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Should Pgi Remove The Seismic Sensor Module?

Balance Gameplay Metagame

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#1 El Bandito

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Posted 18 August 2015 - 07:59 PM

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.

#2 Spheroid

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Posted 18 August 2015 - 08:01 PM

I value piloting lights and using seismic on all classes. The two are not mutually exclusive

#3 Deathlike

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Posted 18 August 2015 - 08:02 PM

Believe it or not, it works just dandy with Light mechs just as much as it does with a Dire Wolf.

I don't think that's a valid reason to do that, in addition to the fact that they made Seismic an incentive to be sold in some of the packs as a preorder reward.

Edited by Deathlike, 18 August 2015 - 08:11 PM.


#4 ColourfulConfetti

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Posted 18 August 2015 - 08:02 PM

It's not a bad thing to have useful modules in the game. I don't think seismic is too powerful personally, you have to be stationary and it's only within 250 m. It does sometimes thwart attempts at coring out backs in lights, but that is just on tactic out of many that can be used as a light mech pilot and it doesn't render it useless even at that. You just have be more willing to take risks and attacks of opportunity.

#5 FupDup

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Posted 18 August 2015 - 08:11 PM

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™.

Edited by FupDup, 18 August 2015 - 08:12 PM.


#6 Lynx7725

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Posted 18 August 2015 - 08:19 PM

Personally I don't even bother with it after the "stay still for it to work" change.

My playstyle requires me to keep moving. I don't have time to sit still and let it snoop around.

Besides, I find Radar Derp more important. Not so much the LRM part, that one I got other solutions. More to make the enemy lose track of where I am, so that I can move to ambush them elsewhere. So my first slot usually goes there instead.

#7 Mcgral18

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Posted 18 August 2015 - 08:28 PM

But...I like my Seismic Wallhack...

It lets me know when danger is lurking nearby.


MAYBE some adjustments could be done.

#8 Sable

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Posted 18 August 2015 - 08:30 PM

Easily answered as NO. Dude you're just trying to stack the deck towards the mech or playstyle you want which is godmode light mechs. Seriously man, think about what you're saying before you expose your "lame bias" to the world.

Was something else but edited for the children's sake.

Edited by Sable, 18 August 2015 - 09:03 PM.


#9 Nothing Whatsoever

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Posted 18 August 2015 - 08:34 PM

What if only Lights and maybe Mediums could carry Seismic?

#10 ColourfulConfetti

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Posted 18 August 2015 - 08:35 PM

I don't think playing a light mech is akin to god mode, but I do think they are in a pretty good place right now. Coming from somebody who spends a lot of time with each class, I think their role and place in the game is a very solid one, and I don't think any changes need to be made to them right now.

Edited by PalmaRoma, 18 August 2015 - 08:36 PM.


#11 Screech

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Posted 18 August 2015 - 08:43 PM

Is it still possible to cut the ranges based on weight? Problem was when PGI fixed the most OP module they did it in the worst possible way for lights. I wouldn't mind a further nerf with a light getting picked up at half the current range. Keep assaults the same and then space the meds and heavies accordingly.

Not that I wouldn't mind getting rid of it, just don't think it will happen.

#12 Dingo Battler

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Posted 18 August 2015 - 08:46 PM

I think it'd be better if they buffed other modules instead. All people take is radar derp and seismic. More competition means less seismic.

Edited by KBurn85, 18 August 2015 - 08:46 PM.


#13 Chuck Jager

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Posted 18 August 2015 - 08:47 PM

Not all of us are twitch memory video game gods.

Seismic and Derp are the persistence rewards.

I am surprised at the number of folks even in group Q who do not equip these each time they play. I treat removing and equipping them the same way I always clean my guns and check the action as mandatory steps.

#14 Mystere

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Posted 18 August 2015 - 08:48 PM

If you know what you are doing, and you are suitably equipped, you can use the enemy's seismic against them. :lol:

#15 El Bandito

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Posted 18 August 2015 - 08:54 PM

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

Easily answered as NO. Dude you're just trying to stack the deck towards the mech or playstyle you want which is godmode light mechs. Seriously man, think about what you're saying

You need to think about what you are saying before posting. Just because I am suggesting something that is beneficial to Lights, that does not mean I am a Light pilot. In fact I loathe them, but I know it is the least played class.

View PostEl Bandito, on 16 August 2015 - 04:51 PM, said:

Love:

Battlemasters

Direwhales

Stalkers

Jagermechs

Wolverines


Hate:

Raven-3L on the other team

Arctic Cheaters on the other team

Spider-5D on the other team

Gigaspike Whale on the other team


I have 19 Assaults, 9 heavies, 13 Mediums and 4 Lights in my garage and many of my mechs are LRM boats. So stop jumping to conclusion before you hit the post button.

Edited by El Bandito, 18 August 2015 - 08:56 PM.


#16 thesleepyslam

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Posted 18 August 2015 - 08:54 PM

I think that having the sensor does mainly one thing, which is makes it safer to spread the crew out due to you seeing flanks comming, and making it far less rewarding/more difficult to effectively flank.

You used to see flanks regularly in game, specifically by light packs. (thinking frozen city specifically) But seismic makes it literally impossible to flank through the cave, because you are going to see it on seismic from outside every time, if you're fire lining at the dropship (which is what the flank would be breaking). Same thing would happen on old forest colony's cave.

Same situation applies to other maps, but not in such an indisputable way. So yeah, I think that they should remove it. Flanking is fun to do.

Edited by thesleepyslam, 18 August 2015 - 08:56 PM.


#17 aniviron

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Posted 18 August 2015 - 09:00 PM

Seismic probably shouldn't have been in the game (at least not how it's implemented- it would be great with a magnetometer and other advanced sensors as part of an electronic warfare component) but that ship has sailed, it's too late for it to not be in the game. They've already sold far to many to say "ha ha just kidding."

#18 Duke Nedo

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Posted 18 August 2015 - 09:25 PM

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...

#19 FupDup

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Posted 18 August 2015 - 09:28 PM

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

...but PGI wants their money sinks, so it's a Feature™.

...However, I think I might know a way to somewhat mitigate the OP'ness of this module. How about we have another module system reform, this time using far more distinctive categories instead of the 3 generic categories of mech, weapon, and moneysink?

View PostFupDup, on 06 June 2015 - 09:32 AM, said:

I think that the whole module system should be revamped a second time, this time focusing on actual module class differentiation. The current system of mech/consumable/weapon doesn't have anything to do with roles or strengths/weaknesses. The consumable slot in particular is a blatant money sink, trying to get you to pay to fill up all of your mod slots (before the mod update you could fill up all your slots with passive mods).

There should be a lot more specific categories for "Modules 3.0" or whatever we want to call it.


The categories that I would start with would be the following:



Scout/Recon/Sensors: These modules will either help you gather info about the red team, or hide info from the red team. Includes Seismic Wallhack, Radar Derp, UAV, Target Decay, Sensor Range, Target Info, and 360 Targeting.

Offense: These modules are for mechs who take the fight right to the front door. Right now this would mostly entail weapon cooldown mods. Coolant Flush might go here as well?

Defense: These modules are for being a hardass and not dying, things that make you tougher. Right now we only have Advanced Gyros for this category, and it's laughably underpowered... We need more defensive-focused modules. Stuff like increased internal structure on certain body sections (i.e. "Center Torso Structure Module"). Maybe add a consumable turret drop if PGI really insists on their money sinks.

Support: Similar to offense, but less about direct confrontations and more about being methodical and keeping the red team at arm's reach. Weapon range modules would go here, along with Artillery and Airstrikes. I think that Advanced Zoom might go here too.

Mobility: Modules that make you maneuver better. Right now our only mobility mods are Speed Retention and Hill Climb. We need more mods in this category, like a small speed boost (+5%), some agility mods, JJ boost, etc.

Generalist: This module slot type exists for mechs whose role is to be a versatile jack-of-all-trades. This slot type can fit any module from any other category. This namely applies to most mediums, along with some other various mechs here and there.


Those are the only ones I can think of for now. After doing all that jazz above, module slot categories would actually pertain to a mech's role or strengths/weaknesses rather than the current way-too-broad system that doesn't do such.


Thus, only "scout" designated mechs could even equip the Wallhack in the first place. Most of the time this would be lights and a few mediums, but maybe we could even let the assault-class Charger count as well just for hilarity. :D

#20 Revis Volek

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Posted 18 August 2015 - 09:31 PM

View Postaniviron, on 18 August 2015 - 09:00 PM, said:

Seismic probably shouldn't have been in the game (at least not how it's implemented- it would be great with a magnetometer and other advanced sensors as part of an electronic warfare component) but that ship has sailed, it's too late for it to not be in the game. They've already sold far to many to say "ha ha just kidding."



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....





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