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nubbits

IR lasers

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Hello everybody,

As was outlined in my post on guided missiles, I think there should be equipable IR lasers that allow infantrymen to illuminate enemy vehicles.

This property should apply exclusively to the PEQ-15, as it is both an IR laser in real life and also has a higher weight value than the other lasers without any discernible benefit, and potentially be added to other lasers like the Bemeyers MAWL if they get added later for more player choice.

Activating an IR laser works the same as activating a visible light laser, except the IR laser shines in both visible and IR spectra. The IR laser can be seen through thermal scopes and thermal view for vehicles.

When an enemy is illuminated by an IR laser, they are marked as with a regular spot, however tracking the enemies' movement with the laser will mean that the marker follows the enemy.

When used against vehicles, lock on time for guided missiles are reduced.

It is easy to take out someone spotting with an IR laser because the laser beam can be seen by activating the thermal view on a vehicle, allowing the driver to take out spotters.

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We've had some discussion about this feature and it's being considered, though probably won't make it in before 1.0 if we decide to do it.

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Would the IR laser on the TAC laser always be on together with the normal laser? or do you think it should have the same system as the laser/flashlight combo. Also, will the 'wearer' see the laser just like a normal laser or should it be invisible for them as well?

Edited by Matt_dOvale

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On 11/6/2019 at 12:29 AM, Matt_dOvale said:

Would the IR laser on the TAC laser always be on together with the normal laser? or do you think it should have the same system as the laser/flashlight combo. Also, will the 'wearer' see the laser just like a normal laser or should it be invisible for them as well?

Using mathematical rule of combinations, if the IR laser was separate from the visible laser and the user also had a flashlight, it would take 8 button presses to cycle through all possible combinations, so I think that would be impractical. Both activate at once, and they shine on the same spot.

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14 hours ago, nubbits said:

Using mathematical rule of combinations, if the IR laser was separate from the visible laser and the user also had a flashlight, it would take 8 button presses to cycle through all possible combinations, so I think that would be impractical. Both activate at once, and they shine on the same spot.

Soooooo everyone will always see you if you activate the IR laser, since the normal one is active as well... 

You kinda talked yourself into a corner now lol

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8 hours ago, Matt_dOvale said:

Soooooo everyone will always see you if you activate the IR laser, since the normal one is active as well... 

You kinda talked yourself into a corner now lol

The IR property is only for the heavier laser, the PEQ-15, and as said above shines in both visible light and IR. The benefit is that it marks targets and helps guide guided weapons that I'm assuming will be added to the game. This feature doesn't work on other visible light lasers because there are many visible light hotspots like flashlights and other lights on vehicles that would make guiding weapons on the visible spectrum much more difficult. A tank driver is unlikely to notice a laser beam in the visible spectrum, but an IR laser is going to be much more obvious as it would show up as a stronger beam more distinguished from the background.

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