#mimic visibility... again

179 messages · Page 1 of 1 (latest)

fresh fox
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WHY are mimics still so hard to see? i even heard that their visibility was made even worse
in 4 of these images, there are mimics ACTIVELY SHOOTING ME, can you see them at all? because i sure cant

i hate this super low visibility because it requires me to expose myself so they can shoot me. its incredibly difficult to not get shot when i HAVE to get shot so i can see them at all, and idk about you but being forced to rely on armor/health is not fun in the slightest
if these guys can see me from 100 meters away, why cant i???? realistic, sure, but not fun at all

i seriously propose that the glowing mimic jaw should be a difficulty setting or something, because this is VERY annoying and downright frustrating when firefights feel so one sided

some people enjoy this pain, which im glad you enjoy, but MAN this is seriously unfun for anyone who doesnt have the highest resolution headset (rift S)

edit: the last image is to show how little mimics glow now

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it is a bit of a coincidence that these screenshots were during the morning/evening, but its still bad during the day (just a bit less so)

tidal cairn
fresh fox
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well yeah no shit

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probably should clarify

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the last image is to show what the latest mimic model is

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hes a shotgunner

plucky loom
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I dont know whats different but I have no issues at al seeing the mimics

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glowing jaws could come back, maybe with a difficulty setting?

fresh fox
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what headset are you using?

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and what settings?

plucky loom
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mq2, 4480x2272, 100% res scaling

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but I have the taa turned down quite a bit

fresh fox
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well there it is

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i cant run super high resolutions

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let me check specific resolution

plucky loom
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okay yeah then thats probably it

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performance has been a lot better this update for me

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I was at 90% before

fresh fox
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yeah im running rift S at 2604x2808 on steam settings

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and like 110% res ingame

plucky loom
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thats higher than me

fresh fox
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not really

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you have higher wide resolution

plucky loom
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yeah but thats the 2 eyes combined

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per eye its 2240x2272

fresh fox
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oh then idk why im having such a tough time

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maybe my eyes then

plucky loom
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Its probably TAA

fresh fox
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all the more reason for glowing jaw setting

plucky loom
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yeah fair

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ive seen some other people complain or ask for it back, so its a good idea either way

fresh fox
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ill try turning down/off TAA for now

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i did turn off TAA in helldivers 2 and the difference was CRAZY so maybe itll be the same for itr2

plucky loom
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itll take some getting used to but its a lot better for me at least

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maybe its better for you since youre at such a high resolution

fresh fox
plucky loom
# fresh fox how do i turn off taa

Put this line into the GraphicsQuality.ini (“\Steam\steamapps\common\Project 2\IntoTheRadius2\Content\ITR2\IniSettings”) in any section that you use. For example, if you run textures on High, add it to [Textures] [High] Textures1=r.AntiAliasingMethod 0

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you can also right click on itr2 on steam and do browse local files to get to the IntoTheRadius2 folder

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I have heard shadows on medium cause issues, so use high

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or set the shadow quality setting in the same ini to at least 4 for medium

fresh fox
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another image

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3 mimics are in LOS here

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i only know it was 3 because i shot at a single orange pixel and 3 of them scattered out

plucky loom
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looking for muzzle flashes and movement works really well for me to spot them

fresh fox
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whenever i even try to look for the muzzle flashes, they are LASER accurate

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and dome me atleast twice

plucky loom
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huh

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yeah I dont really have that issue

fresh fox
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i just cant peek at all without getting shot

plucky loom
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altho ive had times where they were directly in front of me, emptied full mags on me and missed almost everything

fresh fox
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HUH?????

plucky loom
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yeahh

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ive noticed they aim more for center of mass, so try and hide your lower body

plucky loom
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aiming over mounds works well, peaking around corners doesnt

fresh fox
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its either center mass or headshot

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no inbetween

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i had a guy walk right infront of me and hit every single shot

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which ofc makes sense

plucky loom
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ive had that too, I think each mimic has their own accuracy maybe?

fresh fox
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it really seems like every copy of the game is personalized

plucky loom
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some are just fucking blind and others never miss

ebon hollow
tidal cairn
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its accurate to irl warfare lol

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one cool fix could be some sort of thermal scope or binocular, would add some realism to the world and fix the problem

eternal trench
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I have now gotten much better at shooting muzzle flashes, its starting to grow on me tbh

pliant plank
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this is a game, meant to be fun, and should be fair. not a milsim
poor visibility equals a poor experience, especially when mimics can shoot you with near perfect accuracy

tidal cairn
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its a horror game, the stress of not knowing what is attacking you or where it is adds entertainment

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you have to guess the general location and then track them down from there

pliant plank
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i am still enjoying the game but getting shot with near perfect accuracy gets frustrating when i cant even see whats shooting me

pliant plank
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if we have poor visibility they should at least have somewhat similar visibility with ours

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but at midnight i can be seen by one mimic and then im getting shot by 4 mimics all in the dark and taking cover, it's far too difficult to reposition or take shots at them without getting hit yourself

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in itr1 if you played right you could, and there is a chance its just what I'm used to bc i have been playing itr1 a lot again recently

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but regardless, mimics are way too difficult to see, making fights feel unfair with how easily they can see and hit you

plucky loom
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I think lower accuracy and glowing jaws (AS DIFFICULTY SETTING PLS!) would help a lot of players out

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and also more settings related to anti aliasing which could help with clarity

pliant plank
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i dont agree with visibility as a difficulty setting

tidal cairn
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remove mimics, game too hard 😠

plucky loom
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I do, I dont want their jaws glowing since the game just becomes way too easy otherwise

pliant plank
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for people who want to use custom difficulty settings whatever but for the hardest difficulty preset, visibility is a requirement

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i still had a hard time when their jaws glowed

plucky loom
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nah it was just a headshot simulator

pliant plank
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for the first around 20 hours i was really struggling

plucky loom
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9/10 times I only saw their jaws but still easily got them

pliant plank
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hitting shots was easy but they did damage fast

plucky loom
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especially at night

acoustic jewel
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Has anyone else noticed that their eyes glow now

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It's pretty faint and you can't see them from super far away but it's there

thorny kelp
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Was that way in beta 1, I do wish they glowed more at range to aid in balancing the gun fights

bold spire
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Yeah balancing is needed, mimics needs to be less strong

frosty island
acoustic jewel
plucky loom
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The outlines of things will look like very bright rainbows

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For me it doesnt even work so i have to use thw taa frameweight command instead

worldly pawn
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Tbh I don't mind that they're hard to see

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It's just that they can see you now matter what

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Idk how you can sneak up on them and walk in front of them without them noticing you

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But if you're 200 feet away, behind fog trees walls floors, whatever

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The mimics will see you

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And all you can see are bullets

thorny kelp
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I guess on the bright side, as soon as you manage to break line of sight, they completely forget you existed and just stand there.

worldly pawn
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They just keep shooting the wall

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It's like they like being annoying

plucky loom
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they keep shooting at your last known position

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so youll often have to reposition

fresh fox
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i find it so tough to reposition without immediately getting spotted

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like there are barely any flanking routes

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and also as soon as they spot you, they are back to 100% accuracy

acoustic jewel
drowsy kelp
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This is one of the reasons why I want flares back from the first game.

sacred dust
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they need a way for players to be able to identify what weapon they have, along with if they have armor in my opinion as well as being able to actually see them. the first game didnt have the visibility issue much because the flashlights (especially rail b lights) were actually good and had range, along with the fact that the matte black stood out against the grey and brown landscapes enough that you can spot them with a little searching. nowadays mimics are grey and brown instead of matte black so they blend in perfectly especially during night time with no way to even try to find them with the lack of flashlights with range

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in my opinion the first games main issue with the mimics is the lack of visible variety, especially at night or at medium ranges, which makes it harder to accurately predict what mimics are going to do what. in kohlkoz and castle it pretty much just devolves to every mimic has some automatic weapon and will try to spray you instead of having some that flank or some that cover fire, like they do in ITR 2, but even if they did it would be flawed still with the lack of visual variety. being able to spot and plan out tactics to take out all of your opponents before engaging feels like it should be a core game mechanic, but its lacking because of flawed visibility in both games. ITR 2 already makes this way better by making each mimic visually distinct but it doesn't matter because its near impossible to spot them past ~15 meters or even just from behind cover, even though most mimics actually function differently and try to do different things

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i think some kind of visual glowy part on the mimics is pretty much required, but make it distinct for each one. for example, have it so that police mimics have a band around their hat that glows, or the slings around ak mimics glow, or the original glowing jaw is visible on sniper mimics, peeking out in between the ghillie suit. ideally some way to communcate armor would be good, as ideally every mimic would end up having an armored varient instead of just the ones with rifles, but for now it would be fine because you would just end up relating certain glowing patters with armor ex. glowing sling = ak mimic = armor

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of course all this could be circumnavigated with thermal or nvgs but i dont really feel like either of those fit in itr

drowsy kelp
sacred dust
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that as a solution is a bandaid fix that forces people into one playstyle in order to fix a large issue

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i personally have been able to get by just shooting at the muzzle flashes but it feels really unintuative compared to the first game especially

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especially with no armor and super especially on harder difficulties though it becomes sometimes impossible to get any damage off without taking damage

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another sorta solution is the white fog that is in the outskirts

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it makes the enemies silhouettes stand out against the background but then were back to the first games problem with target identification

plucky loom
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I think a big part of the problem that people dont consider for some reason is anti aliasing

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They use TAACurrentFrameWeight at a weight of 0, this completely and utterly Destroys any high frequency detail and blurs everything. If they add that setting in the menu and add a sharpening filter (also as a setting) visibility will be 2x better

sacred dust
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i think ive already done this

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it certanily helps but i think honestly just a good flashlight mountable on rifle rails would be enough I think

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it also helps with the fact that currently i find zero incentive to buy a 15000 dollar rifle just because it has rails instead of using the stashed version which is comparable/potentally better in some ways like the stockless saiga and bizon

drowsy kelp
sacred dust
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that could work but doesnt help with communicating armor well but that along with better flashlights would work

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mimics dont usually make too much noise when not in combat though so i think they would have to increase the frequency of non combat voicelines

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there has been multiple times where im clearing a building that im 80 percent sure is good but then there is a random shotgun mimic in a room standing still not in combat or moving or making noise

twilit moth
# sacred dust that could work but doesnt help with communicating armor well but that along wit...

I don't think there's a need for us to get that information before contact.

It's perfectly fair to scout out a target area before going in.

  • Where are the enemies?
  • How many enemies?
  • What equipment are they carrying?
  • Any choke points, dead space, cross exposure, etc?

If you slow down and observe, you can get in and take down a lot of enemies before they even get to react.

The biggest problem, right now, is that they can't be spotted in the dark at all.
Like they're practically invisible until they begin engaging (Besides the ones standing directly under a light source).

In reality this wouldn't be a big problem if they didn't see you through foliage.
Being spotted 100-200 meters out, behind trees and other foliage, in the foggy darkness, while not being able to see the enemy at all is frustrating. Then instantly being lit up like a laser show while you're trying to run for cover.
You hide behind a shed but quickly realizes, as your health drops rapidly, that they have such good precision that they can shoot you through the small cracks in the wood.

Every time you peek out from cover they see you instantly and grants you a bullet to the dome (7/10 times at least).

But I know a lot of what has been discussed here has already been pushed to the dev team.
So we'll just have to see what they come up with.

astral fable
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I feel like this is such a common problem of so many games. Reminds me of playing ARMA

sacred dust
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I just really don't like night vision as a fix so as long as they either make them more visible via changes in the model or terrain, or buff flashlight I'm happy

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Not only is night vision kind of a cop out but it ruins a lot of the atmosphere with zero disadvantages compared to a flashlight which gives away your position in return for information

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Nods are just straight info no downside

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The armor thing is less relevant now that their armor works more like our armor and not just a yes or no if it went through like it was last game, but I still liked being able to easily see that certain enemies required different ammo

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Also it helped with newer players identifying that they are different in how you deal with him

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Like I remember the first poebeda factory mission said to bring ap ammo and I immediately could tell what enemies had armor and I don't think it would be that obvious if they were just wearing a kevlar vest or something

astral fable
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A potential few ways to balance nods could be a more limited FOV, similar to how the gas mask worked in ITR 1. Could make it require batteries, but then why would flashlights not.

Personally I think limiting night vision to expensive scopes, and buffing the flashlights or adding in the flares from the first game would be my ideal.

Although, once the lab is added and we get usable artifacts, maybe the nods need something like the cat eye artifacts from itr 1 to function? Or there is an attachment to the helmet that holds one to give you the nightvision?

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I do feel like we are forgetting that night vision was technically in the first game. I know I did until I started typing this

sacred dust
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To even call night eyes night vision is an insult

astral fable
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I mean, they function like gamified night vision? What is your take on them? I know it's not like actual night vision.

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I would say that, if something like that is added, I would prefer if it wasn't exactly like 1-1 with ITR 1, as that would be too much and not as aesthetic. More just that there was precedent for "night vision" in ITR 1.

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Interested to see what comes of the equipable or activateable artifacts.

sacred dust
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An artifact that gives you night vision as a buff with a debuff like they said in one of the dev diaries could be decent

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But it would either have to limited use or the debuff would have to be huge

astral fable
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Could also see an artifact that highlights artifacts and enemies with some kind of cost

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Like thermals

drowsy kelp
drowsy kelp
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Or here's a cool idea. A single monocular over the dominant eye. That would be a unique advantage VR has over traditional games.

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As far as I can see, maybe making their eyes slightly brighter could be an ok idea, but overall I'd rather have flares and foliage that acts as soft cover.

sacred dust
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monocular would be really cool actually i think but still i dont think either price or a security level are really a downside, as you will eventually ghet it and trivialize night expeditions to the point that its easier than day expeditions, and if its monocular you couldnt really balance fov cause regardless its only covering one eye

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and on top of that i honestly dont really notice the difference between the fast and the other helmet so I use the fast because i prefer the two weapon lights over the headlamp

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so it would be really really good and if the devs want to go that route for solving visibility then i guess it would work

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albeit only late game which would hinder 3/4ths of the game with poor visibility

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or they could make an artifact using the lab or whatever that runs on ash or whatever instead as a limited scouting resource instead of a permanent undetectable flashlight

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although i had an idea what if the nods were digital and there were sniper type enemies with digital nods that would be able to spot you as you would light up like a christmas tree

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and vice versa

drowsy kelp
sacred dust
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was looking through old posts and i found this

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this is quite possibly the best idea i have heard for mimics and it solves every issue i think

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they could have different retro reflective patterns per different type of mimic like the band around their hats and eyes light up for police mimics or the helmets and lower jaws light up for ak mimics or something

drowsy kelp
eternal trench
twilit moth
twilit moth
# sacred dust monocular would be really cool actually i think but still i dont think either pr...

But isn't that the idea of everything you upgrade to?

You go from a PM to a rifle to make it easier in the field.

You go from a chest mounted flashlight to a head mounted one to gain better visibility.

You strap silencers, lasers and flashlights on your weapons to gain an advantage.
further improves your vision at night (hence the name).

The point is; We struggle to earn the right to struggle less with each iteration 🤷‍♂️

Of course... If we had the same situation we have right now with the handheld and chest mounted flashlights I would agree with you, as the handheld seems useless to me 🤷‍♂️
However, Goggles are meant for late game, so what's the problem?

One could argue that if you find it to take the challenge away from you and you want to stumble around in the dark, you're free to do so, right? Just don't buy/use the goggles.

I just hope they implement the goggles in a prober way. No overly gamified experience like most games have them.

I would much rather have prober goggles. It's possible. Some games have done it right.

sacred dust
sacred dust
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the only real way i can see nods being in the game without making night time safer than day time is via a trade off, and theres really 3 that can be done. either the trade off can be a stat (ie protection, running speed etc), a resource, or comfort. I dont really like the idea of a stat decrease because it would be really hard to implement, the most obvious kind of stat decrease would be the inability to wear a helmet with them, but that doesnt make much sense because the FAST helmet literally has an attachment point on it for night vision. the second and 3rd though are much more likely in my opinion, as a resource trade off could be done either with something like batteries, which doesnt make all that much sense if they are analog, or a cooler option in my opinion, an anomalous night vision artifact (thats actually good unlike nighteyes) that runs off of ash. Not only does this make the use of night vision more scarce and requires scavenging in the day to effectively use, but it makes its use not a constant which keeps flashlights, and the overall vibe of nighttime in tact. the third option is probably the best for traditional nods, and thats comfort. the altyn helmet in the stalker mod for the original game is a great example of this. That helmet gives a massive boost to your defense compared to just the vest. so why dont people always have it on? cause the glass is filthy and your FOV is severely restricted. It still has its time and place, but just the simple act of you wearing it is the disadvantage, so normal people wouldn't have it on all the time, just only for things like navigating through stealth during night, or to scout. i personally like the anomalous night vision idea the best, as it makes it still good, just limited.
also saying "just not use it if you dont like it" is dumb because the game will be balanced around its use, and nerfing yourself feels dumb. its like nt using the scar in the first game just because its "too broken"

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also the ash as a resource to power artifact system would be really cool elsewear, like a regen that uses ash to slowly heal you, or one for hunger, or one for movement speed etc

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i mean the night vision scope in the files is also a solution but that feels like a copout that forces people to have to use sniper like weapons in order to spot mimics which is kinda bad game design for a game with multiple different kits and playstyles at its forefront this time