Thermal / Night-Vision Modes - Feedback
#541
Posted 09 April 2013 - 07:36 AM
didn't like not being able to see someone at the start of the match, but liked not getting pinged as I step off our base on river map for example.
night vision is pretty realistic compared to the old one.
m'eh, keep them- work on other problems.
#542
Posted 10 April 2013 - 05:44 AM
-k
#543
Posted 11 April 2013 - 04:59 AM
Matthew Craig, on 08 March 2013 - 09:06 AM, said:
Bear in mind in the screenshots I'm not zoomed in, zoomed in you should be able to make that shot and advanced zoom will eventually help even more.
Matthew Craig, on 08 March 2013 - 09:00 AM, said:
Correct there's actually currently a bug with Mechs draw distance in normal vision that is also being fixed as we speak and will probably be in either the 19th patch or if not April 2nd to address that. So normal vision is your option for long range sniping.
Where you at Matthew? Tell me I was wrong.
3rdworld, on 08 March 2013 - 07:10 AM, said:
Normal vision is worthless. It has no contrast between mech and background. It is still as worthless for sniping as it is currently. See river city. Clear map bases around 1000m apart. Impossible to snipe with normal vision. Soon to simply be impossible to snipe.
Oh look at his post. You can spot a brown spot on a white map. Whoopity do. Most of the maps are brown and it would be impossible to see that mech standing on anything but snow. Certainly not clear enough to hit it consistently.
Behold, the wonders of modern gaming. 5 enemy mechs on screen. 1 faintly visible. I am targeting the one about the farthest away at 800m. Cannot even see it. It is below the full damage range of an ERPPC.
Edited by 3rdworld, 11 April 2013 - 05:16 AM.
#544
Posted 13 April 2013 - 10:12 AM
#545
Posted 13 April 2013 - 04:23 PM
3rdworld, on 11 April 2013 - 04:59 AM, said:
Where you at Matthew? Tell me I was wrong.
Behold, the wonders of modern gaming. 5 enemy mechs on screen. 1 faintly visible. I am targeting the one about the farthest away at 800m. Cannot even see it. It is below the full damage range of an ERPPC.
No hacks or screen altering software, just in-game settings... well, and a wider FOV, which only makes the mechs on screen SMALLER. That awesome in the top left is 1500m out.
It WOULD be nice if it were clearer, mind you... but yeah. Eyeballs have always been the best option without extensive tweaking of the cfg to get super-clear thermal back before the change. I can handily hit specific locations on mechs at 1000m.
Edited by Wintersdark, 13 April 2013 - 04:24 PM.
#546
Posted 13 April 2013 - 05:19 PM
#547
Posted 16 April 2013 - 02:45 PM
#548
Posted 16 April 2013 - 08:33 PM
Thank you again for the recent changes.
One point though: I think that NVhas a limited range with objects popping up, and I think it should have unlimited range with the same blur effect likt normal vision.
#549
Posted 18 April 2013 - 04:13 PM
- Night vision works better on caustic that heat vision - even though its day!!! You can see through smoke for some reason!!
- The shading for frozen city... ..well i think you know this one already
- Tourmaline desert - If this is a hot map, just like caustic: why are the mechs warmer than the ambient temperature? Heat vision should be highly ineffective in these maps - its seems with the frozen city issue the ranges are the wrong way round
- 700m (?) cut off. You can see using these vision modes up until an invisble wall at which point everything apparently ends!?
- Night vision often shuts down for no reason
#550
Posted 24 April 2013 - 07:45 AM
#551
Posted 29 April 2013 - 12:10 PM
night vision is completely useless to me now. all I see is a wash of brightness.
would it be that hard to use something that looked like RW NV? I've used that and it ok.
While you at it could you consider a land warrior style"Mickey mouse" mode for the sensoers.
#552
Posted 30 April 2013 - 09:22 AM
I use night vision for moving around and shooting at shorter ranges at night (River City Night), and normal vision for shooting at long range at night (River City Night).
I don't ever use thermal vision. I might need to try harder, I think possibly it's useful on Frozen City Night. It does seem marginalised however. Thermal vision doesn't seen very useful now.
#553
Posted 01 May 2013 - 07:52 AM
#554
Posted 02 May 2013 - 01:28 PM
#555
Posted 02 May 2013 - 02:39 PM
#556
Posted 07 May 2013 - 10:50 PM
"not for me. on ultra high i can see the mechs with thermal XRAY vision. PGI default settings. "
I saw the same thing today. Especially on Frozen City, mechs behind buildings were visible in thermal vision.
#557
Posted 10 May 2013 - 12:57 AM
Im Physicist so I always have something to comment on. Thermal...what's thermal in our new thermal view? we have 2 basic colors, black/white ... that would be something that Night vision could offer with passive googles (which are black/green in most cases).
The idea of thermal view is to see differences in object heat emission. The most common application is to check buildings and houses for heat leaking. Where is red u know that u need to fill the holes I use thermal in my lab on daily basis in many applications, have 11 cameras and senzors and all of them aren't b/w.
Some people I talked to told me that military use something similar as night vision view in b/w but that wouldnt be even near what PGI gave us. All in all, really messed up view.
So, imho, we can call this new Thermal - Ghost view...also, colors are so similar that in most cases ppl cant see who is in front of whom. With name change, new view will became logic...this way its really really pain in the ars.
Earlier, we had great Thermal view but (as usual) many people wined and cried here on forum cause you could see someone miles away, so PGI decided to change that. What they should do is to lower the range of Thermal, not to completely change whole view.
As for Night vision, its ok in most cases, again in mho I think that it should be much darker (with almost no option to be used in daytime with simple reason...almost all Night Vision devices use moonlight as light emitor (with no moonlight you couldn't see a damn thing), if you even turn them on during daytime it would broke down). Usually, I use this view during daytime fights to see someone who is far away which is far more than stupid and lets say, tweak. There are some sort of Active Night Vision when device use its own light to see an objects in night but that would be something like Infra Vision or view.
Let's say that this views are still in gamma development, not even close to beta.
I hope you all will understand my point here, idea is to come to this subject from scientific view with my lab experience. Maybe in ~3050 there is no moons and stuff so MechLab ppl made some that would be possible in the way PGI offered us
#558
Posted 10 May 2013 - 01:05 AM
Syllogy, on 01 April 2013 - 06:33 PM, said:
true but smoke can radiate heat only near to heat source which can (if it can) warm up particles in smoke....gas will change its temperature almost instantly due heat exchange with environment.
Smoke is made up of tiny particles. The particles reflect light rays to all directions, including where we stand. As a result, we can see the path of the beam on the side. You have raised an important point that we can't see the path were it not for the smoke, because there is no light coming to our eyes.
Edited by Brkojle, 10 May 2013 - 10:45 AM.
#559
Posted 17 May 2013 - 07:30 AM
I just thought I'd add my two cents to this.
So thermal was nerf'd because it allowed you to see further than normal vision. Okay, I get that. But why did you now make thermal see less than normal? Why can't they be the same? So now I have very little use for thermal vision. In fact, I only use it on frozen city during snowstorms.
This also gives another advantage to altered gamma settings on night maps. For example River City Night people jack there gamma up through the roof and they can see clear as day across the entire map. But for normal players who put up either night or thermal they can't see as far. They are at a major disadvantage.
This is pretty obvious when players at the lower city start are getting hammered by PPC/Gauss in the first 15 seconds of gameplay. It's not blindfire either, they're hitting dead on.
One final comment. Why is thermal vision being presented like IR (infrared)? IR is a form of night vision, it uses infrared lights to illuminate an area while the goggles/camera translates that image to the visible spectrum. It has the drawback that if an enemy also has an IR camera you will stick out like a sore thumb just like you would if using a flashlight. Regular nightvision just amplifies available light, which has already been mentioned. Go into a dark room for example, and you'd still see nothing with regular night vision (while IR would be bright as day, because you are emitting infrared light to light up the room).
Edited by DJO Geomancer, 17 May 2013 - 07:31 AM.
#560
Posted 19 May 2013 - 07:40 PM
DJO Geomancer, on 17 May 2013 - 07:30 AM, said:
This is pretty obvious when players at the lower city start are getting hammered by PPC/Gauss in the first 15 seconds of gameplay. It's not blindfire either, they're hitting dead on.
Yeah, intentionally running lowest settings means you don't have none physics objects rendered either. Meaning no trees to obscure the view, plus night is day.
Trees need to be rendered on ***ALL*** machines, regardless of performance hit. To lower said hit, render blocky, low-poly trees. You can't just not draw them, it gives a massive advantage to those turning down the settings for whatever reason. It particularly hurts lights and mediums that could be trying to use the trees for visual cover, destroying more would-be tactics.
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