

Should Pgi Remove The Seismic Sensor Module?
#1
Posted 18 August 2015 - 07:59 PM
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
Posted 18 August 2015 - 08:01 PM
#3
Posted 18 August 2015 - 08:02 PM
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
Posted 18 August 2015 - 08:02 PM
#5
Posted 18 August 2015 - 08:11 PM
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
Posted 18 August 2015 - 08:19 PM
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
Posted 18 August 2015 - 08:28 PM
It lets me know when danger is lurking nearby.
MAYBE some adjustments could be done.
#8
Posted 18 August 2015 - 08:30 PM
Was something else but edited for the children's sake.
Edited by Sable, 18 August 2015 - 09:03 PM.
#9
Posted 18 August 2015 - 08:34 PM
#10
Posted 18 August 2015 - 08:35 PM
Edited by PalmaRoma, 18 August 2015 - 08:36 PM.
#11
Posted 18 August 2015 - 08:43 PM
Not that I wouldn't mind getting rid of it, just don't think it will happen.
#12
Posted 18 August 2015 - 08:46 PM
Edited by KBurn85, 18 August 2015 - 08:46 PM.
#13
Posted 18 August 2015 - 08:47 PM
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
Posted 18 August 2015 - 08:48 PM

#15
Posted 18 August 2015 - 08:54 PM
Sable, on 18 August 2015 - 08:30 PM, said:
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.
El Bandito, on 16 August 2015 - 04:51 PM, said:
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
Posted 18 August 2015 - 08:54 PM
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
Posted 18 August 2015 - 09:00 PM
#18
Posted 18 August 2015 - 09:25 PM
#19
Posted 18 August 2015 - 09:28 PM
FupDup, on 18 August 2015 - 08:11 PM, said:
...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?
FupDup, on 06 June 2015 - 09:32 AM, said:
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.

#20
Posted 18 August 2015 - 09:31 PM
aniviron, on 18 August 2015 - 09:00 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....
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