I wanted to discuss the mechanics of xenomorph vision in that it is easier to see scout/hunter/sniper while behind a solid wall. Would it be too overpowered to change it so they are unseeable behind a solid object?
In the image below you can very clearly see the scout spec. I find myself using the solid walls to keep track of a scout and during fights.
Trying to see the faint outline of the Scout is pure pain. I’ve heard some people suggest that some people might do something like turning up their computer’s brightness to maximum to help see the shimmer/outline of a scout, but this is only hearsay and not corroborated.
I do know, you can somewhat help your case by using walls to block your vision so you can try to see just the outline and not the terrain.
Frankly, I sometimes have no idea how some xenos can somehow track a Scout player, even if they are bleeding its easy to lose them.
Three tiles below a splint lying on the floor.
While it is still hard to notice scout who is just standing in one place it is much, much more visible than if he was standing in direct line of sight on a LV grass tile, scout that is moving in the black void is stupidly easy to notice.
As seen on the video. And if you know scout is around, he already lost his suprise element.
Following scout is basically all gamesense, if you know hes fucking up with positioning you can pretty reliably guess where they will go, but yeah seeing em through walls is the only real good way of spotting em, its possible to track if they are on bad tiles/are bleeding but its unreliable at best.
IMO having em not be seen through walls could be a decent idea?
But like scout cloak overall would have to be nerfed pretty hard to compenseate…
Sniper is pretty irrelevant to the discussion, they are super easy to spot when they start shooting, and the hidding shit takes too long to be effective to like corner camp with a shotty or something cool, alot snipers dont even run the armor since you dont need it for damage, and hiding in the crowd with a slightly better armor is at worst about the same as hiding anyway.
Ive thought about it for a while, but the half-vision of xenos really should not be effectively half brightness, i personally always close my curtains when on xeno because spotting shit is hard af and going full bright looses you way to much info in a fight, kinda dumb you are stuck at shit lighting for like no reason.
Your screen brightness/gamma is too low most likely. Just take your picture, open it in paint and use “fill” tool. Then sample color from the middle of his shape.
I saw the movement of the scout’s sprite immediately
and since this was mentioned a while ago, i never touch scout since it’s actually quite easy to seem them.
This is super interesting; I am making a huge assumption here that most xenos except some with adjusted brightness/contrast are unable to see the invis shroud behind walls. This would mean that scout would want to avoid areas with many walls that xenos could abuse for vision and stay out in the open.
Below are my monitor brightness and contrast settings:
i actually can’t see the scout at all but changing this via coding is pretty much impossible as far as i’ve heard due to how byond handles vision. someone with enough time could probably make some horrible coding hack to change it though
I generally like the state of where cloak is at right now. Cause now xeno’s won’t instantly see scout flanking or use their full NVG’s to bypass it. Its kind of balanced IMO, you hit and he’s GG. He can’t hide he has a blood trail following him. If he stops to heal then you can then hear where he healed. Also some scouts don’t use melee’s so they’re basically unarmed when cloaked.
I cannot see scout nor lurkers at all if they’re cloaked unless they’re standing completely still on sand tile and somebody points them out. I thought that was kind of the point of invisibility though. How does it make sense the invisible thing is more visible through a wall?
Well, xenos don’t have eyes. It doesn’t make sense that Scout is generally invisible to them and marines.
It says that it has both optical and thermal dampeners on the wiki, so we could assume xenos sense heat (but not like a thermal vision, because heatwaves are blocked by solid objects, stuff you can see trough a sheet of glass are invisible to thermal camera).
But xenos don’t see flares trough walls, nor do they see heat of a tank with its running engine, they can’t see light bulbs too hot to the touch with naked hand and such. But they do see synths.
Some media sources claim xenos can sense psychic mumbo-jumbo, something that fits much more with how vision works in gameplay, since the only thing they see trough walls are organism, be it organics, synthetic, or both (xenos themselfs).
One just have to came up with some fluff explanation that scout/pred/lurker behind a wall are somewhat easier to spot and that their invisiblity also involve cloaking their “psychic waves”.
For example when in direct “line of sight” xenos rely more on different kind of vision because they are more accurate, faster and easier to maintain and when they “look” for something behind a wall they focus more on that psychic waves receiver so they see them easier. Or something.
It all sounds like “eh just roll with it” to me. Sometimes things just need to be how they be “for balance”. Not saying it is or isn’t balanced, but that’s a better reason than making up flimsy lore that don’t hold up to any scrutiny.
Xeno sight through walls has bugged me for a while tbh, and the specific detail with the cloaked scout being more visible behind cover than out of it was always a particular sticking point.
One answer I considered was xenos being able to see people on weeds, cause like its feeding into the hivemind or something, and increased incentive to plant/destroy weeds, but I’m also not familar enough with xeno gameplay to judge how essential the xray vision is to their gameplay, so I can’t much pass judgement.