Hitsounds? Say it ain't so


(McAfee) #101

To add hitsounds or not to add hitsounds…
Oh Medic, Medic! wherefore art thou Medic?
Good game, good game! Lan Parting is such sweet sorrow

Ok, seriously, what is the solution?

I think we could do a Poll, maybe list all options and have someone create it:
a) No hitsounds at all, Visual aid as alternate (blood, hit dust, etc). Note pain/impact sound will be heard at short distances.
b) Hitsounds, Always on. Traditional beep/ding. (Q3/Q4)
c) Hitsounds, but fades at a distance.
d) Hitsounds, with server-side option.
e) Client-side muting (handicap)

EDIT:
I forgot my ABCs :smiley:


(Dazzamac) #102

Hitsounds or not, I’m still gonna be snipin your ass with my sub-machine gun. Imo hitsounds only tells a newbie what a veteran already knows. True there are occasions where you get a random shot tellin ye theres a bloke in the bushes but I’ve yet to see any experienced player running round shooting at bushes to flush out any sneaky peeps. There are certain bushes that people consistantly hide in (in front of goldrush bank for example) that get shot at regularily due to the strong odds that theres someone there. But in knowing to look at that bush specifically you can see if theres someone there (a gun or a leg is always good) before unloading any rounds into it


(ayatollah) #103

Yeah I don’t see how it is that different. If you shoot into smoke/foliage/snow and hear a hitsound, fair enough you shot someone you didn’t know was there. But you probably would have shot them anyway if you blindly shoot into smoke/foliage/snow, you just wouldn’t have gotten an audible confirmation of it. Now you may think that that inherently means that people have an advantage because they then know where someone is, but if the person is anything other than a newbie then they will move and you won’t shoot them again in the same position.

All hitsounds are are confirmation of what you expect. You know you are shooting someone but lag, or something else, may play a factor and you then know for sure whether you hit them, even though you are aiming at their face. In my opinion it doesn’t give anyone an advantage as experienced ET players could play just the same without them. Shooting blindly at areas isn’t generally productive.


(Gringo) #104

I suspect that those who dont like hit sounds are the annoying fook wits who sneak around while the rest of their team actually plays properly and engages the enemy like men.

Tbh i dont think hit sounds dramatically alter anything at all. Isnt enough cover, bushes, foilage to hid in. Likely hood is that someone will see u going there anyway. All experienced players know exactly where the enemy is likely to be so sneaking/hiding isnt really an effective tactic.

I also feel that ET and QW are not conducive for steath. They are team based and action based. Tbh, sneaking around is for puff’s anyway.


(amazinglarry) #105

I apologize ahead of time for not being able to read the full 7 pages of responses in this thread but from what I have gathered (at least from the first page) is that some people think hitsounds takes skill away from aiming? I know somebody said that… sec … (Yes I’m asking you to wait in real time ;))

sigh - my dear Lanz. I wonder how a sound indicating that you hit somebody takes the actual skill of getting your crosshair on them to hit them in the first place, away?

what hitsounds mainly do is give you some confirmation that you hit a player so you have a better idea as to how much health they may have left so you know that, “Hey I only hit em once, I’m out of ammo - time to bail (and med up!)” and or “I’ve hit this son of a bitch 30 times already, and even though I’m low on health I know another well placed shot or two will take em out.”

To me, hitsounds can play a crucial role in any firefight and make them a bit more interesting. They’re most certainly not an “agreed upon cheat.” That’s just silly.

Hell, even in Call of Duty 2 if you hit somebody your crosshair flares and there’s a kind of hitsound, especially with grenades. Is that an agreed upon cheat? Are all CoD2 player hax0rz?

Everyone of course, is entitled to their opinions and I don’t think this topic is one we can expect everyone to agree on but at least in my experience, hitsounds add to, more than subtract from a game.


(Rahabib) #106

with all the bad things I say about BF2, the little “x” you get when you hit someone is actually something I liked. I haven’t played COD2 that much so I cant remember if thats similar to the BF2 x or not.

Honestly, hit sounds or a visual representation to show you hit something I feel is necessary in high paced games. If there were none, Id probably be a bit disappointed, but I am sure it would only be a matter of time before someone mods it in anyway.


(signofzeta) #107

I have an analogy with this situation.

In class, the prof told the class that she wouldn’t allow us to directly print the notes because her notes take too many pages and that would be a waste of paper. Then some argued and magically (not me) someone said, why don’t we have an option to print the notes?

Now why don’t some servers have an option to the type of hitsound, or no hitsound, and everyone would get what they want.


(Flesh) #108

I think the main point of argument against hitsounds is that they make aiming significantly easyer at long distances (and when the enemy is using cover). I think we can all agree on this. And that is why I would like that there are no hitsounds only when the target is beyond a certain distance.

Noone ever said that hitsounds should be completely removed, the only question is: do you agree that hitsounds should be only partialy removed (like in the suggestion above) or stay completely the same as they were in etpro.


(kamikazee) #109

For those not caring about hyper-realistic gameplay, it boils down to “going with the ETPro headshots implementation or another one, taking distance/visibility into account?”


(Nuclear Mr.Rogers) #110

I’m fine with hitsounds, though I’d prefer more of a bullet hitting flesh type sound like in COD2 over the beeps.


(signofzeta) #111

beep beep beep beep beep beep beep beep MEDIC.


(MjolnirWHACK) #112

You know what? The more I think about it, the more I realize that hitsounds may not play as big of a role as I once thought.

I say CoD2 type hitsounds (fleshy sounding audible/ reticle flaring)
But I think most games include hitsounds because the engine fails to attempt to make up for lag. The only engine that I’ve used that had a formidable “anti-lag” system is Source. Source’s ‘anti-lag’ is nothing less than ingenious. The system literally ‘guesses’ where the player will be in the next nanosecond or such based on the previous trajectory and speed. Sure some times you see blood on a character that your terminal thinks it hit (usually resulting from a dropped packet from the server) but you don’t see ANY LAG unless you start dropping into the 300ms range.

Splash Damage please please please please PLEASE do not over look this problem. Hitsounds are NOTHING compared to trying to shoot an enemy that seems to be shacking back and forth in an inhuman fashion. I could wait another month or so, just make sure you take a good look at Counter Strike Source, then another look at Battlefield 2142, note the difference? yeah.

BF2142 wouldn’t be so bad if my character didn’t seem to have Parkinsons disease.

Seriously…you guys have something great, and with great things come even greater responsibilities.

EDIT: spelling is a bitch >.<


(ayatollah) #113

Maybe you should have a look at what W:ET, and particularly ETPro, did. SD have said that their networking coding has been a big focus for ET:QW and I expect nothing less than than a smooth experience, with anti-lag measures, come release day.


(DrGonzo) #114

Hitsounds don’t make aiming easier. They let you know whether your shots were hits or not. You still have to aim yourself.
If you can hit someone with hitsounds enabled, you can hit him without hitsounds aswell. You just won’t be sure if you have hit.
Hitsounds are not as big of an advantage as the contra-hitsound-guys make 'em out to be.
Besides I prefer knowing whether I’m scoring hits or not. And if hitsounds make the game more fast-paced and action-orientated (Quake-like if you will), good!


(kamikazee) #115

Sorry to rip this out of context, but I wouldn’t put it as “against hitsounds”. I for one am only lobbying for an improvement to the way they work now.