

Icey Windows Does Not Make Sense.
#41
Posted 21 January 2014 - 04:09 PM
If you like it, great, turn it on.
If you dont like it, great, turn it off.
See how easy that is?
#42
Posted 21 January 2014 - 04:14 PM
#43
Posted 21 January 2014 - 04:16 PM
Ezazel, on 21 January 2014 - 04:14 PM, said:
CW = Cockpit Windows. THEY DELIVERED CW EARLY GUISE! PRAISE THE LAWD!
#44
Posted 21 January 2014 - 04:21 PM
Quote
Well I imagine at some point the cockpit glass will get cracked/broken when your cockpit gets hit.
#47
Posted 21 January 2014 - 04:53 PM
Sarlic, on 21 January 2014 - 12:22 PM, said:
After the update. It totally does not make sense. Why even bothering adding it? And it blocks your vision.
As of today we have electronics who prevents getting iced windows. Either let it 'warm up' when your Mech walks a few metres or in the heat of the battle.
Or just make this un-done. This 'fancy' addon is not adding any realism to the game at all.
Update: These 'icing'' show also in Tourmaline Desert. It's probaly some 'reflection' overlay or whatever some kind. These so called 'icing' does not show up when i angle my Mech cockpit to the sky.

50 MC
#48
Posted 21 January 2014 - 04:56 PM
Drop post 21st Patch into River City... the EXACT same strength glass effect. People were yelling that it wasn't the final effect strength... well it seems like everything else was too weak. The effect this has with the gritty and bloody messy filmgrain this game has (particularly on the earlier maps) just makes any reasonable long range eyeballing useless. It just adds another level of grime to what is already a pretty badly filtered game.
Not to mention the effect is there regardless for those video/screenshot makers who use the advanced zoom for a clean shot. They have to add a toggle option, otherwise really this move just forces more of the general population into a series of tactics. Will it stop the top shots? Probably not because they already aim based on their target box and opponents ride.
I was against this on the PTS and guess because they only made it stronger on most maps, I'm against it now.
Edited by Apostal, 21 January 2014 - 04:58 PM.
#49
Posted 21 January 2014 - 04:56 PM
if you don't like it okay.
should they have a toggle for it? yes, like i think most things should
but to go all hogwild about it is nuts. Its just like the ac/20 nerf- 5 minutes later omg i cant shoot them , they are broken turn it back. 2 days later, oh i got used to it can shoot just fine.
thankfully someone finally posted *** so i could see this, i was at work too.
#50
Posted 21 January 2014 - 04:56 PM
I couldn't help but focus on it at the beginning of a match on River City, but the moment players started engaging I didn't give it a second thought.
#51
Posted 21 January 2014 - 05:03 PM

#52
Posted 21 January 2014 - 05:29 PM
Grrzoot, on 21 January 2014 - 04:56 PM, said:
yeah i thought it waas allot worse too
It would however BE VERY COOL IF YOUR AT 0% HEAT THERE IS FROST
BUT if your mech reaches 30% heat it melts away from the screen

#53
Posted 21 January 2014 - 05:31 PM
I suppose they thought the graphics needed a NERF.
Edited by hellcatq, 21 January 2014 - 05:31 PM.
#54
Posted 21 January 2014 - 05:31 PM
They just need to get rid of the "dirty" look from the center of the view, when zoomed in and walking i find the movement of the dirt distracting as hell for some reason. :s
If there were a "clean" area in the center of the view and the dirty looking bits on the edges/corners of the glass it'd be better I think. When fully zoomed in I'd want to only have the clean glass in view.
Once they add in the ability for the glass to crack I think it'll be cool, yeah that might get annoying maybe for some, but eh, I am ok with that, if someone shot me in the head and I didn't die in a one shot? I'm happy enough!
Edited by Oriius, 21 January 2014 - 05:37 PM.
#55
Posted 21 January 2014 - 05:35 PM
Modern fighter jets use bleed air to remove water if flying in rain. Heck cars have windshield wipers, heaters, and spray jets.
This "realism" is a serious no go.
#56
Posted 21 January 2014 - 05:44 PM
#58
Posted 21 January 2014 - 07:37 PM
Fine on Crimson Straight, Caustic...
Like seriously did you do ANY testing and QA on various maps? Half the maps it a nice bonus, the other half it affects visibility so much that it's a wonder it was put in. It's just so stupid that there are such HUGE differences between maps...
#59
#60
Posted 21 January 2014 - 07:47 PM
Khobai, on 21 January 2014 - 12:41 PM, said:
I dont even think the inside displays anything. Im pretty sure its all the neurohelmet... its like using oculus rift, but having a 360 degree field of view condensed into your normal 180 field of view.
no... IS helmets before the 3060´s are explicitly described as havin NO visuals, HUD elements or what ever... they are just for balancing the mech via the pilots balance sense, and supporting the reaction of actuators... nothing else... later helmets might have HUDs , but those we have now don´t ...
Quote
The neurohelmet reads the brainwaves of the pilot. The basic model of neurohelmet focuses on the human sense of balance. With a multi-ton gyroscope and powerful myomers in the limbs, BattleMechs can stand upright and remain balanced on their own, but the limited intelligence of BattleMechs and natural conservatism of their control computers means they often need to be told when it is acceptable to be off balance, which may be helpful in battle as MechWarriors push their machines. The neurohelmet also provides feedback to the MechWarrior, helping them retain their own sense of balance as they sit 10 to 12 meters in the air atop a swaying, weaving bipedal giant robot.
More advanced neurohelmets provide additional input and output beyond a sense of balance, though they never amount to "Direct Neural Interface" technology. A neurohelmet can provide the MechWarrior with a kinesthetic sense - a sense of how the 'Mech's limbs are positioned - and Star League aerospace fighter neurohelmets served to provide a weak virtual reality to the pilots. In return, MechWarriors can use neurohelmets to provide some clarification the simple commands they are supplying to a 'Mech through joysticks, triggers, and pedals.
Early neurohelmets had to be carefully calibrated to the brain of the pilot. If the calibration was not exact (or if there was the wrong pilot wearing the helmet), this could lead to a host of effects, including headache, dizzy sight, balance problems and disturbing buzzing inside your head (a very weak buzzing remains even if the calibration is correct). Such out-dated neurohelmets are still in use in Clan Sibkosand in old 'Mechs in the Periphery. Modern neurohelmets are more advanced and no longer depend on a specific pilot.
Edited by Alex Warden, 21 January 2014 - 07:55 PM.
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