SCP: Containment Breach Multiplayer

SCP: Containment Breach Multiplayer

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Cloaker86 May 1, 2022 @ 7:43pm
help
whats more worth it, Red Night Vision Goggles or Super Night Vision Goggles (the blue ones)?
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Cursed Hawkins May 1, 2022 @ 7:50pm 
Red NVG "If put through SCP-914 on "Fine", it will produce the red Night Vision Goggles. The red version is identical to the green version, except that they don't use batteries and have a red display. They are also highly resistant to SCP-895 and SCP-1025's effects."

Blue NVG "Refining either the red or green goggles on "Very Fine" will turn the HUD a blue tinged view, rather than the usual green. It will also display a 10 second countdown which, upon reaching zero, updates a heads-up display with direction and distance information of both nearby SCPs and humans (either alive or dead). However, this also causes the player's vision to be obscured for a split second, effectively adding a second blink to the game. This variation is especially useful for dealing with SCPs which roam across the facility (ie. SCP-049) and MTF soldiers."

As you can see, the Blue NVG are better as you can track SCPs, MTF, etc, just keep this in mind when using them.
"The "blue" Night Vision Goggles can't detect scripted SCP spawns, thus SCP-966 will still appear as an unavoidable jumpscare if the player doesn't know where they spawn. It also can't track SCPs which vanish and reappear from existence (like SCP-106 and SCP-173), although they do become detectable once nearby.

Note that unlike the red variation, the blue goggles do require 9V batteries to function."
Last edited by Cursed Hawkins; May 1, 2022 @ 7:51pm
Cloaker86 May 2, 2022 @ 5:00pm 
Originally posted by Cursed Hawkins:
Red NVG "If put through SCP-914 on "Fine", it will produce the red Night Vision Goggles. The red version is identical to the green version, except that they don't use batteries and have a red display. They are also highly resistant to SCP-895 and SCP-1025's effects."

Blue NVG "Refining either the red or green goggles on "Very Fine" will turn the HUD a blue tinged view, rather than the usual green. It will also display a 10 second countdown which, upon reaching zero, updates a heads-up display with direction and distance information of both nearby SCPs and humans (either alive or dead). However, this also causes the player's vision to be obscured for a split second, effectively adding a second blink to the game. This variation is especially useful for dealing with SCPs which roam across the facility (ie. SCP-049) and MTF soldiers."

As you can see, the Blue NVG are better as you can track SCPs, MTF, etc, just keep this in mind when using them.
"The "blue" Night Vision Goggles can't detect scripted SCP spawns, thus SCP-966 will still appear as an unavoidable jumpscare if the player doesn't know where they spawn. It also can't track SCPs which vanish and reappear from existence (like SCP-106 and SCP-173), although they do become detectable once nearby.

Note that unlike the red variation, the blue goggles do require 9V batteries to function."
the thing is that i dont really care about the tracking because i have the snav ultimate, and the thing i hate about the red ones is the red color sucks for night vision goggles so it doesent light up as much as the super or green ones
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Date Posted: May 1, 2022 @ 7:43pm
Posts: 2