Hitsounds? Say it ain't so


(Sauron|EFG) #41

I think it’s a good idea to include hitsounds from the beginning since it would probably be added by a mod anyway; this way at least SD can balance the weapons with hitsounds in mind.

Regarding accuracy before hitsounds: not impossible, but better audio/visual feedback when you hit someone does help you learn where to aim, especially when antilag and hitboxes are less than perfect. The “probing” through smoke in W:ET is an unfortunate side effect, but they may be able to prevent that in ET:QW if they want to.


(Gringo) #42

Tbh, “probing” is not really a major problem as far as im concerned. ET is not a steath based game. “Probing” is cetainly not a feature of any clan match i have ever played and isnt really that applicable in pub play either.

Sure u can detect the location of a player in smoke of crouching in a hedge but tbh, everyone has played the game enough to know where a team is likely to attack from or what paths they are likely to take. Plus throwing smoke is likely to attract fire/grenades regardless of hit sounds being on. As as im concerned, i like hit sounds but i shoot when i see the enemy not by randomly spraying bullets in the hope that i can detact someone in a hedge etc etc.


(Vengeance) #43

wether you hate them or not, long as you get to choose wether you want them on or off, serverside or clientside is the main thing for me.

i never really considered people who use hitsounds against me as an advantage. i think its more placebo effect for some of the people who use them. im pretty sure SD will have thought the hitsound issue through and probbably have some kind of range on them, shooting someone too far away you dont hear them, up close dueling you hear them clearly.

choice is everything in my book :slight_smile:


(Sauron|EFG) #44

I wouldn’t call it a problem, but I do think it’s quite common on pubs (e.g. through branches on Fuel Dump with tank MG). Or maybe I’m the only one. :evil:


(madness) #45

hitsounds ftw.

that is all.


(M8DNanite) #46

F1 for hitsounds, its all about fun and gameplay. ETQW is arcade stylish game not a war simulation.
Maybe just let people to disable them and another option would be to use hitsigns ala BF2. You get a small x where you hit if you hit.

Disabling crosshair is quite foolish, you can alwys draw one in you monitor
:evil:


(Danyboy) #47

oh shut up :bash:


(Gringo) #48

Very true spoofeh, but I struggle to think of another map where u would use “probing”. Only really fuel dump of the main 6 maps.


(Hauger) #49

Two options:
Leave the choice to the persone who pays for the server. Let the Hitsounds be serverside, on or OFF. Then everyone who plays on the servere would have the same abilities.

Let the choice fall on client side, and everyone will have it on. Players do everything to gain an advantage.

Sorry for my english, i know it’s bad :frowning:


(Vengeance) #50

cough not everyone :slight_smile:


(ShaZe) #51

[quote=“Vengeance”]

cough not everyone :)[/quote]

Except the one who always rebel against everything? :roll:


(Vengeance) #52

cough not everyone :)[/quote]

Except the one who always rebel against everything? :roll:[/quote]

far as i know i havent rebelled against anything, all im saying is choice should always be there for people who may like to play differently to someone else, and that sweeping generalizations that everyone will do something because others do is usually not the case.


(igl) #53

Coming from Q3, i definitely want ze hitsounds.
I think the aiming with the ears part isn’t true. Footsteps and Gunshots help alot, but “Probing” shots into fog? In such a fast action game? and don’t forget the new map sizing. But, we will get \s_hitbeep aswell? right? ^^

Also the kids with their tool assisted gaming maybe get kick/banned more effectively, because with Hitsounds it kinda sticks out when they run around in bush and fog.


(premiumjones) #54

Oh Substandard. Must I remind you of that time that you declared that the Peanut Butter and Turkey sandwich between two pieces of French Toast be known henceforth as the Reginald VelJohnson?

And we’re still paying off that defamation lawsuit.


(Dangles91) #55

I think id prefer a visual confirmation instead of hit sounds, they are more subtle and you still know if you are hitting.


(Etnies) #56

There’s always gonna be something that separates good players from the really good players this is one of them things :>

You see and i didn’t even call them noobs… Oops…


(Nail) #57

considering they will be server controlled, they can be on for the majority and off for the “competitive” types


(signofzeta) #58

I do agree that hitsounds are kinda cheap. My brother was playing wolf ET. He used field ops (just because he has virtually unlimited ammo) and used the thompson to snipe. You know how he knows he hits someone?

He ended up racking up lots of kills.


(figvam) #59

I don’t see how hitsounds are bad for the gameplay. That is, I like them :slight_smile:
The “shoot in the bush” point is moot, with the ET:QW map sizes.


(leifhv) #60

It’s hardly the hit sounds fault that the Thompson can be used for sniping?

Ok…and your point is?