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Turn Down The Friggin Volume


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#1 Chemie

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Posted 02 July 2013 - 10:52 AM

Regular game sounds are normal but weapons are at ear spliting volume.

My game is set to the lowest setting without turning sound off. My headset is set so normal sound in TS and normal sound in game (start-up, moving etc).

Then fire a weapon (PPC, AC, etc) and BANG!!!! You cannot hear anything. It is damaging my ears.

HOT FIX!

#2 Cubivorre

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Posted 02 July 2013 - 11:04 AM

I came here to start this thread.

I agree, turn the volume down PLEASE. The new sfx sounds pretty great(with the exception of the ac/20) but for the love of God, tone it down.

Edited by Cubivorre, 02 July 2013 - 11:04 AM.


#3 Chemie

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Posted 02 July 2013 - 11:07 AM

I like the new sounds...just NOT THE VOLUME. rest of in game sounds are normal and weapons are at 150%

#4 Ryvucz

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Posted 02 July 2013 - 11:46 AM

Temp workaround is your volume control in the client settings.

Strange to do, I know.

#5 xengk

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Posted 02 July 2013 - 11:58 AM

I love the new PPC sound, FOOOOMMM!
I can really feel the power behind each shot.

#6 Chemie

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Posted 02 July 2013 - 12:16 PM

View PostRyvucz, on 02 July 2013 - 11:46 AM, said:

Temp workaround is your volume control in the client settings.

Strange to do, I know.


even stranger is reading. My OP states the game slider is all the way down and one click away from being off.

#7 ROJ

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Posted 02 July 2013 - 12:25 PM

Some of the new effects sound a bit too loud, maybe the volume needs to be lowered down a tiny bit.

The PPC and AC20 sound decent, some mixing might be needed to get the soundng well!!

One thing though: when are you guys are going to replace the 'smack the frying pan with a wooden spoon' sound effect that you hear once missiles impact your mech's armor or even the terrain..
After raising the tempo on that one, now It sounds a hollow metal pipe being hit with a hammer or something.. A conventional boom or bang sounds a bit more subtle, IMHO..


Some SFXs from COD:WAW were interesting, it was one immerse tank experience SFX-wise IMO:

Edited by ROJ, 05 July 2013 - 05:51 AM.


#8 Cest7

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Posted 02 July 2013 - 12:52 PM

Can't hear the ambient sounds :) gets drowned out by stompystompypewpew

#9 Ryvucz

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Posted 02 July 2013 - 12:54 PM

View PostChemie, on 02 July 2013 - 12:16 PM, said:


even stranger is reading. My OP states the game slider is all the way down and one click away from being off.


It also states you have a headset and volume controls in other areas.

#10 Chemie

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Posted 03 July 2013 - 05:51 AM

View PostRyvucz, on 02 July 2013 - 12:54 PM, said:


It also states you have a headset and volume controls in other areas.


if windows volume is turned down sufficiently to reduce weapons fire sounds, then all other in-game sounds can not be heard.

#11 warner2

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Posted 03 July 2013 - 06:31 AM

Yes, it's too loud, relative to other in-games sounds. In my second match I was near an LRM Catapult and it was all but deafening. How does this stuff get past QA. I played the game twice and the issue was apparent. I'll turn the volume down of course but that will mean other sounds are on the quiet side.

#12 Morang

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Posted 03 July 2013 - 06:48 AM

Yes. In real life reports should be deafening, of course. I heard gunfire at open ranges and closed galleries, and it only was hand-held weapons, not some autocannon or arty piece, and w/o hearing protection even low-power pieces make your ear ringing in certain conditions. BUT as a mechwarrior our in-game avatar resides in pressurized cockpit well isolated from outside environment and even from weapon mounts of our own mech (though vibration can still pass through and contribute to hearing sense). And to hear exterior sounds mechwarrior must rely on microphones, that should, of course, amplify quieter sounds and tune down louder sounds - such as weapon reports. Something any active ear muffs for shooters can do today.

#13 Jam the Bam

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Posted 03 July 2013 - 07:04 AM

Ran a few games earlier and found the volume to be absolutely fine, maybe a client specific bug?

#14 Bagheera

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Posted 03 July 2013 - 07:10 AM

View PostRyvucz, on 02 July 2013 - 12:54 PM, said:


It also states you have a headset and volume controls in other areas.


Turning down the volume on a bad sounding mix doesn't make it sound better. Temp fix, sure, but the current sound design in the game client right now is just badly mixed, really badly. Not "hotfix" badly, but definitely "we should fix this" badly.

#15 armyof1

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Posted 03 July 2013 - 07:13 AM

It's clearly way too loud compared to all other noises. I find it quite counterproductive to add ambient sounds to maps and then make the weapons twice as loud as before to totally drown out every bit of ambience. The problem is it's mastered at too high volume, which leads to the shrill quality when the sound clips that make the sound effects come across pretty bad. And this is even further accentuated through the totally overdone echo effects you'd get if we were all fighting in a cave all the time. The old weapon sound effects were way better in context with the other sounds, put them back so I can choose what I want in options. The new sounds are way too fatiguing due to the sheer volume and shrillness to listen to for more than a few matches, then I just log out so my ears can get some well-deserved rest.

#16 Hillslam

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Posted 03 July 2013 - 07:20 AM

Agreed: weapon sounds are unbalanced with the rest of the audio pallet.

To get them to an acceptable level all the other sounds (bitching betty, ambient, walking sounds, etc) cannot be heard at all.

Love the samples, just the volume balancing is too loud.

(Well except for the missile impacts, those sound terrible - wooden spoon on a pan indeed)





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