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Thermal / Night-Vision Modes - Feedback


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#401 Vulix

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Posted 11 March 2013 - 02:11 PM

I am a bit worried these changes will make ERPPCs and Gauss rifles effectively useless when trying to aim at anything outside of 1000m. That's about it though. If there could be a way to balance that long-range weapons would still be viable at that range, them I'm cool with these changes

#402 Eternal Hunter

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Posted 11 March 2013 - 03:49 PM

Love it at first glance :D
My biggest gripe has been that normal visual and night vision was so "bad" in comparison to spotting mechs then heat vision was.

Second gripe was that i couldn't see all those pretty visuals with the ugly heat vision, heh - and heat vision made the visuals plain boring.

Also loving that you made heat vision\thermal range limited - not too worried about the snipers, as you said they're gonna get some loving with modules\zoom modes or something.

#403 BAD WD40

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Posted 11 March 2013 - 04:05 PM

Awesome update. love the visuals. can't wait for update and have to thank you for listening and working hard to improve this great game further. ,

#404 Necromantion

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Posted 11 March 2013 - 05:03 PM

Looks great!

#405 Gabrion

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Posted 11 March 2013 - 05:40 PM

New Night Vision - YES! WIN!
New Thermal - NO! BOO! HISS!

The new Thermal does not make buildings very visible. this is bad! And does not help in targeting. And there are many of us that might not be able to see with those shades.

#406 Noth

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Posted 11 March 2013 - 05:43 PM

View PostGabrion, on 11 March 2013 - 05:40 PM, said:

New Night Vision - YES! WIN!
New Thermal - NO! BOO! HISS!

The new Thermal does not make buildings very visible. this is bad! And does not help in targeting. And there are many of us that might not be able to see with those shades.


The point of the new thermal is that it has downsides. It is bad to use for navigation. It is best used for spotting a mech, but not seeing details. There are pluses and downsides to both with future modules able to make the modes better than they are now.

#407 Gorthaur

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Posted 11 March 2013 - 06:08 PM

I don't know about everyone else, but these new versions of thermal/NV look amazing compared to what we have now. I like the black and white IR, reminds me of what they use on the AC130.

#408 Aratan Aenor

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Posted 11 March 2013 - 07:21 PM

With the new thermal vision perhaps I can actually get out of my base before being hammered with ac/2, gauss and erppc...

Hopefully the advanced targeting module will eventually get fixed for snipers to enjoy.

Edited by Aratan Aenor, 11 March 2013 - 07:24 PM.


#409 M0rpHeu5

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Posted 11 March 2013 - 09:57 PM

If thermal vision is worse than the normal in the blizzard of frozen city it'll be golden.

#410 Dynomike

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Posted 11 March 2013 - 11:49 PM

Would love to see some color changing options for the HUD to make it colorblind friendly.

#411 Kaiser Thermidor

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Posted 11 March 2013 - 11:54 PM

If you're going for a "FLIR-style" thermal, I'd say take a look at the Xbox 360 game "Apache: Air Assault". I think they handled a FLIR-style filter exceedingly well. Environmental shapes were discernible, but tended to blur together into one mass, as background should, while the objects (people, vehicles, etc) were pretty well defined. Pixelating the view might also be a good way to handle it.
Would like to see Thermal mode be harder to navigate in, while night vision being hard to spot with but ideal of navigating, making using the appropriate mode for the current task a key to successful operation on vision-impairing maps.
That said, I'd also love to see a map with a lot of heat bloom and visual distortion to make it a pulse-pounding brawl, ala the caldera on Caustic to take advantage of just that kind of system. Just, with less "bonus" heat to the gauge...

Long ago, I also remember someone said something like, "Can we get some headlights for our mechs?". That, too, might be an interesting way of doing things. Not sure how the engine would handle moving lights sources with dynamic/real-time shadows on, though. It already throws a fit every chance it gets.

Closing note, which I'm sure will be unpopular, I admit that I actually liked the interlacing on the NV filter. It was more visually interesting, and honestly didn't bother me at all; it made NV more than if I just turned up the brightness on my monitor and but a green film over it. The current NV mode's only major weakness is, in my opinion, the bright white bloom/reflection(?): it just kills my eyes.

#412 Angelrage

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Posted 12 March 2013 - 12:34 AM

Hello!

Night vision, if u can eliminate all reflection and eye hurting stuff thats great, but 700m is just useless.I may say even 1000m is useless cos detection is really hard whit this vision.Why i say this: when a mech is in like 5-800m away from the searching eye it may be locked allready by otheres so there is no spottig feeling whit, it can be used only for not to broke your leg or not to hug a building for 3 minute cos u got no idea where you are right now.
If this is the reason of the 700m range thats fine.

Thermal need to fill the spotter vision role , but yes 700m spotting range is just funny, and u can walk around whit this vision cos u basicly see pitch black on the screen(and thats bad)

I suggest to make some more difference.
Night vision: make it like 1200 mech visual detection range, it will be hard for all to locate mechs from faar but it might be a bit more realistic.
Thermal: make only for spotting, but 700m for spotting is mm pointles if your sensors got better range.i think like 900-1000m is better, but in this case make the vision dark, so dark we cant use it for walking around cos we see nothing from surrounding enviroment.

And some more, i love to see if there is a missile hit on the mech or some high energy shot into the head, nightvision need to burn out my eyes or it just go offline for 2-3sec to keep my eye alive, and something similar whit thermal, there must be a lot of sollution to make it useless for some time.

And yes the most important thing, add us searchlight for mech, so we can light the guys after the corner whit light beam and make his NV off and blind him.
Regular light sources must be the default, look i dont take my nv googles if i go out into the dark to chek my dog better just take a flashlight..

#413 Noth

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Posted 12 March 2013 - 12:37 AM

View PostAngelrage, on 12 March 2013 - 12:34 AM, said:

Hello!

Night vision, if u can eliminate all reflection and eye hurting stuff thats great, but 700m is just useless.I may say even 1000m is useless cos detection is really hard whit this vision.Why i say this: when a mech is in like 5-800m away from the searching eye it may be locked allready by otheres so there is no spottig feeling whit, it can be used only for not to broke your leg or not to hug a building for 3 minute cos u got no idea where you are right now.
If this is the reason of the 700m range thats fine.

Thermal need to fill the spotter vision role , but yes 700m spotting range is just funny, and u can walk around whit this vision cos u basicly see pitch black on the screen(and thats bad)

I suggest to make some more difference.
Night vision: make it like 1200 mech visual detection range, it will be hard for all to locate mechs from faar but it might be a bit more realistic.
Thermal: make only for spotting, but 700m for spotting is mm pointles if your sensors got better range.i think like 900-1000m is better, but in this case make the vision dark, so dark we cant use it for walking around cos we see nothing from surrounding enviroment.

And some more, i love to see if there is a missile hit on the mech or some high energy shot into the head, nightvision need to burn out my eyes or it just go offline for 2-3sec to keep my eye alive, and something similar whit thermal, there must be a lot of sollution to make it useless for some time.

And yes the most important thing, add us searchlight for mech, so we can light the guys after the corner whit light beam and make his NV off and blind him.
Regular light sources must be the default, look i dont take my nv googles if i go out into the dark to chek my dog better just take a flashlight..


The vision modes have limits for a reason. They do not want everyone to have sniper vision for default. They are going to introduce modules for such (even mentioning reworking the 4x zoom). This change makes them even, each with drawbacks and the best sniping vision becoming the normal vision. This makes running them a choice of which rather than the one with the best range automatically.

#414 Sol Fin

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Posted 12 March 2013 - 12:45 AM

I think night vision is way too clear to see.

As for thermal - it looks too alike to some x-ray vision. But definitely not thermal :rolleyes:

I'd say that they are way too good without any interlacing or interferences. Night maps should have more limited vision than normal.

#415 Noth

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Posted 12 March 2013 - 12:50 AM

View PostSol Fin, on 12 March 2013 - 12:45 AM, said:

I think night vision is way too clear to see.

As for thermal - it looks too alike to some x-ray vision. But definitely not thermal :rolleyes:

I'd say that they are way too good without any interlacing or interferences. Night maps should have more limited vision than normal.


They do. You can see far beyond 700 meters in normal vision. Night maps effectively limit you to 700 meters with these changes. And in that 700 meters you choose between the ability to easily navigate (night vision) and the ability to easily pick out mechs (thermal)

Edited by Noth, 12 March 2013 - 01:10 AM.


#416 WolvesX

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Posted 12 March 2013 - 01:05 AM

Thermal vision is too powerfull, I use it on every map every time as most of my clan mates.

#417 Shadowsword8

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Posted 12 March 2013 - 01:24 AM

View PostRixsaw, on 10 March 2013 - 09:40 AM, said:

Dev's are ********* over this:

So they blind the snipers past 700 meters.

Thus reducing skill cap for this game, and making it more suited to old farts and kindergarten. Keep it up devs. But if you want to increase revenue, you must realize that your in game experience is not indicative of the higher tier players in game experience.


Or, they might be thinking that the purpose of night maps is to offer a different gameplay, and that it's not very different if you can still snipe at 1k+ like you're used to in day time?

You can still do it, by the way. All it takes is a BAP and sensor upgrade (unless they have ECM) or a scout, and you can get a lock, then fire near it's center.

Edited by Shadowsword8, 12 March 2013 - 01:26 AM.


#418 Joseph Mallan

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Posted 12 March 2013 - 03:20 AM

Well even though I loved making players sing the Blues at long range using Thermal Vision. I do say I like the changes coming down the pipe for vision Modes.

#419 Urdnot Mau

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Posted 12 March 2013 - 04:47 AM

Good thing we have more balanced vision modes. A great thing about this game is how everything is relative. The same way current night vision is bad for frozen city it should be great for River Night. Same line of thought to thermal. Current thermal is so powerfull. As a user comented in the first pages we gotta see how thermal will work in those big blizzards.

#420 Roh

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Posted 12 March 2013 - 05:10 AM

Awesome on both counts. Thermal seems less like a cheat but is still very functional and night vision just looks way way more useful than it was before.





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