I play a lot of cod2/4 and am used to sound that is quite important positional wise. As a Cod player I rely on sound a hell of a lot.
Can anyone tell me if this is the same for Roost, as I have never played it.
Some of the new fps games coming out seem to have very little sound that you can use to locate enemies, for example mw2 and MoH.
I can understand on a battlefield of 50 players with tank's and artillery it is going to be hard to pinpoint your enemies but in mw2 and MoH on a server with 3 players you still can't hear enemies even when they are running around making a racket.
This could be realistic I don't know?
So what I'm basically asking is the sound in Roost more like previous Cod's cod1/2/4 or more like the "sound occlusion" of W@W/MW2/BF:BC2/MoH
Plus could any one from Tripwire shed any light on how it willl be in RO:HoS
Many thanks:IS2:
Can anyone tell me if this is the same for Roost, as I have never played it.
Some of the new fps games coming out seem to have very little sound that you can use to locate enemies, for example mw2 and MoH.
I can understand on a battlefield of 50 players with tank's and artillery it is going to be hard to pinpoint your enemies but in mw2 and MoH on a server with 3 players you still can't hear enemies even when they are running around making a racket.
This could be realistic I don't know?
So what I'm basically asking is the sound in Roost more like previous Cod's cod1/2/4 or more like the "sound occlusion" of W@W/MW2/BF:BC2/MoH
Plus could any one from Tripwire shed any light on how it willl be in RO:HoS
Many thanks:IS2:
Last edited: