Hitsounds? Say it ain't so


(SubstandardJones) #1

In this interview: http://www.quake-wars.nl/content/view/132/171/ Paul Wedgwood said:

Q11 - Will we have hit sounds like in ET Pro with headshots having a different sound then a hit on the torso?

Yes. We have two different hit-sounds for shooting players (defined by head and torso), and a further sound for vehicles and deployables. The differences are quite subtle (to ensure accessibility for new players), but different enough that hard-core players will pick up on them.

(bolded for emphasis)

Is this really true? Is Quake Wars going to have ETPRO style hitsounds where you get a loud and clear audio feedback every time you hit someone, regardless of how far away you are? If that’s the case I want to BEG you right now not to do that. ETPRO style hitsounds are really a crutch that allows players to aim with their ears instead of their eyes.

Now if the hitsounds Paul’s talking about here are the normal ET/RTCW style hitsounds that are very faint and only really noticeable from a short distance, that’s fine and I look forward to it. Just please tell me that it’s not going to have the ETPRO style hitsounds, because I’d like to stop weeping.


(iwound) #2

Aiming with my ears. Now theres a thought.
I expect the sounds will be subtle.
Although Mario collecting coins sound would rock… bonus for 50.


(Nail) #3

geez, if a configurable part of an unreleased video game makes you cry, I’d hate to see what a movie like “Bambi” would do to you :lol:


(Danyboy) #4

I think after a while you stop treating a game as a war simulator and tweak it so that you’re a better player.

I know i change my crosshair settings, FOV, enable hitsounds - playing the game with out-of-the-box settings will put you at a disadvantage. Have you ever played clan matches Jones ?

But I’m sure there will be an option to disable them, if not, a console command is all that would be needed.


(SubstandardJones) #5

You know what else would make you a better player? Using a wallhack. If everyone decided tomorrow that it’s okay to use wallhacks would that make the game any better?

To me, ETPRO hitsounds are really just mutually agreed upon cheating. It’s taking a level of skill out of the game just so you can feel like you’re a better player. It bothers me that if I want to stay competitive I pretty much have to use the hitsounds because everyone else is going to be experiencing usually a 10-15% increase in accuracy due to using them.

I have no problem with tweaking your game to get better performance, changing your crosshairs, upping the brightness and things like that, but hitsounds are something completely different. Hitsounds make the game less challenging and I hope we get a few months at least before someone makes a mod that adds them in.


(RosOne) #6

Good most disagree with you and do like hitsounds :slight_smile:


(Vengeance) #7

im happy long as there is the personal option to disable them, if others need the extra help to play better then its upto them :slight_smile: im rather proud i played RTCW and ET with only the game options given and that i didnt use any tweaking, scripts or anything else.

i always enjoyed the buzz when i managed to beat people who do use them, what can i say im a purist :smiley:


(Lanz) #8

I kinda agree with SubstandardJones. Not that it’s cheating but that it takes away skill from the aiming. Also saying that you can just disable them is actually both silly and funny at the same time. If it’s not a server side option, who in their right mind would disable it even if they would prefer the game without it?


(Vengeance) #9

i would disable it, and i used to play without sound on some etpro servers were it wasnt possible to disable the hitsounds. overall i play better without them, personal choice really. when i did play for a few hours on hitsound servers and then go to normal non hitsound servers, i noticed i began second guessing myself if i was hitting them or not.

overall hitsounds makes you dependant on them, in my view anyways :slight_smile:


(Danyboy) #10

SubstandardJones

How can you compare a wallhack to hit sounds?


(SubstandardJones) #11

The way that I just did. Both of them are unrealistic alterations that allow you to be a more effective player. That doesn’t mean they should be allowed. It’s no different to me to magically know what’s happening through a wall than it is to magically know exactly when and where my bullets hit no matter what distance I fired them from.


(ShaZe) #12

but thats Quake War … I don’t really hope it’s gonna be a damn realisitic game where you die in 2 shots… I mean come on, hitsound are just useful, and it affect nothing on the aim. A normal player will find it hard to follow the target, with or without sound. And there’s the bullet random variation…

More you use your sense, better it is. And thats Quake, not BF2 up to date…


(Nail) #13

IT’S A BLOODY GAME !!!

IRL when I shoot someone in the leg from any distance, they fall down. Is that giving me an unrealistic advantage, it’s better than hitsound, the guy stops running, unlike ET


(ShaZe) #14

o.0 Yeah but it would be damn bad as a game. So instead of making someone walk slowly or make a weird move, they add a hitsound. And if they did like in Quake, where you got like 3 different sound depending on HP, it can become extremely useful.


(Englander) #15

Hit sounds should be a server side option, let the person who pays for the server decide if they are on or not I say :slight_smile:


(Nail) #16

I agree completely, they are in etpro, no need to change

it was the whining about their inclusion that got me going


(Demolama) #17

With all the flying around that happens in quake… quake wars having hitsounds isnt that big of a deal because there is flying around in this game… however RTCW doesnt have flying bodies neither did ET so adding them to the game didnt make sense… especially for a competion mod… If Ravensoft adds that crap for RTCW2 multi then forget it… but I dont think they are that stupid


(EnderWiggin.DA.) #18

I kind of thought it was odd to put them in a competition mod but they were there so I used them. Considering ORIGINALLY the animations didn’t match the hitboxes I don’t really feel that bad about using them. If the animations match the hitboxes, then it might be time to leave the hitsounds behind. I just want to hit what I’m aiming at at not have to pretend there is a head above a backpack.

Personally, don’t care either way. Biofeedback works for as I aim for the head anyway.


(San_Pedro) #19

I agree with you 100%. I hate it when people change their cvars and use scripts and other sort of tweaking (outside of what you can do in menus). People try to get an unfair advantage this way by changing the way the game was meant to be played.


(Dangles91) #20

Hit sound are so bloody stupid.

Thats all.