Is Night vision pointless?

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moleculo

FNG / Fresh Meat
Mar 2, 2013
768
0
0
On commando the NV is against a way too useful skill. I don't want to be a killjoy, but I think the rest of the team probably shouldn't be able to see commando's stalkers. If one person in a team can take away stalkers' special ability then what good is it even making stalkers invisible in the first place? There's not very much effective difference if the team has a high lvl commando and they stick together.
 

Escadin

FNG / Fresh Meat
Apr 19, 2013
1,567
24
0
On commando the NV is against a way too useful skill. I don't want to be a killjoy, but I think the rest of the team probably shouldn't be able to see commando's stalkers. If one person in a team can take away stalkers' special ability then what good is it even making stalkers invisible in the first place? There's not very much effective difference if the team has a high lvl commando and they stick together.

Yes but mind you there are supposed to be 10 perks and only 6 player slots. Call out is a very effective and required way to make the commando more popular in KF2 than it was before.
 

mikkou

Member
May 9, 2014
324
3
18
Have people forgotten that dark maps are actually less played than brighter maps in Killing Floor 1. :confused:

How many people would prefer normal west london over the lights out one? I can tell you that the percentage is close to 100% as I barely even see a single server run dark west london.

You are right about the fact that most people prefer bright, well lit maps but theres still a large playerbase that likes the dark ones. I didnt even think the Lights Out maps would be so popular (they were my FIRST map edits I ever made to practise mapping) but they have thousands of subscribers on the workshop page, and these maps are as extreme as they get in terms of darkness. And remember that was for KF1 WITHOUT nightvision or other light sources except for the flashlight only few weapons had. If I was to remake them for KF2 I would expect the popularity to rise at least slightly.

EDIT: Though, Im not saying this necessarily justifies having a nightvision skill, I wouldnt mind if they added it as separate accessory in the shop instead.
 
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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
Nightvision as Mando can be useful. AFAIK the only other perk that gets to use NVG whilst using a main weapon is the zerk.
 

kliziflip15

FNG / Fresh Meat
Mar 31, 2015
498
1
0
You are right about the fact that most people prefer bright, well lit maps but theres still a large playerbase that likes the dark ones. I didnt even think the Lights Out maps would be so popular (they were my FIRST map edits I ever made to practise mapping) but they have thousands of subscribers on the workshop page, and these maps are as extreme as they get in terms of darkness. And remember that was for KF1 WITHOUT nightvision or other light sources except for the flashlight only few weapons had. If I was to remake them for KF2 I would expect the popularity to rise at least slightly.

EDIT: Though, Im not saying this necessarily justifies having a nightvision skill, I wouldnt mind if they added it as separate accessory in the shop instead.


there was nightvision in KF1 by pressing N key alongside flashlights...if i am not mistaken
 

UserSD

FNG / Fresh Meat
Jan 8, 2012
424
14
0
Actually, on dark maps, buying a flashlight or nightvision and having them be limited per wave sounds like a great idea for a map/mutator.
 

nejcooo

FNG / Fresh Meat
May 23, 2012
3,042
0
0
25
Right now as I expected, nightvision is usually not needed. Exceptions are some areas, mostly in Paris map.
 

silverlighted

FNG / Fresh Meat
Apr 19, 2013
883
10
0
Yes but mind you there are supposed to be 10 perks and only 6 player slots. Call out is a very effective and required way to make the commando more popular in KF2 than it was before.

The callout ability has seemed OP to me for a while. But this is a very good point.
 

TacoSalad

FNG / Fresh Meat
Apr 14, 2015
27
0
0
to me it really doesn't make sense as a skill, night vision should be purchasable from the trader for any perk.
also i think all weapons should have flashlights, they could possibly be purchasable too, and they shouldn't run out of battery.

i think that would be really nice touch, spending
 

kliziflip15

FNG / Fresh Meat
Mar 31, 2015
498
1
0
You only see the health bars for three (ish) seconds after you damage a ZED, not all the time.


so thats why half the time they dont show up xD

in KF1 you saw it all the time though

I thought this thing was a bug for me...but it makes snse now
 

Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
879
5
0
I imagine over the course of EA, darker maps will be introduced, places where you can barely see what's in front of you. While the current three maps are well-lit enough that Night Vision is a questionable choice over Call Out, it's still helpful in seeing Crawlers and if the lights get knocked out due to grenades. Once we get maps that are as poorly lit as the Paris subway in their entirety, I'm sure Night Vision will be seen as a must-have for the perks for which it's available.
Pretty much this. They really were selling the whole killing lights makes people move thing, so a pitch black map without light sources would make sense.
 

Jovial

FNG / Fresh Meat
Jul 10, 2012
519
2
0
Sweden
Night vision has its place, but feels weak as a skill.

1. Sell night vision goggles at the trader

3. Change the perk from Night Vision to Improved Battery (extended battery life and recharge in flashlights and night vision goggles for team)

4. ?????

5. PROFIT!!!

This would be good. When we get much darker maps, people are going to have to use flashlights/nightvision (not counting cranking up gamma, which is also ugly as hell).

Being able to buy flashlight attachments/NV goggles and then have commando and possibly some other class have a skill that extended battery life would be perfect.
 

tibits

FNG / Fresh Meat
Jul 24, 2014
539
0
0
It would be too easy if they had infinite battery. I agree that night vision should be purchasable from trader though. Should cost more, 400-500.

Some really dark maps might make this part of good teamplay, ie cycling flashlight duty. :)
yeah maybe more like 400-500, but the lower price of night vision and also flashlights not running out justifies even darker maps.
if you have maps where large amounts of it is in almost pitchblack darkness then would almost need to buy nightvision and early and for flashlight battery to not run out to keep game balance as those few seconds with one player not having their own flashlight could easily get them killed.

as it would currently be, a player only having a flashlight that doesn't run out of battery would be very difficult to play in such darkness.
 

jestdoit

FNG / Fresh Meat
Dec 31, 2013
63
0
0
The answer to the OP is yes. NV is a waste of an ability slot.

Is there anyone who doesn't just turn up their monitor or neutralize the black levels?

The Unreal engine isn't good for pitch-black darkness anyway. You'll always be able to make things visible by playing with your monitor/control panel settings.

Furthermore, NV ruins image clarity and limits your field of view - absolutely terrible for melee.