Warhorn - What Does It Do.
#41
Posted 24 February 2014 - 02:11 AM
#42
Posted 24 February 2014 - 04:29 AM
- Kind of duel call mechanism - that would allow partially implement Zellbringen (1vs1 duels in particular)
- Just a stupid mega-pipe which will emit ordinary sound (mono!) on button pressed
#43
Posted 24 February 2014 - 11:14 AM
The second thing it could be is much like the first, Warhammer 40k warhorns on Titans. They sort of talk through them. When they kill they emit a binary cant that includes vast amounts of information sounding much like a roar. These roars indicate what they are doing and the like. So including information such as enemy mech and location would be possible. However uh we already have that in the radar.
Thus my personal opinion is the first.
Edited by Sundervine, 24 February 2014 - 11:15 AM.
#44
Posted 24 February 2014 - 11:32 AM
Done right, it could be really neat.
#45
Posted 24 February 2014 - 04:29 PM
he said "think Heavy Metal".... so i bet my S it will make "tooooot" with every kill, nothing more...
#46
Posted 25 February 2014 - 06:05 PM
#47
Posted 26 February 2014 - 05:59 AM
Danny Fubar Col 21C RHG, on 25 February 2014 - 06:05 PM, said:
if it works like the "speakers" of the HM (which i think to be true after Bryans statement) it won´t take any ressources or time, because they only need to add a different soundfile to an already implemented system... and that´s probably exactly why my assumption is right
#49
Posted 26 February 2014 - 06:33 AM
Nerf now please PGI, nerf Warhorn into oblivion. Please don't let warhorn ruin the game.............
#50
Posted 28 February 2014 - 05:48 PM
Heavymetal portable
Russ Bullock
a unique sound and you will be able to move them around like all mounted cockpit items. They will trigger there sound upon getting a kill
i'm hoping they're soundbites like MW3, love to hear "surats are easy kills" after taking down a mech.
Edited by GalaxyBluestar, 28 February 2014 - 05:49 PM.
#51
Posted 03 March 2014 - 02:01 PM
#52
Posted 03 March 2014 - 02:06 PM
What I believe the Warhorn should be like. Complete with Russian chanting.
#54
Posted 03 March 2014 - 02:48 PM
Khobai, on 24 February 2014 - 01:22 AM, said:
costs MC and lets you say one sentence to your teammates before getting used up. everyones been asking for VOIP so it makes perfect sense for PGI to add pay2talk.
haha I like this. This is funny. Pay2Talk...ROFL. I gotta get into that business. The way people talk so much, I'd be filthy rich.
Edited by AkilaX, 03 March 2014 - 02:48 PM.
#55
Posted 03 March 2014 - 02:54 PM
#56
Posted 03 March 2014 - 03:44 PM
In order for the horn to begin being effective or useful, everyone needs to know the direction and distance of the sound.
I asked Reppu for an update on the Mono sound issue and he clarified that the game is now stereo, but is lacking surround sound.
In Stereo, unless you are twirling in a circle you won’t know the exact direction of the sound. Surround sound solves this problem, but it’s not implemented yet.
Distance is another big problem. In Alpine, you can hear the Heavy Metal’s sound system go off from Kappa (the old Kappa) while standing on Sigma. That’s nearly 3 kilometers away. No one will hear it, and if someone did, it’s too far to break away and invest the travel time into, only to have the same experience as your distressed kin.
Due to the lack of systems and many other problems with the game in a technical manner, this brings me to believe that a purely audible will not work effectively or even be useful since the technology to make it useful doesn’t even exist in the game. People will ignore ineffective systems, or rather, systems that don't produce expected results. So if any work is going to be put into the helping-honk feature, it needs to be done right.
There must be a visual cue SOMEWHERE. Hud, text/chat, minimap blip, etc. anything. If you are keeping it 100% audio, that puts BBetty on the spot to clarify where and who is in trouble since a simple honk from afar says absolutely zip about the current sitation. And BBetty taking the torch is not going to happen since PGI declares that we have too much sound noise – and that is why we do not have cool things like: “Light Amplification: Engaged”
Not to mention, having a user controlled feature that spams BBetty into people’s ears will get her squelched indefinitely by every pilot.
If all it is is a car horn, expect the bare minimum from it - a sound file that goes “Beep” or “Honk”. It’s a novelty at most. To make it usefull, it will need existing features refined to support it, and a lot of implementation work before it will be anything more than just a honk to tell people they’re backing up into you, or telling people to MOVE.
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