Originally Posted by GiveMeTactical Go to original post
With that logic in place we can safely say that CoD can be as tactical as any TPV shooter out there. More so because if you move slow enough, you get a better immersive feeling than FPV gives you... strictly speaking about Solo/Campaign of course.

The FPV vs TPV argument will never be settled, more so because nobody has wanted to advance FPV, technologically speasking, as much as they have TPV. Hell, every one is more interested in having pink camo, bigger rutsacks and eye lashes on their faces than actually shooting their weapons. We can only hope that Blackfoot Studos can get some good backing and finish Ground Branch in order to play a decent Tactical game with all the options you want... FPV, TPV, etc, etc.
Originally Posted by Sp--pyBrown Go to original post
Yeah, or the peeking/crouching system from ArmA3. There is even a mod that allows players to scale high walls and even buildings (if you have a friend helping) in an immersive manner. But all that gets brushed away because A3 is a simulator for mil-sim nerds (it really isn't).

BUT HEY, I CAN SEE THE BACK OF MY CHARACTER'S HEAD IN TPV!!
Originally Posted by Sp--pyBrown Go to original post
IMO FPV adds an another layer of challenge to shooters. Players can't just sit behind a wall and line up headshots with no effort at all, not even mentioning casually looking around corners and over cover without risking exposure. The challenge multiplies especially when the player is taking fire. That intensiveness is almost always lost in FPV shooters.

I get Bluefox's rationale behind defending TPV but in my eyes it's unfounded; even if a character is looking through cracks in foliage or a wall, a) their vision is extremely limited and b) the character's face is still visible through the hole. TPV games obviously don't simulate either of these factors, while FPV games can (in theory anyways) simulate the "seeing without being seen"- component with character design and movement/control mechanics. Arma III is a great example of progress in this aspect, or in fact progress in FPV tactical shooters as a whole.

Splinter Cell is a completely different animal since getting into a gunfight usually means that the ball is already in your court or that you can expect a "game over" splash screen very soon. In other words, SC isn't a shooter, it's a stealth game.
There is a variable that none of you have taken into account, and that is the introduction of a cover system. Third person view in Arma 3 works for two reasons, there is no wolverine health system with a magically reviving defibrillator, and of course there is no cover system making it easy for a player to somehow magically peak around a corner, without actually peaking around a corner. Third person or not, as long as there is no cover system, it should be fine.