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


Should Pgi Remove The Seismic Sensor Module?
#61
Posted 19 August 2015 - 06:15 AM
#62
Posted 19 August 2015 - 06:34 AM
Duke Nedo, on 18 August 2015 - 09:25 PM, 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.
#63
Posted 19 August 2015 - 06:54 AM
Sjorpha, 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
Posted 19 August 2015 - 07:01 AM
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
Posted 19 August 2015 - 08:25 AM
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
Posted 19 August 2015 - 08:34 AM
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
Posted 19 August 2015 - 08:35 AM
#68
Posted 19 August 2015 - 08:43 AM
Bought it 2 weeks ago and it kinda feels like cheating using it.
#69
Posted 19 August 2015 - 08:46 AM

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

#70
Posted 19 August 2015 - 08:54 AM
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.
You can get rid of seismic when you put in 'magnetic anomaly'.
#71
Posted 19 August 2015 - 09:42 AM
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
Posted 19 August 2015 - 09:45 AM

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
Posted 19 August 2015 - 09:49 AM
Almond Brown, on 19 August 2015 - 09:45 AM, said:
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
Posted 19 August 2015 - 09:50 AM
#75
Posted 19 August 2015 - 09:50 AM
Almond 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?
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
Posted 19 August 2015 - 10:05 AM
Zink1701, on 18 August 2015 - 09:33 PM, said:
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
topgun505, on 19 August 2015 - 08:25 AM, said:
Dimento Graven, on 19 August 2015 - 09:50 AM, said:
Here is an interesting read.
Edited by Mystere, 19 August 2015 - 10:19 AM.
#77
Posted 19 August 2015 - 10:16 AM
Charronn, on 19 August 2015 - 08:43 AM, said:
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.

#79
Posted 19 August 2015 - 10:29 AM
Dimento Graven, on 19 August 2015 - 10:24 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.

Edited by Mystere, 19 August 2015 - 10:32 AM.
#80
Posted 19 August 2015 - 10:30 AM
El Bandito, on 18 August 2015 - 07:59 PM, said:
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.
Sable, on 18 August 2015 - 08:30 PM, said:
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