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Thermal / Night-Vision Modes - Feedback


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#81 MoonUnitBeta

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Posted 07 March 2013 - 11:18 PM

Any chance the sky will be included in the thermal view?
Or at the very least when you shoot weapons into the sky you can still see them?
Please? :)

Edited by MoonUnitBeta, 07 March 2013 - 11:19 PM.


#82 Nightfangs

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Posted 07 March 2013 - 11:25 PM

The changes are a good approach in the right direction.
Thanks for masking out the cockpit, it's high time that this got changed!

Alternative vision modes should be usefull in certain situations, but not be toggled on all the time.
And night-vision should be the prefered mode at night... thanks for that :-).

#83 Jonathan Paine

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Posted 07 March 2013 - 11:29 PM

I'm glad that the different vision modes will have different strengths. I hope they will also have unique weaknesses - perhaps lasers will stress out nightvision, hot spots hide mechs (cool running mechs invisible?) - and that normal vision will be less prone to the insane levels of blooming that we have seen so far.

Looks great, looking forward to beta-testing the new vision modes!

#84 Royalewithcheese

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Posted 07 March 2013 - 11:33 PM

I think the biggest current problem with alternate vision modes is maps that make them mandatory. Can you guys please change River City Night? Pretty please? :)

Edited by Royalewithcheese, 07 March 2013 - 11:34 PM.


#85 Fooooo

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Posted 07 March 2013 - 11:34 PM

Those pics of the new Thermal and night Vision are pretty much exactly like I expected them to be.

Nice work so far.

I love that thermal is actually the grey/white/black thermal now, will we get the option to flip the colours like in a Flir system ? maybe in a module or something ?

Or do you think that would make that mode too much like the old thermals ? (the ability to flip the mechs from white to black & the surroundings are then grey/white would make the mechs stand out too much ??.)

Night Vision looks much better than it was.

Looking good so far.

Edited by Fooooo, 07 March 2013 - 11:37 PM.


#86 Nightfangs

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Posted 07 March 2013 - 11:36 PM

View PostExtirpator, on 07 March 2013 - 11:18 PM, said:

Equally, there could be a 'super dark' plating which helps against NV optics.

I only have some basic knowledge in that area...
But I don't think that you could combine "bad optical visibility" (=super dark plating) and "IR stealth" technology.
A super dark object may be difficult to see with the naked eye, but is the perfect source for IR-radiation... so it would glare in heat-vision-mode.

#87 MustrumRidcully

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Posted 07 March 2013 - 11:38 PM

This looks very promising.

#88 Bloody Moon

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Posted 07 March 2013 - 11:40 PM

About time i'd say! Good changes overall!

#89 mLLw

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Posted 07 March 2013 - 11:42 PM

From what I can see now from the screenshots I dont like either of them. With both you see less then you do now with Nightvision and Thermal vision.

For Thermal this is mostly because of the gray color, I think the blue that we have now is better. About the range limit I'm not sure either. I believe that Thermalvision should see more then normal vision because you are looking at heat, I would suggest making Thermalvision at close range worse. (Close range has more heat so you see less) So you create a balance and need to switch between different visions, not everything is good for the same thing.

From what I can see from the screenshot of Nightvision is that everything blends together, I dont know how this will be in the game itself. But from what I can see from the screenshot is a low amount of detail. At the moment everything is bright and its not smooth but you can see everything at night. This is what Nightvision is for in my eyes.

My 2 cents.

#90 Kashaar

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Posted 07 March 2013 - 11:47 PM

Just fyi, the very first image is broken. Please fix! :)

Also, these changes were overdue and look really great! Thank youuu!

To make full use of them, will you allow us to customize our hud colors/transparency? Right now, it can be quite hard to aim at long distances in low-contrast situations because the terribright crosshairs and missile lock indicator obscure everything with their eye-blinding brightness.

Also, the targeting brackets are off target waaay too often, and I don't mean the current bug where they're stuck to your hud until you look at a target, but the fact that they lag behind the target's actual location. Changing it so they resize based on target visual size on hud would be excellent, too... that way, multi-range engagements would be much less confusing.

But these modes? They look like a step in the right direction!

#91 Varancar

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Posted 07 March 2013 - 11:55 PM

View PostMatthew Craig said:

Keeping in the spirit of Paul's last Command Chair post I figured I'd post my own Epic regarding some new changes to the default Night Vision and Thermal Vision Modes.


Keep these Epics coming! Wasn't expecting vision modes to be patched this quickly. Having these modes cut off at 700m is brilliant.

I do have some concerns regarding how these vision modes work with weathers like blizzard. Some screen shots pretty please? :)



View PostNighpher, on 07 March 2013 - 08:50 PM, said:


Also for comparison:

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

Some Thermal.

And a really good vid:



Thermal seems to be superior in all aspects according to this video, which is how thermals is currently implemented in the live environment. Very informative video though.

I agree with the devs that it should be implemented according to the following priority.


* Game-play
* Visuals
* Accuracy


View PostDirePhoenix, on 07 March 2013 - 08:51 PM, said:


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.

Yes please!!! Sounds fun.



View PostJacmac, on 07 March 2013 - 09:27 PM, said:

Don't make thermal mode work like the screenshots. Thermal mode is usable now. The screenshot looks like an infrared camera that was invented circa 2000, instead of 3050. Why go backwards? Work on adding things that are actually missing from the game and quit wasting time fixing things that aren't broken.

If thermal mode works like that screen shot, then I'll probably alt-f4 any night map or the blizzard in frozen city.

Thermal mode now is superior when compared to all other modes. How can you say that this is not broken?

#92 WayGroovy

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Posted 08 March 2013 - 12:02 AM

I perform thermal scans for work. One of the most annoying issues I have to deal with is thermal reflections. Mechs should reflect thermal signatures on metallic ambient surfaces, providing the potential for false positives. It happens in real life, and it's annoying as hell, but it would increase the realism exponentially.

#93 Corvus Antaka

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Posted 08 March 2013 - 12:12 AM

the new vision modes look vastly improved.

what does

"
Also we will be masking out the Mechs cockpit from the effects at a later date."

mean? I like seeing the cockpit in the various vision modes... *confused*

I like this idea


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.

Edited by Colonel Pada Vinson, 08 March 2013 - 12:13 AM.


#94 Nightfangs

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Posted 08 March 2013 - 12:13 AM

View PostVarancar, on 07 March 2013 - 11:55 PM, said:

Thermal seems to be superior in all aspects according to this video, which is how thermals is currently implemented in the live environment. Very informative video though.


I think thermal vision should be grainy with low resolution and nightvision should be sharp and clear.

#95 Ohari

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Posted 08 March 2013 - 12:15 AM

I like the changes...it makes each vision mode usable for certain conditions. I also appreciate the acknowledgment of snipers. By changing the thermal, it effectively nerfs sniper builds. However, you went out of your way to explain long range vision is also going to be revamped. I only hope snipers out there read that part, otherwise we will see lots of whining.

Good job! :)

#96 Ryvucz

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Posted 08 March 2013 - 12:16 AM

This looks so much better, thank you!

#97 Karl Streiger

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Posted 08 March 2013 - 12:18 AM

Thank you... looks great

#98 ToxinTractor

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Posted 08 March 2013 - 12:22 AM

Looks awesome, kudos to the team who fixed this! :)

#99 Kain

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Posted 08 March 2013 - 12:24 AM

Changes on the vision modes looks good,

Say goodbye to ThermalWarrior:Online™

#100 ShadowDarter

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Posted 08 March 2013 - 12:26 AM

Some questions.

any plans for glitching / artefacts in the different vision modes.

can the environment drastically alter the vision in real time, examples: thermal blooms, from ammo explosions, reflected heat from buildings. from these.

can damage to certain areas of the Mech say where the sensors are make the various visions unavailable.





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