Sound and Suppression: 2 FH Possibilities? -1 reply

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FactionRecon

11PzG Grunt

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4th August 2003

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#1 10 years ago

So PR 0.7 came out yesterday. Yay, woo hoo, blah blah. I downloaded it of course, and went into a game of Al Basrah on the 24/7 Insurgency server. PR has never run that well on my PC for whatever reason, but I was enjoying myself amid all the "rules" that the mod has to oppress the gaming community.

Anyway, one of the first things I noticed was that they had actually found a way to produce "distance sounds" for every weapon in the game, so that a firefight far away from you could be heard as a series of faint cracks and booms. Each individual rifle shot can be heard, and to be honest, it really sounded like a battle! (I was in a lonely building working on scouting the Insurgents, so I was far from any of the real action) The point is that it really helped with the immersion and thought that it might be an idea to consider for future releases.

Second is their new and improved "shellshock". No longer the stock "whistle" and blur, theirs is more subtle and it took me a while to realize it, but it is actually effective. Think Tom Hanks' little "deaf moment" in the beach scene of Saving Private Ryan and you'll know exactly what it sounds like. There is a low monotone in the background (sort of) and all other sounds are faded out, with a *very* slight blur, nothing extreme. With all the complaining going on about the current suppression method, I thought I'd point this out as an alternative solution.

I'm a veteran FH player, and I know that FH =/= PR. I don't want it to, I love FH way too much to let that happen. But just consider these ideas, devs, or have a chat with your buddies over at PR to see what can be done.




Guest

I didn't make it!

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#2 10 years ago

Maybe the devs will include the Distant sounds because they are cool




Rumpullpus

GF makes me horny

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26th January 2007

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#3 10 years ago

i agree that haveing all the weapons making distant sounds would be extremely awsome. i wouldnt expect that for a long time though. and yea i would also like to see a more sudtle suppression somthing that is more noise than actual blurr and color change. not that blurr isnt good.... it just lasts too long




TristanYockell

Gun Ownership = Freedom

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4th February 2007

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#4 10 years ago

Agreed, the sound system in PR is top notch now and makes for an amazing experience. The firearms and firefights just sound so damn realistic now.




Leopardi

[11PzG] member

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16th October 2006

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#5 10 years ago

You kinda get the how the distant sound system is made in the very beginning and in the very end of the video, for a few seconds. Battle sounds in the beginning, a jet passing by in the end.

Damn I hope this soundsystem makes it to FH2. It would add whole a lot atmosphere, and "being there" feeling.




Guest

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#6 10 years ago
Second is their new and improved "shellshock". No longer the stock "whistle" and blur, theirs is more subtle and it took me a while to realize it, but it is actually effective. Think Tom Hanks' little "deaf moment" in the beach scene of Saving Private Ryan and you'll know exactly what it sounds like. There is a low monotone in the background (sort of) and all other sounds are faded out, with a *very* slight blur, nothing extreme. With all the complaining going on about the current suppression method, I thought I'd point this out as an alternative solution.

A little bit of noise doesn't really stop you from fighting back, and that is why such a change would destroy the usefulness of the machine gunner kit.




Mokusaku

I follow teh Moo!

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18th November 2007

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#7 10 years ago
FactionRecon;4127525Second is their new and improved "shellshock". No longer the stock "whistle" and blur, theirs is more subtle and it took me a while to realize it, but it is actually effective. Think Tom Hanks' little "deaf moment" in the beach scene of Saving Private Ryan and you'll know exactly what it sounds like. There is a low monotone in the background (sort of) and all other sounds are faded out, with a *very* slight blur, nothing extreme. With all the complaining going on about the current suppression method, I thought I'd point this out as an alternative solution.

Do you mean that they used that "shellshock" in their mg's supression effect or when things exploded near you? I like current FH2 mg supression but this PR's newer effect would be nice for explosions. By the way its funny that here people want to get rid of mg supression effect while in RO forums those who have played FH2 want it to implemented in RO. :p




Coca-Cola

[130.Pz.]A.Aussen

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28th August 2006

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#8 10 years ago
Mokusaku;4128333Do you mean that they used that "shellshock" in their mg's supression effect or when things exploded near you? I like current FH2 mg supression but this PR's newer effect would be nice for explosions. By the way its funny that here people want to get rid of mg supression effect while in RO forums those who have played FH2 want it to implemented in RO. :p

Realism gamers are hard to please..."not too much suppression effect, a little more, a liiiiiiiitle more, a teeeeny weeeeeenyi biii oh now you've put too much in. It's fucked, start from scratch."

This is going to sound somewhat hypocritical, ironic, oxymoron(ish/esque/what?) and all the rest but these sounds really add to the immersion but don't add too much in one go...




Real-BadSeed

Science experiment

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5th December 2004

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#9 10 years ago

I dont mind the suppression, but it could maybe be shortened alittle. Imo it lasts just a little to long. Longer than it needs to, to have the desired suppression effect anyway. So its overly handicapping players, for too long after they have ducked away.




Solo4114

Scoundrel Extraordinaire

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16th September 2002

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#10 10 years ago

Not to mention that it goes through obstacles like walls, sandbags, etc. When you're in cover, you still get suppressed.