Specific feedback solely based upon my own games as a huntsman main;
-due to my whole house being full of my kids playing stupid idiot fortnite and my wife streaming some low IQ program/film- I never host.
Blightstormers are much louder, almost to the point it feels like the lines might be playing twice. Every now and then they spawn on top of some high spot and cast about 50 miles across the map. The sounds work, the mechanics still need tweaking.
Rattling skulls for the hookrats are much more audible generally, but even the “catch catch” still get drowned out by the horde and coupled with the still annoying spawns inside a horde or right inside my pocket can get frustrating. The SOUNDS and cues are much improved for me though, but the actual mechanics of the little bugger are annoying.
-Assassins now whisper a lot earlier than previously and can be heard through the horde. Still get jumped on at a distance of seventy feet though with (feels like) bugged dodge.
-Gas rats are now easily heard early enough to have some kind of plan.
-Gunners were never a problem for me before and so there is not much to say ere.
-Leeches are REALLY good, lots of early warning and potential to adjust and dodge when they spawn. When I get leeched I feel it is my own fault now, rather than “Stoopid AI directr BS”
-Screeching plague monks now squeal REALLY early, and as such die to ranged before getting to wallop anyone.
-The characters calling out the specials happens often LONG before they appear, which IMO is a good thing even though we never see the gunner for maybe two minutes of playtime.
Also in general I have much less sound problems with continuous jungle drums, stuttering sound, silent hordes/patrols and bugged music being almost non existent. If your plan was to tackle sound problems with this patch, from me at least it’s a great job.
no issues here rofl. only one time where my music completely bugged out and didn’t play so i had to restart the game.
actually i’ve never had any problems with locating specials with their audio cues (except the last patch blightstormers were silent) reminds me of people calling me a hacker in counterstrike when i started shooting through walls because they were running around like elephants rofl.
with the number of people in my legend runs not even aware of most specials that are lurking around, i can understand why there’s so much reports of ‘inconsistency’. the people that feedback they have no issues, are sadly being shot down by people who do.
After having played again today, I can tell you gutter runners definitely silence out packmasters, especially if a lot is happening and you will not hear it until it STARES at you.
The first rattle is often just waaay too quiet, and if a gutter runner spawns in as well you’ll just hear the gutter if their sound cues don’t overlap.
lmao @ comparing a Valve game that, despite being six years old, at least has proper surround sound support and for which the audio channels aren’t perpetually bombarded to the max, to a FS game using 2.0 audio and for which the channels have historically been routinely overwhelmed or outright not working. Like… congrats if it’s working for you but your reasoning is specious/asinine.
i still feel that audio in the game is fine. exceptional actually. not sure why people are demanding that sneaky specials be un-sneaky and loud. they’re meant to be subtle to detect, you need a mixture of visual and audio cues to detect them. and they ARE detectable, even through the horde.
Most of the issues I think come from sounds being cut off by horde audio. Not merely drowned out, but actually doesn’t-play-at-all cut off, and it’s not just special noises. Armour clanking and footsteps can just disappear, and these are technical issues that should be fixed, unless they’re “by design”, in which case it should be changed because unreliable audio should not be a thing in these type of games.
I’ve gone through a few recordings and there are a lot of sounds that don’t play when they should.