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its not a big problem but it can be annoying sometimes how the illumination circuit faces the direction WX is facing which can be quite annoying especially when kiting an enemy in darkness, and keep the rotation speed so people cant just spin their mouse for full vison all the time, but just enough so that we can direct our light. Is this a problem for anyone else? even slightly? 

  • Like 1
7 hours ago, ExplodTallbirds said:

its not a big problem but it can be annoying sometimes how the illumination circuit faces the direction WX is facing which can be quite annoying especially when kiting an enemy in darkness, and keep the rotation speed so people cant just spin their mouse for full vison all the time, but just enough so that we can direct our light. Is this a problem for anyone else? even slightly? 

yea i suggested it on the beta, seems they did not like the idea though so probably will stay this way :(

1 hour ago, Reiko24 said:

yea i suggested it on the beta, seems they did not like the idea though so probably will stay this way :(

I think it's because they want to keep it competitive with the night vision circuit.

  • Like 1
  • Sanity 1

the cone following the direction your character faces is the sole reason as to why i will never use the illumination circuit unless i literally have no other option for light. id genuinely rather the cone be deleted in exchange for the light radius being unnerfed. even at 3 super illumination circuits, the light is still worse than a lantern, so you might as well either use a lantern or just equip a night vision circuit.

its kinda baffling to me that people are still complaining about the alpha tinkering nerfs and acting like the entire skill is worthless because you cant get 550 hp with 35% damage reduction, when the illumination circuit has gotten considerably worse from its pre-skill tree state.

  • Like 1
On 4/17/2026 at 10:14 AM, Mysterious box said:

I think it's because they want to keep it competitive with the night vision circuit.

And yet stacking 4 of the super illumination circuits doesn't give nearly enough vision while night vision gives you full vision on normal FOV and even more with the range boosters. Please Klei, I'm begging you, while working on the shadow alignment, take the time to revisit the super illumination circuit to make it spawn more lights the more you plug in! 4 of them should give the player the same amount of vision as the night vision module. 1 extra cone of light per circuit slotted in, eventually forming a cross pattern

56 minutes ago, Juanasdf said:

And yet stacking 4 of the super illumination circuits doesn't give nearly enough vision while night vision gives you full vision on normal FOV and even more with the range boosters. Please Klei, I'm begging you, while working on the shadow alignment, take the time to revisit the super illumination circuit to make it spawn more lights the more you plug in! 4 of them should give the player the same amount of vision as the night vision module. 1 extra cone of light per circuit slotted in, eventually forming a cross pattern

Because the role of the circuit is free light for low space costs if you are planning to stack them beyond 3 why in the world wouldn't you use night. vision instead?

16 minutes ago, Mysterious box said:

Because the role of the circuit is free light for low space costs if you are planning to stack them beyond 3 why in the world wouldn't you use night. vision instead?

Because lighthouse WX is funny, but also why not? It incentivizes circuit variety and I don't see a reason as to why an equal amount of notches spent on vision should make the player feel like they're punished for creativity. I also don't think the light provided by a WX to other survivors is enough of a game-changer to justify the huge difference between vision granted by both circuits considering star caller staffs exist for boss fights and that he will be able to dupe them with mimics.

Besides, if they actually go through with the idea of adding more lights in each direction, a back light would be huge for kiting mobs, since most trail behind you when you run away. I would gladly spend a second notch, without going all the way to 4, to be a bit more mindful of mobs behind me (like with splumonkey trains).

Adding two screenshots for comparison of night vision + 3 range boosters vs 4 super illumination + 3 range booster:

Spoiler


https://media.discordapp.net/attachments/876658526712385576/1495120123009433650/image.png?ex=69e5169f&is=69e3c51f&hm=e8d503cb3d3fbbbfeb02ffd52dc7cdec84d8dd85e5022915bcb069b9417c0232&=&format=webp&quality=lossless&width=1641&height=864

https://media.discordapp.net/attachments/876658526712385576/1495120122606522458/image.png?ex=69e5169f&is=69e3c51f&hm=451c9b573d1d86547319d783d01796efb7b03549257c69606a5ab19ed123c736&=&format=webp&quality=lossless&width=1632&height=864

 

6 minutes ago, Juanasdf said:

Because lighthouse WX is funny, but also why not? It incentivizes circuit variety and I don't see a reason as to why an equal amount of notches spent on vision should make the player feel like they're punished for creativity. I also don't think the light provided by a WX to other survivors is enough of a game-changer to justify the huge difference between vision granted by both circuits considering star caller staffs exist for boss fights and that he will be able to dupe them with mimics.

Besides, if they actually go through with the idea of adding more lights in each direction, a back light would be huge for kiting mobs, since most trail behind you when you run away. I would gladly spend a second notch, without going all the way to 4, to be a bit more mindful of mobs behind me (like with splumonkey trains).

Adding two screenshots for comparison of night vision + 3 range boosters vs 4 super illumination + 3 range booster:

  Reveal hidden contents

 

 

https://media.discordapp.net/attachments/876658526712385576/1495120123009433650/image.png?ex=69e5169f&is=69e3c51f&hm=e8d503cb3d3fbbbfeb02ffd52dc7cdec84d8dd85e5022915bcb069b9417c0232&=&format=webp&quality=lossless&width=1641&height=864

 

https://media.discordapp.net/attachments/876658526712385576/1495120122606522458/image.png?ex=69e5169f&is=69e3c51f&hm=451c9b573d1d86547319d783d01796efb7b03549257c69606a5ab19ed123c736&=&format=webp&quality=lossless&width=1632&height=864

 

This would be the opposite of encouraging variety if one circuit could mostly fulfill the role of of it by changing the quantity why even craft the other?

  • Like 1
7 minutes ago, Mysterious box said:

This would be the opposite of encouraging variety if one circuit could mostly fulfill the role of of it by changing the quantity why even craft the other?

I'm not saying it should be able to cover everything, 4 night vision + 3 rangebooster and the horizon expandinator will still give more vision than 4 illumination. I'm just asking for the super illumination stacking to cover the normal survivor FOV, or at least a little bit under the normal FOV. With its current implementation, you can see that there's a huge space behind WX that makes going for multiple illumination circuits VERY redundant for seemingly no reason.

EDIT: The super illumination circuit's cone gets stretched to illuminate farther away with each stacking circuit, that's how you can see all the way to one side with 3 range boosters. INSTEAD of making the cone reach farther with each one plugged in, just make it wider and spawn another cone per circuit. That way it would help you see more around you, and less stuff further away. That way you can make both circuits more distinct from eachother.

EDIT 2: Not to mention each illumination circuit takes 12 biodata (x4), which means more maintenance if you decide to unplug them, and a night vision circuit takes only 4.

Edited by Juanasdf

I think this demonstrates more so the diversity of player choice and player desire more than anything. Personally, I adapted to using the one pip light circuit for most of my builds on my chassis, it worked out great while I was fighting bee-queen in spring, it worked just fine when I was fighting the chess pieces too. I got used to it, to the point where I stopped valuing night vision nearly as much because I only needed so much light.

I didn't use it for ocean travel, because I just used a body at the center of the map with range boosters in it to direct the roto mappers all over the place. I found more stuff at sea this way while simultaneously doing other task on land saving so much time it was silly. Same for the caves and since the roto-mappers work there too, It worked out great.

I found myself using the night vision circuit only on bodies I placed near the ancient pseudo-station or in the fumarole for gem harvesting and boulder bough tree collection. 

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