balance Gameplay Metagame

91 replies to this topic

#61 HerHareHair

    Member

  • PipPip
  • Bridesmaid
  • 31 posts

Posted 19 August 2015 - 06:15 AM

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.

Edited by HerHareHair, 19 August 2015 - 06:16 AM.


#62 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,480 posts
  • LocationSweden

Posted 19 August 2015 - 06:34 AM

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...


Yeah, some kind of change like that would be great.

The way seismic and radar derp works now are both very problematic, they should both be nerfed enough to make them on par with other nice modules (target info, sensor range, adv. zoom etc). Also some useless modules need buffing, like why not have the fall damage module remove fall damage completely, and the advanced gyros give you 50% speed with immunity to the initial dip to 15% when legged, and so on.

There is one situation where I like the seismic, when we are setting up an ambush for the enemy in cw and actually have to coordinate that no one moves their feet to avoid appearing on enemy seismic, that's nice and immersive.

But generally speaking I think both those modules are bad for the game the state they are in now.

#63 Lily from animove

    Member

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

Posted 19 August 2015 - 06:54 AM

View PostSjorpha, on 19 August 2015 - 06:34 AM, said:


Yeah, some kind of change like that would be great.

The way seismic and radar derp works now are both very problematic, they should both be nerfed enough to make them on par with other nice modules (target info, sensor range, adv. zoom etc). Also some useless modules need buffing, like why not have the fall damage module remove fall damage completely, and the advanced gyros give you 50% speed with immunity to the initial dip to 15% when legged, and so on.

There is one situation where I like the seismic, when we are setting up an ambush for the enemy in cw and actually have to coordinate that no one moves their feet to avoid appearing on enemy seismic, that's nice and immersive.

But generally speaking I think both those modules are bad for the game the state they are in now.


the other modules would need buffs, thats the true issue,

Target decay? pointless in a world with this ecm and radar derp.
Hill climp? uhhm uhh well, maybe when it would be 30% but not those lusy %
Advanced zoom, is noce in some cases, but onyl works wit some buiilds, nothign wrong with this module.
Target info is completely fine.

#64 GalmOne

    Member

  • PipPipPip
  • The Nimble
  • The Nimble
  • 77 posts

Posted 19 August 2015 - 07:01 AM

Solution:
Instead of removing one of the few good modules how about pumping out or boosting current modules

example:

Shock aborption: Will also reduce the range at which a mech can be perceived with Seismic based on mech class (same percentage)

New modules like "Extended Jumpjet time" or "Extra Accelleration/ Decelleration" "Torso Turning"

Nothing that has too big of an impact but that's surely to be useful even if only on some mechs

#65 topgun505

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,627 posts
  • Facebook: Link
  • LocationOhio

Posted 19 August 2015 - 08:25 AM

I have never particularly cared for how they implemented it simply because it doesn't make sense from a physics standpoint. (Yeah yeah I know, reality and all that is overrated).

Anyways. How it works now, would work as depicted ... if ... you knew the tonnage of the target. How can you tell the difference between a light mech stomping around slowly at close range vs an assault at long range? You can't. You don't know the tonnage of any units the module detects so it shouldn't be able to pinpoint an exact location like it does now.

What it should do is give you a direction indication on your mini map. Basically a short red line starting from your mech pointing in the direction of the detection.

That's it. No range/location estimation.

That change by itself would benefit light mechs slightly in the way OP intended in that the stationary mech would not have something telling them that a mech is standing right behind them and that they're likely about to come under attack. They only know something is behind then somewhere ... but no idea of the distance.

Yeah ... not a huge change ... it mainly just limits the precision of the info that sensor is giving you.

#66 Novakaine

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 5,745 posts
  • LocationThe Republic of Texas

Posted 19 August 2015 - 08:34 AM

That's standard equipment on all my assaults.
Removing them should not even be a consideration.
If you wanna be a back shooter ya gonna have to work for it.
Ecm is for pansies.

#67 Aiden Skye

    Member

  • PipPipPipPipPipPipPipPip
  • Galaxy Commander II
  • Galaxy Commander II
  • 1,364 posts
  • LocationThe Rock

Posted 19 August 2015 - 08:35 AM

I rather it change so that lighter mechs have a lot smaller detection range on seismic and potentially even take longer to show up on seismic. Would be fair I think. Why would a 100ton mech show up the same as a 25 tonner?

#68 Charronn

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 493 posts
  • LocationPictland

Posted 19 August 2015 - 08:43 AM

I've played 2 years without using seismic and all my stats are positive and thats all in pugland.
Bought it 2 weeks ago and it kinda feels like cheating using it.

#69 McHoshi

    Member

  • PipPipPipPipPipPipPipPip
  • 1,163 posts
  • Facebook: Link
  • LocationGermany

Posted 19 August 2015 - 08:46 AM

The seismic Module as it is now is just fine the way it is ;)

So PGI please let it just as it is because it works well :P

#70 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 19 August 2015 - 08:54 AM

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.
I can't take this thread seriously when, ORIGINALLY, we were supposed to have 'magnetic anomaly' detectors which, for sure would work while moving, and in all but a few maps be that much more dangerous to lights.

You can get rid of seismic when you put in 'magnetic anomaly'.

#71 The Mech behind you

    Member

  • PipPipPipPipPipPipPip
  • 566 posts
  • LocationGermany, Northern Baden-Württemberg

Posted 19 August 2015 - 09:42 AM

only if they get rid of ECM, too. Both are very strong equipment. ECM is powerful at long ranges while Seismic is powerful at close ranges.

The difference is every mech can equip a Seismic Sensor and it doesn't interfere with the visibility or locks while the ECM is only available for a few mechs that can hide themselves or a whole group of mechs from visibility and locks.

I'm for removing none or both!

#72 Almond Brown

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 5,851 posts

Posted 19 August 2015 - 09:45 AM

I think of it as the Rear View Camera I never got, but in full 3600 surround view. Besides, the Lights give themselves away when they close in anyways. The cockpit warning of their presence is still there. ;)

So I will keep mine thanks. :)

Question: If a Light Pilot runs at a target with Seismic, and JJ's at 251m out and lands say at 100m (at a full stop) does the enemy SS go off upon their landing?

Edited by Almond Brown, 19 August 2015 - 09:46 AM.


#73 The Mech behind you

    Member

  • PipPipPipPipPipPipPip
  • 566 posts
  • LocationGermany, Northern Baden-Württemberg

Posted 19 August 2015 - 09:49 AM

View PostAlmond Brown, on 19 August 2015 - 09:45 AM, said:

Question: If a Light Pilot runs at a target with Seismic, and JJ's at 251m out and lands (full stop) does the enemy SS go off upon landing?


Yes, he gets a single bleep on landing. However it is a good tactic to jump your target to avoid getting spoiled by his seismic.

#74 Saint Scarlett Johan

    Member

  • PipPipPipPipPipPipPipPipPip
  • Hearing Impaired
  • Hearing Impaired
  • 3,349 posts
  • LocationOn the Delta side of Vicksburg

Posted 19 August 2015 - 09:50 AM

I'd rather not lose it. It's often life or death for my lights. If anything, I wouldn't mind seeing the modules get expanded and modules become class specific items.

#75 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 19 August 2015 - 09:50 AM

View PostAlmond Brown, on 19 August 2015 - 09:45 AM, said:

...

Question: If a Light Pilot runs at a target with Seismic, and JJ's at 251m out and lands say at 100m (at a full stop) does the enemy SS go off upon their landing?
The answer your question is yes, when he lands, if he doesn't move afterwards, no seismic.

HOWEVER, the idiocy of thinking that 20 to 35 tons of mobile equipment, moving at ANY SPEED, let alone 100+ kph, WON'T be detectable at LOOOOOOOOOOOOOOOOOOOOOOONG distance due to the vibrations it creates is... Well, as I said at the beginning, idiocy...

#76 Mystere

    Member

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

Posted 19 August 2015 - 10:05 AM

View PostZink1701, on 18 August 2015 - 09:33 PM, said:

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

View Posttopgun505, on 19 August 2015 - 08:25 AM, said:

I have never particularly cared for how they implemented it simply because it doesn't make sense from a physics standpoint. (Yeah yeah I know, reality and all that is overrated).

View PostDimento Graven, on 19 August 2015 - 09:50 AM, said:

HOWEVER, the idiocy of thinking that 20 to 35 tons of mobile equipment, moving at ANY SPEED, let alone 100+ kph, WON'T be detectable at LOOOOOOOOOOOOOOOOOOOOOOONG distance due to the vibrations it creates is... Well, as I said at the beginning, idiocy...


Here is an interesting read.

Edited by Mystere, 19 August 2015 - 10:19 AM.


#77 Mystere

    Member

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

Posted 19 August 2015 - 10:16 AM

View PostCharronn, on 19 August 2015 - 08:43 AM, said:

I've played 2 years without using seismic and all my stats are positive and thats all in pugland.
Bought it 2 weeks ago and it kinda feels like cheating using it.


Well, technically speaking, W/L and K/D can never go negative. ;)

#78 Dimento Graven

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Guillotine
  • Guillotine
  • 6,208 posts

Posted 19 August 2015 - 10:24 AM

View PostMystere, on 19 August 2015 - 10:16 AM, said:

Well, technically speaking, W/L and K/D can never go negative. ;)
Yeah, computers can't divide by zero without getting error, so you're safe...

#79 Mystere

    Member

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

Posted 19 August 2015 - 10:29 AM

View PostDimento Graven, on 19 August 2015 - 10:24 AM, said:

Yeah, computers can't divide by zero without getting error, so you're safe...


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:

Edited by Mystere, 19 August 2015 - 10:32 AM.


#80 Viges

    Member

  • PipPipPipPipPipPipPipPip
  • Knight Errant
  • 1,119 posts

Posted 19 August 2015 - 10:30 AM

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

IMO, Seismic module hurts the performance of Light mechs


Do you even play light mechs? Nothing better than turn the corner and meet 60+ lazor alpha in the face (dead). So no, seismic atm benefits lights mechs the most.

View PostSable, on 18 August 2015 - 08:30 PM, said:

godmode light mechs








2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users