Show us our sensor range in the mech lab. Have it change with added skills and modules so we know what it is for each mech.
Sound good?


Sensor Range
Started by Snotskull, Mar 04 2018 03:08 PM
7 replies to this topic
#1
Posted 04 March 2018 - 03:08 PM
#2
Posted 04 March 2018 - 03:13 PM
sensor range should be shown in-game too somewhere on the HUD
#3
Posted 04 March 2018 - 04:13 PM
Naw, not needed. Solaris arena is: "look ! There he is, KILL HIM" Range, who needs stinking range anymore..... (humor, think humor)
Yes, range should be part of the faster-than-light technology base in this universe and part of the reticle system.
Yes, range should be part of the faster-than-light technology base in this universe and part of the reticle system.
#5
Posted 04 March 2018 - 05:39 PM
Quote
That's a great idea. Even a circle on the minimap would work.
the problem is that might clutter the already cluttered minimap even more
thats why I liked MWLLs solution of having the minimap and radar be seperate hud elements to avoid the clutter
its a shame PGI didnt do that
#7
Posted 05 March 2018 - 05:44 AM
I think all of hud is drawn by CPU, and rather slow way. So any more information is going to cost more CPU cycles to already so CPU limited game.
So haveing the inforrmation in mechlab only is preferred.
So haveing the inforrmation in mechlab only is preferred.
#8
Posted 05 March 2018 - 08:52 AM
Teer Kerensky, on 05 March 2018 - 05:44 AM, said:
I think all of hud is drawn by CPU, and rather slow way. So any more information is going to cost more CPU cycles to already so CPU limited game.
So haveing the inforrmation in mechlab only is preferred.
So haveing the inforrmation in mechlab only is preferred.
It could always be a toggle, kind of like the ping / frames per second option. Me, I'd love to have this information present on the HUD.
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