I know a lot of you liked the hit sounds featured in ricco's last sniper movie, so I thought I'd let you all know that PingTimeoutDM now has hit sounds ;)
lol, do you really need hit blips to know that you've hit someone? Especially in a game that already has sounds when you hit someone? Seems really redundant to me.
I would LOVE for it to be in leagues, and it would be awesome in TF2 period. However, I highly doubt it. The reason it's in quake is because quake is MUCH more frag based than TF2 is. Would be amazingly useful for projectile classes :D
if this happened, i'd still like the old signs for this reason.
i'm sniper and i see a crowd of 2 sollys, demo, scout and medic. they are all overhealed. i scope in and shoot immediatley before a retreat and score a headshot, but not a kill. i'm able to call out to my team for is weaker than the other and will get the most attention from the medic becaseu of the class specific grunt.
but quake sounds would be great too, make make it an option in options>multiplyer.
Hit sounds are extremely useful in competitive play and would promote a little more strategic spamming. If you are spamming a corner or tunnel from a distance, it's nice to know if you hit someone around the corner or what not.
It's also nice knowing whether you hit someone at long range with hitscan or not. A lot of people play with FPS configs and there isn't a lot of blood.
#19 every thing you just mentioned would queue an audio notification in the current version of TF2. Why do u need a beep instead? If anything, the audio notifications in TF2 are far better than QL. You can tell what class you hit not just if you hit or not.
# 20 they dont make a noise with each hit, they make noises at different levels of being hurt...useful? yes, but not what we are talking about here
I dont care either way about the hit sounds, if we had them I would use them, but since we dont have them, its not a big deal. It would make scouting, sniping, and any hitscan (mostly shotguns) easier, so that would be fun, I guess.
also, Valve already gave the pyro audio notification a while back with the flame thrower, sooo thats something to think about
Yeah but it's hard to hear it, it's similar to several other in game sounds, like people rocket jumping ect.
Honestly there are several other things I would want in the game before this, but I think it would be cool. And I agree, the QuakeLive bandwagon is getting a bit overloaded, but it's still something that people like myself who actually played Q2, Q3A and Q4, is familiar. It's just a suggestion.
quake 3, emulated with quake live, is one of the most pristine competitive fps environments ever created, this is gotfrag, competitive gaming forums, it makes sense that we might want what works in a great competitive game to show up in a game we play competitively
Its not a bandwagon if it passes the test of time, and quake 3/ql has very much done that. Im terrible at Quake, but I'm banking on the next in the quake series to further lead the competitive fps genre. It really is the ultimate competitive fps.
#23 just because it works in quake doesn't mean it will work in TF2. i don't see the actual need for hit noises in TF2... TF2 ain't quake kids. i don't when this whole "zomg quake" thing started happening... TF2 plays nothing like quake. it's more like DoD style gameplay if anything. play the game because you like it, not because you are trying to prove something
"And dont act like our internet doesnt have to be checked and processed through customs" - zenru
"TF2 plays nothing like quake. it's more like DoD style gameplay if anything."
Flaunt that ignorance. tf2 is a DIRECT child of the quake mechanics (to say nothing of earlier games in the series)
Anyway
Features that quake has being added to tf2 doesn't mean tf2 is copying quake or something... it means tf2 is GETTING GOOD FEATURES. Do you think comp unreal used a hitsound mod because they wanted it to be more like quake? No, they did it because it's a good feature!
This is just the equivalent of steam forum kids complaining that a new feature makes tf2 'more like halo' or 'more like CS' or 'more like COD' or something, which of course none of them do. Everybody wants 'their' game to be unique to them because they're afraid of the Big Bad Popular Game stealing their identity as a Niche Game player. There's no more reason to argue against this 'because it's in quake' then there is to argue against hidden viewmodels or custom huds.
I don't see how having this feature could hurt anyone or give anyone a real advantage so I don't see why valve couldn't make it an option.
But I wouldn't use it. Hit noises already exist, though there are complaints that they vary with damage. But if the noise isn't loud enough to distinguish from other noises then doesn't that mean you barely touched them? Meh, either way it's no big difference as far as I see it so make your beeps.
+1 for hit sounds being added, extremely useful because the audio clips don't always play when you hit someone and they don't give an accurate represation of how much damage you did.
Yeah but Quake4 had really cool looking guns. And that's about it. Yeah................that's about all it had going for it............WHY WAS Q4 SO BAD?!?!?
TF2 already has yell noises ingame when you hit somebody (they scream and you can hear it, regardless of how far away they are, so long as it was a decent hit). I'm sure you can edit your hit sounds in non sv_pure servers, but in terms of playing the game I'm fine with the identifying screams than a ping. The ping is great for frags vids though, and for ammomod and Deathmatch it's fine.
Submit Comments
Registered Users Only
In order to post comments, you must be a registered member. If you have not registered, it's free and easy!
Hit Noises
I know a lot of you liked the hit sounds featured in ricco's last sniper movie, so I thought I'd let you all know that PingTimeoutDM now has hit sounds ;)
Check it out on pingtimeout.net:27016
:D
you have no idea
also would this be legal in leagues?
Would be amazingly useful for projectile classes :D
i'm sniper and i see a crowd of 2 sollys, demo, scout and medic. they are all overhealed. i scope in and shoot immediatley before a retreat and score a headshot, but not a kill. i'm able to call out to my team for is weaker than the other and will get the most attention from the medic becaseu of the class specific grunt.
but quake sounds would be great too, make make it an option in options>multiplyer.
Hit sounds are extremely useful in competitive play and would promote a little more strategic spamming. If you are spamming a corner or tunnel from a distance, it's nice to know if you hit someone around the corner or what not.
It's also nice knowing whether you hit someone at long range with hitscan or not. A lot of people play with FPS configs and there isn't a lot of blood.
I dont care either way about the hit sounds, if we had them I would use them, but since we dont have them, its not a big deal. It would make scouting, sniping, and any hitscan (mostly shotguns) easier, so that would be fun, I guess.
also, Valve already gave the pyro audio notification a while back with the flame thrower, sooo thats something to think about
Honestly there are several other things I would want in the game before this, but I think it would be cool. And I agree, the QuakeLive bandwagon is getting a bit overloaded, but it's still something that people like myself who actually played Q2, Q3A and Q4, is familiar. It's just a suggestion.
quake 3, emulated with quake live, is one of the most pristine competitive fps environments ever created, this is gotfrag, competitive gaming forums, it makes sense that we might want what works in a great competitive game to show up in a game we play competitively
Its not a bandwagon if it passes the test of time, and quake 3/ql has very much done that. Im terrible at Quake, but I'm banking on the next in the quake series to further lead the competitive fps genre. It really is the ultimate competitive fps.
rap.Flaunt that ignorance. tf2 is a DIRECT child of the quake mechanics (to say nothing of earlier games in the series)
Anyway
Features that quake has being added to tf2 doesn't mean tf2 is copying quake or something... it means tf2 is GETTING GOOD FEATURES. Do you think comp unreal used a hitsound mod because they wanted it to be more like quake? No, they did it because it's a good feature!
This is just the equivalent of steam forum kids complaining that a new feature makes tf2 'more like halo' or 'more like CS' or 'more like COD' or something, which of course none of them do. Everybody wants 'their' game to be unique to them because they're afraid of the Big Bad Popular Game stealing their identity as a Niche Game player. There's no more reason to argue against this 'because it's in quake' then there is to argue against hidden viewmodels or custom huds.
But I wouldn't use it. Hit noises already exist, though there are complaints that they vary with damage. But if the noise isn't loud enough to distinguish from other noises then doesn't that mean you barely touched them? Meh, either way it's no big difference as far as I see it so make your beeps.
And that's about it.
Yeah................that's about all it had going for it............WHY WAS Q4 SO BAD?!?!?
Submit Comments
Registered Users Only
In order to post comments, you must be a registered member. If you have not registered, it's free and easy!