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Old 2012-08-10, 09:31 AM   [Ignore Me] #16
MrBloodworth
Lieutenant Colonel
 
Re: Real priority audio vs audio minimap spotting


Originally Posted by RoninOni View Post
http://mordorhq.com/viewtopic.php?f=...p=61808#p61808

having a discussion on another board I frequent and we were discussing Higby's stream and someone mentioned it appeared that there was automatic audio minimap spotting (that is, you briefly light up on the minimap when you fire your [unsilenced, like another weapon option] firearm)

We are somewhat distraught by this as we know first hand the effect it has on stealth and flanking.

We were also spoiled by fantastic audio systems that actually prevented the need for audio spots, as the audio itself was the only clue you needed, and you could then use loud ambient noise (say from tanks rumbling by or firing) to mask your own gunshot noise as you would IRL. (of course, EA implemented audio spotting alongside the high quality audio of bad company 2... I just never noticed having never needed it. In BF3 some glitch with their audio system however nullified the audio's reliability in audible locating)

so anyways, just posting this here hoping to grab the attention of some dev that comes along this forum 8)

If at all possible, we believe it would make for a far more interesting and tactical game if sound direction and priority was how people would locate source of gunfire in game as it would be so much more realistic, without falling back on "newb assists"

Discuss and cheers

In PS1 all gunfire, footsteps and such were 3D positional audio. That undoubtedly is in PS2 as well, as its an engine audio level function.

There was also a mechanic in game, using devices/sensors/base features that would place a user on the mini map for a short time due to movement or sound. Its a game mechanic with counters and amplifiers ( Such as the audio implant, Jammer grenades, Sensor Disruptor ) or the mosquitoes radar feature at certain speeds.

I believe the second is what you are seeing, that, and in combination with being spotted by another faction ( Witch also put you on the map, there was no key-press needed, its an "eyes on target" spotting ) and or motion sensors.

But, one does not preclude the other as some have suggested.

Last edited by MrBloodworth; 2012-08-10 at 09:41 AM.
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Old 2012-08-10, 09:45 AM   [Ignore Me] #17
LordSlack
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Re: Real priority audio vs audio minimap spotting


I think the best case compromise and solution is for gunfire to show up as tiny radiating rings on the minimap when bullets are fired, but the shooter is not Flagged for any period of time. You can see the "noise" on the battlefield from a gun, but you don't become a dot for 6 seconds after you release the trigger. This is more realistic as far as needing a visual cue for gunfire, and eliminates the cheapness of seeing which direction an infiltrator runs After he is done shooting. There's no way to know that data without omnipotent information being given to you by a satellite or something.
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