dtacs wrote:Realistic, but severely overpowered as armor would have NO idea they're being lased. People are talking as if the one lasing would have to expose their whole body, when in PR they only have to expose their forehead due to the BF2 avatars firing bullets out their heads.
I don't see how that is "overpowered". You guys must be watching too much television or are still too used to the gimptarded vanilla game.
As far as "generic" vehicles go on the modern battlefield, there is NO detection of laser systems. Unless you can see or hear the weapon being fired at you, you will be unaware that you are under attack until that weapon impacts/detonates. That's how it is in real life, why should PR be any different?
Hopefully in the near future we will see some changes made to certain weapon systems that improve survivability while also increasing realism, such as adding a more realistic visual (smoke/flash) signature to launched weapon systems, and increasing the effectiveness of vehicle-mounted defensive smoke systems against laser-guided weapons (with minimal effect on SACLOS).
As for it being "unfair" because spotters aren't exposing much of their bodies, that is sort of mixed opinion. In real life a soldier in the prone operating either a GLTD or LLDR is going to provide a minimal target signature (excluding thermal). The chances of an armored vehicle actually spotting and identifying ground personnel providing the lase is near impossible.
In PR you are capable of hiding behind cover and seeing over it unnaturally due to the "fire through forehead" issue, but at distance your body is also going to be visible a lot easier due to awkward body animation/position, lack of good camouflage and terrain blending, and other aspects. So in my opinion, real life vs PR even out.
How about just coding in the ability for the lase to remove itself when the target is behind terrain or statics or whatever?
I seriously doubt that's possible. You're talking about the laser point-of-impact knowing exactly where the firing unit is at all times, as well as knowing every cubic inch of stationary and dynamic terrain, objects, players, etc. and then being able to calculate in real-time with precision if any said obstacles are blocking the trajectory of the laser marker up to the POI?
If you know how to code that shit-storm, you win the Golden Cookie.