It actually willit will make gankers even more gankery
Then dropping a heatsink should saturate the CCD and blind night vision for a couple of minutes. Same with flying towards the main star (a trick WWI & II pilots used).Night vision really is light amplification, so unless you can go invisible it would be gamey and work, but trigger voices in my head.
Night vision really is light amplification, so unless you can go invisible it would be gamey and work, but trigger voices in my head.
Anyway, what is the positive side of such suggestion? Cause the negative one is obvious
Or something like this I suggested a while ago https://forums.frontier.co.uk/threa...hites-out-night-vision-like-flashbang.513214/Then dropping a heatsink should saturate the CCD and blind night vision for a couple of minutes. Same with flying towards the main star (a trick WWI & II pilots used).
There is loads of positives, mainly from making ship design and sensors actually important and not D grade lightweight (or A in special circumstances).It actually will
Anyway, what is the positive side of such suggestion? Cause the negative one is obvious
Okay, I will put it another way. What build and what purpose will you be using that feature for? Because I can only see one purpose for that - some stealth gank build with flechettes for instance. This will make the toxic gameplay even more toxic and will additionally force commanders to PGs or solo mode. Something that should be made exactly contrariwise, this is a multiplayer game after all.There is loads of positives, mainly from making ship design and sensors actually important and not D grade lightweight (or A in special circumstances).
Gimbals could be made more accurate based on top end sensor grades , or that chaff is less effective when you have an A grade / specific engineering.
Sadly its remained simplistic and inconsistent for far too long thanks to the 'ganker' hysteria. Interesting change? Gankas! Gankas ewverwhere!
It comes down to how well thought out it all is, with sensors / radar emissions gameplay being well rounded- while people scream 'ganker enabling' it should also work for everyone and that people can also use it to defend / evade attackers.Okay, I will put it another way. What build and what purpose will you be using that feature for? Because I can only see one purpose for that - some stealth gank build with flechettes for instance. This will make the toxic gameplay even more toxic and will additionally force commanders to PGs or solo mode. Something that should be made exactly contrariwise, this is a multiplayer game after all.
No, because sensors are an area of builds that mean very little. A grade is useful for PvP to keep instances more stable.Additionally, does anyone use anything but A rated sensors with long range mod on combat ships?
Flechettes can be countered with range and PDTs due to their low projectile speed, and somewhat mitigated with MRPs and Engineering mods that increase the Integrity of key subsystems (Powerplant, FSD, etc.).Okay, I will put it another way. What build and what purpose will you be using that feature for? Because I can only see one purpose for that - some stealth gank build with flechettes for instance.
Yes.Additionally, does anyone use anything but A rated sensors with long range mod on combat ships?
A change like that would be a massive buff for ships like the Clipper that can't effectively use fixed weapons, and I'm totally for such a buff. However, it wouldn't really affect Target Lock Breaker as it outright deselects whatever target is selected; while a nuisance, it can be dealt with using the "Target Hostile" keybind to re-select the target. I'd like to see that changed so that TLB only reset missile lock status and prevent missile locks for a set duration, or something to that effect. That would ensure TLB can't stack with Dispersal Field and mess with larger ships like they can currently.Larger sensors allow to cut through chaff (since large ships use gimbals more), giving experimental s like TLB a balance.
What I mean is, that at high engineering grades / experimentals things like TLB are useless (as in, they don't break lock).A change like that would be a massive buff for ships like the Clipper that can't effectively use fixed weapons, and I'm totally for such a buff. However, it wouldn't really affect Target Lock Breaker as it outright deselects whatever target is selected; while a nuisance, it can be dealt with using the "Target Hostile" keybind to re-select the target. I'd like to see that changed so that TLB only reset missile lock status and prevent missile locks for a set duration, or something to that effect. That would ensure TLB can't stack with Dispersal Field and mess with larger ships like they can currently.
Yeah, the "night vision" seems to be more like augmented reality using the ship's active sensors.That doesn't seem to be the case in the game's implementation as it has hard range cut-offs for different objects/vessels that don't always correspond to render distance.
Running "Night Vision" should undermine silent running - Night Vision really should have been called something like "Active Sensors" and it should increase your signature (e.g. make you easier to lock onto from farther away).Just a little update on the night vision, if you look closely when approaching a planet, you'll notice a wave creating the NV, this is typically a sonar kind of technology, and it makes the range it has obvious.
The ship is just pulsing and waiting feedback to create the object & ground shapes.
The silent running as it is described keeps any wave (from heat to sound) INSIDE the ship, this is why it's heating. So it should keep the sent wave inside too and shouldn't provide data about your ship's shape on the visual HUD.
Well that's my pov, maybe i'm mistaking.
NV is not thermal sight, not gonna work totally.Silent running update to make your ship not show up in NightVision when Silent Running is active.