Heavy Armor Sound...
AutumnTwilight
Join Date: 2002-08-27 Member: 1244Members, Constellation
Just a quick question. Wasn't Heavy Armor supposed to make a different noise at one point, and if so, is this still planned? I, for one, would love to be a light armored marine and hear a heavy *clump* *clump* accompanied by the whine of power servos as a Heavy Armor marine came to save my squad.
Likewise, I would thrill at being terrified by the same sound coming from down a dark hallway as a skulk defending the hive.
When I heard it talked about, I believe one of the dev team said that they planned on it sounding something like the power lifter in the Aliens movie, which I think would be fantastic. This isn't something that would really change balance, although I suppose you might hear HA's coming a little sooner now. Personally, I think that NS has so many well done sounds, ambient and otherwise, and that this would just really add to the atmosphere of the game.
Any word on this, guys?
Twilight
Likewise, I would thrill at being terrified by the same sound coming from down a dark hallway as a skulk defending the hive.
When I heard it talked about, I believe one of the dev team said that they planned on it sounding something like the power lifter in the Aliens movie, which I think would be fantastic. This isn't something that would really change balance, although I suppose you might hear HA's coming a little sooner now. Personally, I think that NS has so many well done sounds, ambient and otherwise, and that this would just really add to the atmosphere of the game.
Any word on this, guys?
Twilight
Comments
Twilight
*clomp clomp clomp*
"Dead or alive you're coming with me"
*clomp clomp*
I was thinking about the same thing as Twilight, the power lifter from Aliens is *exactly* the sound I imagined. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
However...
One thing that spoils the "HA experience" a bit is the jumping. Would it be feasible to remove the jumping ability of the HA and add some armor to compensate? That would make them into the juggernauts they are supposed to be <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
(like 250/280/310/340)
if onos could not climb ladders they would be screwed in a lot of maps
Eater.
zippy
Just make jumping slower, with a larger delay, quite simple.. though i am unsure of how feasable it is.
Same goes for Onos jumping.
As for Onos climbing ladders.. these arent elephants we're talking about, these guys are very highly evolved, and adaptable.. i think that it should merely require some energy for em to climb ladders.. though am again, unsure of how feasable that is.
Plus, 1/2 the time the Onos seems to get stuck climbing, or falls =p
HA should definitely have some sort of interesting and cool sound. How about <b>ROBOCOP</b> footsteps! That'd be very tight.
ripping sound from starcraft would raise the average daily "NS IS LIKE STARCRAFT!" posts from 4 to 200
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Some sounds in NS might be sounds from other places. BUT NOT BECAUSE THEY WERE STOLEN. The NS producers have gotten some sounds from freely availible and licensed sound libraries compiled by companies in the business of making neat sounds. It is entirely possible that you may hear a sound that is in NS somewhere else, and both sounds may indeed be the same sound--but purchased from another company which licenses their use.
An alternative solution would be to restrict jumping to once every 2-3 seconds? Thus no bunny hopping and looks more realistic (not that this game is based on realism) since the marine has to stop and muster all his strength to jump in tonnes of armour, and they wouldn't get "trapped".
Ak.
Twilight
As for jumping - I wouldn't mind seeing a little "jump-jet" effect when they jumped, from their backs or under their ribcage on the sides. (:
Right on, fired up my copy the other day and (apart from me and my mates exclaiming the similarity to NS in parts) the power lifter sounded perfect for the heavy armour sound. Just pure class, I know if I was a skulk and I heard that coming I'd be diving for the nearest vent and wishing to god my team had built sensory first <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
And when they jump they should make a boing noise, like a pogo stick.
Would put a neat end to HMG/JPers flitting all over the map, managing to wield a huge freaking gun mid-flight while at the same time keeping stability mid-air due to the weight imbalance, much less the energy exerted when you fire.
If you need to get over some bit of architecture or building, get up close, drop the gun, jump over, pick up on the other side. If a jetpack-equipped Marine needs a speedy getaway, dump the HMG and zip up into the air with a pistol. Pick off the Skulk coming at you, then pick up the Heavy when you're (relatively) safe.
Delving into realism slightly, to fire something like an HMG, you're GOING to need both feet firmly on the ground, or risk being knocked on your rump from that pesky 'equal and opposite reaction' from spitting out 50-100 rounds wildly. Just removing jump while carrying the HMG would stop the hop-firefirefire-hop-firefirefire that would undoubtedly happen if it were limited to firing while you were on the ground.
And as for combat dodging... anyone ever tried to dodge a rabid dog coming straight at your face, while carrying fifty-plus pounds of metal in your hands, trying to keep a perfect bead on it as you throw yourself down and roll aside? Didn't think so. Try picking up a big bag of dog food instead, put duct tape on the outside (facing outward) and to start, duck and roll without having it pick up any ground-dirt. Or even just go prone in under a second, still keeping the bag clean. NOT gonna happen, without a lot more practice than most of these Marines have gotten, if you read through the backstories.