Thermal / Night-Vision Modes - Feedback
#461
Posted 16 March 2013 - 02:50 AM
I spent ten years serving on M1A1 tanks, and I have to say that their 20th century imaging is much better than this notional future technology. With the TIS, you get incredible detail. I mean you can see enough to identify vehicle types at 2 kilometers, and can see individual track blocks at closer ranges. I am sure that we could get better detail. One function that the TIS also has, and that I would like to see here, is the ability to switch image polarity from white hot to black hot. When I was in the gunners seat, I used this alot.
Just my little bit of input. PGI has been wonderfully responsive to the concerns of the community. Keep up the good work!
#462
Posted 16 March 2013 - 07:53 AM
#463
Posted 16 March 2013 - 10:04 AM
#464
Posted 16 March 2013 - 10:08 AM
#465
Posted 16 March 2013 - 01:21 PM
#466
Posted 16 March 2013 - 03:05 PM
In addition, if I could add an enhancement for thermal vision, I would give mechwarriors a choice of selecting white hot and black hot as the two choices for viewing thermal images.
Depending on the temperature difference between the targeted object and the environment should dictate how much of the gray scale is actually used. For example, if the there is a 100 degree difference between the mech and the environment, without applying weather effects such as rain, fog or snow, then the contrast/balance would be visually distinctive. However, in hot environment with hot mechs, the temperature difference is minimal resulting in a washed out effect.
An easy way to understand the difference: Large temperature differences between ambient and mech will allow more of the mech to be seen including the outline of the mech against the environment. Small temperature differences will make it very difficult to see the surrounding environment and a mechwarrior would only see thermal reading around engine bays and exhaust outlets.
Also regarding effectiveness of thermals over distance; they can be very effective. If there were maps in which the distances between mechs exceeded the distance to the horizon, appx 8 to 12 miles in one axis depending on the height of the mech; then thermal vision could incorporate the detection of heat plumes.
I can't wait to get back in town and see all the changes since winter. Keep it up developers!
Edited by Orion Solitaire, 16 March 2013 - 03:08 PM.
#467
Posted 16 March 2013 - 05:48 PM
#468
Posted 17 March 2013 - 02:40 PM
I think the range of the thermal and night vision would need to be increased over 700m. As was stated in the CC post it does kinda nerf snipers. If the ranges stay the same then some of sniper vision would have to be implimented AT THE SAME TIME, to keep things fair.
#469
Posted 18 March 2013 - 04:14 AM
Can you do anything about Frozen city while we're at it? Night map is great. Day map is just too annoying for words. If I have to play that in normal vision I will go mad. A big pair of mech sunglasses should do the trick
#470
Posted 18 March 2013 - 08:05 AM
ArmageddonKnight, on 17 March 2013 - 02:40 PM, said:
You think Forest Colony is bad? Try Caustic Valley. For some bizzare reasons, heat-vision is still more useful than normal vision on that map, a map that's supposedly really, really hot.
ArmageddonKnight, on 17 March 2013 - 02:40 PM, said:
I agree, I would argue that instead of a hard cutoff, beyond a certain range (let's say 700m), the contrast ratio will start to drop until say 1500m, where thermal and nightvision can no longer differentiate between the signals.
#471
Posted 18 March 2013 - 04:12 PM
ECM Cap rushes are currently balanced by using your eyes and scanning the avenues of attack. Without thermal vision, you will have to get real close on River City Night or Frozen City Day.
Please, please do some balance tests where one team abuses ecm-capping. This is going to make the game much less fun if you can't adequately scout the rush.
#472
Posted 18 March 2013 - 08:41 PM
#473
Posted 19 March 2013 - 02:14 AM
UberFubarius, on 18 March 2013 - 08:05 AM, said:
Mech sensors should be able to recalibrate according to the environment, with the ability to fine tune themselves even in hot environments like Caustic Valley.
#474
Posted 19 March 2013 - 05:47 AM
Back in the early 80s I had the luck of working with the Israelis on a project they were doing with thermal sights, one of the sights was ranged for about 3 miles, and the amount of clarity of a object at even 1 mile was very clear. The thermal sites I have used in my 11 years as a recon soldier were mostly red on dark imagery, but I have enjoyed the cool blue.
If you make the change to the X-ray themed thermals, you may as well just take thermals out of the game.
In regards to the night vision, those look dead nuts on.
Please consider that the game year is 3050ish and the tech should support the advancements in technology for the era that we are suppose to be in.
Please don't push tech backwards 2000 years. The 4x zoom is grainy enough, please work on that instead of changing thermal tech to something barely unusable.
#475
Posted 19 March 2013 - 08:31 AM
Those two things having been said, based on the screenshots, I like the night vision but absolutely abhor the thermal. I think the night vision is less harsh on the eyes and will be of more use in getting around a map. Maybe not so much for targeting, but I can live with that. Thermal was probably that way by default in the Crytek engine for a reason...thermal imagining in every other medium that I've ever seen is based that way and it's a realistic depiction, in everything from Blue Thunder, to Preadator, to Navy Seals, all range from hues of blue (cool) to white (hottest). Again, I'm not blind to the balancing issues, but I think that there has to be a way to balance the issues with the current color scheme than tuning it to gray scale. For instance, environment may not show up in much of any detail while anything generating heat (including engines) do show up as amophous blobs of varying degrees of heat.
Lastly, I don't know what the final vision is to be on Mechwarrior Online, and I realize that Beta Testing is a great way to work out bugs and what does and doesn't work, so it is my ferverent hope that this will not be the final end goal of the different views, but might I make a humble suggestion? It makes perfect sense to have the different modes available as a free option during Beta as you are testing which modes are best viewed in different environments...for instance, it makes sense that night vision mode is best viewed in River City Night map since it's, well, night. Thermal makes very good sense in Frozen Planet Day, because a blizzard reduces visibility and renders night vision all but useless. But as you get closer to developing more maps with different environmental effects, I do think that you should be moving to integrating night vision and thermal vision as modules to be purchased with C-bills and gxp. Let's face it...night and thermal are supposed to ENHANCE normal vision...that's why we have them in the real world. It's SUPPOSED to give an edge in certain situations! Plus, there's always the option for consumables to help counter the effects for balancing issues (i.e. a blinding flash that washes night vision completely green for 5 seconds or a masking fire bomb that provides cover for a 'mech to get out of the line of fire). Just my two pennies worth.
#476
Posted 19 March 2013 - 12:16 PM
#477
Posted 19 March 2013 - 12:39 PM
Chrisvader774, on 19 March 2013 - 08:31 AM, said:
Those two things having been said, based on the screenshots, I like the night vision but absolutely abhor the thermal. I think the night vision is less harsh on the eyes and will be of more use in getting around a map. Maybe not so much for targeting, but I can live with that. Thermal was probably that way by default in the Crytek engine for a reason...thermal imagining in every other medium that I've ever seen is based that way and it's a realistic depiction, in everything from Blue Thunder, to Preadator, to Navy Seals, all range from hues of blue (cool) to white (hottest). Again, I'm not blind to the balancing issues, but I think that there has to be a way to balance the issues with the current color scheme than tuning it to gray scale. For instance, environment may not show up in much of any detail while anything generating heat (including engines) do show up as amophous blobs of varying degrees of heat.
Lastly, I don't know what the final vision is to be on Mechwarrior Online, and I realize that Beta Testing is a great way to work out bugs and what does and doesn't work, so it is my ferverent hope that this will not be the final end goal of the different views, but might I make a humble suggestion? It makes perfect sense to have the different modes available as a free option during Beta as you are testing which modes are best viewed in different environments...for instance, it makes sense that night vision mode is best viewed in River City Night map since it's, well, night. Thermal makes very good sense in Frozen Planet Day, because a blizzard reduces visibility and renders night vision all but useless. But as you get closer to developing more maps with different environmental effects, I do think that you should be moving to integrating night vision and thermal vision as modules to be purchased with C-bills and gxp. Let's face it...night and thermal are supposed to ENHANCE normal vision...that's why we have them in the real world. It's SUPPOSED to give an edge in certain situations! Plus, there's always the option for consumables to help counter the effects for balancing issues (i.e. a blinding flash that washes night vision completely green for 5 seconds or a masking fire bomb that provides cover for a 'mech to get out of the line of fire). Just my two pennies worth.
Thermal should be greyscale. Most vehicles use a greyscale thermal vision now. (one instance: )
On a different note, why mask the cockpit, shouldn't the visor each mechwarrior is wearing generate the vision?
#478
Posted 20 March 2013 - 07:42 AM
However, as others have mentioned the "overpowered" thermal vision in its current state is one of the only effective counters to ECM. I am afraid this thermal vision nerf, for lack of a better term, is going to give ECM yet another piece of the unbalanced cake =/
#479
Posted 20 March 2013 - 08:09 AM
ThePhoenix007, on 19 March 2013 - 12:39 PM, said:
That's what I said earlier. I would think that having the vision modes being projected on the cockpit glass would be a weird choice.
Thontor, on 19 March 2013 - 12:42 PM, said:
But it also means that vision modes would need the integrity of the cockpit glass (the part that takes damage from the outside) to work. If it's projected on the windshield, it should be disabled if the cockpit gets hit. If it's projected on the neurohelmet, it could still function even with the cockpit glass blown out.
#480
Posted 20 March 2013 - 04:48 PM
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