Weapon Volume/Distance

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

Definitly, about 6 days a week im working in an Armory, mostly building M249, M240, .50 cal, and .30 cal machine guns... Hearing those thing fire is stunning... If PR could make the sounds more detailed, I know when we are doing test fires, you can literally hear the gun operating, everything from the bolt slamming back and forth, shell casing hitting the floor, and of course the round itself being fired, in the current BF2, the M249 sounds more like a bad blender, the sounds are all kinda faded into each other, so it sounds more like a blurr of noises, no real distinctive sounds. Same goes for the .50 cal.
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m0ldym1lk
Posts: 368
Joined: 2004-08-25 20:28

Post by m0ldym1lk »

I made a thread about this a while back, so you know I agree with you :D
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

Agreed, existing sounds need to be louder, and stay louder farther away.
Not to mention almost every gun needs it's sound reworked, especially the AK 47, it sounds so pathetic.
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Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Post by Paladin-X »

I wonder if the distances on sound were reduced just like fog distances, to save from lagging. I dunno much about sound, but I guess it would take some extra power from the sound card and/or cpu to add that many sounds.

On another note, when playing on Kubra Dam it's cool hearing the echoing gunfights from that flag at the bottom of the dam.
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BlakeJr
Retired PR Developer
Posts: 3400
Joined: 2004-09-12 12:04

Post by BlakeJr »

Tactical Advantage wrote:Definitly, about 6 days a week im working in an Armory, mostly building M249, M240, .50 cal, and .30 cal machine guns... Hearing those thing fire is stunning... If PR could make the sounds more detailed, I know when we are doing test fires, you can literally hear the gun operating, everything from the bolt slamming back and forth, shell casing hitting the floor, and of course the round itself being fired, in the current BF2, the M249 sounds more like a bad blender, the sounds are all kinda faded into each other, so it sounds more like a blurr of noises, no real distinctive sounds. Same goes for the .50 cal.
If you're allowed to, why not record some live firing? Set the microphone at different intervals and then send the whole shebang to the PR guys.

It's difficult recording firearms and get a really good result but you never know til you've tred! :)
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Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

I would, but im only 16, and dont have permission to be in the room while firing, but you can hear it throughout the entire shop, even if i could, i dont have the appropriate equipment to tape it right.
GOD BLESS AMERICA AND OUR ALLIES
Tom#13
Posts: 477
Joined: 2005-05-22 13:32

Post by Tom#13 »

weapon power is also a big problem i shot a guy about 6 times in the chest before he hit the ground and getting shot in the arm or shoulder dont mean a thing. in real life you take a 7,62 round (used by ak47's and a number of sniper rifles) in your shoulder then its gonna blow a hole through it and that is not something you just walk off
Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

sound and power need some serious pumping up.
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Ugly Duck
Posts: 975
Joined: 2004-07-26 02:23

Post by Ugly Duck »

Not just weapons need a boost in sound, I'm sure we've all heard a jet(F-16, F/A-18, some sort of military jet) fly over and those things are deafining. They sound great in BF2, effects wise, but they ought to be the loudest things in the game. Tanks need a boost too, you shouldn't be able to hear foot steps from inside of a tank.
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