Author Topic:  What you can't see will rek u: Visibility Issues in MWO  (Read 8119 times)

17 Jul 15

Read 8119 times

Offline GMan129

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So this has been a problem with MWO which has been growing in annoyance for me over the last...I don't even know how long. Mechs can be friggin' difficult to see at range, on several maps. They can be nearly invisible when I'm looking right at them, and nearly impossible to notice if I'm focused on a larger area. There are two possible causes of this that I've come up with. Either

My eyes broke, or
There are fundamental issues with visibility in this game, beyond (but including) things like blurring, film grain, fog, etc.

Since my glasses are just for distance and I can read everything on this screen just fine, I'm leaning towards it being the latter.

Though I'm referring to this subject as the "visibility issue" in general, it actually is composed of several problems

1. Fog. In long-range engagements on maps like Viridian Bog and Forest Colony, you are often better off aiming using the target boxes as guides than trying to see the mechs themselves. I took 20 screenshots last night, testing out video settings to get the most out of my visibility (anything which didn't noticeably effect visibility was set to very high, and the other settings were set to max out visibility), and more importantly I spent the time getting a bunch of examples. But there are a few which I feel illustrate the point best.

Forest Colony

Viridian Bog

Using Frozen City is just cheating...

If you click on the gear at the top right of the image, you can click "View full resolution" to see the original sized picture.

Now, some of you might be able to make out the Atlases anyways. Hell, I can sort of make it out myself, ish. But in the heat of battle, while you're running and swinging your guns around, do you think you'd reliably notice it and be able to swing your guns to aim effectively at it? Maybe some people could, but I don't think I would be able to, just going on visuals. This whole thing makes me feel like a T-Rex: I can only see them if they're moving. And even then, the rest of the visibility issues get compounded on top of this one until it's a bit of a crapshoot.

2. Coloration. This is very heavily tied in with the Fog issue - the basic idea behind "fog" is that all of the colors from alllll of the things get kind of drained away or melded into a single background layer. So when we're dealing with maps that use the same drab colors as the mechs do, we get some serious problems with that. Any number of maps have this issue, but usually the issue is heavily tied in with fog. The main fog-less instance that comes to mind is the new River City. There is still a healthy big of fog on River City, but even when you look at a closer target you can see how it could blend in during a fight. The most problematic vision area on River City is in the "upper city" area, around D4, but the only mech there i could have used as an example was in the wide open, not in the building cluster. The color issue is one of the weaker ones on its own, but it mixes with so many of the others so I felt the need to talk about it specifically as well.

3. Light Levels. There's two big issues here. The first is the obvious - it's harder to see things when it's dark than when it's light. This issue mixes with the fog and color problems to make vision a bitch in most situations. And this darkness is a big reason for why the drabness is such a problem. River City at night? EVERYTHING is black/dark green/dark gray, just a few shades away from each other. Half the terrain outside of the caldera on Terra Therma is just black, with no light falling on it to illuminate mechs. It's ridiculous. But then there's also the lighting problem when we add things that glow to the mix. Trying to pick out an enemy mech in a dark setting when there are laser beams criss-crossing in front of him is almost impossible, because the light saturates everything around it (I think "saturate" is the right word...like it washes everything out).

If there was one image which summed those 3 problems (fog, colors, and light levels) up well, it would be this:

http://i.imgur.com/DE5aJpH.jpg
 What you can't see will rek u: Visibility Issues in MWO


The image you see on the left was taken from closed beta and shows how easy it could be to see in this game, and the one on the right is what we're stuck with now. (I don't know whose screenshot this is originally, but I don't have any of my own lying around from closed beta). Does the image on the left seem less artistic and gritty? Sure. But this is a video game, not an art project, and anyways killing visibility isn't the only way to make a game look good - there aren't crazy visibility problems in World of Tanks.

4. Environmental Features. Here, I'm pretty much talking about anything opaque that you can shoot through. This includes the stand of trees in Caustic Valley, the massive canopies on Viridian Bog, the random trees which are scattered through most of the other maps, and random plumes of smoke you can find in maps like River City. It is not even remotely fun to shoot at boxes because the actual mech is invisible despite being 100 meters away, and it's less fun getting shot by an invisible mech.

5. Vision Modes. All of the things I just talked about are evidence that the normal vision mode is insufficient at best. But the other vision modes just don't fill in. For starters, normal vision runs into the most trouble at long range, where fog and lack of detail begin to mess with you. But night vision and heat vision start to seriously fade into nothing at around 600 meters (closer than that for things not at the center of your screen). I still find thermal vision useful at shorter ranges just to get a better contrast or to cut through fog, but night vision only comes in handy once in a while, and even then it's not reliably better because it depends on a bunch of things like distance, how hot the enemy mech is, how hot the backdrop is, light levels, and more, so I end up flipping between them until I find which one works better in that situation.

I'm done bitching now. Now I want to talk about how to fix this problem.

There are a few different things that PGI could do, to solve a few of these problems.

1. Give mechs a glowing outline. This is stolen shamelessly from World of Tanks, in which a tank will "glow" if you put your mouse over them, helping you see through translucent cover and making the target stand out from the background. I can see a few obvious flaws with it, but have also come up with a couple ways to implement it.

  • Make it a module, maybe name it "Enhanced Imaging". Yeah I know it doesn't line up with canon, and call it something else if you want, but it just makes sense to me.
  • Make it only display targeted or targetable mechs, or on mechs that you move your reticle on top of. This way mechs with ECM can stay stealthy, and there's at least some skill-ish thing to it.
  • Make it like MASC or jumpjets, it has duration and recharge or whatever
  • Have it always on for the tournament spectator mode stuff. I cannot stress this enough - I want to see what's going on in a casted competitive match. Just watching lasers and gauss rounds flying back and forth between blurs is really not entertaining, if we want people to watch it we need to actually see the people we're watching, and see them well.
I don't think this is the best way to do it, and definitely not the least controversial way, but it's the most radical and most sure to work. The rest is a bit more reasonable.

2. Bring back the old blue-vision heat-vision.

2. Just get rid of the fog. Just get rid of it. All of it. Simple, easy fix.

3. Increase light levels across the board. The only problem I see with this is on maps where it's explicitly stated to be dark, like River City at night and Frozen City Night. But come on, Frozen City Night friggin glows; there's no light source but it is inexplicably bright. Idk how else to fix darkness-inhibited visibility on night-time maps though. Doesn't really make any sense.

4. Make mechs stand out more. Remove all of the drab greens, tans, blacks, all that crap, and give all mechs a glossy sheen or something so that they reflect light and stand out better from the background. Clans already kind of have that but IS (at least most of them) don't. In real life, camo should be about getting less visible, but in a game? It should be about looking cool or flashy or annoying.

5. Give us back in-game control of gamma. I don't know why this was removed, but it shouldn't have been. I really don't like leaving the game when I get a dark map to boost the gamma in my graphics control panel, and don't even end up doing it unless I'm in comp matches just because it's too much of a hastle. Let us change it in the game with just a couple clicks while we wait for the drop to start. Of all the solutions, this does the least, but it's also suuuuuuuuper simple. I mean come on the UI is already there, it just doesn't function!

6. Make target markings less obtrusive. It's not a huge deal so I didn't address it earlier, but you know those things that say the target designation, pilot name, range, and chassis/variant over the target box? Yeah, that crap gets in the way. Bad. Particularly when there's a UAV and/or people are clustered up. Here's what you wanna do:

  • Decrease the font size. Just by a couple pixels.
  • Get rid of the translucent black background - no need for it, really. White text with a black outline is the classic, but I guess you could use red/blue/green text with a black outline and you're fine.
  • Even if a UAV is up, just show the name and chassis/variant of the dude you've got targeted. Maybe give us designations for the other things, but that clutter makes all of the information illegible. Or maybe, display it all, but if it's overlapping only display the one from the closer mech. Idk just fix it.

7. Add translucency to opaque objects without hitboxes. To indicate that you can shoot through them, and get a sense of what's on the other side. And if that's too much for you, make it so that heat vision penetrates it at least - which actually makes sense.

Finally, I just want to recognize the main arguments against the spirit of my article.

Visibility issues can be perceived as a balancing tool to decrease the effectiveness of longer ranged mechs, and thus make brawling more of a factor. I guarantee you, it doesn't work. Not only is the visibility decent enough at mid-short range to the point that it doesn't hinder the ability of a mid-range team to tear up a short-range one as they cross, but people like me who shoot you from 700 meters are just aiming in different ways. Leaning dangerously close to my monitor, using advanced sensor range and shooting at target boxes, etc. Visibility problems aren't making a difference in the meta, they're just making it really annoying for us. At times.

EDIT: Oh yeah, and I don't know if it should really be factored in to balance decisions, but people using wallhacks don't need this game to have good visibility in order to know where to shoot to hit you. And I think there's some programs (not sweetfx afaik) that will let you remove the fog and trees and crap too. Personally, I'd rather have a level playing field.

All this being said, the visibility issues in this game are only felt part of the time, and only felt to the extreme a fraction of that time. But if you wanted to do one thing (or 5) to make this game more fun and accessible...let us see things good. pigipls



GMan129 is currently an officer of the Steel Jaguar competitive team, is the owner of and writer for MetaMechs, and recently begun writing at NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider contributing to his PayPal and Patreon accounts!
« Last Edit: 17 Jul 15 by Bombadil »

17 Jul 15

Reply #1

Offline Keekat

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Nah man you have to feel like you're IN the lore

I agree with your general sentiment, it's too difficult to distinguish targets from rocks and twigs. I think there is a place for vision obscuring effects like rain, snow, and smoke but they should be used in a deliberate way. Frozen city is almost a good example of how to do it: The map is clear and mechs are visible until the snow storm rolls in. I think the implementation could be better but at least you get some relief when the storm dies down.
« Last Edit: 18 Jul 15 by Keekat »

17 Jul 15

Reply #2

Offline jay35

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Disagree with glowing mech outlines and fake sheen or anything like that. Ruins the entire feel of immersion and basically comes across as a newby-assist or some sort of console game feature like aim assist.

The other ideas are more palatable but the most palatable is to simply remove the lighting and color filters that ruined maps like Forest Colony. Return them to their former glory, where mechs could be seen properly and camo colors looked cool (properly saturated).

Also, cockpit glass. So glad we can turn that off. It's another thing you could mention in your list, though, because even though we all turn it off, newbies don't and might not realize it serves no purpose other than to inhibit the player's view a bit. Which isn't much of a purpose at all, just an annoyance.
« Last Edit: 17 Jul 15 by jay35 »

18 Jul 15

Reply #3

Offline kageru

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I like that on some maps visibility sucks, and on others, we can see forever.  I like that when dynamic time-of-day and dynamic weather effects are on all maps, you won't be able to predict this.  So, no ... don't do any of that ... implement the random weather effects of Frozen City, Viridian Bog, Tourmaline Desert, etc. on all maps with an atmosphere, and implement a random time-of-day on all maps.

Not everywhere in the world is a glossy crisp and clear postcard image ... more often than not it's grimy and gritty, and when there's just a little bit of terrain or town, sight lines are rarely more than 1000m.

However, maps where there are highly trafficked areas for brightness that can be sniped from areas of darkness (that are impossible to see mechs in from more than about 600m), such as Mining Collective, piss me off.

Additional Edit: it's not about "realism" per se, it's about a dynamic battlefield and trying to ensure that most weapons, 'mechs, and playing styles are viable.  If the only thing that matters is your ability to consistently hit a target, there are plenty of games like that.  I want it to be more complex ... for MW:O to live up to the tagline "A Thinking Man's Shooter".
« Last Edit: 18 Jul 15 by kageru »

18 Jul 15

Reply #4

Offline Ozealot

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Missile Locks - I just don't like to use them at all because that big fat targetlock reticle obstructs sight on my target. Even when I don't have lrmammo left. So annoying. Years ago I started a feature suggestion thread for a transparency slider for the UI but nothing ever happened.

Vision modes currently ingame normally adress nearly all issues left but there are two problems: first, heatvision is a performance hog (why? just tone the effect down dammit). Second, why the heck can I only see like 500ish meters when I use this? Especially annoying using nightvision. In rl you can see lightsources in kilometers distance, also cones of light barely visible with normal eyesight. Even with cheap low-light amplifiers. In MWO there's just that magic border where all goes black. Should be revisited and improved.

19 Jul 15

Reply #5

Offline Corbon Zackery

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I took some screen shot on max settings and on low setting 60FPS high and 125fps low graphic settings here was the results.

High Res shots
https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtf1/t31.0-8/11731729_1094145987266730_7564349241854809146_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpt1/t31.0-8/11703357_1094146063933389_4420171306627992392_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtp1/t31.0-8/11061668_1094146043933391_7074345129338575467_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpa1/t31.0-8/11741174_1094146163933379_2921503127087356388_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/11699058_1094146067266722_4354982574932724528_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpa1/t31.0-8/11219485_1094146123933383_566347502884038459_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xap1/t31.0-8/11223001_1094146137266715_7663137619496662994_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtp1/t31.0-8/11709943_1094146167266712_6619225638919449559_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


Low Res shots

https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/11012529_1094146187266710_600023974325383311_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtp1/t31.0-8/11709943_1094146213933374_7432676410714346199_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


So your graphic settings are going to make a difference.  Higher graphic settings, and a max screen resolution is going to amplify the fog of war effect.  You saw in that one shot the cata was totally concealed without targeting you never know it was in the woods.  If you want a cleaner view I would turn the graphics setting down to low.

At some point camouflage needs to come into play.

Since I have Facebook open I will amuse you all with some kill shots!   :)
 
https://scontent-ord1-1.xx.fbcdn.net/hphotos-xap1/t31.0-8/10862697_995794553768541_2019433438824071551_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xaf1/t31.0-8/10848972_996630240351639_7846816350830684089_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xfa1/t31.0-8/10828173_997177933630203_7050120354979581964_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10925494_997689486912381_1069238371483938833_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xaf1/t31.0-8/10849064_997689656912364_5470585995858575176_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xap1/t31.0-8/10298560_997689846912345_2356225993767948220_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/1669729_997710646910265_4329452668676541625_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xfp1/t31.0-8/1397643_997710886910241_5771296066953500420_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xap1/t31.0-8/10854309_997711010243562_7377569622973944123_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10925497_999238026757527_4744505913810449826_o.jpg
 What you can't see will rek u: Visibility Issues in MWO

https://scontent-ord1-1.xx.fbcdn.net/hphotos-xfp1/t31.0-8/10957424_999238396757490_703007755107161089_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xfp1/t31.0-8/1799180_999238630090800_2432928920369070938_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xfp1/t31.0-8/10984584_1005782982769698_4642314208966306395_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10835416_1005783212769675_5524288905467192897_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xfp1/t31.0-8/10983488_1005783569436306_2119717641189176840_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpa1/t31.0-8/10974182_1005783776102952_1196208904775701671_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xft1/t31.0-8/10960450_1005808112767185_5732959147243166276_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xaf1/t31.0-8/10987717_1008058592542137_7795246974698380131_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtp1/t31.0-8/10928976_1008058742542122_856766222364163201_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xaf1/t31.0-8/10857365_1017265061621490_1396541351107189373_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xap1/t31.0-8/11016120_1017265008288162_6949644237868398457_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


https://scontent-ord1-1.xx.fbcdn.net/hphotos-xpf1/t31.0-8/11004592_1017265014954828_1981928677533577615_o.jpg
 What you can't see will rek u: Visibility Issues in MWO


« Last Edit: 19 Jul 15 by SeanLang »

31 Jul 15

Reply #6

Offline coe

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This discussion came up in reddit and I then remembered the Gman article here in NGNG. This really is a pet beef of mine in MWO. I like pretty graphics, but I like winning more. MWO deliberately tries to level the playing field with vision de-enhancements such as fog, hue, etc and does not give proper tools such as NV or heat to counter said vision de-enhancements.

Here is a picture of river city night gameplay during darkest hour. Left side of cockpit is in standard screen, with calibrated gamma and color. What average player sees pretty much. On the right side you have Eizo monitor with highly tweaked MWO gamma/saturation/brightness setup of the same gameplay moment.

The ugly truth:

https://dl.dropboxusercontent.com/u/17467115/river_city_night_gamma_color_brightness.jpg
 What you can't see will rek u: Visibility Issues in MWO


Large version: http://imgur.com/wimiBw6

Photo is taken by iphone and it accurately reflects the situation in hand. That is the preset I use when I play night maps.

There are similar settings for fog, hue and other things PGI uses to distort visibility.

What do you guys think is better, that new players, casuals and people who want pretty explosion and game to look good get killed by people they can not see, can not fight back and often don't know where the shot came from?

Or, that game implements good looking night and heat visions, that keep the lore-esque battlefield feeling, without killing vision and levels the playing field for real?

In the end, this is a tactical PVP shooter, visibility is number #1 thing people want to get that edge and drastic measures will be taken via color balances, gammas and other "legit" ways to clear the vision to maximum effect. IF there is no clear vision, large playerbase will suffer the results of those who will have their good vision, whatever it takes. In this case, its total loss of MWO graphical quality just to gain ability to see clearly.

The stance MWO has taken on visibility issues is just wrong and it does completely opposite than leveling the playing field.. it makes situation horrible for everyone not using tools available for them. This situation is present even on the day maps, with day presets being used to clear up the vision.

Are we playing Preset Warrior Online or MWO?

ps. owning a decent/high quality Eizo monitor with wide range of adjustability color brightness/gamme/saturation balance / adjusting gfx-drivers is in no way against EULA of MWO.
« Last Edit: 31 Jul 15 by coe »

31 Jul 15

Reply #7

Offline kageru

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... I like pretty graphics, but I like winning more. ... Are we playing Preset Warrior Online or MWO? ...
It's work-arounds like this that get us crappy filters, etc.  The game has short, medium, and long range weapons, and is not your typical "make one mistake and you're dead" shooter ... I like that.  I like that bringing only extreme range weapons is a risk.  I like that bringing only short range weapons is a risk.  I've played in matches where it was virtually nothing but long range trading for ten minutes ... it's boring as all hell, but done well, it wins.

You want to sit in the back and snipe at 1200m or more at 'mechs that can't fight back?  Then I hope we get to deploy visual obscurants that fully block all visibility past 200m.  I hope we can deploy them like air and arty strikes and can smoke-bomb your sniper's roost from across the map and flush you out.

31 Jul 15

Reply #8

Offline coe

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It's work-arounds like this that get us crappy filters, etc.  The game has short, medium, and long range weapons, and is not your typical "make one mistake and you're dead" shooter ... I like that.  I like that bringing only extreme range weapons is a risk.  I like that bringing only short range weapons is a risk.  I've played in matches where it was virtually nothing but long range trading for ten minutes ... it's boring as all hell, but done well, it wins.

You want to sit in the back and snipe at 1200m or more at 'mechs that can't fight back?  Then I hope we get to deploy visual obscurants that fully block all visibility past 200m.  I hope we can deploy them like air and arty strikes and can smoke-bomb your sniper's roost from across the map and flush you out.

The workaround had nothing to do with the visibility de-enhancements. Workaround did not get us filters. Workarounds came after said de-enhancements were put in. And workarounds did not cause fog to be added or predator vision to get removed. You did not need a workaround back then.

I never said, that I want this game to be a long range sniper fest if that is what you are suggesting.

I said, that all they have done to hurt visibility has only affected people unwilling or unable or not in the know to use decent monitors with gamma/color-presets. And for the rest, it just made the game absolutely horribly ugly.

That is what my picture is a proof of.

I agree that there should be, deployable cover smokes, smoke strikes, since its very trivial coding wise to make smokes that are impossible to see thru with gamma/hue/balance etc. I very much agree on that sentiment and long range sniping should be flushable and countreable with movement and more solid cover, which we have somewhat in the maps right now. Just that the best sniper ridges atm in the map pool are not too well approachable without deployable smokes.

Combined arms in a team is the key point here, some sniping mechs, some at medium range and some brawl. At current the visibility dis-enhancements are one contributor to this mess and clearing those out and allowing people to see properly is a set towards meta change towards people countering snipers and multi-layered decks working better.

This is not the same game as it was back in 2013, where poptart and long range ruled. We have much more firepowered, much more mobility and much more mechs. Visibility BS like modes and additions of hue was put in when masses of people rather whined than wanted to figure out how to counter long range sniping (granted, they did not have the mechs to do it well back then and sentiment towards PGI was much worse.). Now we have much more mechs that can counter it and with addition of deployable smokes and map upgrades they should and could remove all visual de-enhancements and allow players to figure out a meta change.

To make my point stand, wasnt this fog and other stuff put in around the time people considered ac40 boom jaegar to be 100% broken and when atlases nowdays rather puny alpha was consired insane? Sniping & jumping was sooooo big problem. :-)

Flat out I think we have the tools in mechbay and mechanics now 2015 to do that. Combine this meta shift with deploable smokes and I think we have a winner. MWO can look good again.

Also, there is no amount of visual distortion they can put in, to counter the legit workarounds. You can not make a rule, "its not allowed to change your monitor gamma or color sets". Simply put, its smarter to make the game look good and allow clear visibility and then balance out via new tools such as smoke, map updates or weapon balance the things out, and let players figure out a meta change that comes thru clear visibility change.

« Last Edit: 31 Jul 15 by coe »