I guess this is going to be a long one.
I love the sound and music in this game.
From weapons, hit markers, movement and enemy cues to that banger of a soundtrack, Darktide is just audio perfection… Most of the time.
Trappers, mutties, bursters, hounds, bombers and flamers audio cues are absolutly fine as they are characteristic and distinguishable. Except in some weird cases and rare audio bugs, you know when and from where these nasty guys are coming. Beeps, screams, howls, cool and catchy phrases… My team love these units. We gave them funny nicknames and we like to repeat their lines whenever they appear.
But then we have this masters of shadows, this lords of silence, these sneaky ninjas at Nurgle’s service… ragers and crushers.
The problem: In many cases, both units (also maulers and bulwarks) appear without having barely made a single sound, or if they do, they are completely muffled by the rest of the sounds and the music. This is wrong and very, very dangerous. This units could perfectly end your run if you don’t know where they are. Crushers are specially dangerous since they can end your run with a few or even one blow.
Ragers, crushers, maulers and bulwarks are, most of the time, too quiet, when they should be the opposite. Ogryns in heavy armor and crazy berserkers. C’mon, Fatshark.
Ragers should scream absolutely brutally, laughing, giving them an entrance and a perfectly distinguishable sound before they pounce on you to destroy you with their axes. Crushers should sound like a walking tank, heavy breathing and heavy steps, with loud metallic sounds. We should know when they’re coming, just like we know when a bomber or a burster is coming. Where is the characteristic audio cue of these guys? Is almost non-existent. Sometimes, and only sometimes, we can here some phrases, steps, laughs and screams, but is so quiet and generic that is barely distinguishable.
Please, dear Fatshark, can we have a rebalance on this guys audio cues?
Thank you very much!