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Combine Night And Heat Vision
Started by An Innocent Urbie, Feb 26 2018 08:00 AM
8 replies to this topic
#1
Posted 26 February 2018 - 08:00 AM
as per title, it would be better if they combine both
#2
Posted 26 February 2018 - 08:02 AM
But...why?
#3
Posted 26 February 2018 - 08:03 AM
"Neat Vision?" "Hight Vision?"
#4
Posted 26 February 2018 - 08:06 AM
Each have their place. It is just that PGI shortened the range of Night Vision. If they undid this change it would be fine.
#5
Posted 26 February 2018 - 08:07 AM
Mister Glitchdragon, on 26 February 2018 - 08:03 AM, said:
"Neat Vision?" "Hight Vision?"
https://www.youtube....bed/9f-QcuXF314
Edited by Mole, 26 February 2018 - 08:11 AM.
#6
Posted 26 February 2018 - 08:09 AM
Spare Parts Bin, on 26 February 2018 - 08:06 AM, said:
Each have their place. It is just that PGI shortened the range of Night Vision. If they undid this change it would be fine.
not only the distance , see if there is smoke coming out from a dead mech you are forced to switch to heat vision or was it night vision to see through that smoke.
Mister Glitchdragon, on 26 February 2018 - 08:03 AM, said:
"Neat Vision?" "Hight Vision?"
I like Neat Vision better
#7
Posted 26 February 2018 - 08:35 AM
No.
Having both is useful. Combining would likely combine the shortcomings of both.
Heat vision is awesome in fog and blizzards as well as clear spaces in hot maps. But smokey places like caustic or dead mechs blind heat vision. Night vision on the other hand is useful for seeing through smoke.
Having both is useful. Combining would likely combine the shortcomings of both.
Heat vision is awesome in fog and blizzards as well as clear spaces in hot maps. But smokey places like caustic or dead mechs blind heat vision. Night vision on the other hand is useful for seeing through smoke.
#8
Posted 26 February 2018 - 09:07 AM
Mister Glitchdragon, on 26 February 2018 - 08:03 AM, said:
"Hight Vision?"
There was an idea to implement a "height vision", showing the gradient of the terrain in a color spectrum, identifying inclines and traversable areas. One of the developers responded that it wouldn't be too difficult to display terrain gradients, but the idea went nowhere.
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