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#21 |
![]() Join Date: Jul 2008
Location: Cerkno
Posts: 3,127
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Korengal plane is annoying imo...it flies over every minute lol. I'd only like to see ambient shooting sounds
on skirmish maps only, but in general, player made is better. |
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#22 |
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Registered User
![]() Join Date: Apr 2007
Posts: 4,727
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Thats a good one! I think they will be great on skirmish maps. As that will truly feel like what Arjan is wanting to simulate.
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#23 |
![]() Join Date: Jul 2007
Location: Sea of Tranquillity
Posts: 832
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I Am all for extra ambient sounds. AS LONG AS THEY ARE SERVER SIDE. Meaning that when the sound is triggered. It plays for everybody at the same time.
You see. On Korengal, the plane sound plays at different times for each player. The kicker is that you can bet you last penny that the sound will play just when you don't need it to. But the OP4 player beside you did not have the sound font play at that time and so he heard you move when you your self could not even hear a bomb go off because of the jet passing over head. |
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#24 |
![]() Join Date: Apr 2007
Posts: 1,855
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It would be like this:
youre in a firefight, all sounds will remain the same like this version and how it is now. but if everyone goes silence, you can hear tanks and machine guns and artillery and such fighting in another city somewhere out of the map (would still be able to hear the difference between real and fake sounds) , like theirs the main battle force attacking, offcourse it would change for every map what sound their should be. |
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Ingame name: A.Behr
Xfire: arjan1994 |
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#25 |
![]() Join Date: Jan 2009
Location: Leeds/Essex
Posts: 66
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im not a fan of any more ambient sounds, its fine as it is (perhaps ott on korengal)
i prefer the ambience to be player made as others have said, besides i love being able to hear footsteps around me, great for ambushes on ins stabby stabby |
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#26 |
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Registered User
![]() Join Date: Apr 2007
Posts: 4,727
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Like Arjan said: You will still hear this as the other sounds are very faint in the background.
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#27 |
![]() Join Date: Apr 2007
Posts: 1,855
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Exactly!
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Ingame name: A.Behr
Xfire: arjan1994 |
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#28 |
![]() Join Date: Mar 2007
Location: Yooooorkshire!
Posts: 2,136
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Yup, plus knowing every shot is coming from someone within your area of operation isn't exactly realistic.
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#29 |
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PR Beta Testing Team Member
![]() Join Date: Nov 2007
Posts: 246
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I strongly disagree with any implementation of "Ambient Sounds"
There are plenty of sounds now and we dont need any "Bot" sounds distracting from our awareness of the Battlefield.. |
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#30 |
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PR2 Manager
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Anyone remember Street? That map had ambient firefight noises.
By the time you'd played it more than five or six times, the endless loop of gunfights, mortars and whatnot was enough to drive you nuts, and made it virtually impossible to tell when a gunshot was anywhere near you because it was deafened out by the ambient stuff. I'm not really in favour of it, personally. |
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