Hitsounds


(Flesh) #21

So if you had hit sounds (and I’ll throw in a scope also since ET provides a cross hair) in real life you would be able to snipe with a Thomson?[/quote]
No you couldn’t. But neither could you in ET if you didn’t have hit sounds.


(kamikazee) #22

Well, you could, I knew a Thompson-sniper in RtCW.
But it would still take some more time and some binoculars to spot the enemy.


(leifhv) #23

So if you had hit sounds (and I’ll throw in a scope also since ET provides a cross hair) in real life you would be able to snipe with a Thomson?[/quote]
No you couldn’t. But neither could you in ET if you didn’t have hit sounds.[/quote]

Well, I’ve done it several times…and by sniping I mean shooting at someone at very long range. It’s possible to do both with and without hit sounds (I’ll admit that its a bit boring without hit sounds though) but only because the Thomson has a totally unrealistic accuracy at long range.

If you were going to do long range fighting in ET would you rather have:

a) ET Thompson without hit sounds
or
b) Realistic Thompson with hit sounds

(Hint: no matter which alternative you choose you would never hear any hit sounds.)


(Dazzamac) #24

Yeah ye can, I’ve done it and so has plenty of other people.


(signofzeta) #25

Yes I would like to have hitsounds, but enough to aid in lag, but not enough to aid in aiming and knowing when the guy is dead.

A squish or thud would be better than a LOUD ding. I don’t care if it was a ding as long as it isn’t loud.

You know what, I don’t even know which way to go in this matter. At one point, I want them, and at the other, I don’t want them.

Why not just include them ingame as a server side toggle feature? Like when you host a game?


(Flesh) #26

The point is that sniping with Thompson is significatnly easyer if you use hit sounds. And we want to leave most of the sniping to people with sniper rifles, don’t we?


(signofzeta) #27

you know in fuel dump, my brother was playing that map, and used field ops for his arty and unlimited ammo.

There is a hill on the other side of the fuel depot where allied covert ops usually snipe.

My brother goes up that hill, gets his thompson, and snipes axis running out into the open. As well as spamming artillery in the area. Also hitsounds are lame because it makes the covert ops a totally useless class.

Smoke grenades anyone?

Guy 1 tosses smoke grenade thinking it could provide cover.

Guy 2 mindlessly shoots through the smoke and use the dings to guide his shots. Guy 1 gets killed.

Smoke impairs vision and makes it hard to shoot hitsounds or not, but I think hitsounds make shooting through smoke a tad easier than without hitsouds.

Solution? Make it a server side option. DONE.


(Mjolnir) #28

i say… we come together… and dictate what Splash damage does and does not do… because in reality…what is splash damage but a service for us? a service that we are paying for.

imagine that you hire a gardner. The gardner wants to plant blue grass, you say NO i LIKE MY GRASS NUBBIN!!! and he nolonger wants to plant bluegrass! see how that works?

WE’re paying SD to give us hours and hours… days and days… YEARS AND YEARS of fun… why cant we democraticly make a choice that SD HAS TO FOLLOW?
We DO have power… we just have to USE it


(Mjolnir) #29

it is officialy been 2 minutes since that last post…and i still haven’t been banned…i think i got through to em :slight_smile:


(leifhv) #30

Yeah, because the smoke grenade is the only usefull ability of the covert ops… :roll:


(Zarkow) #31

Sniping with a thompson has very little to do with hitsounds and very much to do with the set spread/accuracy of the gun in the game.


(San_Pedro) #32

Its funny how people keep saying there is no point in using a sniper rifle when hit sounds are on. This is just utterly false. You may be able to “snipe” with a thompson from a long distance, but this does not mean it even compares to shooting with a sniper rifle. Being scoped in works a lot better then spotting with binocs and then shooting. And if your close enough to kill someone with under 10 bullets fired (meaning at least 1-2 headshots) then it probably wouldn’t have mattered if you had hitsounds on or not. In fact, if someone lets you shoot them up from a very long distance and they are unable to find cover or at least strafe to make themselves a harder target then they are not all that good.


(ouroboro) #33

Bingo.

ET:QW is a Quake game. It’s aliens, FFS. I trust no further elaboration is necessary there. The “ET” part denotes a style of gameplay. To understand what “ET” is, download W:ET. Pay no attention to the WWII setting, the weapons, etc. These are just skins. Focus on the big picture. Good, now you understand “ET.”

It just so happens that W:ET is based on RTCW. That doesn’t mean that one iota of RTCW will or should creep into ET:QW. But even if it did, that would only bolster the argument against realism. Ever played RTCW? It’s a cartoon, like Wolf3D before it.

I saw in another thread somebody was whining that hitsounds make it harder to use cover for “concealment.” This person is obviously clueless about the whole Quake/ET style of games. This is not BF. It’s not CoD. It’s not about hiding at a far corner of the map behind some bushes, only popping up briefly to snipe an enemy who has no clue where you are. It’s about fast and furious, action-packed, “get your butt on the front lines or GTFO” gameplay. That other style of gameplay is slow, boring, and monotonous. It is the antithesis of Quake/ET.

Hitsounds facilitate this style. Go play a few rounds of Q3:A…did the hitsounds detract from your ability to use cover? What? Playing creepy-crawly-loner-hero-sniper-guy is a ridiculous concept in the Quake setting? Oh, silly me, you’re right.

/rant

The reason I react so strongly against these people is that I’m afraid SD will take their silly ideas to heart. I should have more faith; they understand Quake and “ET” better than anyone.

I voted “always on,” mostly to drive home the point. But certainly a serverside option is acceptable. Perhaps include an info string denoting this, so those of us who want them can filter for them, and vice-versa.

P.S. This poll doesn’t include the most obvious solution, that of a clientside toggle. I suspect this is intentional, as most people against these things want it to be “all or nothing.” If they don’t want hitsounds, they don’t want you to have them, either.


(signofzeta) #34

for christs sakes, make it an option, not ALWAYS ON nor ALWAYS OFF. Let the server choose.

That way, people who hate hitsounds don’t have to complain if it were always on and if it were always off, then people who want hitsounds don’t need to complain either.

And sniping with the thompson or even mp40 has everything to do with the hitsounds. It relays the information that tells you you actually hit the guy. No hitsounds, no way of telling if you hit him or not. Especially if you are at a far distance shooting at a wee target that is so small, that you need hitsounds and some bullets to judge where he is.


(SubstandardJones) #35

Good idea, I’ll go download ET and check it out for a while.

La la la, download download download, play play play.

Hey, whaddya know, there are NO HITSOUNDS in default ET and yet somehow it’s a great and well balanced game. In the big picture of ET, hitsounds are uneccessary! Sweet! Thanks, ouroboro!

It just so happens that W:ET is based on RTCW. That doesn’t mean that one iota of RTCW will or should creep into ET:QW. But even if it did, that would only bolster the argument against realism. Ever played RTCW? It’s a cartoon, like Wolf3D before it.

Another great idea! Let me go play some RTCW!

La la la, click on the RTCW icon I’ve had on my desktop for years, play play play…

By jove! Look at that! There are no hitsounds in default RTCW either! You are just destroying the argument for hitsounds here, aren’t you man? Nice!

I saw in another thread somebody was whining that hitsounds make it harder to use cover for “concealment.” This person is obviously clueless about the whole Quake/ET style of games. This is not BF. It’s not CoD.

No, it’s Enemy Territory. A game where one class has an entire subweapon created entirely for concealment. But of course you’re right, concealment is completely silly and should never be used.

It’s not about hiding at a far corner of the map behind some bushes, only popping up briefly to snipe an enemy who has no clue where you are. It’s about fast and furious, action-packed, “get your butt on the front lines or GTFO” gameplay. That other style of gameplay is slow, boring, and monotonous. It is the antithesis of Quake/ET.

You’re absolutely right! And at no time is it ever smart to sneak past the battle with a covert ops and break into the enemy objective while the “smart” players are mindlessly throwing themselves into the bullets of the enemies, making no attempt to use cover or concealment as they run screaming like a pack of angry vikings into sure death.

You’re really playing ET without using concealment at all? Don’t play on my team then. I prefer players who are intelligent enough to not stand out in the open and get shot at.

Hitsounds facilitate this style. Go play a few rounds of Q3:A…did the hitsounds detract from your ability to use cover? What? Playing creepy-crawly-loner-hero-sniper-guy is a ridiculous concept in the Quake setting? Oh, silly me, you’re right.

Quake Wars: Enemy Territory. If I wanted to play Quake 3 or Quake 4, I’d be playing that. I’m here for the ET side of things, not the Quake side of things. I like ET’s gameplay, and that does not include hitsounds, as you so deftly pointed out by asking me to download the game.

/rant

Surely you mean “/statements-of-pure-inarguable-truth.”

The reason I react so strongly against these people is that I’m afraid SD will take their silly ideas to heart. I should have more faith; they understand Quake and “ET” better than anyone.

Splashdamage does seem to understand ET, which is why they didn’t put hitsounds into the game when they made it. My fear was that they would listen to all of these people with their “silly ideas” who want hitsounds.

Honestly all I’d like to know is what kind of hitsounds will be in the game, if any. I’m not here to try and tell Splashdamage to do anything other than what they’ve already planned. But if we’re having a discussion on the merits of hitsounds, then I’ll be pointing out their terribleness at ever opportunity…

Only to be smacked down by your incredible arguments like “go download ET!” Man I’m still reeling from that one.

P.S. This poll doesn’t include the most obvious solution, that of a clientside toggle. I suspect this is intentional, as most people against these things want it to be “all or nothing.” If they don’t want hitsounds, they don’t want you to have them, either.

I can see how you’d have missed it since only nine thousand people made this point, but a client side toggle is pretty much worthless. Almost no one will purposefully handicap themselves by removing hitsounds just for themselves. The argument is that hitsounds are a fairly dramatic change to the basic gameplay of ET, and are completely unneccessary.

But anyway, good luck out there in battle. I suspect you’ll need it when you’re caught up in your berserker rage and go rampaging at the enemy without the use of cover or concealment. Man oh man, I’ve been playing the game wrong for years!

Screaming Berserkers: Enemy Territory. Now that’s a game I’d like to play.


(signofzeta) #36

SD have officially released a new 6th class to each team. It is called the berserker and its weapon loadout is just the assault rifle/lacerator and nothing else. It does enable you to hear a ding when you hit someone.

This class is for those who have NEVER played ET before.

Hitsounds are for berserkers. I don’t think ETQW is anywhere like the past Id games. It is not like those run around and try to kill them until they die games.

Hitsounds IMO only encourages berserkers who mindlessly run out in the middle of nowhere, and use hitsounds to judge their shots. Also the ET part overrides the quake part. Hitsounds are so quake and having no hitsounds is so ET.

I don’t mind having them, but the thought that you aren’t allowing people who don’t like hitsounds, (maybe the majority who have never played an id game) would think hitsounds are plain dumb.

I’ll have to see the layout of the maps. If there is no cover anywhere, then I’m all for the hitsounds and the running around and strafe to not get hit compared to finding cover to not get hit.

I played call of duty 2 quake style, it kinda of works but not really. I use the bolt action, run around, dodge the german bullets while strafing and giving the germans all headshots. Berserker action there.

Look at me, hitsounds increases my kill death ratio compared to no hitsounds. Also hitsounds makes me play like a berserker more than I would if there were no hitsounds.

Also covert ops are completely useless with hitsounds on bar the sten.

I find that it is way easier to get sten kills with hitsounds on. Sten is the headshot gun. Heads are small. With no hitsounds, you don’t know if you are missing, or hitting the guy. With hitsounds, it guides your crosshairs towards his head and through the ding, you know you are hitting the head and not the space beside his head.

Ding ding ding ding MEDIC, How did you see me behind all this smoke? I didn’t see you, I HEARD you.

Hitsounds also affect those who are in bunkers with small windows. You want to know if you are hitting the guy in the window instead of the windowframe? YEP the hitsound.


(Nail) #37

Seems covert ops are the ones most annoyed with hitsounds, maybe because I play engineer most of the time they don’t bother me. Person getting hit always knows they are, and if they don’t move…too bad, they die. if you’re taking hits, gtf out of there


(Senethro) #38

The default FOV should be 120 and the default frame rate should be 60. Splashdamage should also not allow any console tweaking at all because only cheats do that. If you have a poor computer then buy a new one you cheapskate, if it wasn’t for all the cheaters turning off smoke we wouldn’t have this problem.


(Dangles91) #39

I would like to see a client side option to either have a hit sound, or a visual conformation.

This way people who dont like hit sounds aren’t at a disadvantage.


(ayatollah) #40

Seems to me if you can’t sneak into a base as a covert with hitsounds on, you will not be able to sneak in with them off. People generally only shoot in a direction that they are nearly positive there is someone there. A hitsound just confirms their suspiscions. If there were no hitsounds, a good player would still go check out the area and clear it. So hitsounds just speeds up the game to the benefit of most.

Stop jumping on the “I’m right” bandwagon Jones and just accept that most people disagree. Who is to say who is right? Which do you prefer beer or spirits? Coffee or tea? BF or ET? (No contest on the last one! ;))