30th November Dev Stream Round-Up [AUDIO SPECIAL]


(XavienX) #21

If Turtle is getting BR-16 I’ll just go kill myself.
And also, I bet you Aimee is coming next, Turtle is just another troll.


(iPod_) #22

First engineer merc to get assault rifles, why not :wink: (Just a theory, don’t judge me)


(Mr-Penguin) #23

First engineer merc to get assault rifles, why not :wink: (Just a theory, don’t judge me)
[/quote]

Makes sense since his ability has no killing potential whatsoever.


(Grave_Knight) #24

[quote=“Lumi;117393”][quote=“Faraleth;20959”] “Phantom will be receiving looks at.” It was noted that they realise he doesn’t really fall into a specific category. They want to make him more of a team-player, while retaining his “assassinyness”.
[/quote]

Like how “they realised”, not giving credit to the community yelling it to them for month’s now…
[/quote]

Hey, maybe we’ll actually get a spotter power. Or a motion detector that alerts team mates someone passed by it. Actually a motion detector would be cool; doesn’t spot enemies so it doesn’t show how many are coming but also won’t alert them either. Probably give it a little meter so the more motion in the detection range the more the meter fills up (two walking people probably won’t fill it up as much as one running, but three walking will fill it up more than one running).


(SgtCyndaquil) #25

Interesting that they may have chosen to give Turtle Access to assault rifles given that in the scrubs trailer he was seen holding a remberg shotgun, but then again Kira was also seen holding an SMG-9 in the same trailer so It doesn’t surprise me a ton to see slight changes


(SiegeFace) #26

Phantom is not hard to use as a team player, but its harder for me not to free roam and give the enemy heart attacks/provide a distraction, such a fun merc to play wish I bought him sooner, lately been able to stop most offensive pushes with phantom, involves some “tactical” camping/positioning and gamesense but he can actually be quite effective.

Giving him something to make him more viable is something I think we all want, if they keep him in the recon class then they should give him some kind of spotting ability but not like redeyes “Hey I looked at you, now feel the wrath of my team” (which is bugged im sure unless im missing something but that is for another post) not sure how it could be balanced but he definitely needs something.

[quote=“Amerika;117553”]
I’m not sure about making guns sound different in different areas of the maps. That sounds more like a sound guy wanting to do something fun with his job as opposed to making a consistent experience for the playerbase. I do not believe I would want my gun to sound different depending on where I was. But I play with music a lot anyway so it’s not like it would matter too much :)[/quote]

Nothing wrong with trying to enjoy your job, im a bit of an audio fanatic so if I was one of the sound engineers on a game I would literally have a field day…not because most sound engineers spend alot of time out on the field or anything.

I can’t see your point about the guns sounding different as a bad thing, I don’t think personally they would change the actual sound of the gun but more how the environment your in when firing changes the reverberation/attenuation/stereo space of the weapons firing/bullets whizzing etc

Found an example of what I’m talking about skip to about 4:59 albeit not the best example but you get the general idea.

Yes, the minigun loop is such a pain, I hope they fix this soon.


(SiegeFace) #27

The part when you have to go down the escalators confuses the hell out of me when people are still fighting above you, not sure if it just me though.


(cornJester) #28

@SgtCyndaquil I am not saying to go by the scrubs trailer because as you said it’s rarely accurate but other mercs have shotguns mixed with SMGs so a shotgun/AR mix wouldn’t be out of the picture.


(Tanker_Ray) #29

I don’t see why audios have to be top priority.

Yes it is important, but today’s steam round up doesn’t seem to be… nice as much as previous ones, but hell,

About Guardian Angel and Phantom is very good news indeed.

Just hoping Thunder’s HP and MK.46 buffs…

I want to waste my life more with my love Thunder.


(cornJester) #30

[quote=“ThunderPro;117650”]I don’t see why audios have to be top priority.

Yes it is important, but today’s steam round up doesn’t seem to be… nice as much as previous ones, but hell,

About Guardian Angel and Phantom is very good news indeed.

Just hoping Thunder’s HP and MK.46 buffs…

I want to waste my life more with my love Thunder.[/quote]

Honestly I think 160 HP is just fine. However he definitely needs some improvements to his conc nades and his LMG. Shouldn’t blind your team at all, imo and it needs some bug fixes. LMG just needs a bit less spread, I think.


(Amerika) #31

Phantom is not hard to use as a team player, but its harder for me not to free roam and give the enemy heart attacks/provide a distraction, such a fun merc to play wish I bought him sooner, lately been able to stop most offensive pushes with phantom, involves some “tactical” camping/positioning and gamesense but he can actually be quite effective.

Giving him something to make him more viable is something I think we all want, if they keep him in the recon class then they should give him some kind of spotting ability but not like redeyes “Hey I looked at you, now feel the wrath of my team” (which is bugged im sure unless im missing something but that is for another post) not sure how it could be balanced but he definitely needs something.

[quote=“Amerika;117553”]
I’m not sure about making guns sound different in different areas of the maps. That sounds more like a sound guy wanting to do something fun with his job as opposed to making a consistent experience for the playerbase. I do not believe I would want my gun to sound different depending on where I was. But I play with music a lot anyway so it’s not like it would matter too much :)[/quote]

Nothing wrong with trying to enjoy your job, im a bit of an audio fanatic so if I was one of the sound engineers on a game I would literally have a field day…not because most sound engineers spend alot of time out on the field or anything.

I can’t see your point about the guns sounding different as a bad thing, I don’t think personally they would change the actual sound of the gun but more how the environment your in when firing changes the reverberation/attenuation/stereo space of the weapons firing/bullets whizzing etc

Found an example of what I’m talking about skip to about 4:59 albeit not the best example but you get the general idea.

Yes, the minigun loop is such a pain, I hope they fix this soon.[/quote]

I’ve been known to play Phantom once or twice :slight_smile:

My point about the sound guy wanting to be a sound guy as opposed to making a consistent experience is similar to how a lot of UI designers tend to go for aesthetics over functionality. In a competitive game that isn’t a single player experience I personally want a consistent experience where I always know what my gun sounds like and what other guns sound like and how far away they are (same with things like footsteps). If we were talking about a single player game I’d be all for it. But DB is an MP only game and I’d prefer the sound of the game to stay uniform regardless of location.

A UI example within DB of my point is the damn case buying UI. It should not require you to click 3 times in order to purchase a case. And even if it did need those three clicks it should not have each click be as far away from each other as they are which becomes a pain after buying just the first few cases. It looks pretty but it’s not a good design. I want the sounds in DB to be functional as opposed to authentic with the type of game DB is.

Yeah, in the past it used to only loop the rhino mini-gun. Then the next attempt to fix that not only made the minigun still loop but it started doing it constantly with shock paddles. They should throw in a quick bind for the UI For “KILLALLSOUNDS” so that people don’t have to look up how to add it to their bind config.


(signofzeta) #32

I don’t care if Phantom gets a spotter ability or not, so long as he is still a recon, and he give some sort of a recon themed blue xp, blue as in support xp.

If all 4 recon mercs had to spot, this is how I would do it.

Spot players: Vasili and Redeye
Spot deployables: Aimee and Phantom

Spot from thrown object: Vasili and Aimee
Spot from person: Redeye and Phantom

AoE spotting: Vasili and Phantom
Spot by looking: Redeye and Aimee

Spot players mean you spot enemy players.
Spot deployables mean you spot deployables.
Spot from thrown object means that the spotting comes from a thrown object.
Spot from person means that the spotting comes from the player itself.
AoE spotting means that the spotting involves just being near the object or player of spotting.
Spot by looking means that you must look at the player or deployable to be spotted to spot it.

Vasili’s heartbeat sensor is a thrown object that spots abilities via an area of effect.

Redeye’s IR goggles is viewed through Redeye himself, and spots players by looking at them.

Aimee, I hope, spots deployables by throwing a third eye cam, and looking through it.

Phantom, I hope, gets an ability where when he activates his cloak, can spot deployables just by the area of effect emanating from around Phantom himself.

This way, the 4 recon mercs won’t be as redundant or strictly better to one another. I just can’t figure out how Splash Damage couldn’t figure out Aimee, when there is no recon merc that can spot mines, turrets, health stations, and ammo stations.


(SteelMailbox) #33

[quote=“Faraleth;20959”]

  • They showed a clip for audio, and a certain unreleased merc was using the weapon - shoe. stated this definitely had nothing to do with the next or future merc release, as the footage was recorded a long time ago. Take this with a grain of salt.
    [spoiler]http://i.imgur.com/nlYYlc6.png[/spoiler][/quote]

Considering there is the Open beta “Beta build” and also the objective markers they are covering a mess up I am pretty sure.
Nice try SD but no…
Next merc Turtle confirmed

Also if this was recorded a long time ago why show us only now?


(Grave_Knight) #34

@signofzeta Uh…no. Spotting deployables is worthless. There is already plenty of indication they’re where they are by the glow of their effects or by the noise they make. If Aimee’s power only spots deployables (not likely) than she’ll be significantly worse than Vassi (which her being worse than Vassi and no real identity of her own was why she was removed in CBT in the first place).

Besides, we already know what Aimee’s power does, it’s pretty similar to Vassi’s but is permanent and can’t see through walls. It also can hang off walls and I believe it lacks any sort of light indicator (similar to the Ammo Station) making it easier to hide than the Heartbeat Sensor despite it being bigger. And, while this is subject to change, considering how useful an ability like that can be, it’s very unlikely they’ll change it by much.


(Drcipres) #35

[quote=“steelMailbox;117977”][quote=“Faraleth;20959”]

  • They showed a clip for audio, and a certain unreleased merc was using the weapon - shoe. stated this definitely had nothing to do with the next or future merc release, as the footage was recorded a long time ago. Take this with a grain of salt.
    [spoiler]http://i.imgur.com/nlYYlc6.png[/spoiler][/quote]

Considering there is the Open beta “Beta build” and also the objective markers they are covering a mess up I am pretty sure.
Nice try SD but no…
Next merc Turtle confirmed

Also if this was recorded a long time ago why show us only now?[/quote]

Is obvious, turtle wasn`t in the game, but they have the model, they must be working on him


(Faraleth) #36

@Drcipres He was only never in the large CBT and open beta… No one ever said he was never in the game. And if they did - they are wrong. :wink:


(Drcipres) #37

@Drcipres He was only never in the large CBT and open beta… No one ever said he was never in the game. And if they did - they are wrong. ;)[/quote]

I know he obviously was in the game at some point, but even with that, he wasn’t in the big closed beta, with thunder and the rest, and if they show him, must be him, there are 3 left, javelin discarted, aimee or turtle, we aren’t dumb, we saw turtle, must be him. We will have to know at the end of the month :frowning:


(Faraleth) #38

@Drcipres I just want to reinforce what shoe. said though… :stuck_out_tongue: The footage was old archive footage for various sound effects they tried in the past.

Evidence pointing to the fact that it’s old footage:

  • shoe. claimed so.
  • The BR-16 has 27 rounds for it’s full mag, not 30 (current).
  • The old objective marker can be seen in the footage.

However… we can also clearly see that it’s NOT a CBT or alpha build, due to the current beta watermark. :stuck_out_tongue: All I’m saying is, don’t get your hopes up as 100% confirmation or anything! haha


(doxjq) #39

I swear on my life… If they give Phantom a shotgun (I have seen many people asking for it) then I would question everything I love about this game. Couldn’t think of a more stupid idea.


(Faraleth) #40

@rancid mercs will not be receiving any weaponry changes :slight_smile: Splash Damage has confirmed this! ^.^