Author Topic: Increased damage notifications  (Read 512 times)

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Offline Ressk [CSF]

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Increased damage notifications
« on: January 24, 2017, 08:07:38 PM »
Hello Lads who are making this jazz now

LeColonel brought this to my attention, and I've noticed it a bit myself, but it is damn hard sometimes to figure out if you are under attack from certain weapons. This may be just a problem with Crysis and its sound coding, but the particular offenders are:
U/AC-2
U/AC-5
RAC-2-5 if they are outside of firing noise range
Lasers

The reason this is a problem to him (and likely others) is that these weapons have very little audible feedback when they strike. Sometimes you can hear the sparking noise of the autocannons, and the burning noise of lasers is very audible as BA, but a lot of the time these are only detectable visually or the sudden orange/red status on an armour piece. I'm also not sure the hit-circle that shows damage is 100% reliable.

Weapons that have great feedback are:
Any lock on missile obviously
Any explosive
U/AC10-20 makes a huge boom on impact now
PPC crackle blast
Gauss Gong
LBX hammer noise

If there is a way to improve the feedback of taking damage from the other weapons, it may be appreciated.
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Offline HAARP

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Re: Increased damage notifications
« Reply #1 on: January 24, 2017, 09:01:59 PM »
I very much agree. The lack of audible feedback can be problematic. Adding these would aid gameplay and immersion greatly.
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Offline Humbug

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Re: Increased damage notifications
« Reply #2 on: January 24, 2017, 11:10:22 PM »
Agreed, and while they're at it maybe beef up the firing sound of the various autocannons of smaller caliber as well, namely the 2's and 5's. There's a huge jump of sound feedback from the 5's to the 10's. 10's and 20's sound like actual cannons, while the 2's and 5's just have this strange kind of "pfft" noise to them which could definitely be improved.
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Offline Spooky

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Re: Increased damage notifications
« Reply #3 on: January 25, 2017, 01:08:48 PM »
IHG also has the wrong hit sound currently.

Offline xInVicTuSx

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Re: Increased damage notifications
« Reply #4 on: January 25, 2017, 09:25:12 PM »
Its likely because they are rapid fire weapons and the sound system is getting overwhelmed trying to play each little hit sound.

(The laser is very rapid fire, if you drag it and look at the decals thats the technical ROF)
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Offline Ressk [CSF]

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Re: Increased damage notifications
« Reply #5 on: January 25, 2017, 09:32:28 PM »
Its likely because they are rapid fire weapons and the sound system is getting overwhelmed trying to play each little hit sound.

(The laser is very rapid fire, if you drag it and look at the decals thats the technical ROF)

Id definitely suspect this is something on Crysis Engine's end, ergo the tricky nature of the problem.
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Offline HAARP

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Re: Increased damage notifications
« Reply #6 on: January 25, 2017, 10:16:50 PM »
One possible option would be to have only every tenth impact play a sound or something like that.
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Offline Ressk [CSF]

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Re: Increased damage notifications
« Reply #7 on: January 26, 2017, 03:40:16 AM »
One possible option would be to have only every tenth impact play a sound or something like that.

I believe in the magic. That does sound like a fairly... i hate to say straightforward but thats the word that comes to mind.
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