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Old 2012-06-07, 08:46 AM   [Ignore Me] #1
CutterJohn
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To the sound designer for PS2:


Overall, you've done great things! Gone is the 'pew!' that afflicted the PS1 weapons.

I do, however, have one serious issue.

The TR max. More specifically, the dual cycler. It is a minigun, yet has a rate of fire I could easily exceed with a semi auto.

This is currently what it sounds like: http://www.youtube.com/watch?feature...pZsKc4#t=1659s

This is what it should sound like:




That is all



PS: I might suggest a bit less crazy arm swinging for the run animation as well.
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Old 2012-06-07, 08:50 AM   [Ignore Me] #2
NewSith
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Re: To the sound designer for PS2:


From what I can see the rof is not that high, actually. REmember the thing with the original TR MAX? It too didn't sound like a c-ram until you locked down.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2012-06-07, 09:10 AM   [Ignore Me] #3
dachlatte
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Re: To the sound designer for PS2:


Well if you want to make it sound like a minigun you gotta make it shoot like one too. At 2,000 to 6,000 rounds per minute you will run out of ammo pretty quickly
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Old 2012-06-07, 09:17 AM   [Ignore Me] #4
Aractain
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Re: To the sound designer for PS2:


Yeah, lockdown - have we seen that yet?
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Old 2012-06-07, 09:24 AM   [Ignore Me] #5
Khrusky
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Re: To the sound designer for PS2:


Originally Posted by dachlatte View Post
Well if you want to make it sound like a minigun you gotta make it shoot like one too. At 2,000 to 6,000 rounds per minute you will run out of ammo pretty quickly
Also it'd be hell for the server trying to calculate all those bullet trajectories >.<
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Old 2012-06-07, 09:39 AM   [Ignore Me] #6
Stew
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Re: To the sound designer for PS2:


Originally Posted by CutterJohn View Post
Overall, you've done great things! Gone is the 'pew!' that afflicted the PS1 weapons.

I do, however, have one serious issue.

The TR max. More specifically, the dual cycler. It is a minigun, yet has a rate of fire I could easily exceed with a semi auto.

This is currently what it sounds like: http://www.youtube.com/watch?feature...pZsKc4#t=1659s

This is what it should sound like:

Phalanx CIWS firing - YouTube




That is all



PS: I might suggest a bit less crazy arm swinging for the run animation as well.
They cant put the MM guns on max to be like super fast and overpower this will ruins the game !

Its ok as it is or if its faster the bullets must make less 500 % less of the actual damage ! So

Last edited by Stew; 2012-06-07 at 09:40 AM.
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Old 2012-06-07, 10:35 AM   [Ignore Me] #7
CutterJohn
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Re: To the sound designer for PS2:


Originally Posted by Khrusky View Post
Also it'd be hell for the server trying to calculate all those bullet trajectories >.<
Thats why you just make it sound like that. You don't have to actually spawn the bullets.
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Old 2012-06-07, 10:47 AM   [Ignore Me] #8
MercDT
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Re: To the sound designer for PS2:


I kinda agree that sound fx for the TR chain gun should be a bit more beefy. I can also say the same for some of the aircraft's primary weapon systems...they just sound weak and we as pilots shouldn't hear them as crystal clear since we're inside the cockpit. They should sound more beefy and at the same time a bit muffled.

I hate to say it, but somewhere along the lines of the of being inside a jet like in BF3.
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Old 2012-06-07, 11:01 AM   [Ignore Me] #9
DerFurst
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Re: To the sound designer for PS2:


Even though the cycler is a chaingun, I'd imagine it fires very high caliber bullets, unlike your average super high ROF .22 or .30 minigun.

Even though the TR are about bullet spread, having a walking tank with dual lawn mowers would get abused very quickly.
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Old 2012-06-07, 11:11 AM   [Ignore Me] #10
Sabot
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Re: To the sound designer for PS2:


Maybe they just turned down the gas preasure on the guns... turn it all the way up and you'll see muzzle flashes bigger than the flame thrower, red hot barrels and it'll sound like... a CRAM!
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Old 2012-06-07, 11:18 AM   [Ignore Me] #11
EVILoHOMER
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Re: To the sound designer for PS2:


My mates in the Army and said the Americans can just waste bullets for a laugh but our British Army they have to log every bullet and why the gun was fired lol.
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Old 2012-06-07, 11:18 AM   [Ignore Me] #12
The Janitor
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Re: To the sound designer for PS2:


Yeah, I thought at first the RoF should be higher, but then I figured it was supposed to be slower and heavier. There was a gun in the old Red Faction game that sounded amazingly heavy and I loved it. I'd certainly love to hear some hefty TR guns even as I died to them.
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Old 2012-06-07, 11:56 AM   [Ignore Me] #13
Johari
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Re: To the sound designer for PS2:


Originally Posted by The Janitor View Post
Yeah, I thought at first the RoF should be higher, but then I figured it was supposed to be slower and heavier. There was a gun in the old Red Faction game that sounded amazingly heavy and I loved it. I'd certainly love to hear some hefty TR guns even as I died to them.
I know exactly what you're talking about. Bought Red Faction on steam a while ago and did a replay.

TR MAX dual cycler sounds pretty damn close to the secondary fire on this

Anyway we have yet to see how these sounds in lockdown mode but I can only imagine it being a real terror to those who unwittingly stumble upon it.

Overall I'm liking the improvements to the gun sounds but obviously some are going to change. Keep at it dev team.
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Old 2012-06-07, 12:26 PM   [Ignore Me] #14
capiqu
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Re: To the sound designer for PS2:


I too believe the upper body swing movement of the TR running max is a bit too much. I would rather see their arms move forward and back like a true runner .
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