So you are complaining about a debuff doing its job and making it harder on you… that makes no sense.
Is the job of the debuff to stop me from playing the game? The sound itself is painful to listen while wearing headphones.
And yes, if we look in a game lika Dota 2, if one thing isn’t balanced or an annoyance to several people, it’s fixed rather than letting it be.
But I’m assuming you don’t play multiplayer so I don’t really understand why we’re having this discussion.
IT does not stop you from playing the game, it stops you from having any spacial awareness at all. different things.
No, I think you missed the point. It’s annoying and hurtful to listen to while wearing headphones.
It’s an effect Several people have an issue with.
And when several people mention that they need to use snd_restart for it to stop… Is that just another effect of the debuff?
one two or three people do not count as several. two turn down your damn headphones then. to many people have them up to loud anyway (hell I only have headphones and I haven’t had a problem).
also on the snd_restart thing, any sound taht can loop has that problem I have had the freakign crossbow firing sound stuck on a loop in BM, and it was worse in half life 2 where the most common one to do that was the fast zombies lunge sound that is a source error not an error with the sound its self. (that part does need fixed, but do not remove a feature because you are the idiot wiht headphones volume up)
Though admitedly I might be the wrong person to talk about this stuff as I have to deal with a similar sound most of my waking life… eh having a broken brain can cause some problems.
I count a few more than just two-three people in those threads I linked. I mean when people write a plugin to silence the sound, then it must be somewhat of an issue no?
And your solution to this problem is to turn down my volume? lol.
Yeah I also hate waking up to the alarm clock.
Do you know what I did?
I got a radio alarm clock, so I wake up to music every morning rather than an annyoing beep. You know, fixing the problem rather than holding on to that it’s always been like that.
you linked one threat with two replies, and 2 upvotes at the most that is 4 people. sorry your more then a few argument is bunk.
that there, proves to me that any argument you have should be ignored because you are the type of person that sees something they do not like and complains that it exists. Oh I get your point with it, but you are saying you want to replace a debuff with something that makes you happy.
note not arguing about the fact it can be bugged. calling you an idiot about the fact that you are complaining about something doing its job.
EDIT: and if you hate it so much just request a sound replacer mod, they are not that hard to make.
And if you’ve read that thread you’d seen that I linked several links inside it to people complaining about the sound.
I can’t replace the sound as it’s not a soundfile but rather a soundeffect generated in the code, again which is explained in the thread I posted.
And yes, when I see something I’m not content with I try to fix it rather than thinking that it’s all good. Does that really make me an idiot?
no but it makes you one of the assholes that thinks everything has to be their way and if you are not happy you will make sure no one else is.
And you’re an asshole for not thinking of others.
Good day!
This is a debait that neither side will win. So I am going to stop before I say somethign stupid. a bit angry but that is for something un related.
Personally I agree that explosion deafness and tinitus should get removed. It serves no purpose in a fast paced multiplayer game except annoyance. It’s ok for singleplayer because you take way less explosive damage in singleplayer (the effect occurs a lot less often and therefore isn’t as annoying).
What I like to see is the following settings as default:
[table]
[tr]
[td]bm_multiplayer_fall_protection “1.0”[/td]
[td]Makes falldamage work like in Half-Life 1. You receive falldamage more often.
Players have to think twice if it’s really a good decision to jump out a window on crossfire and too many sloppy gaussjumps will cost a good amount of health.[/td]
[/tr]
[tr]
[td]sk_detenator_rpg_max_speed “1200”[/td]
[td]Makes RPG projectiles fly slower to make them less overpowered. It makes the RPG harder to use and if offers your opponen a slightly bigger chance to dodge your RPG.[/td]
[/tr]
[tr]
[td]sk_detenator_mp5_airspeed “800”[/td]
[td]Makes MP5 Grenades fly slower (same effect like my suggested RPG change)[/td]
[/tr]
[tr]
[td]bm_crossbow_tracer_alpha “0”[/td]
[td]Should always be the case to set the crossbow apart from 357 more clearly. It will make the bow more useful and the game less dumbed down because victims will have to stop for a second and check out by themselves where they got shot from. The bow will feel more compfortable to use when zoomed without the distracting tracer effect. The tracer effect which is currently used on the crossbow would make more sense on MP5 grenades to improve visibility on those.[/td]
[/tr]
[tr]
[td]sv_jump_height “46”[/td]
[td]This will give players the same jump height like in HL1. Less crouchjumps needed -> more compfortable movement.
At the same the devs should nerf crouch distance to nerf crouchjumps a slight bit and to mimic GoldSRC crouch more closely.[/td]
[/tr]
[tr]
[td]sv_jump_height_crouch “46”[/td]
[td]If you crouch and jump, your playermodel will jump 46 units high while staying in crouched stance.[/td]
[/tr]
[tr]
[td]sv_long_jump_delay “0”[/td]
[td]I know this is up to debate but tbh the game just feels better without the longjump delay.[/td]
[/tr]
[tr]
[td]sv_long_jump_height “56”[/td]
[td]Increases the hight of longjumps compared to normal jumps.[/td]
[/tr]
[tr]
[td]sv_long_jump_horizontal_speed “300”[/td]
[td]This combined with sv_longjump_height “56” will make the LJ very similar to the original HL longjump. All in all longjumps will be slightly shorter than in current bm, but slightly higher. While in air you will be slightly slower compared to current BM longjumps. This will make the LJ feel less abrupt.[/td]
[/tr]
[tr]
[td]sv_gravity “800”[/td]
[td]I think this is already default in BMDM.[/td]
[/tr]
[tr]
[td]sv_accelerate_cap “2000”[/td]
[td]This changes the amount of player acceleration while on ground. higher value makes the player move more agile -> This will make it possible to dodge sloppy projectiles and bad hitscan aim using A or D strafes.[/td]
[/tr]
[tr]
[td]sv_speed_walk “120”[/td]
[td]This will make silent walk sligtly faster to actually make it useful against more stacked and unaware opponents. More optimizations on 3D sound and louder footsteps would go hand in hand with this nicely.[/td]
[/tr]
[tr]
[td]sv_speed_sprint “300”[/td]
[td]This will nerf max movementspeed for multiplayer slightly (current value in BMDM and Adrenaline Gamer is 320, but I feel like 300 feels a lot better because playeranimations look slighly less odd and there is a smaller difference between silent walk and normal running speed).[/td]
[/tr]
[tr]
[td]sv_speed_mp “300”[/td]
[td]I think this command is intended to set normal movementspeed in multiplayer. However it doesn’t work as intended. It always resets itself to the sv_speed_sprint value while playing. That’s why you currently have to change both values when testing my suggested settings.[/td]
[/tr]
[tr]
[td]sv_stopspeed “40”[/td]
[td]This command will make you move super slowly while holding use key. Just like in HL. You won’t be able to move around quickly while using rechargers and it makes you lose speed very quickly after high velocity jumps (This currently happens anyway in this game… but in HL1 and GoldSRC you had a different behaviour. In GoldSRC you was able to keep your high velocities from midair and slide up ramps. It also made the landings after jumps less abrupt and more smooth).[/td]
[/tr]
[tr]
[td]sv_backspeed “1”[/td]
[td]From what I remember this command will enable you to lose speed faster while in air when holding S. It’s usefull to brake in air after angular gaussjumps and will make airmovements more direct and slightly more faithful to GoldSrc aircontrol.[/td]
[/tr]
[tr]
[td]sv_friction “4”[/td]
[td]Makes movement on ground a slight bit more smooth.[/td]
[/tr]
[tr]
[td]sv_waterfriction “3”[/td]
[td]slightly changes movement behaviour while in water.[/td]
[/tr]
[/table]
Would be cool if some people test these settings and tell what they think about them.
I think the explosion sound effects are not that bad, the only thing that annoys me that when one of those two effects sometimes does not stop and sound needs to be restarted with console, but that topic should be discussed in bug forum section. If the whistling sound effect is hurtful with headphones, maybe sound settings could use binaural sound processing to make it more natural on headphones.
For those default settings, some of those sounds good like fall damage so players have to plan Tau jumps and not blindly jumping up every time they feel under fire and then makes it very easy to aim and kill enemy while still in midair - it should have its price.
SMG grenades could use some small grayish trail to spot it little easier, but not so visible like hand grenades.
For RPG I think it is balanced very good, making projectiles slower would drastically increase reload time because it waits for rocket to hit target. Also nerfing RPG would give already overpowered Tau more advantage.
Also crossbow trail seems to be fine, without trail other players would not be able to spot camping player.
This tinitus debate reminds me a lot of the motion blur debate that took place once it became a common thing for a lot of games. In the end it became a toggle option in the settings for almost all games because for some people it really is enough to make you not want to play the game if there’s no way to disable it. Motion sickness in VR comes to mind as well.
The curtent tau takes about 1.25 seconds to charge. This should be increased to 2 seconds. During the full first second the tau should only do 25 dmg if released. During the next second the damage should boost to 60. After a full two seconds of charging, the gun should do around 150 dmg, or appoximately 2 full charges to kill a 100/100 without headshots but low enough for a 100/30 player to survive a body shot. Ammo cost of a full tau shot should be increased to 15. And it should be LOUD while charging so camping with it is dangerous and you can hear a tau cannon charging around corners. I also think the time to overcharge selfdamage should be drastically cut down and the damage itself should not kill you outright but do around 50 dmg.
Also, quick scoping with the crossbow and “hold down mouse button to zoom” combination is too strong. There should be a cooldown after you zoom in during which you can’t zoom out and have to switch weapons or wait.
Having your rockets blow up on enemy mp5 grenades and vice versa is jarring and weird and should not occur with such frequency. Likely the hit boxes are too big for mp5 grenades. The same thing occurs with the crossbows explosive bolts.
And for the love of god please find a way to disable explosion tinitus effect.
I think crossbow is balanced quite fine, maybe increasing time between shots by 20% while zooming , but other aspects are good balanced. It can be countered easily at close range with any weapon and for long range with Tau, RPG, , Gluon, SMG grenades.
I totaly forgot about those RPG rockets. Those mid air blowups always surprised me, not sure if those hitboxes have correct size.
Concerning the explosion tinnitus effect, it might be cool if armor negated it. For example, if you survive an explosion with armor left, you dont get the tinnitus effect. I would like the drvs to consider removing or reduce the aim punch from getting shot if you have armor aswell.
it shouldn’t exist at all. it’s annoying and serves no purpose, especially how you have deafness AND tinnitus. remember hldm.
You really need to make Gibs dissappear after a few second. Its horribe. Crossfire 15 misn with 10+ people and everywhere are Gibs, you drow in them.
i know what you mean. Typing retry or reconnect in the console will clear the gibs. Doing this ever 15 minutes in a populated server is a good fix for now.