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Innovative Seismic Balance.


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#1 PanzerMagier

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Posted 25 July 2013 - 07:21 AM

Turn it into an equipable object, allocate certain mechs a hardpoint for it. Make it weigh 4~7 tons, take 3 slots and increase the range to 500m. Thus, it becomes a weapon available to everyone and will make crappy mech variants viable again. Use it as an information warfare tool. Suddenly there's a good reason to have a medium or an awesome in your 8man's...

It's too powerful as a module so the only logical solution is to bump it up. If it gets nerfed, it'll be useless and we have enough useless content in MWO as is.

Edited by PanzerMagier, 25 July 2013 - 07:27 AM.


#2 PanzerMagier

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Posted 25 July 2013 - 07:16 PM

bump.

#3 Zphyr

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Posted 25 July 2013 - 07:27 PM

500m?!

#4 Alistair Winter

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Posted 25 July 2013 - 10:01 PM

I like the general idea, although not the specifics.

If you want it to be an information warfare tool, then it shouldn't take up 3 module slots, as this would make your scout mech a one trick pony. Since they lack other abilities, scouts need to have different scouting abilities, such as the ability to launch UAVs, air strikes, or get target locks from outside standard range.

Instead of taking up a large number of module slots, you could make it take up a number of critical slots, because heavy and assault mechs tend to use up all their slots on big weapons and double heatsinks, while light mechs often have a lot of free slots, even after upgrading to Endo and FF armor. This would enforce the light mech's role as a scout, while removing the current problem of every assault mech being a one-man army, and impossible for light mechs to sneak up on.

Needless to say, if the module weighs 7 tons, it's only going to be used by heavy and assault mechs, and never used by light mechs.


Really though, I hate to see the seismic module having such an important role in the game. The focus in canon is always the radar, with active and passive mode, and the inclusion of Angel and Guardian ECM. The high tech (i.e. magic) of a seismic module being able to pinpoint the location of up to 12 enemy targets by having a split-second contact with the ground as the legs propell your 40 ton mech over 150 kph is just so ridiculous that we might as well just add a "fireball module" and "chain lightning module" and call the game World of Mechcraft Online.

Edited by Alistair Winter, 25 July 2013 - 10:03 PM.


#5 Nothing Whatsoever

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Posted 25 July 2013 - 10:07 PM

Too heavy, but what if class restricted? Maybe medium only?

#6 Roadbuster

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Posted 25 July 2013 - 11:59 PM

They won't change seismic sensor. It will stay a module.
If every module was turned into an equippable item why have modules at all? And why have Master rank for mechs?
Nobody complains about the modules that let you lock on targets/get target information faster, increase sensor range or keep lock for a longer duration or on targets behind you.

Seismic range will be reduced soon as we already know.

Something I'd like to see would be "sneaking". Where your mech won't give a seismic signal if you move slower than 20% of your maximum speed.
For example, an Atlas with a max speed of 53,5kph could walk with ~10,6kph, a Jenner running 124,7kph max could walk with ~24,9kph and they won't show up on the opponents seismic sensor (same for reverse speed).
This speed limit could be indicated by a color coded marker/bar in the throttle-setting.

#7 Borengar629

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Posted 26 July 2013 - 12:05 AM

Sorry but I have to respectfully disagree with you on that matter.

But we agree on the fact that it needs to be changed because it is the most overpowered thing in the game.

Why not make it that your seismic response is depending on the mechs tonnage. Make it that an atlas would be detectable at 400 m as it is not. That would break down to 1 t would be detectable at 4 m, so you would detect a commando at 100 m instead of 400 m as it is now.
On top of that you should really lose seismic signal when either you or the detected mech jump.
And the signal should be blurry and not as pinpoint as it is now so taht you can only see the generell area where your opponent is.

That would be a change that would make it still be a very usefull tool but making it more resonable and not the must have as it is now.

Greetings.

P.s.: There's a real good point in John Matrix82's comment below that I want to add to my statement.

Make it that your own movement decreases the efficiacy of the sensor. 1% Speed lowers the sensors Range by 1% so that is 100% useless while you're at top speed.

Edited by Trickshot, 26 July 2013 - 01:22 AM.


#8 John MatriX82

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Posted 26 July 2013 - 12:17 AM

Here's a good way to nerf/improving it.

First: the thing works more similarly to Aliens movement sensor. It's like a sonar, with a single "ping" detecting any moving target and showing its detection spot.

Now, think of having a "ping" interval of 2, 3 seconds. You wouldn't be able to guess the weight, nor the speed, not even be sure about how many enemies are there, since one or more that you saw during the first scan might be standing and the other red dot's are further enemies that entered your detection range. It would be more "suspance" to use than now.

Then add another factor: your movement.

Do you stand still? Detection range is like now, 400 meters.

Are you moving? Your detection range is reduced to 250m (for those that fully upgraded the module).

Easy like the above. Usefulness of the module preserved, it wouldn't be a wallhack like it is now, because it would lose movement resolution/detection.

Edited by John MatriX82, 26 July 2013 - 12:19 AM.


#9 Saint Scarlett Johan

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Posted 26 July 2013 - 12:19 AM

To balance it, drop the regular to 45m, and the advanced to 90. Then make it not work when you're moving and make it so ANY mech triggers it and not just enemy mechs. Also have it so it's sensitive to speed, as even my Jenner moving ~15kph still triggers it.

There. No more seismic wallhack.





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