So What Are You Thoughts On The New Kurita Warhorn?
#21
Posted 12 March 2015 - 09:22 AM
#22
Posted 12 March 2015 - 11:00 AM
#23
Posted 12 March 2015 - 11:19 AM
#24
Posted 12 March 2015 - 11:58 AM
#25
Posted 12 March 2015 - 12:17 PM
#26
Posted 12 March 2015 - 12:39 PM
Snoopy, on 12 March 2015 - 09:14 AM, said:
But this is probably in the ear of the listener.
Funny you mention that, I listened to the Comstar/Star Leauge/Cameron Star on the soundcould and thought it was positively underwhelming compared to what I hear in game, so there's a chance that these warhorns might not seem so bad once we've had a chance to get a few kills with them in our mechs.
YCSLiesmith, on 12 March 2015 - 07:59 AM, said:
I wouldn't really mind if the Kurita and Liao warhorn sounds go switched really, they still wouldn't be 100% but the Liao one isn't quite so...jarring? Is that the word I want?
Ron Ron, on 12 March 2015 - 08:37 AM, said:
I would be cool with the next CW/Invasion map after the next being a not-manifold type deal if they just broke up the monochrome techno block landscape with big emptyish fields of grey sand to actually give the impression that you were fighting on a barren planetoid rather then taking a stroll on the death star. I'm not huge on the details of map balence, but it would be nice if we got a nice open-ish area to fight in with enough only just enough LOS blockers that brawlers could get a chance to advance without having to spend 30+ seconds waddleing across an empty field. Defenders would be sure to have some nice big fields of fire, but I don't see that as being much worse then the current maps where the attackers only have a handful of places they can push through because the only ways to the objectives are through some canyons anyway. If you make the gates part of a fort that has a gate gen that can either be hit from far away but force the snipers to expose themselves and a gate gen that the attackers can approach with minimal exposure but gives the defenders ample time to respond seems like an even way of doing it.
#27
Posted 12 March 2015 - 01:43 PM
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#28
Posted 12 March 2015 - 02:30 PM
#29
Posted 12 March 2015 - 02:42 PM
#30
Posted 12 March 2015 - 03:28 PM
Warhorns: bad
King Crab camo pattern: sold separately
good pack
#31
Posted 12 March 2015 - 10:13 PM
Ultra-Laser, on 12 March 2015 - 12:39 PM, said:
Funny you mention that, I listened to the Comstar/Star Leauge/Cameron Star on the soundcould and thought it was positively underwhelming compared to what I hear in game, so there's a chance that these warhorns might not seem so bad once we've had a chance to get a few kills with them in our mechs.
I've noticed that a few times where I thought the horns sounded really weak until I actually used them. The Jade Falcon horn in particular.
#32
Posted 12 March 2015 - 10:18 PM
rageagainstthedyingofthelight, on 12 March 2015 - 04:31 AM, said:
https://soundcloud.c.../warhorn-kurita
For comparison:
https://soundcloud.c...horn-rasalhague
https://soundcloud.c...warhorn-steiner
Was hoping for more of a "dragons roar" myself. What do you guys think?
The shamisen riff is good. The melodic flourish at the end is not. Too musical, not "warhorn" enough.
#33
Posted 12 March 2015 - 10:22 PM
LakeDaemon, on 12 March 2015 - 07:38 AM, said:
I hate say it but this limpness is on par for many of MWO's sound effects. Throughout the game, there is a disappointing feeling of unimpressive sounds. Most of them sound public domain or student-level. Most of the ACs, lasers, environmentals, reloading and recharging sounds are just bad. Sidestrafe has pointed this out and there has been discussions on it so I know its not just a few malcontents complaining about anything they can. When I show this game to friends they mention how the weapons do not have -any- excitement except for Gauss and armor impacts and a few others.
Back to warhorns, all of them are "meh" in my opinion and part of the general expectation of disappointing sounds from MWO. My 17yo son who is training to be a game designer gets it. You have to have awesomeness and these don't quite get there.
There's some real hidden winners in the game's sound direction - Gauss rifles, PPCs and clan lasers/missile weapons come to mind - but you're right. Most of it is pretty underwhelming. The footstomps in MW4 were meatier than the ones used in MWO, for example, and footstomps play an important role in establishing a sense of scale in a mech game.
#34
Posted 13 March 2015 - 07:18 AM
I realize that MWO is an ever evolving product with major pillars being more important than details but this is a problem that directly impacts basic enjoyment. PGI, please put this high on your list of sub par features to update.
Edited by LakeDaemon, 13 March 2015 - 07:32 AM.
#35
Posted 13 March 2015 - 09:27 AM
LakeDaemon, on 13 March 2015 - 07:18 AM, said:
I realize that MWO is an ever evolving product with major pillars being more important than details but this is a problem that directly impacts basic enjoyment. PGI, please put this high on your list of sub par features to update.
Mechanically, I rather like the way most of the weapons in-game are implemented. I think lasers with burn time are a neat idea. I think pulse lasers with shorter burn times are a good way to differentiate them. I think SRMs firing in shotgun clusters are cool. I think AC/s being giant fuckoff cannons is cool.
The little details though, the things that immerse you and remind you that you're supposed to be in a giant robot, are lacking. The sound design needs shaping up, but it's not the only offender. Scale needs to be carefully considered so you don't wonder why the grand canyon has 20-meter wide footpaths and trees that look like twigs aren't 10 meters tall. Add a crunching sound for cars that get smashed underfoot, let me knock over trees, maybe add some smoke and debris particles for buildings that get shot if leaving impact/burn/bullet decals is too difficult to implement at this stage. Something, anything to remind me that I'm in a giant robot and not just a fat man walking through a tiny model city.
#36
Posted 13 March 2015 - 09:38 AM
Chef Kerensky, on 13 March 2015 - 09:27 AM, said:
Mechanically, I rather like the way most of the weapons in-game are implemented. I think lasers with burn time are a neat idea. I think pulse lasers with shorter burn times are a good way to differentiate them. I think SRMs firing in shotgun clusters are cool. I think AC/s being giant fuckoff cannons is cool.
The little details though, the things that immerse you and remind you that you're supposed to be in a giant robot, are lacking. The sound design needs shaping up, but it's not the only offender. Scale needs to be carefully considered so you don't wonder why the grand canyon has 20-meter wide footpaths and trees that look like twigs aren't 10 meters tall. Add a crunching sound for cars that get smashed underfoot, let me knock over trees, maybe add some smoke and debris particles for buildings that get shot if leaving impact/burn/bullet decals is too difficult to implement at this stage. Something, anything to remind me that I'm in a giant robot and not just a fat man walking through a tiny model city.
If you want to talk about immersion breaking details take a look at how large the cockpit appears on your mechs vs when you're in it or how large the latter/grab bar geebles are then take a look at how large a civilian car is vs your foot. I swear we've been fighting in cities meant for hobbits this whole time.
EDIT: I agree with you on the invincible buildings bummer, I'd be happy if they just showed chunks of concrete and glass flying rather then being properly destructible. Trees I'm pretty alright with though, galaxy has plenty of room for weird trees.
Edited by Ultra-Laser, 13 March 2015 - 09:47 AM.
#37
Posted 13 March 2015 - 09:46 AM
#38
Posted 13 March 2015 - 10:58 PM
On the other hand, something like this for Kurita could be an entertaining warhorn.
#39
Posted 13 March 2015 - 11:31 PM
kurita war horn
#40
Posted 14 March 2015 - 01:11 AM
They'd need to modernize ancient japan for a modern audience, but fortunately, SNK already did that for them.
Edited by Vassago Rain, 14 March 2015 - 01:15 AM.
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