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Damage Sound Feedback Should Be Adequate

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#1 pyrocomp

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Posted 21 January 2016 - 04:34 AM

Since the lasers now try to look adequately to damage they do on certain distances, shouldn't the sound be toned down also when firing near maximum distance?

I've bee a little confused hearing full sound of multiple ERLLs hitting me (and in a light it's a baaaad sign), almost not seeing them (logical and interesting feature to my taste) and noticing that I received almost no damage. But still full loud sound of.

So, maybe it'll add to logic and some more feel of the things if the sound of the laser damage will be tones down proportional to the damage done (well, proportional to dmg per tick)?

PS: pls, normalize the sound across the lasers, you almost can't hear 8 SPL in your back. The SPL may be a silent on shot, but, IMHO, the bang from the melted and damage armor is the damage sound of the armor proportional to the damage disregarding from the number of damage sources.

#2 Rushin Roulette

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Posted 21 January 2016 - 05:04 AM

To be honest... I have no idea why taking laser damage even makes any sound... you are basically being hit by a high powered torch beam. The only sound it should make is a slight pinging sound as the metal on your mech expands and then melts (Should sound like the pinging sound when you switch off your car in the summer when the motor is cooling down).

Pew Pew is basically the sound the laser (Weapon) makes, not the beam. Everything else is just basically MW: Hollywood.

#3 pyrocomp

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Posted 21 January 2016 - 05:30 AM

To be honest, if we go tthat way, then there are many a things that does not make sense, but... You do see a red damage indicator when you got hit? So think about damage sound as beeing produced by the mech systems as a warning (why made that way and not any other - so the tradition or any other fluf goes). So why it's not much informative?





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