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Old 02-29-2012, 10:26 AM   #11
ytman
Default Re: PvP and Thermal views

The only way I can imagine the ATGMs being balanced out is by extremely limiting their use or removing thermals.

In the current version of the game/mod too many things are easily done by oneself. The ATGM platform should require at least two people in the 'construction' area to construct it and two to reload/rearm it. Thermal imaging in daylight isn't as cut and dry as it is in this game, specifically in the desert where the sand would be brighter. Most times where thermal is used is in night operations right?

If a team had an incredibly limited amount of ATGMs and/or ammo and if one were lost it'd be gone forever or at least 20 minutes I'm a ok with it retaining thermal optics. The sniper role should probably just be cut out for now, it offers so little to the game and promotes the wrong behavior.
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Old 02-29-2012, 03:07 PM   #12
galzohar

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Default Re: PvP and Thermal views

I think ATGMs are already balanced due to mobility and ammo limitations. Good luck getting one into position to fire at an armored vehicle with a crew that isn't sleeping.

Of course the javelin/metis kits are a completely different story, but then again those have even more limited ammo if they aren't right next to a FOB or have a team of ammo bearers with them.

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Old 02-29-2012, 07:16 PM   #13
Hitman.2.5
Default Re: PvP and Thermal views

Lets play project REALITY oh but I dont like the idea of thermals. Bugger off!
This mod has a name for a reason, deal with it...

To avoid by been seen by thermal use the terrain to mask yourself if the vehicle sees you its your own fault and you pay the price. Wars shit it always has been and always will be.
Do you think the allied and the Axis leaders had a forum where the allies asked hitler if they could nerf the armour on the tiger two? I dont think so.

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Old 02-29-2012, 07:55 PM   #14
Keithy George

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Default Re: PvP and Thermal views

Thermal views in Arma 2 are a bit over the top in a spot the heat from a flys ballbag from 2km kinda way, although I'm not sure what resolution thermal cameras display irl, they seem much more grainy in real videos I've seen than they are in A2.
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Old 03-01-2012, 05:21 AM   #15
Alan.rio
Default Re: PvP and Thermal views

Quote:
Originally Posted by Keithy George View Post
Thermal views in Arma 2 are a bit over the top in a spot the heat from a flys ballbag from 2km kinda way, although I'm not sure what resolution thermal cameras display irl, they seem much more grainy in real videos I've seen than they are in A2.

Judging from some of the videos I've just been looking at e.g.
YouTube Video
its not so much grainyness (image noise) that we need, so much as poorer resolution.

I don't have the game here at work to do to a side by side comparison but it looks like the real life thing has a poorer image resolution and less contrast compared to what we use in game.


That said, most of the ones I looked at are civilian models, I'm sure the mil spec ones are even higher resolution.
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Old 03-01-2012, 02:05 PM   #16
[R-COM]MaSSive
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Default Re: PvP and Thermal views

Quote:
Originally Posted by Hitman.2.5 View Post
Lets play project REALITY oh but I dont like the idea of thermals. Bugger off!
This mod has a name for a reason, deal with it...

To avoid by been seen by thermal use the terrain to mask yourself if the vehicle sees you its your own fault and you pay the price. Wars shit it always has been and always will be.
Do you think the allied and the Axis leaders had a forum where the allies asked hitler if they could nerf the armour on the tiger two? I dont think so.

Sure America is dominate. I said lets not play PR:BF2 which is a whole different thing than Arma2, and dont bring BF2 dirty little tricks to this game. One of them I described. It is real to have thermal imaging, but it isnt real to snipe with it up to 2000m or guide a sniper shots with it, for just one purpose. Racking up kills and not doing jack shit for the team.
In fact its already a pain to play in any type of armored vehicle, or any vehicle at all, with all these AT launchers locking up without FOV like crazy. This still need working, yeah its beta, thats why were here.


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Old 03-01-2012, 06:42 PM   #17
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Default Re: PvP and Thermal views

Actually, more often that not, racking up kills does a lot for your team. Assuming the enemy team is more often than not actually trying to do something useful, killing them prevents them from doing whatever they were doing, and thus you do help your team. The only situation when you are not helping your team yet are racking up kills is if you are killing enemies that are being completely useless for their own team, but then who is the real problem here - You or them? Sure, both are a problem, but if they weren't a problem, the one racking up kills wouldn't be a problem either, while it's not true to say it the other way around.

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Old 03-02-2012, 01:26 AM   #18
[R-DEV]Twisted Helix
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Default Re: PvP and Thermal views

Quote:
Originally Posted by [R-COM]MaSSive View Post
How many times have I seen a two man squad, consisting of a sniper and SL, far in the hills with deployed TOW, which only purpose is to snipe from safe distance, and guide actual sniper to get more kills.
This is completely realistic and is a tactic that is used frequently in theatre. Very often heavy armour will support snipers with their thermals and identify the targets to be taken down. And when they are not available often a unit will carry a Javelin as a thermal viewer. As this picture sent to me by one of our MA's shows ....

http://www.marines.mil/unit/iimef/2n...2934T-0055.jpg

Quote:
Originally Posted by ytman
Thermal imaging in daylight isn't as cut and dry as it is in this game, specifically in the desert where the sand would be brighter. Most times where thermal is used is in night operations right?
Thermal imaging works fine in daylight, although obviously when surrounding terrain is around the same temperature as the target it would be less accurate. However its the discrepancy between temperatures that it reveals, so background would need to be at body temperature ... above or below, and there would be a contrast.


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Old 03-02-2012, 01:52 AM   #19
Keithy George

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Default Re: PvP and Thermal views

Quote:
Originally Posted by Alan.rio View Post
its not so much grainyness (image noise) that we need, so much as poorer resolution.
True, although the contrast is almost black and white even in takistan in the daytime, where you would expect the hot sand to almost disguise body heat? i have no idea what kind of resolution most thermal imaging displays run, i guess it would depend on the type of equipment.

edit.. ehh i should probably read the thread before commenting, just realised im echoing ytman's post.
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Old 03-02-2012, 05:26 AM   #20
[R-DEV]Twisted Helix
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Default Re: PvP and Thermal views

Quote:
Originally Posted by Keithy George View Post
i have no idea what kind of resolution most thermal imaging displays run, i guess it would depend on the type of equipment.
In vehicles the resolution is very high. And as for contrast, its programmed ... so everything above/below a certain temperature (less than 1 deg Fahrenheit), can be displayed as a different colour.

http://www.flir.com/cs/emea/en/view/?id=41914

I believe the most difficult issues faced were not the heat of the desert during the day (and remember that rocks and sand store heat and radiate it back out at night), but interference from dust clouds and haze.

When mil-spec is not enough - Military & Aerospace Electronics

In vehicle systems have a very long range indeed.

Quote:
On a demonstration flight for news media across the English Channel, the latest version of the Star Sapphire zoomed in for close-ups on moving vessels more than 30km (19 miles) away.
http://www.flightglobal.com/news/art...system-344574/


The systems for small arms and personnel though are not so good, and Arma's representation of both IR and NV is overly clear in this case.


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