Ragers have been effectively silent since beta, always prompting questions from people asking why the characters are always saying something about ragers not making noise any more after killing them, despite barely making any noise the whole time.
At least Ragers I can sometimes hear rambling but Crushers are basically ninjas in how they can sneak up on you. They should sound on par with a Plague Ogryn with how much weighty armors they’re covered in.
In this game you have to do 3 things to finish a mission:
- Look back, even if there is no sound.
- Revive or pick up teammates asap, not after you kill that trapper or dog.
- Do not leave teammates alone in the back.
If you don’t do anything from that list, it means you are noob and should lower difficulty.
I suppose you should lower the difficulty then. Because nr2 is exactly the opposite of what you should do. If you ignore the most immediate threat in favor of reviving an ally, you will most often be the next one dead.
i think there’s just something wrong with the sound (cues) in general now. maybe a bug or something, because i’ve literally watched mutants stomping around with no distinct audible cues for a while now. they don’t yell anymore and they don’t even have footsteps a lot of the time, either.
V2 plague monks let out a really distinct screech that is impossible to miss. The chaos berserkers less so because their yelling sounded a lot like ambient chaos dude yelling, but it was audible as hell.
It’s been a year and the ragers and crushers are still slithering around with nurgle-blessed stealth abilities. It’s really a step down in either sound design or sound coding.
Sound cues.
What in the actual f are you talking about?
No you always kill the trapper FIRST because the trapper can quickly reload in that time and grab a person while you are screwing around trying to revive them.
This is literally how teams get wiped because people are stupid and don’t kill the disablers first when 1 person is down and then they go down 1 after the other.
Say what you want about skill level but don’t spread bad advice.
Honestly i think some of the voice lines are also not synced up.
I also notice at times the trapper audio absolutely freaks out and goes into turbo mode while other times it’s just missing.
yeah, there’s a few times where the sounds would, “overload”, and it’d sound like a bunch of the same thing would be trying to play all at once lol
So you just walk backwards through the entire level?
edit: What I’m really asking is, when do you turn around and look behind you? What if there’s a flamer or a dog in front of you, that you can’t take your eyes off, what then? because that’s when the silent crushers and ragers are a problem. That’s what people are complaining about. Not the silent crushers that you can see or the ones that appear when you’re not under pressure because that’s given, but the ones that oneshot you even though you just made sure you were safe but just spawned without a sound. Surely I don’t need to mention such a trivial fact to one with such a deep understanding as yourself.
Yup! I was right. There is your problem
No, you weren’t.
You literally pulled bad advice out of your ass and are acting like you had some gotcha moment after claiming broken sound ques were part of the game design.
That’s the exact opposite of being right.
That mouse and keyboard visual display is pretty neat, haven’t seen that before
They are part of game design.
Or the whole system is broken.
I check my back constantly and those dogs and pox busters appear and attack at the same time from nowhere. I hear everithing except introduction sounds.
And only on higher difficulties.
Just lower your difficulty.
If that was the case then the game does a really bad job of explaining that and it also doesn’t account for the fact that it worked before the last update.
Not to mention dogs especially have several super noticeable sound cues: arrival, deployed, targeting and pounce.
Same with the bomber. Arrival (ready for blasting) movement (the rattle of the grenade bandolier) Attack (the initial grenade priming) and the grenade itself (a beeping sound with a directional Doppler effect)
The trapper as well. Arrival, deployment, movement, windup, fire, and reload.
The entire game has sound ques that it trains players on from the intro level and there is no way in hell that the design intent after spending the entire time hammering that into people is to just decide to turn that off.
Not to mention your other advice is still terrible so I’m going to just assume you are being a troll at this point and ignore you
As a note it’s really annoying when talking about something very clearly bugged for someone to come in and just go “LoOk BeHiNd YoU”. Like thank you, super useful, I NEVER would have thought to do that and it TOTALLY isn’t something I do already, gold star to you for proving how big your brain is.
I told you I think this is a bad way to increase difficulty but it is still better than add timer or some kind of jump puzzle.
If they did that it means they have no better ideas.
Your complaints are legit but my practical advice is to lower difficulty. If you ignore practical advices and are here only to complain then you are troll here.
Your practical advice doesn’t help because funnily enough the same issues that are being brought up by this thread are in the lower difficulties too.
Is that bait I smell?
Check your pants just in case.