applejaxc 2500 Posted April 26, 2013 I feel like if this idea goes through, it's going to piss off a lot of developers in charge of weapon models, stat values, and et-cetera due to the sheer anality of modifying weapons and "Balancing" them for DayZ, let alone ArmA. Yes, I just made anality a word.With that in mind, here's my grievance and my proposition for fixing it:GrievanceI hate it when I hear someone shoot, and immediately know what kind of weapon they have; the ability to make the split-second "I can totally take him" or "time to get the hell out of (Cherno) Dodge" that comes with ArmA 2/DayZ veteranism takes away a lot of guesswork challenges. I'm not saying I don't appreciate the "I'm a pro" euphoric after effects of correctly deducing a weapon, its ammunition type, and how to deal with it, but I would like a harder (and more rewarding) method to be required to identify different weapons.Idea number 1:SD weapons with different fire ratesLet's face it; in reality, a MP5SD and a PP901M "Bizon" don't share a fire rate, but in DayZ they sound pretty similar. Currently, the only way to tell them apart is to look at the operator and his weapon. What if, to reflect a bit of realism, the guns had slight (and thus slightly noticeable) differences in fire rate (and noise) so that if you are near someone firing one or the other, you can (sometimes) guess which weapon it is?Obviously a 5.56SD and a 9SD isn't going to sound the same. I think it's a real no-brainer to have the M4SD and the MP5SDs to sound different.Idea number 2:Different model weapons of the same "Platforms" and heritageA M4A1 and a M4A2 are pretty similar weapons. The M4A2 is essentially a "Carbine" version, most often found with a CQC-intended illuminator like a HOLO or MARS sight. The short barrel causes the M4A2 to be slightly louder than the M4A1, making their noises a little louder/quieter (attracting more or less zombies/players) so which-is-which can be guessed.Also, with the CQC intentions of the M4A2, when against doors/walls/other surfaces, the M4A2 should not be "Pushed down" like the M4A1 (holding it like you were pointing at the floor), to reward CQC weapon usage indoors/in cities.Different model weapons of the same "Platforms" and heritage, differentiating in firemodes and functionalityThe M16A2 and the M16A4 are different weapons. Depending on your knowledge of firearms, a Google image search should show you the difference physically.Internally, the M16A2 is only capable of burst fire whereas the M16A4 is a semi, burst, and full-auto weapon.If I hear full-auto Stanags in Elektro, I should be able to guess, "That's definitely not a M16A2." Maybe to you that knowledge sounds kind of pointless (regardless of burst fire or not, it's a gun that can kill you), but I happen to really enjoy burst fire weapons, and am more likely to kill a bandit on sight holding a M16A2 than A4 :)I apologize now, NRA members, if I get this next part wrong. This is by inference, and not research or true knowledge of firearms:The M4A1 is semi auto (burst?), and fully automatic capable. The M4A3 is often given a magnification scope and a DMs rifle, due to its semi-automatic fire rate.I'm sorry if the example is bad; I'm probably thinking of the wrong weapons. Some model of the M4 is turned into a SDM-R through modification because it was intended for semi-automatic accuracy over burst-automatic firepower. The example stands regardless.Sniper rifles that fire the same caliber bullets and are decided to have the same firing noises, as most games do with their rifles, don't often have the same bolt-cycling times or sounds.For example:The US Army's sniper rifle (M24) is most often the R700 with an extended receiver to fire a higher caliber round that otherwise intended. The US Marine's rifle, also the M24, fires a different caliber from the same weapon with a shorter receiver. Long receivers require a longer (duh) pull-back on the bolt than normal, and tend to have quieter "Click, click's" than the short-receivers, which click-click to cycle bullets quickly.IF there's a sniper shooting near me, I want to be able to guess what rifle he has based on that click-click, not the bang-bang sometimes.Long story short, make many guns firing the same calibers with similar sounds, altered in nuances like fire rate, mode, and receiver (if not reload?) noises to make non-visual weapon-identification more difficult and rewarding. 1 Share this post Link to post Share on other sites
-Gews- 7443 Posted April 26, 2013 Long story short, make many guns firing the same calibers with similar sounds, altered in nuances like fire rate, mode, and receiver (if not reload?) noises to make non-visual weapon-identification more difficult and rewarding.The sounds aren't great, but some of them are just terrible. For example, if anything, the AS50 should use the M107 sound as a stand-in while they search for a suitable replacement... both .50s with muzzle brakes.I don't know about some of this stuff, i.e. telling the type of rifle by the sound a long-action vs a short-action Remington 700 receiver makes... maybe Doc Savage could pull it off (he could tell the weight of a fired bullet to an accuracy of 1/7000 of a pound by holding it in his palm :lol:) but I don't think anyone else could.I agree with the overall goal of better sounds, DayZ needs some kind of JSRS, the sonic aspect of a game can really add or detract from the experience. Right now bolt-action rifles don't even make bolt-action sounds... :( Share this post Link to post Share on other sites
applejaxc 2500 Posted April 26, 2013 I agree with the overall goal of better sounds, DayZ needs some kind of JSRS, the sonic aspect of a game can really add or detract from the experience. Right now bolt-action rifles don't even make bolt-action sounds... :(Constantly when I play A2 and 3 (and this my be my fault because I'm bad at modding and no one else seems to have this error) I can hear exactly when my bullet passes an enemy or impacts a target, regardless of distance, with all weapons.IE, if I shoot my rifle at a 95 degree angle and it travels 1K, I will hear (1K later) the sound of the bullet hitting.I would like better doppler effect with bullets; right now every time I'm shot at, I feel like John Wayne with all the "Pe-aaaaaang-zow" noises the bullets make.I also bugged A3 so I have zero recoil with pistols. Am currently attempting to duplicate this effect with all weaponsSomehow in A2 I made my RPGS "Laser guided" like in Half Life; wherever I pointed the RPG would follow after being fired. I don't know... ArmA has always been extremely weird for me. It seems like the strangest crap will let me clean up in TDM, but if I sneeze in the wrong direction during server join I'm kicked because "deleted.chernarus" is missing. Share this post Link to post Share on other sites
FlashHawk4 44 Posted April 26, 2013 Honestly, the current sounds are terrible. ArmA's sound system was pretty much a placeholder put in because nobody wants to play a game that's on mute. But the main problem with gun sounds is...where do you get them? The only real way to get a genuinely authentic weapon sound is to fire the weapon, and it's never easy to get one's hands on a fully automatic SA-80 and the like.So, yeah. It needs to get fixed. Share this post Link to post Share on other sites
applejaxc 2500 Posted April 27, 2013 Honestly, the current sounds are terrible. ArmA's sound system was pretty much a placeholder put in because nobody wants to play a game that's on mute. But the main problem with gun sounds is...where do you get them? The only real way to get a genuinely authentic weapon sound is to fire the weapon, and it's never easy to get one's hands on a fully automatic SA-80 and the like.So, yeah. It needs to get fixed.They could do CoD BLOPS2's style of taking one gunshot noise, and making it louder or quieter based on what weapon size is being fired. Yes, that's legitimately how cheap the multi-million dollar grossing game was on its gun sounds. Share this post Link to post Share on other sites