...That's a weird way to put it but okay. I mean, that feels almost like aggression when you could have simply said that the intent and purpose isn't fulfilled because the sounds is not clear and/or loud enough. I'm not "lying" that the goal is valuable.
I do agree with your second paragraph though. It should definitely be played for everyone. Especially when all players can hear the Trader Pod just well... So we can assume that all characters (being mercenaries and all) are capable of chatting with each other through walkie-talkies or whatever. That's some comfort all players could use.
Maybe a bit yes, but i was just pointing out that the so called banter has a very short cut off point, where its no longer audible even if the area is dead silent.
And in the middle of a firefight where you have explosions, weapon fire, zed noises, big zed spawn noises, your own internal screaming because you got stuck on a pole again, chances of you hearing any auto response or someone spamming voice command is slim to none.
But yes my point stands, saying that "characters' banter actually helps you in the middle of the fight" in its current state, is just cap.
If it functioned like a kf1 radio after the cutoff point with a visual indicator of some kind (because games with 5 fosters are a thing), then that would have been useful.
Bonus suggestion is to add "Spotted" into the command wheel, where it would function like Battlefield 2 spot function.
For example if you look at an enemy jet and you trigger the spot command from the wheel, soldier would then use an appropriate auto response and a chat message that it spotted the jet that way of the compass.
Similarly same function could be integrated into kf2, with Maybe an outline glow of the zed that you spotted.
No need to create a seperate bind as it would be present in command wheel so console players would be able to use it, and it saves space on keyboard, so that you wouldn't need a few seperate binds for each big and dangerous medium that you've spotted