Flashlights: counterproductive?
thekaz
Join Date: 2012-03-31 Member: 149709Members
I've noticed that, while the flashlight is useful in complete darkness, most of the time it just serves to blind myself and fellow marines. If it were possible, I'd personally prefer it if you could reduce the flashlight intensity. The glare from the flashlight is what causes me problems. If most people are not having that issue, I'll go back to tweaking my settings.
Thanks!
Thanks!
Comments
I believe there are a few community mods that I've yet to check out.
... and that feel when no one cares anymore.
... and that feel when no one cares anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because a better flash provides a advantage ingame?
I play without atmospherics for this very reason.
he should sign the necessary paperwork, releasing ownership to UWE. *nudge, nudge*
Would you walk around with a high power flashlight turned on in a well-lit room? No, so stop casting your teammates in a glowing aura as they get bitten.
Would you use a flashlight to see in a dark room? Probably, but you don't have to if you don't want to make yourself obvious.
Just like spores being totally opaque, it's about creating tension and giving the players (absolute) choices. I play quake 3 on ugly mode, and I like that there's another game to come back to where having high graphics settings is good for the game.
the issue is that the flaslight falls off somewhere around 3 feet.
its useless for a team which is all about ranged combat. lerk's high up in gap are a great example. without his mod, goodluck returning fire - might as well be an invisible lerk.
2nd issue is the insane atmospherics that blind you from team mates, cuz you know, you're always grouped together? :)
... and that feel when no one cares anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry! I didn't know this was already a fixed problem, I'm still new to NS2.
<!--quoteo(post=1920074:date=Mar 31 2012, 05:22 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Mar 31 2012, 05:22 AM) <a href="index.php?act=findpost&pid=1920074"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They already said they would improve it no? Just be patient. Though I agree the flashlight is an important tool in a game with this setting.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't know that this was already a known issue. I did a search across all the NS2 forums, but nothing turned up, so I thought I'd try to start a conversation here.
<!--quoteo(post=1920234:date=Mar 31 2012, 11:40 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 31 2012, 11:40 AM) <a href="index.php?act=findpost&pid=1920234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The current workaround is to disable atmospherics and fog (r_atmospherics 0, r_fog 0 in console). This eliminates the 'headlights in fog' effect.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks, this is very helpful! For posterity, I think I can add those settings in the config file, described in this post: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111496" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111496</a>
<!--quoteo(post=1920248:date=Mar 31 2012, 12:02 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Mar 31 2012, 12:02 PM) <a href="index.php?act=findpost&pid=1920248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think maybe it's supposed to be a game mechanic about tradeoffs.
Would you walk around with a high power flashlight turned on in a well-lit room? No, so stop casting your teammates in a glowing aura as they get bitten.
Would you use a flashlight to see in a dark room? Probably, but you don't have to if you don't want to make yourself obvious.
Just like spores being totally opaque, it's about creating tension and giving the players (absolute) choices. I play quake 3 on ugly mode, and I like that there's another game to come back to where having high graphics settings is good for the game.<!--QuoteEnd--></div><!--QuoteEEnd-->
I completely agree that there should be a tradeoff between using the flashlight and not; the aliens have a tradeoff, so the marines should too. My issue is that one new player who runs around with his flashlight on can blind an entire team of veteran players. So, one marine with his flashlight on will remove the other player's ability to chose not to create glare. In short, I like what you're saying and agree with your principles, but I do think that penalizing teammates because one marine decided to use his flashlight unnecessarily punishes those teammates.
Fragmagnet's mod or the console command/config tweak does exactly what I'm looking for. The player still lights himself up for the aliens to see, but I don't get blinded. Thanks for the great suggestions everyone!
The <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113246&hl=" target="_blank">menu mod</a> also allows permanent options for Atmospherics in the graphics setting submenu(alongside Bloom and AA toggles)
Of course not. Things you create with a tool are yours and not that of the maker of the tool.
Epic Freudian slip.
Open Ns2/Lua/Marine_Client.lua in notepad
scroll down to the Marine:OnUpdateRender() tag, and edit the density of the flashlight to be lower. there's a first person and thirdperson version of it, so I use some numbers like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> // Only display atmospherics for third person players.
local density = 0.1
if isLocal and not self:GetIsThirdPerson() then
density = 0.0165
end<!--c2--></div><!--ec2-->
which is much more reasonable than the .5 that is there by default.