Enemy Audio Boost Needs To Be Retuned

PaveMentman

Member
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Was not able to think better or otherwise more "neutral" tittle to this issue.

To keep it concise as possible:
The Enemy / Opposing Team audio boost completely out of whack when it comes to "proximity", as in in regard to line-of-sight (LoS) / walls and other obstructions plus distance
(more than likely there is more proper "lingo" for this which I simply cannot recall at the moment).

Of the boosted opponent / enemy-player sound-effects, these two are simply the worst:
- Gun-shots are loudest when activated into at own (gun-toters) feet.
And this is indeed the gun itself making more sound, not the bullets hitting into ground which though are also louder than bullets "whooshing" close-by or colliding nearby.
When shooting into the air / skybox or towards other players and/or opponents, the gun-shots (itself) are a lot quieter.

- Heavy-melee cue / wind-up-SFX can clearly be heard 60-70-metres away and walls / lack of LoS either have no effect or simply negligent amount of muffling effect.
The most egregious practical example is the heavy-melee wind-ups being clearly heard by anyone at the bottom of the "river / canal / ditch" all the way from "double-vault towers"
( these being the "Granite City Garage / Sins Oil" on Amber-side and "Catalyst / Morgana" on Saphire-side ).
As far as I am aware, of all the normal non-skill / ability attacks, the heavy-melee wind-up-SFX is loudest, even without the enemy-audio-boost.


These audio-distances were tested with the help of "puppets" in test-modes.

Personally didn't notice too much of a difference when fiddling with the audio settings in overall.
Though "naturally" everything was worst / "noisy" when not using any "spatial sound"-enchantments
(mine being "Dolby Atmos for Headphones" and using "Game Performance mode" via "Dolby Access").


Possibly these issues have been pointed out before;
I simply was not lucky enough to find any posts regards of this.
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I do trip hearing people a mile away punching sinners all the time
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Right-o.
And (currently) the only benefit of fully heavy-melee'ing a Sinner's sacrifice is 240 (two-hundred and forty) less health points lost while completely having lost the "incognito"-advantage.
Only the last-hit is worth heavy-melee'ing and that won't take any health away.

Elaboration (for those unaware and reading this):
At the moment both melees (light and heavy) do 60 (sixty) retalitory-damage.
And a Sinner*s Sacrifice require eight (8) light-melee hits -> total 480-retalitory-damage.
The last "Jackpot"-buff hit no longer (if ever) damages.

For whatever reason the (or maybe even none of the) wiki-page has not been updated to reflect on these damages:
https://deadlock.wiki/Sinner's_Sacrifice
EDIT: Actually, the patch-notes from July 29th are mentioned at the bottom but for whatever reason the main-text of the wiki-page has not been updated.
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