Right now there are no plans for sub-faction vs sub-faction taunts. But if enough people wanted it, then ask Design and see what they say. You could also bring the issue up here and tag Brent in your post so that we are all in the loop: http://forum.eternalcrusade.com/threads/cheers-for-factions-and-sub-factions.46989/
I want it, @Djemo-SRB wants it @Grigdusher wants it, we all want it talk to them already and @BrentEllison will make it so
Brief update time. The last two weeks saw us working out a number of bugs as there were a couple of re-factors upstream that impacted audio. It's all good. Weapons especially have seen a number of tweaks in audio with the Lascannon, plasma weapons, bolters, autocannon and quad guns seeing attention. I dont think all of these updates are in the current live build but next patch they should be. The fortress map has no enviro audio yet (only the background track is there) as there is a bug in the engine that should be fixed with the next upgrade. The 'comms rose' has new VOs. Kudos to our in-house actor, Englishman Ash Pannell, who is the creative director working on Dead By Daylight, for jumping right back into character. We got to see the PvE and I did a very basic 'audio concept art' pass on some new elements in there. Can't say what, but it's really fun. My next two months of tasks include items like this: refactoring Foley, expanding PvE ideas, refactoring weapon impacts, Chaos weapon differentiation, moar VO, Plasma projectiles, environmental audio, and bugs.
So we know you can't go in detail of what PvE fuctions and such will be coming, but is it possible in any way to get to know the Nids sounds? Also as a side note, can we get more noises from the VIndy after it fires its big cannon, like hiss after the cannon fire, just to make it sound cooler
The process of generating the actual sound for the Nids is still being defined. More than likely we will incorporate live performance using advanced vocal techniques, a new dsp work environment and layering of different material. The targets will be similar to 'monster' sounds from recent films like the Jurassic Park/World and Star Wars franchises. I am personally very fond of the velociraptor and T-Rex vocals from JP/W and the three creatures in the Geonosis arena scene, but we shall see what actually happens along the way. Regarding the Vindy, the firing sequence audio is still a WIP. Last week it totally shut off the fire sound so only the explode would play. It is back now but I agree it needs more stuff during the cool-down. I'll check where we are regarding the gameplay tweaking because I need that to settle before I can do any last tweaks on my side.
Wait.... Are we gonna use turtles mating to make nids sounds....?? Okay then.. You're the sound expert here and I am not gonna question your knowledge. But @Laanshor will be pleased along with slaanesh K was just courious on the whole thing for Vindy firing noises since it has a big cannon but its kinda quite, so i hope for more BOOM later on.
they will use some old godzilla movie sound. http://usoproject.blogspot.it/2011/02/ben-burtt-about-genesis-of-tie-fighter.html
00:20 - Supersonic Cracks Supersonic bullet cracks, Yay or Nay? Vote here: http://forum.eternalcrusade.com/threads/audio-supersonic-bolt-cracks.48961/