Night vision makes stealth builds obsolete?

Yes, i know, but still gimbals and turrets can be used as "fixed" to a degree, albeit with lowered damage output.
And once spotted it's hardly possible to ever go incognito like it was before.
While it's true that turrets can be set to forward fire and gimbals can be fired forwards without targeting, it doesn't negate all the other stuff. A ship that relies on a combination of laser turrets, gimbaled cannons and seeker missles is basically left with some half damage fixed lasers, some incredibly hard to use 3/4 damage cannons and a few basically unusable missiles.

You might not be able to go fully incognito, but you can definitely ignore a significant amount of fire from most weapons. Granted, most players that use KB&M controls have it quite easy with fixed weapons, but even they can be difficult to use with non-hitscan weapons like PAs as the player would lose access to the leading target reticule. There is the issue with AI being near 100% accuracy with fixed weapons even without target lock to help with leading, but that's an AI issue rather than an issue around the mechanics themselves.
 
This is an example of what stealth looked like during it's heyday (before the heat changes that made firing while silent overly difficult and way before Engineered effects like emissive):
Source: https://www.youtube.com/watch?v=Qq9TDEvg-tU


I personally didn't have any problem with the system back then...stealth was not at all insurmountable. Yes, a ship that could remain silent was very hard to target with gimbals (fire at will turrets actually didn't care much, but they were very rarely used at the time since the only things weapons could do were damage and turret damage was always poor) and even if you did get close enough to resolve the target (and they auto-resolve if they fire at, or even try to lock missiles/torpedoes on, you...at any range), the low thermal signature dramatically reduced the gimbal arc.

That said, there were huge trade offs to decent stealth (not the least of which being no shields) and the possibility of encountering such loadouts encouraged more loadout variety.

Main issue was playing a version of the 'cup game' with a bunch of FASes that looked identical and thus could not be reliably focused in wing combat.

A more recent stealth encounter, but also pre-NV:
Source: https://www.youtube.com/watch?v=WiHk9hMpLIA


Anyway, NV, in it's post-nerf state, is far less a hindrance to stealth than past changes like weapon heat loads.

Generally, either there is nothing else around and you know where the silent running ship is because it's the only susupicious unresolved contact on sensors, which you can further pinpoint any time it's thrusters flare up, if it passes in front of anything not the same color, or just gets close enough to eyeball...OR there is a lot of sensor clutter around and NV highlights all sorts of stuff, making it of only modest utility in isolating a stealth ship.

There is the issue with AI being near 100% accuracy with fixed weapons even without target lock to help with leading, but that's an AI issue rather than an issue around the mechanics themselves.
AI isn't that accurate. Higher ranks are quite good, better than me, but no more so than top CMDRs.

My SLFs (especially if I am piloting them) last way longer against a squad of Elite NPC rail Eagles and Asps than against a veteran CMDR packing rails.
 
Anyway, NV, in it's post-nerf state, is far less a hindrance to stealth than past changes like weapon heat loads.
I'm curious about this NV nerf. What exactly was nerfed and how? As a stealth pilot myself, I'm not a fan of how NV work(ed). I'd rather it be more like RL night vision vs. "Tron / Battlezone" outlining. That would have made it useful on the dark side of planets but a disadvantage in the presence of bright light. The boost from my Vulture should completely blind NV IMO (leaving it "saturated" for a period of time).
 
I'm curious about this NV nerf. What exactly was nerfed and how? As a stealth pilot myself, I'm not a fan of how NV work(ed). I'd rather it be more like RL night vision vs. "Tron / Battlezone" outlining. That would have made it useful on the dark side of planets but a disadvantage in the presence of bright light. The boost from my Vulture should completely blind NV IMO (leaving it "saturated" for a period of time).
As I mentioned in an earlier post they reduced the range of the NV effect.

Originally, in the beta and through at least some of 3.3.x NV could reveal ships out to well past 20km, which was ludicrous. It wasn't just supplanting the MkII eyeball for close range identification and aim, it was supplanting sensors in many respects.

Sometime more recently, probably with the April Update, the range of NV was cut dramatically. I'm not sure if it's tied to sensor range or simply ship size now, but it's significantly less than the distance at which unresolved sensor contacts appear.
 
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