I CAN’T SEE ANYTHING
HOLY HELL I CAN’T SEE PAST 2 METERS GOD DAUM
There’s a bunch of maulers in front of me? Well, I noticed the damage, but where are they now?
Whenever there’s a fight with a bunch of stuff, I am just swinging, without any plan or understanding of the situation. And people were saying - take a weapon that has a flashlight, but I don’t want to
(I wish I could attach a flashlight on a weapon)
Also, maybe I am crazy, but it feels like lights out mission have changed, they became Darker, my friend said that different light sources have been outed, but I do not know.
All I want is an additional separate flashlight on these missions, or an attachment on ranged weapon, or maybe flashlight that is attached to the body?
PS: these missions are mostly fine for Veteran and Psycho, just having a problem getting used to it with other two classes
PPS: I am dumb as HELL, changed the brightness everything is good now
Yeah, they’re a terrible mission variable. Beatable, just anti-fun.
Would probably be more tolerable if our characters had good flashlights - that’s an incredibly lame attachment for the weapons anyway, just move it to the players and give those weapons with flashlights something actually interesting.
It would be more fun if the mobs didn’t see you either, imho.
Or at least have a harder time spotting you.
Having snipers snipe you from a cross the map in pitch darkness just makes me angry
to be fair, their goggles,visors, green glasses thingie must be good for something.
guess thermo or infrared is still a thing in 40k, so for them its never “lights out”
as for the general modifier, granted i got a decent oled monitor and know the maps by now forward, back- and sidewards i’m really enjoying the atmosphere and solely playing as an ogryn as well.
oggy dont need a blind mans cane, oggy touches forward with large club
NV’s a double-edged sword. If you were to aim a flashlight at them, it should temporarily blind them. I wouldn’t know for Thermo/Infrared because I’ve never used them.
Some people in this thread seem to have something really weird going on. The visibility is poor yes but it’s not supposed to be that bad.
But yeah personally I have mixed feelings about these. I absolutely love the immersive atmosphere, but the meta of it all is hard to ignore.
Unlike other mods (mostly), dark missions seriously benefit from preparation. Yet between quickplay, joining ongoing missions and no way to change our loadouts while loading, I usually wind up in these completely by surprise with a ranged build & no flashlights: the worst and least fun way to play there. To compensate for the difficulty from the darkness, the spawns are much lower… which means less action, more boredom, and less fun overall. Ofc. the poor visibility exacerbates the problems of buggy & missing sound cues since you’ll have even less of a chance to know some dog or trapper is coming for you, and what definitely doesn’t help is how the enemy ranged can still see you and shoot at you with perfect accuracy from waaaaayyy beyond even a flashlight’s range just fine.
I mean I do enjoy them, occasionally, at least for the change of pace and that immersion. But too often they’re forced on me by surprise, while all the difficulty there is just about taking advantage of the game’s own various flaws. Kinda like platformer jumping puzzle games where 90% of the difficulty is either horrible camera perspectives or clunky controls.
I think I’ve noticed it with quality settings but it seems like on some settings ambient light just does not exist or propagate properly.
It could be a bug or an oversight but I’ve seen screenshots from different users in lights out missions and they do not render or look the same.
Imo I think having a long cooldown or limited use throwable flare option wouldn’t really break the game mode and instead make for tense moments where you are questioning “should I use the flare here or not?”.
Another idea is adding a “portable” lamp that has the same carting properties as a medicae/ battery charge but it emits light instead. Essentially an unreliable and heavy light source that is prone to going out at random.
I think DRG and GTFO are just better at approaching how to weave darkness into a gameplay feature. The point isn’t to give people no options for lighting besides a flashlight but to give a variety of options that have advantages and drawbacks.
All in all, one twice a week I can play these missions, they’re fun. But most new players I see have a hard time navigating.
In that case I would add some number of switches on the map that switch on the lights(temporarily). After a while there is an overload and the switch breaks or a fuse blows and it switches off again. Place them so that before they leave the big room they can pull the switch and start running to point B. But, if you use switches it automatically provokes waves of specialists, pox, and other stuff. Which will make it difficult to move and the lights will go out before you can deal with everyone and run the distance. (unless you’re very experienced, of course).
The switches are lit in bright red, blue, or any colour except yellow to make them easier to spot in the dark.