It’s hardly the hit sounds fault that the Thompson can be used for sniping?[/quote]Thompsons are used for sniping since RtCW, that’s true. But hitsounds do confirm that you hit the guy at the other end where you’d normally keep firing until you saw the obituary. So one advantage of the hitsounds is that it helps you save ammo for sniping besides the fact that you can snipe more easily without constantly switching to your binoculars.
Ok…and your point is?[/quote]Imho he was just posting it as a testimony that hitsounds can be exploited instead of being used “properly”.
I guess it will be dependent on server basis. Should players abuse it, it’s quite easy to disable it server-side.
I gotta agree that hitsounds, even tho i use them now, are kinda lame, it takes away realism and skill from aiming. Also a big minus in ET is, that you can disable grass with some 1337 configs, and i hope QW will not allow that, it’s basically a wallhack, and you can’t really get caught from using it.
To restate some facts: hitsounds don’t take away the skill from aiming, they only take away the doubt you get if your bullets hit accurately. This has pros and cons, and is mainly what the thread should be about.
Granted that hitsounds are an unrealistic way of getting feedback on your shooting, this doesn’t matter given W:ET’s “arcade” style of gameplay.
As for the grass in radar: it can only be disabled when cheats are turned on or when the server admin forces everyone to turn it off. Everything else hacking the CVar is a client-side cheat and should be banned.
I’d rather see the death messages get removed instead of hit sounds. I’ve played games that don’t tell you when you kill someone, and it adds strategy to the game because you don’t always know if you actually killed that guy that ran around the corner. I think it’s much more cheap to play engy with the grenade launcher and simply lob grenades into a choke point with the only clue to you that you hit someone is a death message.
I can’t stand all the screen space taken up by death messages anyway. I tried using the console to turn them off or decrease the text size, but nothing works.
I know this game isn’t real life, but IRL you will hear when you shoot someone from the sounds of the bullet striking them to a person yelling out that got hit… but you will not see a message popup saying ‘You killed your target’.
Nice example. True, obituaries have their own flaws. Problem is that just about any game features them.
Agreed, but you will only be able to hear the sound if you are close enough. And that is IMO the point of the thread starter: hit sounds are fine, as long as you can only hear them from a reasonable distance.
Yea well the grass doesn’t allways provide cover, but in QW there might be some high grass that might allow you to hide completely, tho i’m not even sure can grass be disabled in QW, and does it disappear in long distance.
Also one thing that might be fun to try is to have no crosshair in normal stance, and for increased accuracy you could look through weapon’s crosshair, ie. scope in sniper rifle.
Yes its true, I do like playing with hit sounds and that is one of the reasons I perfer the etpro mod.
But I agree that hitsounds make aiming more easy, they make it too easy to shoot at long distances, they negate certain tactics and in a way they unbalance the game. Also I agree with the proposed solution, hitsounds should be in the game but they should depend on the distance of the target - if the target is beyond a certain distance there are no hitsounds. And the sounds should be more subtle, not so easy to pick up on.
How can it unbalancee the game when the feature is available to both teams?[/quote]
Unbalance in the sense that certain tactics, which were ment to be one of basic components of the game, become ineffective (useless) and redundant while others become overpowered. If you want to know which ones then read Jonses posts (im too tired to repeat).
Thats not unbalancing…that is just changing the game, in a way that you may or may not like.
I think it boils down to the simple fact that some people like hit sounds and some people don’t and trying to come up with ‘logical’ reasons for <using/not using> them isn’t really possible.
The inclusion for hitsounds should be serverside, but as some people say, the hitsound volume should correspond to distance.
Basically I don’t want to hear one loud hitsound up close, and go all the way to the other end of the map and have the same loud hitsound.
Having the same hitsound in any distance would make the thompson/mp40 paired with binoculars much better than the fg42 or even the sniper. Basically hitsounds makes the snipers useless.
I think that being able to enable/disable hitsounds with a server cvar would be a mistake as with many other settings. Too many options just leads to confusion, as in you never know what you are going to get before joining a server. Either it’s included or it’s not. Just like hitsounds wasn’t an optional server cvar in Q3 it shouldn’t be one in ET:QW. If someone wants to disable it that badly then he can make a mod to disable it.
I’m not a big fan of hitsounds in games like these, but I’m less of a fan not knowing what kind of server I’m about to join. Too many server options, or options that alters the game play quite drastically is not a good solution imo.
Thats not unbalancing…that is just changing the game, in a way that you may or may not like.[/quote]
Why are you nitpicking on this one word? Ok it technicaly isn’t unbalancing. Would using a diffrent word make you happy? Im still saying that hitsounds make certain tactics, which were ment to be one of basic components of the game, become ineffective (useless) and redundant while others become overpowered. You havent said anything about that.
I think it boils down to the simple fact that some people like hit sounds and some people don’t and trying to come up with ‘logical’ reasons for <using/not using> them isn’t really possible.
I assume you were refering to me since you were quoting my post.
Firist of all I already said that I do like hitsounds:
Yes its true, I do like playing with hit sounds and that is one of the reasons I perfer the etpro mod.
I have nothing against them as a concept and would like to see them in QW, but in a diffrent version than the one in etpro mod.
Second you claim that im trying to come up with “logical” reasons for using/not using hitsounds. If you don’t think that reasons which Jones mentioned and I agree with are logical enough then please, argument your statement - write which reasons do you find ilogical and why. If you do not care to disscus it, fine. Just say: I do not agree. That is your opinon and youre intitled to it. But if you already went ahead and accused us that were trying to come up with “logical” arguments then you should atleast have the decency to write which arguments do you find ilogical and why.
I think you’re overreacting a bit; we’re just discussing hit sounds in games…a feature that probably is here to stay making this whole discussion a bit redundant.
Anyway, I didn’t actually call them illogical…Even if something isn’t based on logic it doesn’t mean that it’s illogical. My music taste it not based on logic but that doesn’t mean that my arguments about it are illogical.
I sense ‘Godwins Law’ is about to take effect in this thread…
doesnt standard etmain come with “hitsounds”? if i remember correctly they are a semi-quiet flesh type sound. I dont think the sound deminished over distance.
Ya those hitsounds I don’t mind. I do want hitsounds, but not ridiculously loud that you can hear a huge loud sound when you hit someone from a large distance.