[quote=""'[R-DEV"]Rhino;1933034']I'm sorry but that simply isn't true.
Immersion is 50% of a good game yes, but audio alone is not even 50% of immersion, more like contributes around 30% and around 5 to 10% to gamepaly (which is the other 50% of a game game next to immersion, although for the gameplay aspect sound quality isn't important as long as you have a sound for things that affect gameplay, which in our case gun shots, healing players etc) and if you add that up together it contributes around 20% to the entirety of a game.[/quote]
Okay, agreed. In PR audio is probably not 50% of the game experience. Probably a bad way to put stuff into words by me, sorry. In games like Dead Space though it's a whole different story.
But then - should sound be treated like it's only 20% important?
For me for example there are these special moments where I go "hooly shiit this is amazing" and they usually happen during mid-long range firefights with a looot of gun fire and armor/CAS going on. And I think good sounds really contributes to these momens.
[quote="Gracler""][...] If there is one thing I need it is being able to tell what type of weapon is being fired and especially if it is not a friendly weapon being fired. At long range the sounds should blend together more though.[/quote]
I don't expect you do know the weapons, lol, I just wanted to show that you can have them sound kinda similiar but with differences.
Being able to tell who's shooting - in real life you can't really besides the rate of fire and MAYBE the amount of low end telling you the caliber roughly. Weapons sound so different depending on where you are and what direction they are shooting.
U.S. Soldier Survives Taliban Machine Gun Fire During Firefight - YouTube
Could you distinguish the distant firing machine gun fire? Could be a PKM, m240B, AK, any kind of 7,62 rifle really.
British Soldiers Firefight Across Compounds In Afghanisatn - YouTube
I mean in real life they are loud bangs really with variety of low end depending where you are, that's it.
In PR right now when I hear that nice distant fire I listen to the rate of fire, that usually works well.