

Audio Is Offensive
#21
Posted 03 April 2015 - 07:32 AM
Progress isnt linear is it? or necessarily in the right direction. .
#22
Posted 03 April 2015 - 07:35 AM
#23
Posted 03 April 2015 - 07:40 AM
MoonfireSpam, on 03 April 2015 - 07:28 AM, said:
Well it is MWO forums. Going to also say the sounds are in a decent spot (although not sure why they were ever changed, the old ones are better). It would be far more annoying if it sounded like being in a boiler room then entire time.
Hyperbole in the OP is offensive.
i take offense . It isnt hyperbole what so ever.. It is a description of the sounds in the game, which IMO, are horrible .
Furthermore, the absence of ANY type of improvement in said sounds over the course of years now is inexcusable.
Saying at least it doesnt sound like inside a boiler room is, if I were to guess, false equivalence.
btw. I wear headphones too.
Since we dont have collision , iow, meat, between the mechs and environment, visual fidelity between mechs and the environment that looks artificial .. at best, something like the audio landscape becomes VERY important..
#24
Posted 03 April 2015 - 07:43 AM
Zero PGI resources or effort.
We all gets sounds not made on an 80's synthesizer keyboard.
#25
Posted 03 April 2015 - 07:50 AM
#26
Posted 03 April 2015 - 09:06 AM
LordBraxton, on 03 April 2015 - 07:35 AM, said:
Hyperbolic nonsense! Film grain and blur effects were nasty, PPC sounds were awful, the rest of the sounds were mostly meh, fps in CB were horrible.
Quote
Bullshit.
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Only 16 players, less effects, smaller maps, no HSR, less assets.
If you can't hear the ambient sounds, turn up the volume! I agree there need to be sounds for bumping into stuff, and I liked the old (non pulse) laser sounds better, but that's about it.
If you think this game was better in CB, you need to get rid of those rose colored glasses, seriously!
#27
Posted 03 April 2015 - 09:49 AM
Lordred, on 03 April 2015 - 07:21 AM, said:
They were much better then what we have now.
Thank you thank you thank you.
This thread is something that's never gained traction before.
Literally ALL of the sounds back in beta were better than what we have now.
Listen to everything in this video. Guns sound MEAN, especially the IS LL. The PPC actually sounds like a giant particle cannon, not the sloshy dull boring sound we have now.
Also, remember when LRMs used to freakin' spiral at targets!!
Only sound I like now is the IS LB10, all autocannons sound weak and generic. UAC is kind of cool I guess.
Biggest problems imo are the sloshy PPC sound and all IS missiles. Clan missiles are awesome, IS missiles sound more like flamers than missiles.
#28
Posted 03 April 2015 - 09:59 AM
#29
Posted 03 April 2015 - 11:18 AM
Clan LRMs especially... that sound is like sex.
#30
Posted 03 April 2015 - 11:20 AM
God only knows what a kick in the balls "fixing" the sound would do to my frame rates
#31
Posted 03 April 2015 - 11:30 AM
have the sound be the screaming of pumps and fans, with occasional exteriror noises from either really loud weapons muffled through the nerohelmet (bascially everything sounding like HPG manifold) or if in a low power state (i.e. throttled down) maybe have exteriror mikes like are mentioned in the books.
#32
Posted 03 April 2015 - 11:40 AM
Madcap72, on 03 April 2015 - 11:30 AM, said:
have the sound be the screaming of pumps and fans, with occasional exteriror noises from either really loud weapons muffled through the nerohelmet (bascially everything sounding like HPG manifold)
LOL, my 10 year old Honda doesn't make those noises!
#33
Posted 03 April 2015 - 11:45 AM
And ammo cooking off...sounds like popcorn popping on the other side of the house.
Other than that, we do need more immersive and interactive sounds...especially concerning collisions.
Edited by CocoaJin, 03 April 2015 - 11:47 AM.
#34
Posted 03 April 2015 - 12:23 PM
That Dawg, on 03 April 2015 - 11:40 AM, said:
LOL, my 10 year old Honda doesn't make those noises!
Is your 10 year old Honda 25-100 tons and powered by a fusion reactor with high energy and chemically powered weapons hanging all over it utalizing electro-optical control circuitry to manouver, fire, and communicate?
So yea, I bet it doesn't.

#35
Posted 03 April 2015 - 12:34 PM
Alistair Winter, on 03 April 2015 - 06:05 AM, said:
By technicality lasers don't make any sound at all; if you did hear a sound from a laser it's because it has a faulty connection or wiring issue.
But that said, before a laser fires or after it recharges, you would in theory hear something of a mini transformer, especially since a large part of the lasers is that they supposedly have power transformers amplifying the power from the engine to focus it into a beam of "no more than 0.1 to 0.2 seconds".

The above was written before "pulse lasers" actually came into the rules. The 'pulse' laser versus the 'beam' laser are in regards to standard laser variants, with 'pulse' laser in this case referring to 'Zap' lasers of 0.1 to 0.2 second beams. And the minor corrections that came later.

That's 1987.
Of course, lasers are supposedly fired multiple times for their "rating"... meaning like autocannons, you shoot several times to do the stated damage, and each of these "several" shots get dealt to the same body part over and over (tabletop suffers horrifically from pinpoint damage from a lore perspective).
There's also the beam lasers. Many of these I sort of conjured up on my own long before reading these cool bits of info, such as this here:
O.o;
Since there's 44 unique variants of standard medium lasers (not Clan, not ER, not pulse; just regular medium lasers) for battlemechs, with over 60 variants total, it stands to reason that many of them would have different styles.
Later stuff, after the introduction of Pulse lasers into BT, depict pulse laser weapons as practically laser machine guns. Significantly less energy per shot, rapidly fired in a few various methods depending on the brand, and the accumulative effect will generate more damage in the same period of time, as well as more heat, be a bit less effective at range due to the MG-like nature of pulse lasers, and is sometimes mentioned to have multiple emitters (leading to why it weighs twice as much for small and medium class pulse lasers).
Anyway... rant aside. The lasers themselves make absolutely no sound, just like laser pointers and other laser weapons. Even the hum often depicted in high powered lasers are not actually from the laser but from flaws in design work. Much like faulty wiring will cause an outside lamp to 'buzz'.
At best, with charge-up style lasers or while other, 'beam' style lasers are firing you might hear transformers or some other power amplifiers running. Possibly turbines or some other means.
Just imagine these much louder... much, much louder. Sadly, "realism" isn't actually cool. It's the transition from the awesome sounding Bad Company 2... to Battlefield 3's realistic sounds..
So yeah. Anyway... perfectly agree. Many of the sounds really downgraded between 2012 and now. Some are better, most are not.
#36
Posted 03 April 2015 - 12:35 PM
Forest Colony:
-Localized reverb in the cave
Forest Colony & Frozen City Snow:
-Snow hitting and melting on the cockpit window.
-Some occasional wind or something
River City:
-Actual fire or smoke or sounds for buildings that are on fire, distant artillery and battle SFX are already great.
Viridian Bog:
-Lots of potential for nature/animal noises in the distance, especially that worm creature that makes no sound. Trees and brush as you walk by them.
Caustic Valley:
-Pump/factory noise in the bases.
-Rumbling near the caldera
Generators need more noise, turrets need more noise,
#38
Posted 03 April 2015 - 12:52 PM
Shredhead, on 03 April 2015 - 09:06 AM, said:
Bullshit.
Only 16 players, less effects, smaller maps, no HSR, less assets.
If you can't hear the ambient sounds, turn up the volume! I agree there need to be sounds for bumping into stuff, and I liked the old (non pulse) laser sounds better, but that's about it.
If you think this game was better in CB, you need to get rid of those rose colored glasses, seriously!
8v8 was better than 12v12 IMO, the old maps were small, but perfect for 8v8, even though I wanted larger maps. There were more effects back then. The graphics were WAY, WAY, WAYYYYY better. The performance has always been ****. The only thing I agree with is that HSR and hitreg has SLIGHTLY improved over the past ~3 years. Everything else? not so much. They even claimed they'd have a fixed knockdown system in ASAP! I guess theyre still workin on that... jk...
#39
Posted 03 April 2015 - 12:56 PM
#40
Posted 03 April 2015 - 01:00 PM
On a side note, getting hit by a gauss makes a seriously AWESOME twang, more of that and were good!
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