Silent tanks?

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Demjansk

FNG / Fresh Meat
Jan 15, 2008
40
1
0
Out of curiosity, has there been any word from the developers as to whether they'll be able to do anything about the overly stealthy tanks in RO?

In this regard, the game isn't even vaguely close to real life. You'll hear the squeaky mechanical noises well before you'll hear the engine, and in real life you certainly not get run over by a tank because you didn't hear it coming. Same thing for half-tracks even.

I've been fortunate enough to be out in the field as a reenactor when WWII vintage armor has been around, and I can say that it certainly gets your attention.

They nail it pretty well in that one episode of Band of Brothers.
 

Lt. Stephenson

FNG / Fresh Meat
Apr 18, 2006
100
0
0
This is a big problem. I'll be running on Arad, and I turn around to see a tank right before it runs me over.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,068
743
0
34
liandri.darkbb.com
According to TWI it can't be done because increasing the radius the sound can be heard would make it relevant for more players and that would increase the serverload too much.
 

ripvanwinkle

FNG / Fresh Meat
Dec 1, 2005
34
0
0
If that really is the case, then why is it that you can hear people being bayonetted from across the map?

They should definately raise the volume even if not the radius.
 

Alec

FNG / Fresh Meat
Jun 4, 2006
67
0
0
it was a problem from day one.
it, and you can't locate the direction of team voice commands
 

Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
1,310
0
Denmark
The Unreal 2.5 engine has a horrible sound subsystem, its allways been its great flaw, but still, i find it hard to belive that the Tank sounds could not be bettered somehow..
 

rossmum

FNG / Fresh Meat
True.

Argh, stupid engine limits
emot-argh.gif
 

piller

FNG / Fresh Meat
Mar 2, 2006
289
0
0
It's always been an issue. At least vehicles aren't difficult to spot. It just requires a little more looking around to avoid being run over.