2
How Is Thermal Vision For Everyone?
Started by Swinebeast, Apr 26 2014 08:54 PM
46 replies to this topic
#41
Posted 27 April 2014 - 07:26 PM
It works well beyond 750 on certain maps; particularly daytime ones. Crimson Strait works out to 1,100 meters for thermal, 900-ish for night vision. Though it's quite obvious these were not intended effects.
#42
Posted 27 April 2014 - 07:27 PM
The range limit does make sense in that case.
Wow, a 100 engine? Armored 360? I know it has 360 turret traverse, I don't know battle tech law, it looked pretty funky.
Wow, a 100 engine? Armored 360? I know it has 360 turret traverse, I don't know battle tech law, it looked pretty funky.
#43
Posted 27 April 2014 - 08:14 PM
Swinebeast, on 27 April 2014 - 07:27 PM, said:
Wow, a 100 engine? Armored 360? I know it has 360 turret traverse, I don't know battle tech law, it looked pretty funky.
The Urban Mech has a 60-rated engine stock, goes about 32 kph or so and carries an AC/10 and 2 small lasers. It's the height of a spider though fatter (because it has about twice as much armor stock). Problem is in MWO, that armor means nothing because at max armor it'd be identical to MWO's spider. With no speed and FAT.
Mechs have their appearances due to Unique armor tonnages. However PGI kept MWO's universal create-a-mech armor rules for making custom mechs.
I had a concept to work around it.
Spoiler
Hope you enjoyed a minute of balancing with Koniving.
Edited by Koniving, 28 April 2014 - 01:49 PM.
#44
Posted 28 April 2014 - 12:18 AM
Koniving, on 27 April 2014 - 08:14 PM, said:
The Urban Mech has a 60-rated engine stock, goes about 32 kph or so and carries an AC/10 and 2 small lasers. It's the height of a spider though fatter (because it has about twice as much armor stock). Problem is in MWO, that armor means nothing because at max armor it'd be identical to MWO's spider. With no speed and FAT.
Mechs have their appearances due to Unique armor tonnages. However PGI kept MWO's universal create-a-mech armor rules for making custom mechs.
I had a concept to work around it.
Spoiler
Hope you enjoyed a minute of balancing with Koniving.
If only you were in fact balancing this game...
I'm all in for making chassis more unique. Especially the "armored" variants are usually the most undesirable variants in MWO, just because you can achieve that with every other chassis in that weight bracket while sporting better equipment or hardpoint layouts. The Awesome, Thunderbolt and all "inferior" Raven variants suffer the most. But since the whole principle of Role Warfare was thrown out of the window I have little hope...
As mithril coyote posted here customization in general is a bit borked in MWO (as are a lot of other systems... )
Edited by Gasoline, 28 April 2014 - 12:21 AM.
#45
Posted 28 April 2014 - 05:41 AM
Koniving, on 26 April 2014 - 09:28 PM, said:
What I'd like to see is thermal actually take heat into account.
If it's "white hot," then why is the snow white? It should be black.
I'd also like to see Night vision take light into account.
It ignores many light sources.
Areas brightly illuminated in River city without the night vision are blandly dim with it. Yet areas that are 'dark' without night vision are obscenely bright. Sorry, but night vision amplifies light. It should not amplify darkness.
If it's "white hot," then why is the snow white? It should be black.
I'd also like to see Night vision take light into account.
It ignores many light sources.
Areas brightly illuminated in River city without the night vision are blandly dim with it. Yet areas that are 'dark' without night vision are obscenely bright. Sorry, but night vision amplifies light. It should not amplify darkness.
In addition, if I'm pumping lasers into a target, or hell, even a part of the SCENERY it should light up my opponent heat vision like a christmas tree.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users