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[Suggestion] Hitting Sounds - A Comprehensive List Of Additions Rate Topic: -----

#11 User is offline   speckknoedelsup (old) Icon

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Posted 29 November 2009 - 07:13 AM

View Postdon, on 29 November 2009 - 03:01 AM, said:

95% of kills are close enough you can hear the death sound effect. Head shots make a splat, helmet shots a ding. Legs make a squishy sound.


I would need this feature (3)) for long-mid ranged fights mainly in order to figure out quickly (while shooting) how much life my opponent has left, and i can't read the lines and aim at the same time.

#12 User is offline   ObScUrE Icon

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Posted 29 November 2009 - 07:32 AM

View Postmitsubishi, on 28 November 2009 - 04:09 PM, said:

1) A different sound when someone dies (e.g. ding ding ding - dong (dead) :laugh: )
good idea but what is with the bleed to death notification?

2) A different sound on headshot (secondary)
what don said. but implanted as hit sound so you can hear it from miles away.

3) perhaps different sounds for different parts it hits (secondary)
yes but for leg/arm shots we should stick to one sound.

Quote

BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~

#13 User is offline   satiable Icon

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Posted 29 November 2009 - 08:11 AM

No.

#14 User is offline   mitsubishi Icon

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Posted 29 November 2009 - 01:29 PM

Isn't it obvious about bleed to death? Simply do the sound if you kill something not if you hit and kill something.

#15 User is offline   profspaz (old) Icon

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Posted 30 November 2009 - 03:48 AM

View Postmitsubishi, on 29 November 2009 - 01:29 PM, said:

Isn't it obvious about bleed to death? Simply do the sound if you kill something not if you hit and kill something.


Its a great idea. If don etc dosent want to use it then they don't have to. I know someone who can't read text at all. There vision is to blurred, but there hand eye (ironically) coordination is amazing. This would help alot for somepeople.

Just saying I love hitsounds cuz when i use autos i spam. :D

1337 ch@t 1s 3@sy m@t3. l3@rn t0 us3 1t @11 th3 t1m3... -- try that one ;)
|-|3'/ |\|00B5 7|-|15 15 7|-|3 5P4Z. 7|-|3 b3$7 pR09R4/\/\/\/\3R 4|\|D 94/\/\/\/\3R 4R0U|\|D!
48 65 79 20 6e 30 30 62 73 20 69 74 27 73 20 50 72 6f 66 20 53 70 61 7a 2e 20 54 68 65 20 62 65 73 74 20 70 72 6f 67 72 61 6d 6d 65 72 2f 64 65 73 69 67 6e 65 72 2f 67 61 6d 65 72 2f 77 72 69 74 65 72 20 6f 6e 20 74 68 65 20 77 65 62 2e 20 54 68 65 20 66 61 63 74 20 74 68 61 74 20 79 6f 75 20 64 65 63 6f 64 65 64 20 74 68 69 73 20 6d 65 61 6e 73 20 79 6f 75 20 68 61 76 65 20 6e 6f 20 6c 69 66 65 21 20 53 65 6e 64 20 6d 65 20 74 68 65 6d 20 6d 65 73 73 61 67 65 20 2a 4c 49 46 45 2a 20 74 6f 20 67 65 74 20 61 20 66 72 65 65 20 73 6f 6d 65 74 68 69 6e 67 20 3b 29 (HINT: Coded in Hexadecimal ;) )

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#16 User is offline   mitsubishi Icon

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Posted 30 November 2009 - 01:24 PM

ye and it's not only about spamming, there are some specific limitations of the game in providing information to the user; as I said because of unlagged, YOU HAVE to not have a visual indication - and often not a good audio indication - of what happened in a firing because you simply left the scene.



especially for nades, you've no idea what they've hit, especially if they hit(edit: killed) nothing.

This post has been edited by mitsubishi: 30 November 2009 - 01:25 PM


#17 User is offline   ObScUrE Icon

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Posted 30 November 2009 - 01:54 PM

a damage indication for the nades would be good ,too.

Quote

BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~

#18 User is offline   MerkyMerc Icon

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Posted 30 November 2009 - 08:19 PM

As long as players can choose which hit-sounds they want to hear (i.e. hear only current beep, hear only current beep and nade beep, hear only kill beep, and hear all beeps etc):
F1 for a slightly different hit-sound for kills, and another for nade hits.

F2 for hit-sounds for limbs.

This post has been edited by Merky: 30 November 2009 - 08:25 PM


#19 User is offline   mitsubishi Icon

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Posted 30 November 2009 - 09:47 PM

concerning nades I suspect the initial thought of the coder might have been 'it'll spam them with damage messages since they hit multiple targets' but that's probably unrealistic (to think it's a problem); people would prefer that to nothing; besides if one is 'not a nerd' to need detailed msgs then why need msgs at all.

#20 User is offline   BludShoT Icon

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Posted 30 November 2009 - 10:29 PM

Great ideas, but instead of a different hit sound for body parts, the pitch should just be altered based on how much damage you do (similar to quake3). Since the body parts take different percentage damage from each other, you'd learn what sound means what, and while it's kind of nice to know if you shot someone in the legs or not, you should know that anyways based on where you aimed, and it's a lot more important to know how much damage you did than where you hit them (via sounds).

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