GJ to SID on this one....the new m4 sound rox. I also like the way it sounds silenced (although it sounds borderline like a laser gun ;p)
I was also curious...is the new m4 sound quieter than the rest....cuz it seems half as loud as the lr.
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#6 Guest_Wolfseye
Posted 03 April 2004 - 06:54 AM
Sorry, but it sounds like firing a rifle in a big valley, and with Silencer, all I can say is !!!
So this is now FINAL ?
I love this game, but all these FINALS, how many ever, are supposed to be it, Final, right ? But anytime they are all but not final.
Sometimes not doing anything could be better. But this is just a simple critics. I know, I probably am the only one here thinking this way, but I feel free to say it.
I thank SID for all their work but they really should more consider & test what Updates they release.
1.) CASA
-The Contrast of almost any Buildings wall is so damned extreme.
2.) ALGIERS
-You almost need sunglasses. How yellow-light the Walls have to be ?
3.) SANCTUARY
-Maybe not releasing before releasing this.
4.) M4
-Comment above.
5.) M4 + Silencer
-sounds strange.
So, and guys, please don´t think this personal, ok, especially you guys from SID !!! Its just an oppinion, and what I heard, not the only on like this.
Hope for changes...
Wolfseye
#7
Posted 03 April 2004 - 08:22 AM
The m4 sounds TOTALY differnt' from every other gun, BAD, sounds like a friggen laser silenced and without a silencer it sounds like it shoots packets of sand, overall it feels buggier, I still get frame drops, and randomly now the surface I am on turns slippery, on roofs in rommel for example, I'd just slide right off even after I stop strafing, happened on the next map too...
#10
Posted 03 April 2004 - 09:49 AM
What this blabla about ' How much finals are there gonna be" Please dude, stfu. If theres a suposedly final out with bugs in it, I'd rather have them make a new final then keeping the one with bug.
Btw, the brightness in maps changes when you do r_overbrightbits 0 and then vid_restart It makes it a lot better.
Btw, the brightness in maps changes when you do r_overbrightbits 0 and then vid_restart It makes it a lot better.
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