I'm with Lemur on this one. The gun sounds need a total overhaul, along with many of the other sounds as well (how come a T34 can sneak up behind me without me hearing it?).
Real gunfire is an earpiercing *CRACK* which echoes off in to the distance, and it should sound like that for all the weapons. For example, the PPS and the PPD fire the same bullet at nearly the same rate, but in the game it's easy to tell the difference between the two. This makes it obvious that the sounds are more stylized than realistic. In reality, gunshots sound more alike than different.
A few conclusions I've come up with about this subject:
1. Large caliber, low velocity rounds (PPS, MP40, pistols) should have more bass than rifle shots.
2. Small caliber, supersonic bullets (K98, Mosin, and the machineguns) should have less bass kick, but they crack like crazy because of the sonic boom. They're also louder because they displace more air.
3. Aside from the sound of the bolt operating, there shouldn't be any difference in the sound of the semi-automatics vs the bolt action rifles.
Another problem with RO's sound is the mixing. The guns should be way, way, WAY louder than the footsteps or voices. It's tempting to make compromises to make the game easier to hear when playing at low volumes, but I think it ends up ruining the player's situational awareness when someone can be shooting at him at relatively close range and he doesn't hear it.
It was a good idea to have two seperate sounds for each weapon, one for close and one for distance, but it needs some work. Instead of playing one sound or the other, is it possible to play the two sounds together, varying the volume of each independently based on distance? This way you could have an idea who is shooting by how far away they are, rather than memorizing the sound each friendly and enemy weapon makes.
And by the way, here's the way the MG42 should sound:
http://www.nazarian.no/wep.asp?id=163&group_id=13&country_id=120&lang=0&p=7
People would be a lot more scared of machineguns if they sounded like that.
Real gunfire is an earpiercing *CRACK* which echoes off in to the distance, and it should sound like that for all the weapons. For example, the PPS and the PPD fire the same bullet at nearly the same rate, but in the game it's easy to tell the difference between the two. This makes it obvious that the sounds are more stylized than realistic. In reality, gunshots sound more alike than different.
A few conclusions I've come up with about this subject:
1. Large caliber, low velocity rounds (PPS, MP40, pistols) should have more bass than rifle shots.
2. Small caliber, supersonic bullets (K98, Mosin, and the machineguns) should have less bass kick, but they crack like crazy because of the sonic boom. They're also louder because they displace more air.
3. Aside from the sound of the bolt operating, there shouldn't be any difference in the sound of the semi-automatics vs the bolt action rifles.
Another problem with RO's sound is the mixing. The guns should be way, way, WAY louder than the footsteps or voices. It's tempting to make compromises to make the game easier to hear when playing at low volumes, but I think it ends up ruining the player's situational awareness when someone can be shooting at him at relatively close range and he doesn't hear it.
It was a good idea to have two seperate sounds for each weapon, one for close and one for distance, but it needs some work. Instead of playing one sound or the other, is it possible to play the two sounds together, varying the volume of each independently based on distance? This way you could have an idea who is shooting by how far away they are, rather than memorizing the sound each friendly and enemy weapon makes.
And by the way, here's the way the MG42 should sound:
http://www.nazarian.no/wep.asp?id=163&group_id=13&country_id=120&lang=0&p=7
People would be a lot more scared of machineguns if they sounded like that.
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