I can see apologie I personally don't know the names of the people that are making this game all I do is post and hope to be seen, I love everything warhammer and I realy love the whole lore of it. I was hooked in ever since I played the first game I played of warhammer that was Fire Warrior were I fell Inlove with the Tau and chaos. I can say with joy that ever since then I have played DOW 1-2 and I will play this game till its done and i will play this till I'm the last one online. But I am sad to hear all those founders and non founders that cry about the whole melee and range I play bolth parties and I can say the work I seen implanented into bolth has gone a far way since it came open and I would like to thank the teams and hope they keep listening and fixing the problems so the game becomes great and I must say I'm sick and tired of people who want more more more and they don't care or under stand how much work is put into this game since the open release so I shall end with well done and keep it up guys thank you and hope you all have a marry Xmas and a awesome New Years.
So, I know the devs have stated that Chaos is by far the most complete faction, but I hope we are still getting at least -some- attention on things. For example, has anyone else noticed that the mark of Khorne has the constant sound affect of you opening a supply box. This sound repeats over and over again after you hit someone and is quite annoying. I very much doubt it's intended for that audio but if not, I'm guessing it's a bug. Does anyone else know what I'm talking about?
Yes, the lifesteal has the sounds of replenishing ammo. Dunno why, i thought it was a bug that the audio team was planning to fix. If its not well, hopefully they fix it, since it does indeed ruin the mood when you are sawing someones face off with your chainaxe and you are getting inappropriate sound effects playing.
Hello Crusaders and happy new year! Back from vacation, and ready to tackle more audio bugs Little update regarding Stream of Coruption: i went back and tested it in garrison and it was sounding normal, but the vocal component on this one is sort of mixed with the sort of goo texture, so what you might hear as "goo" is actually the vocal component. I did update the mix to make it more obvious. So now the vocal is louder and more understandable ... I think i'm done with that one ;-) Now regarding the widow maker boltergun, yes the screaming will be coming from the bullets, not from the player, and therefore the screaming effect will not change depending on your chapter, god mark, etc Finally sorry about the Lifesteal audio bug, I remembered having a chat about this with Brent a while ago, but was not aware that it was already in. So whatever sfx is attach to it at the moment is not meant to. We will try to address this rapidly. Just a reminder, thoses tweaks and update mentioned in this post are not on live yet. They will be push in the next patch. Thanks for your patience and keep it coming. Thanks everyone!
That nasty "storm bolter in your ear" bug is still around. The one where you hear overly loud sounds of a Storm Bolter in your ears when theres not a single Storm Bolter around anywhere. That and the fact that you are often getting the sound of the LSM "I need health" voicelines playing randomly, voicelines like "Apothecary!" or "They have tasted my blood!" and so on. It plays on all the factions too, i had it play on my Sorcerer and on my Striking Scorpion, which is very odd. Also on rare occasions you get the sound of someone being vaporized by a Lascannon in your ears as well with noone actually being killed by one nowhere near you. You know, that scream that you emit when you get vaporized.
1. We really need to be able to hear vehicles coming and going "realistically". Speed of sound, sounds fading in and out according to spatial distances needs some work. In the den of battle we currently dont hear a vehicle approaching until the moment it's running us over. A 50 to 80 ton tank, APC or Trukk should be heard coming from a ways off, even with some ambient sounds of battle going on around us. Perhaps even some minor screen shake as the vehicle gets within 20 feet or so. 2. We can still improperly hear enemy footfalls coming through thick walls on a few maps, but we can't hear an enemy moving around on open ground a few feet behind us. Unless an enemy is crouching their footfall sounds should be able to be heard at proper ranges, as you would hear someone wearing full battle regalia approaching from behind IRL. Sprinting should be the loudest, with normal "jogging" being moderately audible. Crouching movement should be totally inaudible to opponents. An Astartes would hear a 450 to 600 pound Ork in full battle gear, with added weight of ammo, weapons, moving around behind them. Any player should be able to hear an approaching enemy unless that approaching enemy is crouching and moving slowly. View: https://www.youtube.com/watch?v=bRiNiEaUDIk
I once suggested this to Ian. Proper simulation of the speed of sound through explosions and gunshots. That means you see an explosion before it happens, lightning strikes before thunder, the characteristic crack of the sound barrier that you hear as bullets heading your way go supersonic accompanied by the report of the gun, etc. Especially the crack. It's very intimidating if you've ever heard it. It specifically means you're getting shot at, and the sudden CRACK CRACK CRACK drowns out all other noise and really serves to tell you to get the hell in cover. Of course, this only applies to solid projectile weapons since lasers are massless and thus cannot create sound waves Do you not hear other people moving around when they sprint? One of the main ways I get the drop on my enemies when solo defending a point is because I can hear their loud footsteps as they sprint up the stairs. Then they start trying to cap the point and I shoot them in the head.
Did you see the video my friend? Sure there's a slight "hummmmmm" of the capture point, but that shouldn't totally block the sounds of the 500 pound Ork that's approaching me from behind. In fact I guarantee that capture point hum didn't block out the sounds because the sounds of approaching enemies simply do not work most of the time.
Strange. That never happens to me. Maybe it's your sound settings or something, because footsteps are very distinct in my game.