

The "new" Sound Effects ...
#61
Posted 03 July 2013 - 01:34 AM
#62
Posted 03 July 2013 - 01:47 AM
#63
Posted 03 July 2013 - 02:28 AM
#64
Posted 03 July 2013 - 03:49 AM
Two of the complaints I see repeated again and again in this thread is the "too loud" and "positioning is off" complaint. Well, has anyone ever actually heard a cannon fire?
It's extremely loud, almost mindnumbingly painful to listen to. The cannons we are using are substantially bigger and more powerful than the ones I've heard, and loud is what war is.
Loud and confusing. Seems to me the sound guy got it right.
Edited by Darius Deadeye, 03 July 2013 - 03:50 AM.
#65
Posted 03 July 2013 - 04:51 AM
Dunno if the new sounds are good or bad to be quite honest with you, but first comes communication.
Dial down the big booming sound effects, please. I like hearing the shooting, my mech running and all the different effects. But first I need to know what target I am firing on.
#66
Posted 03 July 2013 - 05:03 AM
Darius Deadeye, on 03 July 2013 - 03:49 AM, said:
Two of the complaints I see repeated again and again in this thread is the "too loud" and "positioning is off" complaint. Well, has anyone ever actually heard a cannon fire?
It's extremely loud, almost mindnumbingly painful to listen to. The cannons we are using are substantially bigger and more powerful than the ones I've heard, and loud is what war is.
Loud and confusing. Seems to me the sound guy got it right.
Yep, war is loud.
Except of course, if you are in a cockpit, which should offer sound suppression. You are also wearing a helmet designed to allow radio communications between machines. In a cockpit... war is not loud. It's noticeable, but not "mind numbingly painful to listen to."
Please back down on the volume so I can chat with my mates on TS3 and enjoy the sound effects at the same time.
#67
Posted 03 July 2013 - 05:57 AM
Quote
Two of the complaints I see repeated again and again in this thread is the "too loud" and "positioning is off" complaint. Well, has anyone ever actually heard a cannon fire?
It's extremely loud, almost mindnumbingly painful to listen to. The cannons we are using are substantially bigger and more powerful than the ones I've heard, and loud is what war is.
Loud and confusing. Seems to me the sound guy got it right.
This. However, it seems that the positional effect on some weapons are off.
Also for those complaining about priorities: aren't those programming sectors separate? I mean the ones responsible for sound FX aren't the same guys messing around with netcode.
#68
Posted 03 July 2013 - 06:16 AM
#69
Posted 03 July 2013 - 06:28 AM
#70
Posted 03 July 2013 - 06:36 AM
Darius Deadeye, on 03 July 2013 - 03:49 AM, said:
Two of the complaints I see repeated again and again in this thread is the "too loud" and "positioning is off" complaint. Well, has anyone ever actually heard a cannon fire?
It's extremely loud, almost mindnumbingly painful to listen to. The cannons we are using are substantially bigger and more powerful than the ones I've heard, and loud is what war is.
Loud and confusing. Seems to me the sound guy got it right.
So if you listened to a canon, did you actually hear a cavy reverb? Besides the fact you could still tell from what side the shot was fired. Something just not possible anymore with the new spaceemulation. The confusion was there before aswell resulting from different overlapping shots from different directions. That´s what is confusing in a realworld situation, not an undistinguishable allcovering convolution reverb or possible Haas-Effect. And like said before once, it´s not about simulating 100% real conditions but a playable, gamecontributing sound. Who wants to get hurt by sounds anyway?
Edited by Moofi, 03 July 2013 - 06:38 AM.
#71
Posted 03 July 2013 - 06:42 AM
Taron, on 02 July 2013 - 11:19 AM, said:
The game seems to have added an echo akin to closed beta which was removed at the time more because of the toll it added to low-end systems when at the time the optimization was so bad very high specs were completely unplayable at 50 FPS while stationary, and 15 when torso twisting. The echo is putting more emphasis on that we are, in fact, in a giant armored canister.
I haven't had any trouble locating sounds, I have a stereo headset and when the echo plays it bounces off the opposite side. If you made out the first sound it's in that direction. If you made out the echo, look the opposite direction.
But as far as the actual sound effects go, we (everyone in Zhizhu but Waybad whose beef is more with the fact that all his sounds now come out of the two rear speakers in his surround-sound headset rather than all of the speakers in the 5.1 setup) actually like the sound effects. AC/2s and AC/5s sound a tad too similar, but the actual sound is great. AC/10s, LB-10s sound better. PPCs sound deadlier -- though I think that's only going to encourage PPC boats.
We said we wanted the new AC/2 sounds in the Firebrand video. Now we have them.
But since we're changing sounds... I miss the old medium laser sounds; the originals. There were several from the october build of closed beta, but this one overall is my favorite.
I'm glad it's easier to hear the reloading sounds of the missiles -- but the firing sound now sounds like someone blowing into the mic as all we hear is the initial launch and not the missile travelling.
The vid above has two interesting things; the sound after the missile launches... and a different sound we could use for either our AMS or our MG. o.O;
Here.. 33 seconds in is my favorite. A second one fires after, then a third.
For streaks, I am hoping for something that sounds like they shriek; there's a type of old fashion Russian MLRS where the rockets literally sound as if they are shrieking or screaming in terror as the fly through the air. With the new echo that should be an interesting psychological experience.
Edited by Koniving, 03 July 2013 - 06:46 AM.
#72
Posted 03 July 2013 - 06:43 AM
#73
Posted 03 July 2013 - 06:57 AM
Darius Deadeye, on 03 July 2013 - 03:49 AM, said:
Two of the complaints I see repeated again and again in this thread is the "too loud" and "positioning is off" complaint. Well, has anyone ever actually heard a cannon fire?
It's extremely loud, almost mindnumbingly painful to listen to. The cannons we are using are substantially bigger and more powerful than the ones I've heard, and loud is what war is.
Loud and confusing. Seems to me the sound guy got it right.
I dunno about you, but I'm trying to play a game, not ruining my hearing and develop PTSD. Just put the original sound effects in too so we can choose through the options. Then you can enjoy your mind-numbing noise and I can enjoy my game too.
#74
Posted 03 July 2013 - 07:00 AM
#75
Posted 03 July 2013 - 07:16 AM
#76
Posted 03 July 2013 - 07:39 AM
#77
Posted 03 July 2013 - 07:47 AM
#79
Posted 03 July 2013 - 08:13 AM
#80
Posted 03 July 2013 - 08:29 AM
The new PPC sound is pretty cool, though it glitched and didn't play anything except the recharge whine the first time I fired. Worked as intended since then.
Overall pretty decent, though I don't think sound really needed a change and I wouldn't call this a marked improvement.
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