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Seismic +100 Is Useless!

Skills Upgrades Gameplay

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#1 El Bandito

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Posted 19 May 2017 - 02:55 AM

Alone, that is. I played for two days after the new ST and my experience told me that if I wish to use the wallhack skill, I better spend 12 points to get both of them for a total of +200 meters Seismic range, as the benefit increases exponentially. Half-assing with the +100 alone doesn't really allow you to detect anything until the enemy shoots you in the back, or flanks. So yeah, if you want Seismic, go balls deep, and get both nodes. Or don't bother.

Just a PSA.

#2 Shifty McSwift

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Posted 19 May 2017 - 03:17 AM

I don't only use seismic for detecting flankers though, more for spotting nearby movement behind walls and detecting movement beneath or above.

100m seismic will still grant such advantages. Whether or not it is worth the 7 points to get is definitely arguable though.

#3 Imperius

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Posted 19 May 2017 - 03:18 AM

I'm still trying to figure out why they called it a skill tree? It's a mech tuning tree not a skill tree!

#4 TWIAFU

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Posted 19 May 2017 - 03:25 AM

View PostImperius, on 19 May 2017 - 03:18 AM, said:

I'm still trying to figure out why they called it a skill tree? It's a mech tuning tree not a skill tree!


Terminology we all are familiar with would be my guess.

#5 Baron Zen

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Posted 19 May 2017 - 04:16 AM

I think you are too much categoric regarding this, I explain illustrating 3 different choices i did regarding sensor tree:
1. Full sensor tree beside of ecm = this is my standard lrm sensor tree setup, when I use lrm I don't move much so everything who keep me stealth or can notice me before i get killed at the back is useful, also target retention permit me to flee and keep firing lrm if possible and provide targets to mates.
2. Half sensor tree, this is fully brawl sensor for medium-heavies, ecm or not, half seismic, 60% radar deprivation, brawlers move a lot and are less susceptible to get killed at the back, the 100 m seismic is enough to see where can I poke or run when there is a wall between me and enemies, happen often, also useful to spot snipers since they go near roof borders usually.
3. No sensor at all, this is my assault brawl usually an atlas so used for pushing in group, too much slow for counter a light at the back, rely on allied ecms and on ams with increased ratio vs lrms, trading the lack of sensors for more armor, speed, and firepower.

As you can see all must be tuned on what you want to do with that mech.

#6 I L L

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Posted 19 May 2017 - 04:32 AM

You're a pretty bad player if you can't get use out of the 100 node alone.

#7 Lily from animove

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Posted 19 May 2017 - 04:36 AM

View PostImperius, on 19 May 2017 - 03:18 AM, said:

I'm still trying to figure out why they called it a skill tree? It's a mech tuning tree not a skill tree!


its just a name, why is it called a tree, it's actually a root, as skill trees usually go upwards for a reaosn to eb a tree:P

names are menaingless, and I would have seen "Tuning" a much better term for MWO anyways as outr mechs are machines.
But then, why do i haveto regather experience in the same chassis again to skill it? It is like, the same cra but we can't do the same changes to it because it is the same and fuist need to travel 100k km in it. o.O

Edited by Lily from animove, 19 May 2017 - 04:37 AM.


#8 El Bandito

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Posted 19 May 2017 - 04:42 AM

View PostI L L, on 19 May 2017 - 04:32 AM, said:

You're a pretty bad player if you can't get use out of the 100 node alone.


+100 Seismic certainly was irrelevant 90% of the time. +100's use is very limited compared to what +200 can do. By allocating 12 points instead of 6, I can get coverage of four times bigger area. Much better to get both.

#9 Snowbluff

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Posted 19 May 2017 - 05:44 AM

Thanks for the tip.

If you're using an ECm, make sure to grab all of the nodes for it, too. :0

#10 Wattila

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Posted 19 May 2017 - 05:46 AM

Yeah, 100m seismic sucks. It's good for checking corners, but not much else. Agreed with OP, 200m or bust.

#11 JC Daxion

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Posted 19 May 2017 - 05:47 AM

I dunno yet.. Seeing most of the time i am getting back stabbed its by some locust at 5m. I'll wait and see, typically i have been spending 9 or 11 on sensors

Edited by JC Daxion, 19 May 2017 - 05:47 AM.


#12 Ghogiel

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Posted 19 May 2017 - 05:50 AM

View PostI L L, on 19 May 2017 - 04:32 AM, said:

You're a pretty bad player if you can't get use out of the 100 node alone.

All my mechs have the +100, after 2 days and dozens of matches with it, I can only remember twice where I was hugging a wall I was able to even use it. Even then I already knew there was other mechs on the other side. Plus one of those times was FP so it doesn't really count as it was a 12man of potatoes I was farming.

I'm just not feeling its worth outside of very rare situations.

#13 Nik Reaper

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Posted 19 May 2017 - 06:07 AM

The thing with +100 is that it's one node , and you are there for the +60 derp, it has limited use, mostly when under platform in hpg or crimson, and some corners, but those 5 you need for the other +100 go somewhere else.

If you are there not for the +60% derp but really need/want the seismic then yes you need the +200.

#14 Baba_Yaga

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Posted 19 May 2017 - 06:11 AM

Welcome to the useless skill tree! So far still think it is total crap!

#15 Bud Crue

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Posted 19 May 2017 - 06:15 AM

So 1 seismic is worthless, or at least worthless 90% of the time.

Okay. Got it.

Now, how about just 2 derp (or do I need to start another thread)?

#16 ScrapIron Prime

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Posted 19 May 2017 - 07:46 AM

View PostBud Crue, on 19 May 2017 - 06:15 AM, said:

So 1 seismic is worthless, or at least worthless 90% of the time.

Okay. Got it.

Now, how about just 2 derp (or do I need to start another thread)?


A mech retains lock on you when you break LOS for 2 seconds. But an LRM boat is going to buy as many as FIVE 0.7 second boosts to that number. With all five, an LRM mech retains lock for 5.5 seconds after you leave LOS. This is why LRM's are killing now.

Each Radar Derp you buy reduces that by 20 percent. If you buy two, the buffed out LRM boat retains lock for 3.3 seconds after you leave LOS. Plenty of time for one salvo to land, maybe even for 2 if he's close enough.

I buy three Derps standard. Cuts the best lurmer to 2.2 seconds. Four would cut him to 1.1 seconds and all five would reduce it to zero. Up to you how much you hate the rain.

#17 Ghogiel

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Posted 19 May 2017 - 07:57 AM

View PostBud Crue, on 19 May 2017 - 06:15 AM, said:

So 1 seismic is worthless, or at least worthless 90% of the time.

Okay. Got it.

Now, how about just 2 derp (or do I need to start another thread)?

a couple Derps help at least somewhat because it's effect is activated every time you are targeted. Which is several times every game, so it's not too hard to justify at least a few nodes into that tree. At least at first glance.

The issue with it now is there are some more UAVs and a metric fap ton more people with target decay as thats one of the filler nodes to get to get to the derps and seismic. So pretty much all you end up doing with 1-2 nodes of derp is neutralising the target decays.

In the end the entire tree has become second shelf to me, and if I need a couple nodes for double cool shot, armor, cooling or even movement, I'll start skimping there. Especially in organised brawl or more ER setups. anything like mid to lpl poke range it might be useful, but more so than points elsewhere? not sure yet. But all I know right now is don't care if people target me if I am face ******* or too far out for it to matter much.

Edited by Ghogiel, 19 May 2017 - 07:59 AM.


#18 JC Daxion

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Posted 19 May 2017 - 09:00 AM

I don't think it is as usefull for finding someone to come behind you... It is far more usefull for going forward around a corner.. Stop quick, see if it blips, then move.. that is what i have been using it for mostly.. Again i need to play with it more first though

#19 Monkey Lover

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Posted 19 May 2017 - 09:42 AM

+200 covers 4 times as much area as +100. Im finding +100 to almost not be worth using too.

To be equal it really should be around +150 up at the top and +50 at the bottom.

#20 xXBagheeraXx

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Posted 19 May 2017 - 09:48 AM

View PostShifty McSwift, on 19 May 2017 - 03:17 AM, said:

I don't only use seismic for detecting flankers though, more for spotting nearby movement behind walls and detecting movement beneath or above.

100m seismic will still grant such advantages. Whether or not it is worth the 7 points to get is definitely arguable though.


Ive never actually seen it kick in at 100, so Ive begun removing it on all mechs where I put it on.





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