Thermal / Night-Vision Modes - Feedback
#121
Posted 08 March 2013 - 02:29 AM
#122
Posted 08 March 2013 - 02:29 AM
Night vision actually looks usable now, especially with the changes to thermal.
Thermal vision looks so much nicer. The nerf to range is fantastic; I may be able to switch out of that mode now! Then again, it looks so pretty... so maybe not.
Oh and, "Also we will be masking out the Mechs cockpit from the effects at a later date", ooh yes. This is the kind of **** that will have me spending MC on silly things out of sheer joy.
Great work devs! More like this please!
#123
Posted 08 March 2013 - 02:36 AM
#124
Posted 08 March 2013 - 02:40 AM
#125
Posted 08 March 2013 - 02:44 AM
StalaggtIKE, on 07 March 2013 - 07:39 PM, said:
This is infact a very good point. Radar may need a more prominent role, perhaps it is time for BAP to get a buff to detecting ECM mechs at range?
#126
Posted 08 March 2013 - 02:50 AM
As for masking out the cockpit, I assume this means the cockpit will not have the vision filters applied. I think this requires a bit of lore/common sense-based thinking. I always assumed the vision modes were based on the neurohelmet the mechwarrior wears (which is the kind of tech we have now, and is probably available to the lostech future of BattleTech), rather than built into the cockpit glass or projected over/in front of it (which seems a bit too high-tech for BattleTech). following this logic, the cockpit should be subject to the vision modes, no?
I don't have my BT novels to hand, can anyone settle this question?
#127
Posted 08 March 2013 - 02:53 AM
#128
Posted 08 March 2013 - 02:58 AM
Edited by Budor, 08 March 2013 - 02:59 AM.
#130
Posted 08 March 2013 - 03:13 AM
Piad, on 08 March 2013 - 02:53 AM, said:
Well, on a normal military thermal ( technical level between 1985 - 1992, you can switch polarity.
Means you can choose if you want hot things to stick out in white/red or in black.
If you chose the first, the landscape is dark painted.
If you chose second, landscape is white based.
Only thing is, on such a system, you can even tell where the engine is, cause it sticks out. even the ahh.. pipes for the smoke are hot and can be seen running below the slightly darker frame of a vehicle.
And on a infantry man, you can even see where the helmet ends and the face starts.
Normal distances for such thermals on level of around 1985 - 1992 where like this: discovery as "hot spot" 2500m
Identification possible 2000m
Reliable fighting range 1500 and below.
of course one would have to adjust these numbers down for MWO like:
discovery : 1200
Identification possible: 800
Good fighting range: 600 and below
Anything else the image quality in those screenshots is pretty much like it was, when i first used a thermal in my armored infantry vehicle in 1997....*dreaming of old times...*
#131
Posted 08 March 2013 - 03:15 AM
My one concern is that some people (myself included) still seem to suffer from a known bug where our screens will darken to almost black when up heavy fire from certain weapon types (SSRMS, ballistics etc).
The solution to this has always been to swap to thermal as that mode was unaffected somehow. Will you guys be looking at this issue as well? Im running an NVIDIA graphics card if that helps (I heard it may be card specific - not sure)
#132
Posted 08 March 2013 - 03:21 AM
The mech should still pop out more on a cold map than it does in your screenshots, especially at just 700 meters. The mech is totally black on the alpine screenshot which is a bit too much.
I still need a screenshot of frozen during the snow storm before I'll say more, since this is the first thing that comes to my mind when discussing thermal.
#133
Posted 08 March 2013 - 03:24 AM
What about a sonar mode?
#134
Posted 08 March 2013 - 03:37 AM
Hoping we will see the Magnetic vision mode soon, guessing it will be excellent at finding lamp posts and mechs but terrible at seeing terrain.
#135
Posted 08 March 2013 - 03:48 AM
However, I fear that the change will indirectly buff ECM again.
#136
Posted 08 March 2013 - 03:49 AM
#137
Posted 08 March 2013 - 03:51 AM
For example, in therma what we actually look for is "objects with temperature higher than norm". Instead of switching the entire view over to see things which are mostly the same temperature, why not just tag the items that are hotter than the surroundings in visual mode? Given the criteria, false positives like fires and heat vents will still get tagged, and a clever pilot who parks his mech near a heat source will still be hidden.
Using this overlay idea, we can combine additional detection methods such as EM emissions, MAD, seismic, etc which traditionally has been difficult to represent in a visual mode, and we can always use a key to toggle through specific overlays quickly.
#138
Posted 08 March 2013 - 03:53 AM
I'd like to put one point forth for discussion though: Would It be useful/ helpful for the gameplay to implement somekind of adjustment time inbetween vision modes, so that a change takes a second or two? The idea is to keep people from constantly switching back and forth on a night map between thermal and nightvision, to get as much of both benefits as you can. Cause they will switch to nightvision just breifly when navigating a corner, and then back to heat vision, and back, and forth and so on if they can.
#139
Posted 08 March 2013 - 03:58 AM
MightyMeatShield, on 07 March 2013 - 08:38 PM, said:
I suspect that this means only your view screens will receive the vision mode effects. So the "cage" of your cockpit will still look like your cockpit. IE: if you're running in low light mode, your cockpit will look normal and not all green (it is unaffected by the vision mode.
#140
Posted 08 March 2013 - 04:06 AM
grayson marik, on 08 March 2013 - 03:13 AM, said:
Means you can choose if you want hot things to stick out in white/red or in black.
If you chose the first, the landscape is dark painted.
If you chose second, landscape is white based.
Only thing is, on such a system, you can even tell where the engine is, cause it sticks out. even the ahh.. pipes for the smoke are hot and can be seen running below the slightly darker frame of a vehicle.
And on a infantry man, you can even see where the helmet ends and the face starts.
Normal distances for such thermals on level of around 1985 - 1992 where like this: discovery as "hot spot" 2500m
Identification possible 2000m
Reliable fighting range 1500 and below.
of course one would have to adjust these numbers down for MWO like:
discovery : 1200
Identification possible: 800
Good fighting range: 600 and below
Anything else the image quality in those screenshots is pretty much like it was, when i first used a thermal in my armored infantry vehicle in 1997....*dreaming of old times...*
I miss my Stryker. :
(Although your fighting ranges seem good for Vehicles- Humans weren't that easy.. max fighting range was about 3-400 meters)
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Good job PGI- looking forward to it!
If you could add one thing though- one draw-back to the military grade thermal was that large sources of heat, while easily defined sitting still, tended to be a little distorted during movement. (how often the devices updated different areas of heat was not necessarily uniform due to disturbances created by the heat movement.. A lot harder to explain than I thought it was going to be. )
If that would be incorporated to prevent the "black and white" equivalent of ocular vision (and present another drawback of spending your entire game in thermal, that'd be awesome)
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Is their any way of making bright flashes (explosions or JJ's) white out Night vision? Or making Explosions and JJs create much larger heat-blooms than what regular vision sees?
Would add yet another reason to switch from one to the other and prevent staying in Thermal from being completely doable.
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