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Thermal / Night-Vision Modes - Feedback


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#21 Alik Kerensky

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Posted 07 March 2013 - 08:17 PM

Will be great when you fix the craps CCTV Adv Zoom Module.

Edited by Alik Kerensky, 07 March 2013 - 08:18 PM.


#22 Team Leader

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Posted 07 March 2013 - 08:22 PM

Matthew Craig is an true hero.


Glad to see this happening, finally lol

Edited by Team Leader, 07 March 2013 - 08:23 PM.


#23 Roadkill

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Posted 07 March 2013 - 08:23 PM

Looks good so far. I very much like that you're trying to balance use of the two enhanced vision modes with normal vision. I my perfect world, normal vision would be the most useful most of the time. To me, Thermal Vision and Night Vision should both only be used in certain limited circumstances, but in those circumstances they should be clearly superior.

#24 Jim Dean

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Posted 07 March 2013 - 08:24 PM

Super happy to hear this, can't wait until I get to see it live.

...but I'm still hoping for spotlight/headlight function.

#25 Cache

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Posted 07 March 2013 - 08:29 PM

Looking beautiful so far. I am a little concerned how the new modes will handle precipitation, blowing snow/dust, fog, etc. I really like those images though.

#26 Kraven Kor

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Posted 07 March 2013 - 08:30 PM

I wish you could do the intended effect of greyscale without going to, well, greyscale; keep it blues and greens somehow.

But I like the intended effect, and that there will be honest choices between the vision modes.

#27 SneakyNZ

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Posted 07 March 2013 - 08:31 PM

View PostJim Dean, on 07 March 2013 - 08:24 PM, said:

Super happy to hear this, can't wait until I get to see it live.

...but I'm still hoping for spotlight/headlight function.


Haha, agreed spotlights / headlights(heatlamps?) to interfere with various vision types would be mint! Would love to run around the night maps with headlights (At least two, one would look silly). I really don't care if I stick out like a sore thumb! LETS BLIND SOME PEOPLE!

Loving the changes, looking really good right now - can't wait to see it in game :P

#28 Omigir

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Posted 07 March 2013 - 08:34 PM

Looks good! It is nice to have some Depth perception on Night vision and not be blinded by every building!

#29 BlueSanta

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Posted 07 March 2013 - 08:35 PM

Why is PGI not more honest with us when it comes to what is in development? In at least two Ask the Devs, questions were fielded concerning nightvision and if any improvements were being worked on. We were initially told no, then maybe after we complained enough. Why can't you just TELL US when you're working to improve something that we're unhappy with? This nightvision improvement is much better, and the thermal may be too. Thank you, but I don't understand why everything is a well-kept secret until it's released.

#30 Mal

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Posted 07 March 2013 - 08:37 PM

Looks good, can't wait to give them a shot.

#31 MightyMeatShield

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Posted 07 March 2013 - 08:38 PM

Question: What does "Also we will be masking out the Mechs cockpit from the effects" mean in laymans terms?

#32 Thuzel

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Posted 07 March 2013 - 08:40 PM

Great work!

The new versions look great and dovetail with normal vision beautifully! I especially love that thermal will no longer be the end-all anymore.

#33 EmCeeMendez

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Posted 07 March 2013 - 08:42 PM

Thank you, thank you, thank you. I was getting frustrated with bluewarrior online, this is a very welcome adjustment.

+1 internetz PGI

#34 Nighpher

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Posted 07 March 2013 - 08:42 PM

Thank you soooo much for fixing nightvision! and I love the thermal vision mode, all to often I was the one behind the arboreal verdance, sniping from cover.

#35 SlightlyNoobish

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Posted 07 March 2013 - 08:43 PM

as long as the following conditions are met this is fine

Nightvision exploit is removed, I sent it in, you should already know about it
Thermal blurring is removed. The blurring is way out of hand at the moment and there are ways around it but for normal players it's quite annoying. Mechs should be more defined in the new view, and for god's sake remove the grain film filter.

#36 DirePhoenix

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Posted 07 March 2013 - 08:45 PM

While I actually like the look of the Predator-vision in the current thermal mode, I have to also concede that it also currently makes targeting fairly EZ-mode due to the high contrast.

#37 Dagger6T6

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Posted 07 March 2013 - 08:47 PM

yes yes and yes! these are much needed!

is there an effective max range of the thermal vision mode?

#38 Nighpher

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Posted 07 March 2013 - 08:50 PM

Also for comparison:

http://www.nvl.army.mil/thermal.html

Some Thermal.

And a really good vid:


Edited by Nighpher, 07 March 2013 - 09:05 PM.


#39 DirePhoenix

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Posted 07 March 2013 - 08:51 PM

Also, I'd love it if "River City Night" was changed to "River City Dark and Stormy Night" with occasional lightning (that may either temporarily blind nightvision or temporarily disable vision modes from the EMP of a nearby lightning strike), and pouring rain that masks thermal effects from thermal vision.

#40 Sunoiki

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Posted 07 March 2013 - 08:55 PM

View PostMightyMeatShield, on 07 March 2013 - 08:38 PM, said:

Question: What does "Also we will be masking out the Mechs cockpit from the effects" mean in laymans terms?


Everything inside the cockpit will look normal regardless of vision mode. It'll be nice to see bay door lights without having to go dark for a second.





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