Thermal / Night-Vision Modes - Feedback
#1
Posted 07 March 2013 - 05:22 PM
In an effort to reduce clutter on the forums, and to make it easier for us to compile feedback for our developers, please help us contain feedback to this thread.
#2
Posted 07 March 2013 - 07:10 PM
#4
Posted 07 March 2013 - 07:15 PM
#5
Posted 07 March 2013 - 07:17 PM
#6
Posted 07 March 2013 - 07:17 PM
#7
Posted 07 March 2013 - 07:19 PM
Kudos!
#8
Posted 07 March 2013 - 07:20 PM
Then I might not have to go from blue blobs in blue city, to old timey grey and black land.
#9
Posted 07 March 2013 - 07:22 PM
#10
Posted 07 March 2013 - 07:23 PM
(dawn dusk blindness being the point were ambient temp and surface temp are close due to rising or setting sun, thermals get a sort of washed out less accurate look...oh god that would be so friggen cool, imagine a map where it started right before dusk and transitioned to night. ok il stop dreaming now)
Edit: dusk blindness rant
Edited by Nine0one, 07 March 2013 - 07:25 PM.
#11
Posted 07 March 2013 - 07:25 PM
Edited by Nidhoggr, 07 March 2013 - 07:26 PM.
#12
Posted 07 March 2013 - 07:31 PM
Any ETA on Mag Res Scan or Magnetic Anomally Detection the other vision mode from BT?
#13
Posted 07 March 2013 - 07:37 PM
The new thermal.. hmmm.. I dunno yet.. it seems a little bit too extreme of a reduction.. like you say, I'll probably have to see it to really evaluate it.
Thanks for the sneak peak!
#14
Posted 07 March 2013 - 07:38 PM
Edited by Stimbles, 07 March 2013 - 07:39 PM.
#15
Posted 07 March 2013 - 07:39 PM
#16
Posted 07 March 2013 - 07:41 PM
Seriously, graphics are a BIG part of FPS gaming, and you need to make sure that the best looking way to play is ALSO the most competitive way to play... As a league player I only ever see blue, which sucks. I want to look at the cool graphics.
#17
Posted 07 March 2013 - 07:45 PM
#18
Posted 07 March 2013 - 07:59 PM
#19
Posted 07 March 2013 - 07:59 PM
Seeing the 2.0 night vision I literally LOL'd out of pure happiness, and the thermal vision 2.0 got a big clap out of me.
Super super awesome. Looks... yeah. x72 size font.
[edit] I haven't even finished reading yet.
[edit] Okay I finished. Glad to hear about the changes for zoom module.
I really can't wait to see a mangetometer/xray type vision module. Or even a vision mode that works along side target decay when a target goes behind terrain it will try to scan that area upon losing contact and give you kind of a visual of what's behind it. Would be neat in Night City to see the construction of buildings and elevator shafts, desks, etc. That's probably too far, but I'm really holding you guys to what you said about "we want everything". EVERYTHING! (except destructible terrain i guess... unless you find a way to make it possible:))
Edited by MoonUnitBeta, 07 March 2013 - 08:42 PM.
#20
Posted 07 March 2013 - 08:09 PM
At first glance, I like the changes. Night vision looks vastly improved, at least with navigation, while heat vision is still useful without being mandatory. The new gray scale approach for heat has a lot of promise, and the mechanic where it fades out around 700m seems like a good thing from a balance perspective.
However, I would really like to see some screens on Frozen City during a blizzard before I will really say that these will work. As things stand now, you pretty much have to run heat mode whenever the snow starts falling. How that will interact with the new gray scale vision will determine whether or not that map will become pretty much unplayable.
All in all, though, I see some potential for fun mechanics in the new modes. It seems likely that it'll become a new part of the skill cap on certain maps to be able to switch vision modes quickly and efficiently as needed. For instance, River City Night you might need night vision for driving, but frequent brief scans in heat mode will be necessary to find targets. Once combat starts, you might be in heat mode primarily, but have to switch to night vision whenever too many terrain features get in the way. This could make those maps extra rewarding to play.
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