make an option to turn off some visual effects

Make an option to turn off some of the visual effects.

The destructor,eclipse launcher,pulsar,tackler slowing missiles and ECM energy drain missiles  visual effect is taking the space of my whole screen,i can’t focus on the target and my fps is dropping.

Make an option to turn off the visual effect.

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It’s part of the game.  The inconvenience of an eclipse launcher is just simply another reason to use the weapon.  Sure, it could be more convenient for you, but you can’t just turn off the visual explosions and effects because they bother you.

You can’t turn down the sun just because it makes your eyes hurt.

Nevertheless, it is a bothersome issue and it has been complained about in a grand amount of ways. 

The Coil Mortar that just about completely blinds you normally, for instance. 

I’d be for either changing how the effects work, or gaining the ability to reduce, or even remove, the effects themselves and/or replace them with something less graphically demanding and not blinding. 

Please! Make it so, Devs!   wkbcZZr.gif

 

 

 

 

You can’t turn down the sun just because it makes your eyes hurt.

 

Yes you can~

 

 

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It’s part of the game.  The inconvenience of an eclipse launcher is just simply another reason to use the weapon.  Sure, it could be more convenient for you, but you can’t just turn off the visual explosions and effects because they bother you.

The weapons modules are ment to deal DMG/Heal allies/slow/absorb energy and not fully blind you so you can’t even shoot a Guard or engineer that is already tanky enough, and this is a bonus for them.

Frigballs is what ruins this game!!!

Although i agree many effects can be simplified for better performance (less GPU impact), their size and visual modifications on your screen should be very similar. I can see the blinding effect is a problem when you are being shot by a cloacked LRF with high rate of fire coils (or youve been white-noised), but not on most other cases; its a challenge you must learn how to deal with. If coils/destructor/eclipse/etc wouldnt have any splash effect (or extremately low) game would be a lot easier and everyone would play it on minimum graphics for competitive gaming…not cool (its like making smoke grenades like light mist, wheres the point on that?). Besides, if those weapons are so blinding, why arent them being exploited by pilots? From my experience is pretty easy to fire back in those situations if you have huds showing where the ship is…coils, destructor and eclipse are low priority weapons i have to deal with due to their low dps (nothing stands against my heavy blaster, beam cannon or mass driver), i always beat them in equal 1vs1 engagements (as a matter of fact, im relieved when i see them). If you cant hit a guard shooting you with coils, you have a lot to improve.

I would need something like this also. With my really bad laptop I get FPS lags when there are too many fields and special effects going on. I would like a solution like this.

 

The minefield basically unplugs my screen for a second (the whole thing goes black. This makes it incredibly hard to get out of the minefield, since by the time my screen has come back, the mine has hit a second time.

Although i agree many effects can be simplified for better performance (less GPU impact), their size and visual modifications on your screen should be very similar. I can see the blinding effect is a problem when you are being shot by a cloacked LRF with high rate of fire coils (or youve been white-noised), but not on most other cases; its a challenge you must learn how to deal with. If coils/destructor/eclipse/etc wouldnt have any splash effect (or extremately low) game would be a lot easier and everyone would play it on minimum graphics for competitive gaming…not cool (its like making smoke grenades like light mist, wheres the point on that?). Besides, if those weapons are so blinding, why arent them being exploited by pilots? From my experience is pretty easy to fire back in those situations if you have huds showing where the ship is…coils, destructor and eclipse are low priority weapons i have to deal with due to their low dps (nothing stands against my heavy blaster, beam cannon or mass driver), i always beat them in equal 1vs1 engagements (as a matter of fact, im relieved when i see them). If you cant hit a guard shooting you with coils, you have a lot to improve.

i can deal with the blinding effect but the problem is that my fps drop from 35-40 to 20.

Like i said Guards And engineers are DURABLE ENOUGH they DO NOT need modules/weapons that will blind the enemy.

Did i EVER mention coil mortars?i DON’T have a problem hitting a guard with coil mortars.

Although i agree many effects can be simplified for better performance (less GPU impact), their size and visual modifications on your screen should be very similar. I can see the blinding effect is a problem when you are being shot by a cloacked LRF with high rate of fire coils (or youve been white-noised), but not on most other cases; its a challenge you must learn how to deal with. If coils/destructor/eclipse/etc wouldnt have any splash effect (or extremately low) game would be a lot easier and everyone would play it on minimum graphics for competitive gaming…not cool (its like making smoke grenades like light mist, wheres the point on that?). Besides, if those weapons are so blinding, why arent them being exploited by pilots? From my experience is pretty easy to fire back in those situations if you have huds showing where the ship is…coils, destructor and eclipse are low priority weapons i have to deal with due to their low dps (nothing stands against my heavy blaster, beam cannon or mass driver), i always beat them in equal 1vs1 engagements (as a matter of fact, im relieved when i see them). If you cant hit a guard shooting you with coils, you have a lot to improve.

Problem is, minefields and coil mortars aren’t meant to be smoke bombs. They’re meant to be area denial via damage, not visual effects. Star Conflict is not about having enough skill to spot minefields left in the open on red-tinted maps, or being able to know exactly where you are on a dark map in case a coil mortar blinds you for two seconds.

i can deal with the blinding effect but the problem is that my fps drop from 35-40 to 20.

Like i said Guards And engineers are DURABLE ENOUGH they DO NOT need modules/weapons that will blind the enemy.

Did i EVER mention coil mortars?i DON’T have a problem hitting a guard with coil mortars.

I agree with the performance hit, most games have an option to regulate the degree of quality of visual effects (low/medium/high) but SC doesnt (shaders are a mix of lighting and reflections…and matcap?)…imo effects in SC have high quality.

I’ll talk about blinding below.

 

Problem is, minefields and coil mortars aren’t meant to be smoke bombs. They’re meant to be area denial via damage, not visual effects. Star Conflict is not about having enough skill to spot minefields left in the open on red-tinted maps, or being able to know exactly where you are on a dark map in case a coil mortar blinds you for two seconds.

i disagree, why LRFs have EM scatter field? cov op adaptive camo? sensors have certain range and dont cover all the map (only by direct line of sight)? This game encourages fast paced actions, but also has some other features (like guessing where the enemy will be or spotting ships out of the hud) that players often ignore, maybe because they only stay inside the “fast paced stuff” relegating the rest as “not a part of the game”. I still cant truly understand why cloacked LRFs are so hard to spot by most players…

I believe that blinding effect comes mainly from the reduction of gamma when frontal light is exposed to the pilot (that means explotions, looking at the sun, etc.), feature i dislike. Reducing the amount of that effect should help this issue (it has been discussed already). However, blinding instances (like explotions from guns) is something that makes the game experience richer, something possitive imo as long as it allows players to react properly to counter it (situation that i find it happens, “blinding is balanced” XD).

 We don’t have enough resources for this now. The suggestion worth to be considered, but not a high priority.

I’m with nightmare on this one. For those of us who have potatoes for computers, these effects hinder our gameplay. For me, stacking bubbles from ECM energy drain missiles/tackler slowing missiles kills my framerate when I look at them (drops it from 40 to less than 15), and being focused by multiple coils/eclipse launchers can drop my frames down to 20 and basically blinds me.

 

I don’t think there should be an option to remove these visual effects, but I do think that the quality of them needs to scale with your graphics, if you are on low graphics, a minimal amount of effect should be shown. Removing the effects entirely will only hurt you while helping you. If you can’t see the effect bubbles from the missiles, you don’t know where they begin/end.

 

As for the visual effects, statue nailed it. These weapons/missiles/modules aren’t supposed to be blinding effects. I can’t tell you how many times I haven’t been able to see anything because I’m being shot by 3+ coils/eclipse. That is what needs to change. There was a huge uproar of complaints when the scattergun came out, because it killed people’s framerates on a hit. That has since been fixed, so why can’t the same be done for other things that reduce people’s performance. It shouldn’t be a “perk” of using that weapon. It is flat out unfair to anyone who doesn’t have an amazing gaming rig. 

 

I disagree doombot, this is a higher priority than you think. Features that hinder people’s performance are big priorities and can’t be left for some other day. As I’ve said before, creating a functioning client and playable game for everyone should always be the highest priority.

i disagree, why LRFs have EM scatter field? cov op adaptive camo? sensors have certain range and dont cover all the map (only by direct line of sight)? This game encourages fast paced actions, but also has some other features (like guessing where the enemy will be or spotting ships out of the hud) that players often ignore, maybe because they only stay inside the “fast paced stuff” relegating the rest as “not a part of the game”. I still cant truly understand why cloacked LRFs are so hard to spot by most players…

I believe that blinding effect comes mainly from the reduction of gamma when frontal light is exposed to the pilot (that means explotions, looking at the sun, etc.), feature i dislike. Reducing the amount of that effect should help this issue (it has been discussed already). However, blinding instances (like explotions from guns) is something that makes the game experience richer, something possitive imo as long as it allows players to react properly to counter it (situation that i find it happens, “blinding is balanced” XD).

LRFs and cov ops have radar/HUD cloak because:

1 - Their primary and secondary roles both benefit greatly from the ability to hide. Thus, the need for a cloak

2 - They’re both primarily damage dealers, meaning that they’re really quite dangerous even while cloaked. Thus, the need to have an imperfect cloak.

3 - There is really only one good way to cloak imperfectly in this game, being the radar/HUD cloak. Thus, what they have.

 

Moreover, the cost of taking the cloak (namely, opportunity cost for taking an active module plus either long cooldown or inability to move after use) is much, much higher than the cost of taking minefields or coil mortars (opportunity cost for taking a weapon/missile slot item). So, I’m pretty sure the ability to “blind” pilots who don’t look closely enough is meant to be a high-cost sort of thing, since the only two things in the game that are clearly meant to do that both have restrictive use. even though the recent buff to T5 modules makes adaptive camo come back really quickly now so the cost is quite a bit smaller than it used to be

 

Besides, there’s a difference between hiding on someone’s monitor off the HUD and simply smashing someone’s monitor for a few seconds. One is perfectly reasonable and lets the player keep doing what they were doing, and the other will kill nine people out of ten.

LRFs and cov ops have radar/HUD cloak because:

1 - Their primary and secondary roles both benefit greatly from the ability to hide. Thus, the need for a cloak

2 - They’re both primarily damage dealers, meaning that they’re really quite dangerous even while cloaked. Thus, the need to have an imperfect cloak.

3 - There is really only one good way to cloak imperfectly in this game, being the radar/HUD cloak. Thus, what they have.

 

Moreover, the cost of taking the cloak (namely, opportunity cost for taking an active module plus either long cooldown or inability to move after use) is much, much higher than the cost of taking minefields or coil mortars (opportunity cost for taking a weapon/missile slot item). So, I’m pretty sure the ability to “blind” pilots who don’t look closely enough is meant to be a high-cost sort of thing, since the only two things in the game that are clearly meant to do that both have restrictive use. even though the recent buff to T5 modules makes adaptive camo come back really quickly now so the cost is quite a bit smaller than it used to be

 

Besides, there’s a difference between hiding on someone’s monitor off the HUD and simply smashing someone’s monitor for a few seconds. One is perfectly reasonable and lets the player keep doing what they were doing, and the other will kill nine people out of ten.

I like certaing degree of realism and inmersion, along with challenge (coils dont deal much dmg anyway (and other weapons are easier to hit), mines are steady (its your fault if you step into an already deployed minefield) and i definately dont recall getting blinded at all with those, ecplise has low dps too, destructor is kinda a joke…). I think that you are too pesimistic with the 9 of 10 statistic.

I like certaing degree of realism and inmersion, along with challenge (coils dont deal much dmg anyway (and other weapons are easier to hit)), mines are steady (its your fault if you step into an already deployed minefield) and i definately dont recall getting blinded at all with those, ecplise has low dps too, destructor is kinda a joke…). I think that you are too pesimistic with the 9 of 10 statistic.

Coils and minefields are by far the worst offenders on making visibility impossible, but I’ll admit they really don’t blind people all the time.

 

But you probably know as well as I that sometimes, especially on darker maps, explosions will leave the screen perfectly dark for nearly a second. That’s precious time, when getting shot at. Yes, 9/10 is an exaggeration as to how bad it is. But it’s still pretty bad.

What about that screen flash from collisions? It nearly gives me a siezure having the full screen flicker with red.

What about that screen flash from collisions? It nearly gives me a siezure having the full screen flicker with red.

I think its the less it can be done to simulate a ship going at insane speeds (even 50 meters per second is really fast) and impact a sturdy object…its a big hit a human is not designed to wistand (even through standart ship dampening systems). Actually i wonder why ships dont explode from crashes past 300ms xD

Yeah the ships are surprisingly sturdy.

Would be interesting if it was of greater concern, making the collision compensator a bit more worth looking at.

 

Though, slamming around can cause a lot of damage really quickly in tight quarters

Yeah the ships are surprisingly sturdy.

Would be interesting if it was of greater concern, making the collision compensator a bit more worth looking at.

 

Though, slamming around can cause a lot of damage really quickly in tight quarters

fortunately they are (for balancing matters). Anyway you can kill yourself quickly in a fed fighter with cruise engine (almost confident you can kill you from a single crash). Collision compensators are pretty good for this (specially with wobble), or you can use J9 implant which is even better for wistanding crashes.