#remove flesh hit sound when you shoot someone
1 messages · Page 1 of 1 (latest)
What sound would they make it it’s hard when there’s so many different sounds in the game cause nig they changed it and had it sound different people could complain that they don’t know when they hit someone
Dude its a realistic hardcore fps there should be no sound at all
argeed
Interesting that you only suggest removing the sound, but not the enlarged (cartoonish) blood splatter markers they introduced with U12.
Yes please remove the flesh hit sound, BUT keep the headshot though. Mostly for game satisfaction
also.. this is NOT a "realistic hardcore fps" at the moment by any stretch lol... ballistics are a joke.. damage by weapon type instead of calibre is laughable... killing guys 100m+ away with an smg single tap... etc etc
Ya, back in early early access, there was no hit sound. They added it in in update 4 or 5 or something to help make the game a bit easier. Wish it went back to no hit sound.
I like the hitsound. This is a great balance between quality of life/arcady and more realistic than the hitmarkers in other games. I don't think this game is so much based about realisim that this should be removed. Just look at tank physics. I can do barrelroles down the hill on Remagen and I'm gonna land up straight every time and have no damage.
This game just barely can call itself a "realistic hardcore shooter" and is Arcady enough to warrant those hitsounds.
agreed, please remove the hit sounds. Also headshot sound should only be audible for people in close proximity of the person getting shot.
People should know if they hit someone or not, and even when they don't, the uncertainty makes it more interesting and immersive
I like the hit sounds and I would prefer if they weren't removed.
Hearing that fleshy sound or a ping when you're taking potshots at an enemy +150 meters gives me dopamine. Without them long-range engagements would be annoying.
Agree, there shouldnt be sound
The blood splatter marks were laughably bad when first introduced but they significantly toned it down in the following update without telling anyone they did so.
No
Remove that too
I agree.
Hell let loose should be Realistic/Simulator Game no Stupid Arcade like Heroes and Generals for example...
I bought Hell Let Loose because previous Devs said that they plan to do a Realistic Simulator Game no Stupid Arcade and that why people supported them on Kickstarter...
The game is not hardcore. If it was, tank controls would be like Arma.
As a hunter you can most definitely hear a bullet hit a living thing like a deer so it only makes sense you would hear it also hit a person maybe instead of a hitmarker they could make it a bit more realistic possibly make it come from the person shot and slowly start to get quite at range I'm pretty sure they could update the sound of someone being hit as well to give more of a "thud" rather than whatever you could compare the current sound too
Keep the flesh sound!
Thing is if there's no sound. You just assume the person went prone. Then you spend another 10-15 minutes firing on someone that's already dead.
It would add a lot of unnecessary frustration to the game as well as the community.
Yeah the sound is necessary
Nope, what the hell lol. Id stop playing purely just because they took this out. "Arcadey" is having a kill list in the top right hand corner of your screen listing kills. Hearing a flesh sound or helmet ding is completely necessary and satisfying.
It could maybe be a range thing, so farther targets will not play body shot hitsounds
But we could really use an alternative headshot noise for people who arent wearing helmets.
Similar to RS2's headshot sounds
game advertises itself as "hardcore" @covert mortar dude if a flesh sound is all thats keeping you here then maybe you need to find another game (edit)
@covert mortar go play COD if u want something that similar to hitmarkers also the blood mist should not even be visible past 20ish meters
Not sure who told you that a bullet impacting a body was quiet you can hear it anywhere for gameplay purposes in reality at about 130 yards it would be much more faint depending on the round and amount of energy the round disperses into the target. But it shouldn't be removed entirely if not touched at all
Keep the sound!
Actually this is a great idea. Even at long(ish) range 250m+ if you take the impact sound out. Blood mist is still prevalent. Light mist for impact, non deadly and a larger visual mist for a deadly hit. Then a sound difference 250m- in distance. Then again, people would still complain about the mist not being realistic. This type of feature needs to be in play, sound offers solace.
Yes @lone grove, its hardcore and not ultra realistic, you die pretty much instantly depending on the body shot and get destroyed by arty, tank snipes, rocket snipes, 6 HE grenades thrown in on point from assault classes, bombing runs, snipers and the list goes on. So why in gods name would you make it harder for players to sit there for an hour or so in a single match wondering if they got the kill or not. To my point of "id stop playing" This one feature if done incorrectly would kill the popularity of the game in a big way. 
It was a nice challenge not being certain if you’d actually downed someone, but the audio visual feedback probably gives the dopamine hit that keeps people hooked!
Most new players don’t acknowledge the sound in the onset and play just as fine as everyone else. Only after playing the game for a long time do they start paying attention to the sound and then it becomes a crutch.
It’s honestly unnecessary to have it. And if it is necessary, then I implore you have more confidence in your shooting and stop spraying/spam firing everywhere.
This game is already difficult and confusing enough for new players. Adding a certain uncertainty that your shots are doing something (and removing a dopamine hit source) would already kill what little stream of new players this game already has.
And then we're going to wonder why no one wants to play this game anymore.
@jaunty wagon it's not unnecessary. Most people prefer to know if they hit someone or if the guy just went prone. It's a qol feature.
At most we're going to get this as an option buried in the settings that no one will turn off.
A message appearing on screen would be nice too, to go along with the sound, to let you know you’ve killed someone.
No, that would be going too far in the other direction.
Having a hit sound but no visual indicator (barring teamkilling) is a nice middle ground between gameplay and realism.
A kill message would just add visual clutter and a distraction, while not contributing much to anything.
Honestly, despite my usual stance on these things, i think the wacky sounds and TF2 blood splatters should be removed, and instead be replaced with a kill feed similar to Red Orchestra/Rising storm.
Literally just add a kill feed, that can be turned off or on optionally so that you can get that dopamine hit without having to back out into stats to check if your total kills went up. This change would be quality of life more than anything
I would absolutely hate to see a kill feed in this game. The lack of HUD in this game is part of what makes a great adding a goofy kill feed in the corner with seriously hurt this game
That's why i specified optional, go into the options and disable it. They should have options to disable the rest of the hud as well to be honest
I´ve only ever heard steel targets, or ricochets.
I always liked not having any visual feedback besides the guy falling over dead. A guy running off out of visibility was always a cool cat and mouse game, in other games like HLL. You don't know if he bled out, bandaged up or is waiting in ambush for you
Oh yeah I misread
i think this is really useful to have - given its often difficult to tell if you've hit someone at range
I'm 50/50 on this. I'd love to try it with the entire lobby not having hit sounds - just to see how the dynamic would change.
Would surely slow the pace I'm sure, and I'd enjoy it when in that "immersive" mindset.
feels good when u headshot that little dot in the distance and it goes ding tho
Remove the flesh hit sound or at least from over 50m distance and all hit sounds when inside a tank shooting the big gun! More realistic is better.
The thing is I think a lot of people would find they actually would want to keep the hit sounds.
This.
I can live without the normal hitsound. But you gotta keep the plink of a headshot. It's just too good