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Night vision/Infra-red suggestions- Make them glow

NV/Infra Red suggestions  

4 members have voted

  1. 1. What do you think of these proposed changes?

    • AWS changed to non-magnifying binocs in infra-red only.
      0
    • Nerf the NV view distance by increasing the gamma value.
      2
    • Slight glow around NV and infra-red binocs when in use.
      3


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Theres a lot of talk about how overpowered the L85A2 is along with lots of gripes about NVs advantage over those without them. I thought I might weigh in with my own ideas.

First of all, I think the AWS ought to be separated from the L85A2 rifle altogether. Instead, make non-zooming infra red binocs an in game item. Note that these are binocs and not goggles that you can flip down and use as you run. You can stop for a moment to detect threats and targets with the clarity of the AWS but firing at them would have to be done the old fashioned way. They should fit into the standard binocular slot on the left of the inventory, this means that being able to detect the enemy with ease comes at the price of the view distance that the binocs/rangefinders provide.

Secondly, I would nerf the view distance of the NV goggles. A simple increase of the gamma means that using NV doesn't approximate fighting in the daytime for some players while others are bathed in darkness. The NV should allow a player to make their way around an area and avoid zeds along with an obvious advantage to CQC. Other players should be easy to see no more than 150m away.

Thirdly, I would like to add something which is a slight departure from real life NV and Infra-red, the military that developed them would have dealt with this problem ages ago but it would balance the use of them well in game. Both scopes use illuminated display screens, why not let a little light bleed out from the edges of the scope? I'm not talking Sam Fisher style NV, that would be stupid:

Splinter-Cell-6-In-Development_1305584291.jpg

How about just a mild glow around the head of the user, like an extremely weak chemlight? Just enough to pick them out if you look hard enough for them. This would make using your Infra-Red or NV less of a no brainer and more of a tactical choice. If the enemy is busying themselves doing something else you would easily get the drop on them. If they are dilligently checking for glowing lights in the distance they might just see you coming if they look hard enough. Green for NV, Red for Infra-red would be the obvious choice.

What do you reckon?

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So many topic are about it. I wrote in one topic it should be all nv and heat vision attachements removed, and if you use nvg u can't shot from any kind of weapon. So it's like to only walk and avoid ppl or spot them but you need to shoot w/o it.

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First off no to number three because that goes away from the realism this mod is suppose to be about.

For number two, you need to remember these are military grade nv which means they are most like gen three or better and thus have a good view distance. Now the nv scope for the fn fal is I think gen one or almost two which means it shouldn't be as high quality image or view distance.

And number one im not sure what you mean, I think your talking about the thermal optic but used like the binoc thus a weapon can't be used at the same time. If that's the case then I kinda support it but I rather see a spotters scope added so a super high zoom binoc pretty much instead.

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Yeah so let's make the Snipers glow like in BF3 too so we can see where our friends got sniped from it's gonna be super realistic!... the night vision got like a 0.40% drop chance on heli crashes and 0.11% in barracks, it's not like you meet anyone with nvg daily, and if you do he is propably more skilled than you so you would have been fucked in a firefight anyways. just fix the duping and i see what you did there by not adding a hell no awnser to the poll.

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i see what you did there by not adding a hell no awnser to the poll.

I second that..smells fishy

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