Patch Notes - 1.3.352 - 28-Nov-2014
#81
Posted 28 November 2014 - 04:04 PM
#82
Posted 28 November 2014 - 04:04 PM
Bog is beautiful and i really like all the small details like the entangled Atlas and the lighting but to stay competitive in matches one spends about half of the match in thermal vision since it offers a lot more contrast for earlier detect enemy 'mechs. Bog also has a lot of fog (less now i guess) but even so the air is saturated with water vapor - which absorbs a lot of infrared light, more so than visible wavelenghts.
I have no idea honestly how much work it would be to implement but it would be great if heatvision was less effective there compared to other maps with less humidity - or even without much atmosphere at all like HPG. The simplest way to implement this would probably be to give each map a different global heat vision max range althouth things like a fading out of contrast with range depending on the local humidity/fog would be awesome too (but the detailed version might be a pain to include).
Other than that, i really look forward to level some of the few remaining unmastered 'mechs this weekend
#83
Posted 28 November 2014 - 04:05 PM
#84
Posted 28 November 2014 - 04:05 PM
#85
Posted 28 November 2014 - 04:06 PM
#86
Posted 28 November 2014 - 04:06 PM
#87
Posted 28 November 2014 - 04:06 PM
Vulcan888, on 28 November 2014 - 04:04 PM, said:
Bog is beautiful and i really like all the small details like the entangled Atlas and the lighting but to stay competitive in matches one spends about half of the match in thermal vision since it offers a lot more contrast for earlier detect enemy 'mechs. Bog also has a lot of fog (less now i guess) but even so the air is saturated with water vapor - which absorbs a lot of infrared light, more so than visible wavelenghts.
I have no idea honestly how much work it would be to implement but it would be great if heatvision was less effective there compared to other maps with less humidity - or even without much atmosphere at all like HPG. The simplest way to implement this would probably be to give each map a different global heat vision max range althouth things like a fading out of contrast with range depending on the local humidity/fog would be awesome too (but the detailed version might be a pain to include).
How the Hellbringer is that a good Idea?
#88
Posted 28 November 2014 - 04:07 PM
#90
Posted 28 November 2014 - 04:07 PM
#91
Posted 28 November 2014 - 04:07 PM
#93
Posted 28 November 2014 - 04:07 PM
#94
Posted 28 November 2014 - 04:07 PM
#95
Posted 28 November 2014 - 04:08 PM
#96
Posted 28 November 2014 - 04:09 PM
Matt Newman, on 28 November 2014 - 04:04 PM, said:
Edited by Yoseful Mallad, 28 November 2014 - 04:09 PM.
#97
Posted 28 November 2014 - 04:09 PM
#99
Posted 28 November 2014 - 04:10 PM
#100
Posted 28 November 2014 - 04:10 PM
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