#Buff footstep sounds to protect game health

1 messages · Page 1 of 1 (latest)

potent lodge
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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.

brazen mortar
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When I started playing, enemy footsteps were very noticeably louder than friendlies. I was told as a new player this was intentional for awareness and it was a great feature. Especially helpful in holding rooms/buildings. It gave you a fair chance to be ready for a breach.
Somewhere along the way in an update, that seems to have been borked. Now it’s inconsistent with loud footsteps often being friendlies and enemies making no noise even when not low crawling.
Simply returning to the older, consistent sounds would do wonders.

muted spear
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ain't reading all that but i agree sounds need to be clearer in general

potent lodge
# muted spear

TL:DR for you friend. Make footstep sounds more clear so the dudes going pew pew defending points and holding angles hear the spec ops player coming in the back room of their house a little bit sooner.

wise badge
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I think this would be a net positive.

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Not certain though.

austere hazel
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I think my biggest problem with footsteps is how close they start being audible. Once the guy is in range they are very clear and loud, but they go down to zero way to fast.

I never ever hear someone sprinting at me in an open field before I'm dead or they walk into my FOV, but inside small buildings It feels great because the distances are closer without line of sight.

tulip flint
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More than buffing them is making them consistant. I remember when EA came out footsteps where more accurate and consistant to hear than rn. There is not a single game nowadays were I am not getting shot and 1-framed in the back by a guy that made 0 noise and had the stalker cod perk.

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This is especially horrible when guessing if an enemy is on top or below you, and most of the time the enemy is in the opposite direction you are guessing

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Additionally if devs want so bad to nerf movement this needs to be addressed asap, as you are going to have less quick options to react quickly and are going to rely more on game sense and space awarenes, which the latter one neading clear queues like footsteps

hard nova
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Real shit

twin crag
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Bump and agree - audio needs total overhaul imo

potent lodge
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According to the devs as of recent broadcast, they have a team working on gun audio. Perhaps this can be their second task, or added on to the existing one. Depending on the contract's details. I think this may be much more of a healthy alternative to their extreme ideas of raising TTK, lowering movement, adding inertia.

hard nova
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if they add proper reverb and stuff it might make the footsteps better as well anyway

potent lodge
random spear
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Audio has a good amount of issues, but my big complaints are definitely the footsteps, and distant gunfire... I can't remember which vehicle it is, but from a distance the gunfire just sounds like running footsteps which throws me off every time

marsh field
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I like this thread a lot.

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It's awsome.

brazen mortar
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Major W, OkiDoke, assuming it works as expected

wicked raptor
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@potent lodge

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one change at a time 🗣️

potent lodge
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I got much much more to cook up if any devs are intrested in hearing it all.

potent lodge
coarse hull
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There needs to be a clearer distinction between the footsteps of teammates and the footsteps of enemies, otherwise I will always make sure that it is an enemy or a teammate behind me.

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And in this post, I would like to feedback more about the card queuing problem caused by drops, which needs to be updated urgently, and I think these bugs need to be modified in time, rather than posted in upcoming-updates

remote sierra
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Footstep sound are decent already. Directional is fine but buffing enemy footsteps doesn't really make sense. Flankers should be rewarded by getting into an area where footsteps get masked by all the players congested. I won't have to pull up the map to check if footsteps are enemy thats about it.

tired roost
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Another banger by steve. If only other suggestions were like this widely accept no discussion needed

silver juniper
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I agree with the change I just hope a cqc flank is still doable

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Or that I may need to walk/crouch to make a flank work

finite thorn
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is the update out yet?

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i dont see anything on steam

arctic glen
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out

silver zenith
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damn, cattering to casual players again with these footstep changes

rain hornet
crude surge
velvet marlin
keen ridge
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Fairly balancing footsteps is hard, but as long as running (not sprinting) isn't too loud I think you'll be okay.

I generally play a stealth play style, it's easy in games like battlefield 1 where your run sound isn't super loud but still allows you to move at a reasonable pace. Contrast this with siege or cod in which everything is super loud it makes any kind of stealth impossible, you can pretty easily guess where anyone based on the audio, so people end up just sitting in corners. No point trying to sneak around when my options are be loud AF or take 2 minutes to cross between an open space and probably get shot.

Last thing, I recently completed the sledgehammer daily and that was AWFUL. I move at the same pace as someone sprinting away, got killed frequently because I couldn't catch them fast enough. My only saving grace was that my target usually couldn't hear me sprinting right behind them. If that changes that's going to be way more infuriating.

velvet marlin
potent lodge
lethal oak
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Honestly good chsnge, common steve W

velvet marlin
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Shit change didn't even double walk speed

grizzled kindle
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i dunno if it's just me, but the enemy footsteps became a lot quieter after the update

south seal
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is there any way we can have an option to revert to the old footstep sounds? the new ones are so much quieter now. it really sucks

potent lodge
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@grizzled kindle @south seal DW Oki has the footsteps increased come next patch. <3

south seal
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ty ❤️

grizzled kindle
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let's goooo

halcyon dome
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I like a lot of these ideas, but I am against the idea of enemy footsteps being different from allied ones.

It arbitrarily nerfs flanks and further tips the weight in the already disadvantageous state of being outnumbered. This kills CQC stealth.

Players should not be instantly able to know which footstep belongs to an enemy if their eyes are closed and lack situational awareness. I'm 100% on board for all the other ideas.

potent lodge
# halcyon dome I like a lot of these ideas, but I am against the idea of enemy footsteps being ...

I see where you're coming from how it kills CQC stealth, but you're saying that with the intention of being outnumbered while running in a building or what have you. I personally dont see stealth as running around. When crouching in a building is more intuitive to 'stealth'. Which i have honestly never noticed someone do to me, or have been killed by it and had no clue they outplayed me and figured it was just me not bothering to listen hard enough.

halcyon dome
potent lodge
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The way I see it as probably one of the most aggressive players in this game, i know 3 people are around the corner running towards me when before i knew of just 1 and can play accordingly and win that 1v3.

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Oki was streaming with the new footsteps on, and its very beneficial to not letting enemies get a flank on you as you plow headfirst into them.

halcyon dome
potent lodge
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I got what you were saying from the first message

halcyon dome
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Then what's your benefit as a solo aggressive player?

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If there are no markers, you already know those are enemies.

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You will be able to tell there are 1 or 3 regardless if ally and enemy footsteps differ.

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Provided the overall sound design is improved.

potent lodge
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Well i listed 2 already, 1st being im getting flanked less by people who are on side paths to where i pushed into. 2nd being i can now easliy hear that there are more than 1 enemy behind a wall and add a little pre aiming to give myself an even better chance to win a gunfight. I can even just lean peak behind the walll, or swap to a c4 knowing that information, where as before im thinking there is only 1

halcyon dome
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I'm not talking about multiple footsteps distinct from each other; that's just good sound design. I'm talking about enemy and ally footsteps sounding uniquely different from each other.

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To re-iterate, I don't care if you can tell there are 4 people from footsteps alone. I care that you can immediately tell which is an enemy and which is an ally from the sound itself, no matter the context. Tell me how this helps you as a solo player.

potent lodge
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Benefits me as solo player to distinguish where my next kill is regardless of how many friendlies are near me, what they're doing, and whats going on around me. Now with these footsteps im given more time to choose what to do if ive just recently killed a few people and am trying to heal and reload primary with another enemy pushing. Im 9 times out of ten faster move speed so i can choose to run to an even safer location, or i have more time to pull out a side arm to kill that player as well. The increased volume of these footsteps basically give me the 6th sense to flick out of my view range to aim and shoot someone coming from my sides, making multiangle multi kill fights much easier.

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very bad analogy because hearing is one of the 5 senses LOL but it increases my hearing to be able to do that more often.

halcyon dome
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And when you run into a group of 10+ players, they too will have the same spidey sense level of awareness. All of them will instantly be notified that there is an enemy in their vicinity, and if the sound design is good, all 10 will instantly pinpoint where you are. It won't matter if they're blind, if they don't know where their own teammates are within their vicinity, or whether they're all chaotically running about or not.

That is going to further stack the odds against both aggressive and solo players in a game that already naturally stacks advantages towards group and campy play.

This change would affect a fundamental aspect of this game, one that would completely both cripple a playstyle and make scenarios where players are vastly outnumbered become exponentially more difficult than they already are.

Personally, I do not want that, so I cannot support this change.

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In fact, it is so critical that it completely overshadows the rest of these amazing and wonderful ideas in the OP. I would rather have none of these improvements than have all of them with that. . . thing bundled in.

potent lodge
# halcyon dome And when you run into a group of 10+ players, they too will have the same spidey...

Have you seen what the average battlebit player looks like, if you think 10 random battlebit players are going to have the awareness, aim, reaction time like they're some 4k hours on cs pro player, and to have the spidey sense, and instantly notice someone is coming towards them. Than for sure this is a huge debuff. I for sure know if im going into a building with 10 people all not initially paying attention or watching the entrance im coming into, im getting 10 kills without a doubt.

You have yet to respond to anything ive said, but continue to move the goalpost and give more scenarios, ask more questions after ive been so kind and entertained all of them, and given pretty good reasoning to why these changes benefit a solo player. If your mind is unwilling to be changed, why even be so inquisitive to my thinking and reasoning. Why even bother to debate something that you cannot change. Pushing is still the strongest things in this game and no footsteps are going to stop me or hinder me in any way.

A side note, this change is already coming to the game. Its already been showcased today, and everyone who spoke up was thrilled.

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You're welcome to make a suggestion to counter this change. Thats what they're for. I advise you just put all of your efforts on that than debating with 1 single person.

halcyon dome
# potent lodge Have you seen what the average battlebit player looks like, if you think 10 rand...

I think you underestimate both the average player and our brain's ability to process audio, which is processed much faster than visual cues. You don't need to be a good player to have spacial awareness from audio cues. A good game is one that works in both low level and high level play. Introducing a mechanic that would cripple a playstyle at high level just isn't my cup of tea.

No, I have been pretty consistent in my reservations with your change from my first post.

It arbitrarily nerfs flanks and further tips the weight in the already disadvantageous state of being outnumbered. This kills CQC stealth.

I have asked you repeatedly because I wanted to make sure I understood what you're saying because your examples just didn't resonate with me logically, until you made it clear that your definition of solo wasn't actually being alone and/or outnumbered, but not playing with a dedicated team while being surrounded by random teammates. In fact, if anything, you spoke about being successfully flanked less because you can exclusively differentiate between enemy and ally footsteps.

Sure.

First of all, if something is not broken, there is no need for a fix. Just because someone disagrees with a suggestion, does not mean they need to provide their own if they like the status quo. However, luckily for you, I do agree sound could use an overhaul. In fact, I think your OP had some good ideas. If you asked me for a list of suggestions, it would look like this:

  • Be louder overall
  • Be more dynamic
  • Have slight variation in volume/tone based on class/move speed
  • Be heard from further

Do you notice something missing? It's the one suggestion that I don't like because I do not want the game to differentiate between enemy and ally sounds. That is a change which will impact a core aspect of this game that I personally do not want or like. This is personal preference, there is no argument to be made here.

potent lodge
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My guy, just make a suggestion tab, FREE for you to use. Why are you wasting your time on me.

halcyon dome
potent lodge
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Ya im doing it cause im a hypocrite.

halcyon dome
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At least you're honest.

potent lodge
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Now go to the suggestions

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make the post

halcyon dome
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I posted here because Oki linked here. So this feedback was for him more than anything.

marsh field
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Please send a revised version in audio book format

halcyon dome
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I think I've said what I've needed to. Any more discussion is just going to go in circles.

halcyon dome
marsh field
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L poor

halcyon dome
woven musk
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Thanks for killing the game.

wise badge
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true... after the last update, every bbr player quit!

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bot won't let you capitalise a single word in your message for dramatic effect... 1984...

lethal oak
wise badge
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when the enemy hears you (the game is unplayable)

thorn bolt
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I Personally find footsteps to already be well attenuated, even before the update. If anything, the update made it worse for me to tell where the steps are coming from. I don’t think there actually was much change needed, though this is personal bias.

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I never found it difficult to hear or distinguish the direction of footsteps

hollow shuttle
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wait, arent enemy footsteps already really noticable? i can hear my team, but i can also clearly hear the enemy. so i dont know fine for now?

lethal oak
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Ofc everything else should stay as is imo, good flank play/playing patiently to get into a good position/situation should be rewarded after all

thorn bolt
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True, I actually don’t like the increase in sound volume for enemy steps, I find it entirely unnecessary to punish flankers like that. The counter play is just “look around when you hear steps”

terse phoenix
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How about just make friendly footsteps little pat sounds, and enemy footsteps regular volume.

wise badge
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Unironically had a dream last night where exaggerated enemy footstep sounds allowed me to survive… it’s an omen that we need to keep them unrealistically noisy

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(I have had multiple battlebit related dreams before)

thorn bolt
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Do you have nothing else going on in your life…

velvet marlin
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😭

wise badge
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Stuff from games just goes into my dreams sometimes

terse phoenix
wise badge
wise badge
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well that's true, but seems entirely unrelated?

terse phoenix
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Not unrelated.

wise badge
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In that sense I see where you are coming from. Don’t really want to make any further comment on that.

long fern
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Currently my biggest enemy in this game is the sound of footsteps. What a horrible thing they did. I get completely confused trying to guess where the enemy is coming from, often my teammate gets in my way. Another ridiculous thing is that the sound is so loud that I think the enemy is very close to me, but the truth is that he is far away.

terse phoenix
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The whole sound system needs a rework at this point.

potent lodge
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The execution of this was NOT in line with the vision in my head or frankly anyone who upvoted this. This may been at my fault because I did not specify the amount it should have been raised to, or the distance from which it can be heard. As for teammates footsteps I think they footsteps were increased by the same volume as the enemies were. After playing the patch for a while the following changes I think could be made:

  • Friendly footsteps brought down in volume
  • Enemy footsteps brought down in volume a bit , and not as much as friendly
  • Enemy footsteps logarithm change to scale linearly off distance, and start closer to the player by small amount
  • Footsteps somehow reduced in volume when the sound is interrupted by a wall or object. Where a wall would reduce and slightly muffle sound of them, while behind an object would slightly reduce the sound.

All in all, i would need to hear and play test sounds as they were adjusted to judge on how much the volumes need to be reduced to be proper.

terse phoenix
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Think friendly footsteps need to actually change. Bringing them down in volume means they sound the same as an enemy further off, unless they are at a low volume which would never be made by an enemy. E.g enemy footsteps scale from 100%-40% volume based on distance (being silent below 40%), friendly footsteps scale 20%-0%.

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Seconded the linear scaling

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And seconded for muffled footstep sound behind walls. (note: a different sound entirely, not just a quieted normal footstep).

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As it currently stands, sound volume should only ever be based on distance. Being louder because I’m being shot at only makes it harder to determine enemy placement, as the scaling isn’t in line with what I hear 98% of the time.

terse phoenix
wise badge
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I definitely think footstep sound should be affected by materials it has to travel through.

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more intuitive and easier to deduce things that way, as long as it is distinguishable from just a more distant sound

random spear
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I think Oki mentioned not wanting R6 style sound travel if thats what you happen to mean... can't remember if performance or design related. I think fairly basic sound reduction based on walls and whatnot would add a lot, agreed

grizzled kindle
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sound good when

fathom pawn
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"Raises skill floor without reducing skill ceiling"

How would this change raise the skill floor if anything it will be easier to pinpoint enemies through walls even with teammates all around you.

definitely reduces the skill ceiling when you can clearly hear an enemy if they step within a 30 foot radius of you, as the flanker/attacker your at the whim of your opponent having ears as they hold a position.

flanking is already hard and not easy with so many players and so little viable flanking routes especially since you have at least a few constantly guarding them. Your gunshots bring attention to you anyways and being able to clearly tell someone is flanking without line of sight is a horrible mechanic.

Any player with ears will be able to distinguish flanker vs ally instantly even if the flanker succeeded in getting behind them the second they try and run up behind them they will get shot.

Also how is this realistic as far as I'm concerned the enemy team doesn't just magically have louder footsteps

so this change isn't pro milsim, or pro arcade its just pro shit

footsteps were fine before and flanking was never easy either make ally and enemy footsteps the same volume and increase it so I can slightly hear people directly under me or revert the changes

bronze torrent
fathom pawn
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even if you disagree realize that as it is currently implemented footsteps feel more like a sound alert that plays instead of a directional sound cue, as its louder than even gunshots.

honest osprey
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I love hearing enemy on grass around my building

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I don't mind enemy having different pitched sounds, but extra volume is def not the way to go, or at least audio range

fathom pawn
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yeah I mostly dislike that the footsteps are so loud and the contrast between ally and enemy footsteps. Just make it quieter and slightly louder than ally footsteps of course fix the directional sound to.

Its fine to have footsteps as a way to hear around a stairway or something, but this isn't Valorant where I'm trying to sneak around all game listening for footsteps (and even Valorant footsteps are way quieter).

wise badge
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This game isn’t that simple to compare to others because the background noise in a 127v127 lobby is constant and cluttered. And before audio changes 95% of it would be irrelevant to you yet you’d still hear it the same, which is not good. When realistic handling of audio is made unclear it needs to be made clear. While realistically it would not be, realism in the form of battlefields being a confusing hellscape of noise is not what I want from the game

fathom pawn
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like for example if your in a second story building while in a firefight with someone and you aren't paying attention to your surroundings that should be punished

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and you shouldn't be able to turn on the person walking up the stairs. btw its way easier to kill someone who walks into view as all you have to do is aim at one spot as they have to scan the entire room and move their sight to you

wise badge
fathom pawn
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counterplay to sitting in one spot

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and shooting from a post without checking your surroundins

wise badge
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Sitting in one spot has never been a meta strategy at all

fathom pawn
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as you hear someone and watch the doorway giving them no chance while they didnt hear you at all since you were standing still mostly

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peopel like to sit in buildings

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or just shooting from objectives

wise badge
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Peeker’s advantage means that doesn’t work at all reliably

fathom pawn
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peekers dont have advantage lmao

wise badge
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And you can’t get a lot of kills from doing it

fathom pawn
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if you are prone in the corner the peeker has to go through some gymnastics to aim at you

wise badge
wise badge
fathom pawn
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the person watching the doorway doesnt even have to move their mouse

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those small time differences matter

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especially with such a small ttk

wise badge
fathom pawn
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its how fps games work and why people watch corners

wise badge
fathom pawn
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you know the peeker has to aim down sights which also takes time

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since they dont know you are there

wise badge
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That’s why I mentioned hip firing

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But you should always expect enemies in buildings you move into

fathom pawn
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hip firing doesnt work unless they are standing basically right next to you

wise badge
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You can usually tell the presence of enemies by people being in combat on the map

wise badge
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Hip firing doesn’t apply a significant cone to your fire

fathom pawn
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you might hit them in the leg twice before they shoot you in the torso 5 times

wise badge
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It’s just really hard to gauge as range increases

wise badge
fathom pawn
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only if you keep shooting them in the legs

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which you wont

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as you aim towards their chest

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so armour still counts

wise badge
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Well, that’s a matter of how you choose to aim

fathom pawn
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nobody shoots at your legs lmao

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also headshots are important

wise badge
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Quite a lot of people do

fathom pawn
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no reason to limit yourself

wise badge
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Leg shots are meta for many guns

fathom pawn
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anyways the unaware person is at a disadvantage yes, but I only think its too easy to notice somone from their footsteps

wise badge
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Headshots are fine against lightly armoured enemies assuming you have the opportunity and a suitable gun (too much recoil and it’s not worth trying), though heads are simply not worth going for against heavy or exo armour

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Unless you’re a sniper

fathom pawn
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yeah but having to make a decision from the armour someone is wearing will lower your reaction time

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from far away it blends in and is harder to tell

wise badge
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That’s why a lot of people default to legs

fathom pawn
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you say a lot

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but I havent seen anyone

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.01%

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isnt a lot

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it might be fine but people jump too much so it rather go for headshots

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if someone jumps as you aim for their legs you will miss completely

wise badge
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You wouldn’t see unless you were actually looking

wise badge
fathom pawn
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but if someone jumps into my headshot I will bodyshot them

wise badge
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I do usually mostly bodyshot/arm shot while hip firing

fathom pawn
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yeah center of mass

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if someone walks into me sometimes I can hipfire right into their head lmao

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but im just confused what the point of flanking would be if you can tell easily that someone is flanking you

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at that point just run at them and shoot them

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its not like someone cant watch the flank route people do that all the time

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and when that happens you make lots of noise so its fine

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the only person who wins in this situation is the solo player hiding on the rooftop shooting from above who doesnt visually check their surroundings

wise badge
fathom pawn
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idk ive climbed up stairs and around the middle heard an enemy running above me in some grass which was some 5-10 metres away

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specific example but im just saying its too much range

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probably just to loud

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maybe if it gets quieter it will be fine and Il have nothing to complain about

fathom pawn
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if we are same skill level but they heard my flank I lose

wise badge
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doing well relies on your enemies being bad in any game in any context

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assuming you lack a flat advantage

fathom pawn
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no

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only average

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if you are better than the average

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relying that the worst of the worst players matches against you isnt fun

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the average player will hear your flank

wise badge
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well... you don't

wise badge
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the objective skill levels could be anything

wise badge
fathom pawn
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yes well the servers I play on the players arent completely trash

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most of the time

wise badge
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No servers are completely trash

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lobby is way too big

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only minor variations

fathom pawn
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?

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ur saying 127v127 is too big

wise badge
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for trash lobbies to be possible yes

fathom pawn
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but I only play on 32v32

wise badge
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more possible in that case

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I only play 127

fathom pawn
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yeah I just dont like vehicles that much

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and too many players makes it hard to do anything lmao

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64v64 is good too but I dont like the map size

wise badge
fathom pawn
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well I complain about footsteps but so many times I have heard someone from far away and killed them before they had a chance

wise badge
wise badge
fathom pawn
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hmm ig its the player size

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254 vs 64 is huge

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with only 32 enemies footsteps probably more noticeable

wise badge
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usually in 127 at least it's pretty evident where the enemies will be with or without footsteps

fathom pawn
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yep always shooting from objective

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its cool but it kinda annoys me when I die over and over to someone I cant see XD

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or just overwhelming numbers advantage

wise badge
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Would you say stealthily camping is something people do a lot in 32v32?

fathom pawn
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ehh most players like to run and gun but I do see snipers and some open maps see lots of snipers and camping

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if its a cqc map nobody really camps

blissful rampart
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Aint no way yall arguing over holding angles and bum rushing

wise badge
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same as 127 in that regard I suppose

if it's out in the open then footsteps don't really make a difference

blissful rampart
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If your ass is not checking corners and get killed by a guy holding an angle you should just be more careful smh

wise badge
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nah just leap at them

fathom pawn
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just run past them

wise badge
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carefulness gives your enemy more time to think...

fathom pawn
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act like they werent there

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well tbf people camping or not whatever people always complain about that

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im just talking about how easy it is to hear a flanker

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or an attacker now

wise badge
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small scale flanks happen so quickly I think people just don't have time to clock that the situation has altered

blissful rampart
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Then sneak around if you are flanking

fathom pawn
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or when some guy hears me through two walls kek or I hear him

wise badge
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true, footsteps are way quieter crouching

fathom pawn
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isnt crouching

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kinda slow

wise badge
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yeah

blissful rampart
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Isnt crouching

fathom pawn
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yeah

blissful rampart
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Kinda quieter

wise badge
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ofc it's a tradeoff. Personally I don't crouch much

fathom pawn
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I feel like someone going to shoot me if I stay relatively still

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maybe around stairs

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could be usefull but around sides of buildings not so much

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and then if I crouch I can hear enemies near me? waaaaaaat no way

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and then if they run into me I can kill them?

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XD

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jk

tidal monolith
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I think that it shouldn't change volume at all only tone/pitch of enemy footsteps.

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If this would be only applied to enemy "running" sounds I would be okay with all said but slow walking, crouching being more loud is just killing the methods of sneaking up on people because even if you walk/crouch you will be loud like if you would step hard as stomping on a bug.

fathom pawn
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the 2nd one I feel explains why I think its too loud

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also I think grass like triples the sound of footsteps or something

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greatly increasing the range

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also able to hear through walls easily

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theres many games I play sound is the key element (Valorant, Rust, CSGO) but I didnt get into battlebit cuz I wna use my ears kekw but cuz I wna chill

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sound is too sweaty imo

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also completely counteracts rushing

wise badge
# fathom pawn clips of footsteps

In all of those cases they could have been a fraction of the volume but still just as useful

Them being this loud seems to mainly just mean nearby gunfire doesn’t render them inaudible

fathom pawn
fathom pawn
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and I think gunfire should make footsteps less audible

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also in the clip they were going to shoot anways giving away their position

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can you kinda see how its a little overtuned?

wise badge
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It’s overtuned as in unrealistically loud

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But I appreciate the clarity of information that offers. I don’t want the battlefield to be confusing, and I know that the chaotic/confusing nature of this game to many new players is a major issue for them.

fathom pawn
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The footsteps can be overwhelming to new players

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especially in bigger lobbies

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it just feels cheese to me

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if possible I would just turn off/lower my footsteps tbh because hitmarkers bring dopamine but the footsteps kinda ruin it for me so I cant just turn off my sound

thorn bolt
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Paired with sometimes inconsistent step noises (some basements play grass steps instead of floor steps) it’s just conFUSING

wise badge
fathom pawn
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imo it needs some cleanup

cunning forum
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I have no issue hearing exactly where enemies are. Is that just me?

mild moat
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With recent update the footsteps were buffed insanely

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This thread is outdated but it's probably what led to the buff

thorn bolt
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It’s weird idk

gusty osprey
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Yeah I dont ever have a problem locating enemies... if I do its usually my own misread. Map knowledge is important, I.e. knowing if they make metal sounds vs grass and where that means they're standing

honest osprey
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Man If I can hear enemies from 4 floors up walking on grass, there is a problem now.

old wraith
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I like how I can run to a tank for a hug and the driver HEARS me

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And reacts accordingly

little dawn
honest osprey
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different is one thing