Weapon sound and bullet impacts

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

harvest4

FNG / Fresh Meat
Aug 31, 2011
16
2
0
One thing I think that's really lacking from the game is the feeling of actually using a weapon. That was one of the strengths of the first red orchestra. As it is now the rifles sound a little muffled and the sub machine guns sound like popguns.

Also missing are bullet impacts. When I shoot someone my gun goes off and they magically die. It doesn't feel like I shot them. It feels like I clicked them with my mouse. I need to hear the gun, I need to feel the force of the recoil by seeing my character's animation, and I need to see my bullet impact and throw back the enemy.

That's one of the things I hate about the newer call of duties. You fire an m16 and it sounds like you just dropped a bunch of marbles.
 

Scarf Ace

FNG / Fresh Meat
Jul 16, 2011
265
282
0
I do kinda miss the PPSh's old, obnoxiously loud BARRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR noise. It just doesn't sound as "wall of bullets-ish" as it used to.
I love all the other sounds though. The MP40 especially sounds superb.
 

Jeremy Foote

FNG / Fresh Meat
Aug 30, 2011
87
538
0
everyone thinks this is like call of duty, LOL its not. its a beta everyone so you really need to stop saying that stuff.
 
  • Like
Reactions: Graphic

Maizel

FNG / Fresh Meat
Jan 21, 2011
973
372
0
I agree with OP. The sounds arent bad, but in my opinion one of the weaker elements of the game.

I would suggest headphones, unless you have high quality surround. With headphones the audio is pretty decent and immersive.
 

BoeLynx

FNG / Fresh Meat
Jan 1, 2011
56
22
0
The first thing I thought when I booted up the beta was damn the rifles sound great. Sounds much closer to real life than most other games out there.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
I need to hear the gun, I need to feel the force of the recoil by seeing my character's animation, and I need to see my bullet impact and throw back the enemy.

I think you need a better sound system, or don't expect the report to sound like a movie firearm. The recoil, especially with a rifle is clearly visible as the barrel climbs, but your view doesn't (due to free-aim IS). A bullet shouldn't throw somebody back realistically. It will have slightly less of a push on your target than the gun has on you, due to Newton's laws and energy loss. A pistol round has about as much kinetic energy as a thrown baseball.
 

Fultron

FNG / Fresh Meat
Aug 30, 2011
28
2
0
I'm playing with a set of Sennheiser HD280 Pro's and I think so far the sound is superb. My only nitpicking would be with the MG34. Something about the volume level seems wrong to me in comparison to the rifles and SMG's around me.

In RO1 the sound of Russian vs German weaponry was so definitive that you would instantly know who was around you when they fired. Now its not as easy to tell just by gunshots alone. Big plus.

8mm and 7.62x54r sound virtually the same when fired, you cant really tell them apart. Bravo to Tripwire for getting this right.
 

Fishsticks

FNG / Fresh Meat
Apr 20, 2011
886
57
0
Alabama
If anything the weapon VOLUME level needs to be increased. The weapons sound great but are far too quiet as is. The in game voices are actually louder than the weapons. Feels CODish with the quiet weapons. R01 waepons were LOUD.
 

luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
510
0
its true they sound muffled.

It doesnt feel like they have any punch behind it. It probably due to the reduced recoil
 

Zennousha

FNG / Fresh Meat
Mar 1, 2006
1,019
266
0
34
Kelowna, British Columbia, Canada
Really? I went to put up the sound like I do with RO, and I didn't even get half as close. The mod sounds were far more unforgivingly loud and booming, but whether or not that was even remotely accurate (if RO2 is any indication, far from) is another question.