• CS:GO players get angry over new "low ammo" sound effect
    55 replies, posted
[url]http://www.pcgamer.com/csgo-players-get-angry-over-new-low-ammo-sound-effect[/url]
people will whine about anything
[QUOTE=Karmah;50539952]people will wine about anything[/QUOTE] this is a case of lowering the skill bar by a lot. I wouldnt mind the low ammo effect but enemies can hear it very clearly as well.
[QUOTE=Karmah;50539952]people will wine about anything[/QUOTE] [t]http://www.wdwthemeparks.com/photos-disney/2013/05/22/r-1369267047-FoodAndWineFestival1.jpg[/t] [QUOTE=Naught;50540005]this is a case of lowering the skill bar by a lot. I wouldnt mind the low ammo effect but enemies can hear it very clearly as well.[/QUOTE] Enemies hearing it sounds like way too much info for them any smart player will exploit that for sure not sure I can agree with that being a feature
The low ammo sound is fucking bullshit. IMO it only has a major affect at the lower ranks where no one has ammo anyway due to accuracy of dogs but I can see it changing outcomes of some fights in pro games. The new M249, Mag 7 and negev sounds are alright.
It won't even be a problem considering anyone who plays any fps should always have their weapon reloaded and ready for an engagement
[QUOTE=Karmah;50540240]It won't even be a problem considering anyone who plays any fps should always have their weapon reloaded and ready for an engagement[/QUOTE] I don't play csgo so I don't know if this is an issue or not but it could be a major issue if you're laying suppressive fire. telling the enemy that it's about to be time to reload is not what you want
They still haven't fixed that Security bug from February yet,. or have they? because i don't plan on reinstalling the game until they do as for the topic at hand I am not a fan of this new add on but I also not to bummed out about it either
[QUOTE=theevilldeadII;50540267]They still haven't fixed that Security bug from February yet,. or have they? because i don't plan on reinstalling the game until they do as for the topic at hand I am not a fan of this new add on but I also not to bummed out about it either[/QUOTE] The remote execution one? [url]https://www.reddit.com/r/GlobalOffensive/comments/3b9vgo/there_is_currently_a_customfiles_related/[/url] Since CSGO updates almost weekly i couldnt tell you but since it was all source games and a new one of these exploits is found like twice a year I hope they've fixed it by now.
The feature is nice and all but all that really needs to be added to help both sides is a volume slider for it or just a way to disable it completely.
[QUOTE=Karmah;50540240]It won't even be a problem considering anyone who plays any fps should always have their weapon reloaded and ready for an engagement[/QUOTE] Yeah, CSGO isn't one of those games where you can just reload and carry on. The difference between 30 and 25 rounds isn't always worth risking being caught with your pants down.
Honestly, my problems with it are: 1.) It's kind of a loud, obnoxious sound effect. I'd prefer it if it were more like Saints Row 3 where it's just a light clicking in the background of every shot. 2.) Enemies shouldn't be able to hear it. Hearing it is a cue to immediately bumrush them in a 1v1 situation because they're gonna either a.) be using a less powerful weapon or b.) going to be reloading within two shots. Apart from that I don't see the issue.
[QUOTE=Karmah;50540240]It won't even be a problem considering anyone who plays any fps should always have their weapon reloaded and ready for an engagement[/QUOTE] I'm honestly not sure if this is a joke or not
Is it just me or is the low ammo sound badly mixed? It stands out quite a lot and it feels like it doesn't actually come from the gun itself.
[media]https://www.youtube.com/watch?v=-Vi5qaQvkU8[/media] It doesn't sound anywhere near as bad as people are making it out. Can barely heart it from 3-5m away.
[QUOTE=spekter;50541031][media]https://www.youtube.com/watch?v=-Vi5qaQvkU8[/media] It doesn't sound anywhere near as bad as people are making it out. Can barely heart it from 3-5m away.[/QUOTE] Yupp, made a quick "test" round with bots and I literally never even heard that sound from anyone shooting but me.
[QUOTE=butre;50540265]I don't play csgo so I don't know if this is an issue or not but it could be a major issue if you're laying suppressive fire. telling the enemy that it's about to be time to reload is not what you want[/QUOTE] Wait, the enemy can hear it? I thought that was some kind of mistake by PCgamer What the fuck lol, that's dumb as fuck. Plus, good players won't need it because they'll know to count how many shots the enemy fired. No need to have a "rat" yelling that you're out of bullets. [editline]18th June 2016[/editline] [QUOTE=spekter;50541031][media]https://www.youtube.com/watch?v=-Vi5qaQvkU8[/media] It doesn't sound anywhere near as bad as people are making it out. Can barely heart it from 3-5m away.[/QUOTE] why even add it then? OH, right, they need excuses not to work on decent nerfs and buffs for the weapons.
[QUOTE=Jelman;50540321]The remote execution one? [url]https://www.reddit.com/r/GlobalOffensive/comments/3b9vgo/there_is_currently_a_customfiles_related/[/url] Since CSGO updates almost weekly i couldnt tell you but since it was all source games and a new one of these exploits is found like twice a year I hope they've fixed it by now.[/QUOTE] no what i am talking about is newer only 3 months old
CSGO needs new mechanics like this.
I'm not entirely against this sort of change, but I don't blame the community for lashing out at it. The game has had its balance thrown off by quite simple additions before. [editline]18th June 2016[/editline] [QUOTE=Karmah;50540240]It won't even be a problem considering anyone who plays any fps should always have their weapon reloaded and ready for an engagement[/QUOTE] Anyone who CSGO should also learn to not needlessly reload. It's not Battlefield, a few bullets are all that's needed.
[QUOTE=General J;50541655]CSGO needs new mechanics like this.[/QUOTE] I like new changes like this but it's not really "needed"; it just makes the learning curve that much steeper for new players. on the other hand, imagine the new baiting opportunities
Okay, let me understand this. People are angry that [U][B]shooting your gun[/B][/U] produces a noise. Has no-one bothered to think of the tactical [I]advantages[/I] of the new low ammo sound? You're sitting there firing a weapon, deliberate lower it down to low ammo to produce the noise, and enjoy reaping the benefits of a team-mate utterly destroying whomever decides you're going to be knifed or pistoled from someone 3m away. Alternatively, when you hit 5 ammo, remember that you can kill two other people. With every single damned gun that has for the most-case a double-tap. It's laughable to complain about this, and I honestly haven't heard anyone complaining about this actually in-game. What Valve did is enable players to use the audio cue to be more careful with their last few munitions, or more risky. They're enabling more play-styles that take less time to decide, and take less focus away from your center of vision. Every time you're forced to glance over to the corner of the screen, is a moment you're vulnerable. [QUOTE=Octopod;50543224]I like new changes like this but it's not really "needed"; it just makes the learning curve that much steeper for new players. on the other hand, imagine the new baiting opportunities[/QUOTE] How does adding something that makes it easier for someone to know when they're running low on munitions steeper? It's a pretty easy thing to comprehend, you fire your gun, and after firing it for so long it starts to click-click-click. Most people will put two and two together that it means their ammo is running lower and is almost out. The range distance to hear the damned thing requires you to be nearly atop someone else. You can hear a scope-in from nearly five times the distance.
[QUOTE=Worldwaker;50543233]How does adding something that makes it easier for someone to know when they're running low on munitions steeper? It's a pretty easy thing to comprehend, you fire your gun, and after firing it for so long it starts to click-click-click. Most people will put two and two together that it means their ammo is running lower and is almost out. The range distance to hear the damned thing requires you to be nearly atop someone else. You can hear a scope-in from nearly five times the distance.[/QUOTE] I agree that it's a pretty simple addition, but you have to realize there are people out there that still don't understand the accuracy and recoil system.
[QUOTE=General J;50541655]CSGO needs new mechanics like this.[/QUOTE] An automated system that outright tells you the enemy is about to reload/is low is really shitty and lowers the skill ceiling imo. Like reloading makes a sound, that's cool and the enemy will choose to make make that sound and make that risk but the warning happens no matter what. It just removed a little nuance to the game and basically adds a now is the time to push notification to players with headphones.
[QUOTE=Octopod;50543286]I agree that it's a pretty simple addition, but you have to realize there are people out there that still don't understand the accuracy and recoil system.[/QUOTE] Yes, I realize that some people will not ever take the time to study the systems of the game, but nowhere do I see the lack of willingness to understand a system as an acceptable excuse to not add in a new, helpful system. One which enables a player to simply avoid having to tear their gaze away from the core areas of the screen. [QUOTE=Rossy167;50543319]An automated system that outright tells you the enemy is about to reload/is low is really shitty and lowers the skill ceiling imo. Like reloading makes a sound, that's cool and the enemy will choose to make make that sound and make that risk but the warning happens no matter what. It just removed a little nuance to the game and basically adds a now is the time to push notification to players with headphones.[/QUOTE] Everything makes a sound. [U]Everything.[/U] When you change weapons, when you jump, when you fall. Even scoping in a with a rifle makes a noise, which you can hear from a [B]very[/B] long distance away, makes a sound. They've added an audible noise which occurs when you're under a half a foot from another player, which translates to standing on one side of a door and the other person hearing [U][B]that when you shoot a gun, it's getting low on ammo.[/B][/U] When you fire a weapon, you're giving away your position no matter what. If you're firing a weapon, within zeus distance of another player, and they happen to hear you're low on ammo.. It lowers the "skill ceiling"? How are you, and others jumping to this conclusion? It was added less than 24 hours ago, the entire community has to learn a new sound cue. What's the basis for this argument in the first place? Tell me, please. I want to know how being enabled to accurately predict when you're personally running out of ammo without looking down at a static number on the screen, lowers the "skill ceiling" at all. Yes, the enemy can hear it, you can too. The fact is, if you're that low on ammo and can't kill an enemy player with your last five rounds anyways, then the fact that someone whom is [B]standing beside you,[/B] can now hear this as well, wont help or hurt your chances of survival. Also, I'm not even going to get into how rediculous of a statement it is to complain about a [U]sound[/U] being audible to a user of a headset is unfair. I own a $250 headset exclusively for the purpose of hearing those sounds, does that sudenly mean I should be deprived of tactical information because other players didn't buy a headset? Yeah, it sucks that better hardware will allow you to play better, but that's how life works. The better your equipment is, the better you will be able to do [U]everything.[/U] Spoilers, this is also why I own a gaming level rig, gaming mouse, have set up a specific surface for the sole purpose of playing shooters, and also why I don't play on a wireless connection. [quote][B]Like reloading makes a sound, that's cool and the enemy will choose to make make that sound and make that risk but the warning happens no matter what. [/B][/quote] So uh.. Your gun fires on it own and you have no choice in the matter? :what:
Honesly i'm just bothered by how out of place and loud it is for the one shooting. I don't even care if other people hear me having an almost empty mag. I mean seriously, if you are standing that close to hear it then they can literally count the bullets in your magazine as you shoot anyway, you don't need an extra sound there.
[QUOTE=Worldwaker;50543233]Okay, let me understand this. People are angry that [U][B]shooting your gun[/B][/U] produces a noise. Has no-one bothered to think of the tactical [I]advantages[/I] of the new low ammo sound? You're sitting there firing a weapon, deliberate lower it down to low ammo to produce the noise, and enjoy reaping the benefits of a team-mate utterly destroying whomever decides you're going to be knifed or pistoled from someone 3m away. Alternatively, when you hit 5 ammo, remember that you can kill two other people. With every single damned gun that has for the most-case a double-tap. It's laughable to complain about this, and I honestly haven't heard anyone complaining about this actually in-game. What Valve did is enable players to use the audio cue to be more careful with their last few munitions, or more risky. They're enabling more play-styles that take less time to decide, and take less focus away from your center of vision. Every time you're forced to glance over to the corner of the screen, is a moment you're vulnerable. How does adding something that makes it easier for someone to know when they're running low on munitions steeper? It's a pretty easy thing to comprehend, you fire your gun, and after firing it for so long it starts to click-click-click. Most people will put two and two together that it means their ammo is running lower and is almost out. The range distance to hear the damned thing requires you to be nearly atop someone else. You can hear a scope-in from nearly five times the distance.[/QUOTE] OR you could just count how many times the enemy fired their weapon, which isn't all that hard to do and for which you probably conditioned yourself into doing over time. It's really easy to do aswell because in CS every gun has its own sound. Plus, you can BARELY hear the sound from a distance as long as B tunnel entrance to middle of box and pillar. I guess this is for really close encounters, but even then I really don't see that big of a purpose. Reload cancelling to bait would probably be a better idea?
I like this, it adds an extra realism and factor to the game, similiar to how in WW1(?) a lot of soldiers would listen to the M1 when it pings as this would mean their enemy has ran out of ammo. [media]https://www.youtube.com/watch?v=aoBWUs8poYU[/media]
My only problem is the round is annoying and should be something else. Maybe the ping when you're out of ammo?
[QUOTE=Tools;50544053]I like this, it adds an extra realism and factor to the game, similiar to how in WW1(?) a lot of soldiers would listen to the M1 when it pings as this would mean their enemy has ran out of ammo. [media]https://www.youtube.com/watch?v=aoBWUs8poYU[/media][/QUOTE] People still believe this myth? Yeah sure maybe in like close quarters, but generally battles were so loud you wouldn't hear it. And even if you could and decided to exploit it there would be like 2 or 3 other people aiming their rifles while the other is reloading.
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