The supposed promience hit sounds gives to sniping with the thompson and mp40 is all load of crock. Yes u can detect ur hitting someone but those weapons do less damage and the spread means u miss alot at really long distances. I order u to stop being silleh!
Hitsounds
I hitsound snipe with an MG42.
P.S. It seems that more people want hitsounds than don’t…Noice.
If people want to put forth arguments against hitsounds, they of course have that right. My rant was directed at the nincompoops who use “realism” as the basis of those arguments. In the context of the Quake/ET universes, realism is as out of place as tits on a bull.
Remove that word from your vocabulary and you will be taken much more seriously.
Yeah, or the fact that if you go on a server with a huge map there are always a ton of covert ops on a team with sniper rifles, yet somehow no one is sniping with a SMG… Plus, anyone who does snipe with a SMG is not going to do good. They’d be much more effective in closer combat with a group of guys. And if you aim by sound then your eyes are glued shut. I don’t need to hear a ding to know if I got a headshot, usually the helmet flying off and the hit animations are enough.
I don’t care if there were hitsounds or not, but I’m siding with the minority just to be fair.
You guys make is so that you ALWAYS want hitsounds on. As in no way to turn it off. As in the guys who hate hitsound get gyped by you guys.
Make it server side option so that people who hate hitsounds don’t have to make picket signs and storm SD offices.
Or let SD decide for themselves.
I’d bet that there are a whole lot of people who don’t like hitsounds that don’t post in these forums. So SD will decide if it is good to put hitsounds or not and gamble if the majority like hitsounds or if they don’t.
I’d bet that jones guy hasn’t really come from an id software, nor quake game background, which some ETQW players are.
I never liked the word ALWAYS. SOMETIMES is a better word. You guys make it sound like all of race #1 gets all the stuff while race #2 have to do all the work to get what they want.
And the hitsounds I want must be muffled and not dingy
To repeat what I wrote in the other hit sound thread.
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.
This is what Im trying to explain here and so far noone has offerd a good reason why SD should keep the Q3/etpro hit sounds instead of implementing hit sounds that fade with distance. Also note that these kind of Q3/etpro sounds were not in the orginal ET which had diffrent hit sounds. Becouse of that and other arguments Im shure that SD will go for the “fade with distance effect” as it is more appropriate to a game like QW unlike the hit sounds used in etpro which were desinged for a completely diffrent kind of fps
No, it makes it easier to know if you’ve hit something but that comes after the aiming. In additon it makes it possible to probe for hidden players if anyone wants to use that tactic.
Actually, several people said that hitsounds should be completly removed. The answer to your question should be obvious from the result of the poll.
Well, actually is has been mentioned lots of times. People like hit sounds because it makes the game more enjoyable and fun. This is the best reason there is.
As I tried explaining earlier, this is not a question about logic, realism is not an argument (everyone seem to agree with that view), neither is ‘ET didn’t have hit sounds’.
The only thing that matters is what people think makes the game better.
No, it makes it easier to know if you’ve hit something…[/quote]
Thank you, that is percisely what I’m talking about. This is exactly how they help your aim - if they let you know you didnt hit anything then you will correct your aim, on the other hand if there were no sounds you couldn’t be shure if youre bullets are hiting the target so you would be more likely to miss. Ofc everyone already knows that, but its all good as long as you can write something just to counter my statment.
The hit sounds change the way the game is played. They negate ceratin tactics and becouse of that the game loses a part of its depth (we can argue how large this part is but it is a fact that it exists). That is reason enough why they need to be changed/ reverted into the version that has hit sounds that fade with distance.
Logical enough?
This is why they should be changed. Note that I am not asking that they get removed but only “nerfed”.
The only reason that you presented against changeing them is that it is more fun this way.
A lot of things are fun but they wont be added to the game. Look at bf2 where most people prolly think that unlockable weapons are fun. But that doesnt mean that they will be added into QW becouse they will not contribute to the games quality, much like the current etpro/Q3 hit sounds.
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.[/quote]
SCDS_reyalP and ouroboro it seems, have taken the words right from my mouth (or brain / fingers). Right on guys.
You shoot, you hear no hitsound. You adjust aim, you hear hitsound. You continue to shoot in same direction, hear more hitsounds and the guy is dead? Well, if the guy moves what do you do? You adjust your aim and start again. It is much easier to use visual cues to see where someone will move to than a hitsound. If people play using only hitsounds they’ll be in trouble, but they don’t. As I said before, hitsounds are only a confirmation of what you already know. Now get over it, this whole discussion is starting to bore me.
No, you’re just stating your opinion…You think the game is worse with hitsounds while others think it’s better.
Well, I never stated that everything that is fun should be added to a game…that’s just not possible to do due to several obvious reason.
What I’m saying is that when a feature is considered for inclusion (or exclusion) in a game the deciding factor should be ‘Does it make the game more fun and enjoyable’.
(I am of course assuming that the goal it to make a game that people actually want to play.)
All I gotta say is who the hell cares now.
I’d bet there will be some so furious including Flesh that if the hitsounds were always on and it sounds like a ding, they would storm the SD offices.
The majority of the players that will play ETQW probably don’t surf these forums. Let it be either on or off, not always on nor always off.
But to side with the losers (losing team), I find that my playing style changes with hitsound. I kill more guys with hitsound than I do without. Maybe it is just me.
Also the point of hitsounds is not aiming, it is an audio cue that you have actually hit the guy or not. If some guy is running around, and I’m trying to shoot a moving target, the hitsounds gives me reasurrance that my vision is correct and I’m not hitting some “mirage”.
Without hitsounds, I must rely solely on my vision rather than vision and confirm with audio, which some people actually want, they tend to not hang out here. Don’t forget those who don’t post here.
Basically hitsounds = I definitely hit him.
No hitsounds = Did I hit him?
Also covert ops IMO well for wolf ET, dunno about ETQW is affected the most by hitsounds. Especially disguises.
You know in FF off servers, they do test shots, but some people don’t look at the health bar going down as they shoot a quick shot at their own teammate just to make sure they aren’t disguised. Especially if the uni guy is being spotted by a sniper or mg42 guy. You know what blows their cover? The hitsound.
Ding, its an enemy
Silence, its an ally
Hope the implementation or the way of implementing the hitsounds forces the players to use each class equally and not using the hitsounds to exploit playing one class over the other.
To summarize, Flesh, when at a long distance, does not like having to have a backup to his vision through his ears.
I can’t see, is it a rock or a GDF helmet? Time to use my ears. Test shot, ding, yup it is a guy.
That is what visual confirmation is for, like i said before it should be a client side option. If you like hit sounds well good on ya, you can have them.
But for those who dont, like me. An option should be available to turn them off or to replace it with a visual confirmation.
I would be very disappointed if SD made the game with hit sounds only, a sort of tough luck you use them whether or not you like them. If they made it so they only provided for the Quake/ET community i can imagine them getting a lot of complaints, because it wont just be you lot that play the game. It will be players world wide from different communities.
The reason is, I think the client-side option should be there without a doubt. It should be quick to implement, they dont even have to add a menu entry, cvar would be enough. An obvious solution, like you stated.
There is no reason to force someone to listen to something they dont want to. Sure everyone else can have them, but I think the mute option should be there no matter what is decided (Always On, fade, toggle, etc). I stated this back in post 1 of the thread, maybe it wasnt clear enough.
Isn’t there a poll response for I don’t effin care? I picked server side because it is the closest to I don’t care.
I really don’t care about hit sounds as long as they’re toggable. But i’d like to hear Tapir-hit-sounds indeed!
The hitsound should be the sound the camera thief in Mr Bean makes when Mr Bean puts a garbage can over the thief and pokes him with a pencil.
OW OW OW OW OW OW OW