noise audibility

Started by Gawain, December 02, 2007, 03:35:47 PM

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neth

Quote from: Westfall-US on December 03, 2007, 06:44:11 PM
The only drawback I see from this is that the radar is small. With the circles inside for audibility purposes, it actually balances it out.

With good scale it wouldnt be a problem. There could also be other huds informing how close the merc is - on spy's suit or wpn.

Gawain

i like the idea of a sound range indicator on the radar, but walls etc should play a role, too.

Spekkio

Quote from: InvisibleMan999 on December 03, 2007, 01:03:22 PM
Quote from: neth on December 03, 2007, 07:57:24 AM
Im not really sure if spy should be punished for scanning the area.

Yeah, I mean the HBS is a device used specifically to find and avoid mercs. I can see hearing things like sticky cams or even spy bullets/snares, but the HBS, like camo, is a stealth tool. If it gives away your location, then it's usefulness is seriously compromised. And out of everything, stealth tools need to be defended in PS.

And really, I can't think of a great balance reason why pulling out your gun (w/o laser) should be audible.

Now I suppose we could just make it audible to a very short range, but I don't know if I see the point.

There are some motions, like rolling in a vent which I think maybe should be audible, since rolling is faster and therefore should increase your chance of being detected, it should have a drawback. But regular spy footsteps on stealth mode should never be detected (regardless of surface), and landing after a jump also shouldn't make sound unless it pings the reticule.
Why should spies be allowed to use their equipment freely with no risk of detection?

The range I would suggest for hearing this would be relatively short. For example, there's a spy around the corner who wants to cam you about 3 virtual meters away.

The same thing goes for camo; the radius I would suggest for detecting camo, at least initially, would be the "short" radius. If you take away the noise entirely, you will have people activating it at the very last second to try and get necks. That is going to make it overpowered, and will also take away any sort of planning for its use.

Snares/bullets/HB/cams/camo/mines/spy traps and to a lesser extent mask ought to require some planning on the player's part to make them effective.

B1nArY_001

Quote from: Spekkio on December 04, 2007, 12:25:52 AMSnares/bullets/HB/cams/camo/mines/spy traps and to a lesser extent mask ought to require some planning on the player's part to make them effective.

QFE.

Spekkio

I would also add that "loud" surfaces such as vents, sand, and shallow water add more dynamic to the game that can be developed further through new maps and UT3s engine.

neth

IMO

HBS - no sound
camo - 2metres
cams - medium range, but not through walls
snares - 2metres

InvisibleMan999

#36
Quote from: Spekkio on December 04, 2007, 12:25:52 AM
Why should spies be allowed to use their equipment freely with no risk of detection?
If it's stealth gear, why shouldn't they?

There's certainly a good argument for why aggro gear needs to be heard, like cams and such. But something passive like camo or heartbeat? it seems to exist only to screw over a spy.

Quote
The same thing goes for camo; the radius I would suggest for detecting camo, at least initially, would be the "short" radius. If you take away the noise entirely, you will have people activating it at the very last second to try and get necks. That is going to make it overpowered, and will also take away any sort of planning for its use.
I seriously doubt camo is going to own the game. I never played with EAX, and I always found it easy enough to spot camo. I say lets make camo silent and consider adding a sound effect if it gets out of hand.

Quote
Snares/bullets/HB/cams/camo/mines/spy traps and to a lesser extent mask ought to require some planning on the player's part to make them effective.

Well the planning for the HBS is just the fact of using it in the right direction. The fact that you have to pull your weapon out (which slows you down) is a limitation enough IMO. You can't be costantly pulling out HBS all the time if you expect to progress through the level. And of course, most of HBS skill isn't so much getting the data, so much as figuring out what to do with it. So you know the merc happens to be camping machine room, do you want to wait for him to leave or hit somewhere else? That's where the planning comes in.

If you happen to give yourself away before you even get enough information to set up a plan. Then it's not really a planning game, it's just an instance where you got boned by bad luck. And that's not particularly fun.

Gawain

a gentle noise for silent gun pulling and camo activation is necessary for the gameplay. if you don't know that the merc is 3m next to you and you get detected because of this you did no sufficient recon in the first place or got a lack of attention.

InvisibleMan999

Quote from: Gawain on December 04, 2007, 07:43:14 PM
a gentle noise for silent gun pulling and camo activation is necessary for the gameplay. if you don't know that the merc is 3m next to you and you get detected because of this you did no sufficient recon in the first place or got a lack of attention.

The gun pulling, I could maybe see, just due to quickcams... but as far as camo goes, I don't see any reason to have that make noise at all. I just can't see camo dominating the game even if it was 100% quiet. I mean you can't run around while in camo anyway, and if you move it produces a motion blur that's visible to a merc standing close by you. Really it's only useful if you happen to move out of the corner of his eye or you're behind him. Of course, if you're behind him, he won't see you anyway.

I'm not really sure why everyone is afraid of camo. Even if you can't hear it, it's still not even that great. 

neth

Quote from: InvisibleMan999 on December 04, 2007, 07:56:35 PM
Quote from: Gawain on December 04, 2007, 07:43:14 PM
a gentle noise for silent gun pulling and camo activation is necessary for the gameplay. if you don't know that the merc is 3m next to you and you get detected because of this you did no sufficient recon in the first place or got a lack of attention.

The gun pulling, I could maybe see, just due to quickcams... but as far as camo goes, I don't see any reason to have that make noise at all. I just can't see camo dominating the game even if it was 100% quiet. I mean you can't run around while in camo anyway, and if you move it produces a motion blur that's visible to a merc standing close by you. Really it's only useful if you happen to move out of the corner of his eye or you're behind him. Of course, if you're behind him, he won't see you anyway.

I'm not really sure why everyone is afraid of camo. Even if you can't hear it, it's still not even that great. 


After all this I change my opinion, theres no reason to hear camo. If a merc cant see camo from such a close distance, he should l2p

Gawain

#40
no camo sound at all dumbs this gadget down to a going-for-necks and activate-whenever-i-want-to gadget. it's main purpose is to help you hide/pass small light areas in mid-large distances. i think the devs will be clever enough to decrease it's visibility in mid-range and get rid of eax superhearing, that's really all the boost it needs (+with no more eax ghosting people won't emf whore that much).

Gui Brazil

Quote from: neth on December 04, 2007, 12:15:44 PM
IMO

HBS - no sound
camo - 2metres
cams - medium range, but not through walls
snares - 2metres

2 meters is almost nothing, you know.

neth


If you cant see an activated camo from 0,5 when youre checking corners, thats your problem. Sound is not necessary.

Westfall

I don't feel sound is necessary for camo.

gun pull-out is still a yes.

InvisibleMan999

Quote from: neth on December 05, 2007, 12:00:19 AM

If you cant see an activated camo from 0,5 when youre checking corners, thats your problem. Sound is not necessary.

Yeah seriously. Is there anyone on this board saying they can't see camo when activated at point blank range?