Recognizing the enemy by sound


(Floris) #1

When I play Dirty Bomb, I would like to be able to differentiate between my team and the enemy team by the sounds people make. In W:ET this was really easy as both teams mostly had their own guns (and if an enemy picked up a gun of your team, they could quite surprise you). I seem to remember SD once mentioned guns from one team would have a more clean sound, while the guns of the other team would be more rusty. Right now I don’t notice it at all.

Overall, I have a very hard time deciphering anything useful from the sounds of gun play in the game. It seems hard to determine where sounds are coming from, and the different gun sounds sound too much alike to really distinguish easily between mercs (as far as they have different guns) and teams.

It also seems footsteps are not easy to hear. In W:ET, you could easily take down 2-3 enemies by camping a corner and rushing in at the right moment based on the footsteps enemies make. In DB, I have not experienced such a thing at all.


(Szakalot) #2

Not to disagree with your points but W:ET run on Q3 engine, with the best audio location I’ve seen in any game.

Footsteps were already turned up somewhat since last builds, I definitely agree they could be increased even more.

Another thing is that rate of fire of DB weapons is much, much higher than in W:ET, making other sounds drown in the background.


(Floris) #3

Unless there are conflicting features, I don’t see why SD can’t reproduce that same logic. Then again, there seem to be features which mess with your perception of sound, such as occlusion and echo. Sometimes while playing DB I feel like I’m shooting guns in the bathroom :slight_smile:


(Volcano) #4

there was a point early on were even the weakest of guns would blow your ear drums out and surprised people still have their hearing from deagle going off holy ****


(Senethro) #5

I remember I used to hunt disguised Infiltrators who still made clanky Strogg footsteps instead of GDF bootsqueaks.

Modern games tend to have a lot of ambient sound and echoes which mask footsteps.


(ragnak) #6

Yup, its almost impossible for me to get a decent battefield orientation by sound alone. Unless its really quiet i wont hear footsteps, directional cues arent exactly the best, too much echo/reverb, unbalanced sound levels (some guns at long range sometimes sound louder than people next to me) and so on.

I really hope that sound isnt set in stone by now :(.


(Glottis-3D) #7

[QUOTE=Senethro;519250]I remember I used to hunt disguised Infiltrators who still made clanky Strogg footsteps instead of GDF bootsqueaks.

Modern games tend to have a lot of ambient sound and echoes which mask footsteps.[/QUOTE]

and also Strogg breath…=))

good authentic sounds are very much needed!


(xdc) #8

cant tell if sarcasm or not

The sneay/big ears augments would probably be overpowered in round based gametype at current 25%


(sunshinefats) #9

You know, it’s really funny to read this thread, and I’ll explain why…
personally, I can’t hear anything that alerts me to an enemy presence(often the quick characters like proxy can walk right up behind me without me even noticing). Maybe my soundwhoring is just weak, but judging from what I’m reading here, no one is having an easy time using sound to their advantage.
Oddly enough however, I have been turned on and killed by ppl who claimed they heard me from great distances(in my opinion). The most memorable(probably because the dude was being an ass about it) was one where the guy literally claimed he heard me coming from inside a building he wasn’t even in(in real world terms he was approximately 30-50ft away from me, outside the building, and down a flight of stairs). Did he really hear me? I can’t say, but regardless it indicates that the sound aspect of the game leaves much to be desired either way. So yeah, this thread made me smile because it’s nice to know it’s not just me having issues with it hehe.