IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited February 2014
In my experience the issue is just the falloff, not necessarily the volume.
Meaning i don't mind the volume of the skulk feet as a marine if they are right behind me about to bite my ankles..
But hearing that same level of volume 3 rooms away is not only jarring, its disorienting and annoying.
I worry just adjusting the volume would have a reverse result, where the far away skulk sounds appropriate, barely audible, but the skulk right behind you ALSO sounds like he in fact is not.
I disagree in part. The skulk sound as a skulk is absolutely too loud. Its deafening when around multiple skulks and it inhibits your ability to hear other things. I can't even hear people talking to me in mumble at the start of the game. It's overbearing. (like having 4 skulks biting you pregame is)
As a marine the previous volume of a skulk near your feat running and jumping on the floor was perfectly fine. You could hear the skulk directly behind you and the sound of it jumping wouldn't be obnoxiously loud. The previous sound level of it jumping on the floor is what the wall jump level should be. The only reason to increase it would be for pub play where most people are oblivious to their surroundings. However, making something overly loud for the hard of hearing or oblivious doesn't fix the game. It breaks it for the normal hearing people.
Both the overall volume and volume falloff need lowering substantially.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
@currently
Fair enough, but i wasn't talking about first person sounds as a skulk
Also, I don't have an issue with the "on my ankles behind me" volume as a marine, given the importance and timing of such a scenario i don't think anything else needs to be more audible at that exact moment. Everything else though i agree with obviously.
Skulks are SO loud this build that I actually have to turn my volume down when playing Aliens...
It definitely feels like something is wrong, especially since Skulks seem to be louder than Oni now, which is just plain ****ed up.
I don't even understand why they would change it. The volume level for Skulk was perfectly fine, all they needed to do was fix whatever bug allowed people to silently walljump around the map.
I played about 2 minutes when this patch came out, and I'm probably not going to bother again until the sounds get fixed. It just feels like the game got brain damage.
Hopefully NS2WC will give me the desire to come back and pwn, 'cuz all the other games I've been playing to pass the time are way too easy compared to NS2, which is annoying because the production quality is generally 5x better.
I feel like NS2 has done for me with computer games what neo-classical jazz did to me for music- ruined it all with its technical superiority! (
Yup it's sitting duck contest as you can't use walljump sequences to get speed and finally get in desired position to finally ambush. They (the OK marine) hear you from far away.
The more this kind of things happens the more it lower the chance for "Shade first" tactics. Unless you wanna pick on the rookies marines. Everything always get back to brute force strategy.
Well hey, Mendasp has been kind enough to reduce Skulk jumping sounds by 50% with his Custom HUD mod And if you have CHUD installed, you can see on the server browser which servers are running it (because unfortunately, the server has to be running CHUD in order for it to be activated). My server, as well as several others are running the mod, so for the time being I'd say stick with the servers running CHUD if you want your ear drums to not explode when a pack of Skulks is coming towards you
The only problem I have with skulks volume is that their biting is too loud. When I try to munch on power node I cannot hear marines coming before it's too late.
The only problem I have with skulks volume is that their biting is too loud. When I try to munch on power node I cannot hear marines coming before it's too late.
This has always been the case, and one of the 1st things to remember as a skulk, is to take a brief pause after 10 bites or so, and listen.
Then continue for a bit, and listen again, etc.
Comments
I'm of the school that multiple Onii-chan have always been called...
OH NOES F4!!!
Meaning i don't mind the volume of the skulk feet as a marine if they are right behind me about to bite my ankles..
But hearing that same level of volume 3 rooms away is not only jarring, its disorienting and annoying.
I worry just adjusting the volume would have a reverse result, where the far away skulk sounds appropriate, barely audible, but the skulk right behind you ALSO sounds like he in fact is not.
As a marine the previous volume of a skulk near your feat running and jumping on the floor was perfectly fine. You could hear the skulk directly behind you and the sound of it jumping wouldn't be obnoxiously loud. The previous sound level of it jumping on the floor is what the wall jump level should be. The only reason to increase it would be for pub play where most people are oblivious to their surroundings. However, making something overly loud for the hard of hearing or oblivious doesn't fix the game. It breaks it for the normal hearing people.
Both the overall volume and volume falloff need lowering substantially.
^ joke
GENIUS NEW MOD FROM THE CREATOR OF THE KITTEN MITTEN!
...i wish
Fair enough, but i wasn't talking about first person sounds as a skulk
Also, I don't have an issue with the "on my ankles behind me" volume as a marine, given the importance and timing of such a scenario i don't think anything else needs to be more audible at that exact moment. Everything else though i agree with obviously.
A little bit more relevant now.
It definitely feels like something is wrong, especially since Skulks seem to be louder than Oni now, which is just plain ****ed up.
I don't even understand why they would change it. The volume level for Skulk was perfectly fine, all they needed to do was fix whatever bug allowed people to silently walljump around the map.
I hope they fix it quickly.
Hopefully NS2WC will give me the desire to come back and pwn, 'cuz all the other games I've been playing to pass the time are way too easy compared to NS2, which is annoying because the production quality is generally 5x better.
I feel like NS2 has done for me with computer games what neo-classical jazz did to me for music- ruined it all with its technical superiority! (
I see what you did there.
Actually, I mostly meant the celery :P
The more this kind of things happens the more it lower the chance for "Shade first" tactics. Unless you wanna pick on the rookies marines. Everything always get back to brute force strategy.
Brute force is not strategy man
I do agree. Less of an issue but no where near fixed
EDIT: I'm not trying to promote my server btw
Then continue for a bit, and listen again, etc.
The loud skulks.. argh. I'm going to stalk the audio guy about it because this thread is going nowhere thanks to those offtopic "funny" people.
Thanks for sharing that bit of info
I disagree. It has always bothered me that I can hear gunshots seemingly next to me which turn out to be behind a, well, 5 metres thick wall.