First off, Ill start with a question you probably have. 'What does the sound of footsteps have anything to do with protecting game health?'
Common talk around the game is that essentially there's players who have taken every advantage they're given, and in situations its unfair or cheap that its so easily used by these players. Typically people bring up, movement speed, no player collision, drop shotting, air strafing, lean spamming ect.
Very few people, or dare I say, nobody that uses all these things in their gameplay complain about it being used on them. Which makes sense, its fair game cause they use it too.
Credit is due, and these players for the most part are really good at the game, there is no way around it. They're using the tools given to them more efficiently, and frequently than others. Though it still stands these things have created issues in the community without proper game health fixes.
Going back to the question. 'What does sound of footsteps have to do with game health?' Well, this game first of all was meant to be tactical, but its turned out to be hosting a lot more of an arcade playstyle than what the devs had in mind. Sounds in tactical shooters are some of the most important things, footstep sounds being one of them. A lot of the, good players, do good, is because they're flanking. Resulting in killing multiple unaware and tactical players at once, all because its unexpected for an enemy to be there.
If the sounds of footsteps were buffed to:
- Easier distinguish between friendly & enemy
- Be louder overall
- Be more dynamic
- Have slight variation in volume/tone based on class/move speed
- Be heard from further
The results would be:
- Enemy players nearby would be easier to track, and distinguish their numbers
- Flanking would be more difficult, and more skillful to pull off
- Players will become more aware of their immediate surroundings, even with explosions/gunfire sounds going off around them
How would this effect game health overall:
- Slower and tactical players will have much more use, and utility to gain out of this over the arcade playstyle. Less movement, less sound, less detection. More movement, more sound, more detection.
- Arcade playstyle will have a harder time pushing into groups of enemies, resulting in them needing to play either slightly different, or take a bigger risk that nobody hears them
- Combats good players/arcade playstyle without nerfing the current system
- Raises skill floor without reducing skill ceiling
- Adds to the games complexity, without sacrifice, therefore more enjoyment
I understand this does not 'change' what good players are currently doing, but this certainly helps the average player be more aware on the battlefield to give just that little bit extra time to prepare for anything coming at them. Resulting in faster reaction time, and increased in aim predictability.


