Greetings all,
Having been on the firing end of similar sized real weapons, the sound is probably still 'not there yet'.
- A battlefield is a deafening place, but it's not just the sounds, but pressure waves also.
(5:30Am firing that first round from a tank could be enough to make you 'woof your cookies'.!! If it wasn't for the adrenalin rush.)
- This is something no game or sim. can correctly model. (even with 'kicker' sub speakers)
Now how PGI renders the sound channels, or separates them could be something that needs to be 'looked into'.
- Many other games offer volume scales for some of the different types of sounds offered when in-game.
- Separating weapon and voice from environmental channels. And sub separation after that.
There was some issues earlier with different sound devices rendering the games sounds wrong. Positional sounds would not be played or overlap ones in-play. (weapons and Betty's voice were in conflict) PGI addressed some of this for the majority of players, and did offer some new sound control options. Perhaps there is a need to further enhance these levels again.
- Without detailed knowledge of how many channels are in use in the game and what restrictions PGI may have or face to render additional sounds, all we can do is ask for a 'look' into altering some specific sounds.
- Are the ballistics balanced in there sound levels? Should they be? Do the larger weapons need that 'kick in the face' type of sound when used? (I do know the difference between IS and Clan mgs is quite dynamic, with Clan guns sounding much nicer in my opinion.) Can the sound engineers and designers tweak the smaller AC's to sound different when multiple barrels are firing, as different to singles?
Sound is one of the key elements to 'bringing the Pilot into the game' and any effects that 'break that emersion' need to be addressed immediately. There's already some missing reverb and sound delay problems now, positional sound and direction is a difficult feature to get right.
Considering that these BattleMechs are sealed units and all sounds transmitted to the Pilot are through sensors and the 'Mechs computers, we technically could have muted almost any effect the Pilot wanted. (or enhance any, for scout duties.)
- If it's a single setting in the weapons game code, say from 0 to 100 volume with falloff and reverb possible options it could be a simple solution. But will everyone be happy? Probably not, as some are indeed looking for that 'rock the house' bang when these virtual guns are blasting away.
- Could PGI offer options for different systems and weapons, probably. And they are working on the next and newest MechLab right now. Sounds settings being a menu somewhere within that code block, so just the right time to 'look at what can be done' for the future.
Just some thoughts,
9erRed
Edited by 9erRed, 30 March 2015 - 03:57 PM.