I seriously don't like the reloading noises and such. They sound utterly weak.
I still think the new footsteps sound like they came straight out of 1.6. Especially when walking on metal.
[QUOTE=Recurracy;52828295]I seriously don't like the reloading noises and such. They sound utterly weak.[/QUOTE]
I think the new reload sounds are better than the old ones if only because they don't use the P226 and USP's slide unlocking sounds five times in one animation
I still can't forgive them for exchanging M4 for Nova. That's because Nova sounds like "pew" while M4 sounds like [HIGHLIGHT]POW[/HIGHLIGHT].
[QUOTE=BANNED USER;52827901]So is modding CS:GO not even a thing? That's what made CS:S so great, there were tons of talented people making models, skins, and maps 24/7. Can you not just change the sounds?[/QUOTE]
[QUOTE=Zillamaster55;52827916]iirc you can but you have to do some weird fucky shit because Valve had a hernia over people making their own skins in custom servers[/QUOTE]
The CSS weapons were literally just right in your folder, all you needed to do was overwrite them and you were done.
CS:GO even before the skins didn't really let you do it easily since they were packed into the game differently. It's not really stuff from servers, it's literally replacing the models, sounds, etc. on your own client. For example instead of having a p90 I'd have a PPSH-41.
Also even if you could do that, it'd probably be disabled for competitive and most casual servers to prevent cheating, since CS:GO focuses on the competitive side so much.
[QUOTE=BANNED USER;52827901]So is modding CS:GO not even a thing? That's what made CS:S so great, there were tons of talented people making models, skins, and maps 24/7. Can you not just change the sounds?[/QUOTE]
you say that now but wait until you reinstall CS:S and click on a server, only to find it makes you download 7.8GB of quake sounds
Did they add thunder to the awp? it sounds hilarious
[QUOTE=Zukriuchen;52828401]you say that now but wait until you reinstall CS:S and click on a server, only to find it makes you download 7.8GB of quake sounds[/QUOTE]
CS:GO servers can still do that
Game servers in both games can pretty much send the player certain kinds of sounds, and player models.
New sounds literally sound like Generic ~Realistic Immersive~ Soundpack Number 5627 with the bass that's usually added to gunshots in post being removed for dat insane Immersionz
Old ones were ear rapey at times, but atleast they had actual personality and power built into them.
I don't like the new sounds, the guns all sound like they lost a lot of oomph because of it. It does seem to me like they added a bit of hearing protection for those playing at high volume levels which is nice of them to do. As long as they have an option for using the old gun sounds (which they probably won't) I'd be happy.
i get they soound more realistic/authentic, but they have too much of that mechanical "clack clack" and not enough "bang"
old sounds were loud and powerful
tf2 and l4d2 have good and powerful sounding guns
CS isn't a realistic game in the slightest so going for more realistic sounds is stupid
[QUOTE=Reagy;52827361]Their excuse was audio clarity and the sounds do the inverse of that in most cases.
Personally I think it was just one guy on the team that has a boner for audio and decided THIS ISN'T GOOD ENOUGH and changed everything to meet their personal preference.
Mean its quite clear someone on the CSGO team currently has a lover boner for audio due to the 2 new systems that have been rapidly introduced, we've even got sound occlusion added in since the last update and it works really well.[/QUOTE]
I don't think that's the reason behind these changes at all. If you've been following community forums or places like r/globaloffensive, people have always been complaining about the sound in this game. The biggest being that directional sound and environmental modeling was a total mess, even compared to older games like 1.6, which made locating enemies by sound harder than it should be. Then there were always people who complained about having to turn their volume all the way up so they could hear footsteps from far away, then get their hearing raped by super loud gun sounds. Some of the old sounds were supposedly recorded/mastered pretty badly and had tons of clipping.
All these changes to the game seem like a pretty direct response to those criticisms. The upgraded audio engine with HRTF and occlusion modeling + a bunch of new footstep sounds for different surfaces make it much easier to hear where the sounds are coming from. The new gun sounds are also much easier on the ears, even though making them "realistic" instead of more unique and easily recognizable might have been the wrong direction to take.
Something I miss with the old sounds is how a lot of them are updated versions of the ones from source, like with the m4a1 and the awp.
[QUOTE=BANNED USER;52827901]So is modding CS:GO not even a thing? That's what made CS:S so great, there were tons of talented people making models, skins, and maps 24/7. Can you not just change the sounds?[/QUOTE]
Thanks to portal 2, stuff outside the vpk doesn't have any mounting priority. And thanks to sv_pure 1 you can't mod anyways. Valve also killed tf2 modding thanks to sv_pure 1.
It would have been nice if they added a gameplay option to use the classic sounds. The old shotguns are infinitely better sounding than the current ones
[QUOTE=Stiffy360;52830395]Thanks to portal 2, stuff outside the vpk doesn't have any mounting priority. And thanks to sv_pure 1 you can't mod anyways. Valve also killed tf2 modding thanks to sv_pure 1.[/QUOTE]
Which is ironic since Counter Strike, DOTA, and TFC all originated as mods. Valve turning their back on modding has really concerned me because the older mods for TF2 and CSS were great and I don't think we'll get a similar renaissance in the future. It's evident mods or even community servers are no longer a priority of Valve, which is a shame.
old sounds raped my ears, new ones don't. That's all I have to say on that.
[QUOTE=comet1337;52828531]i get they soound more realistic/authentic, but they have too much of that mechanical "clack clack" and not enough "bang"
old sounds were loud and powerful
tf2 and l4d2 have good and powerful sounding guns[/QUOTE]
The new sounds might be less stylized than the old sounds, but they're actually [I]less[/I] realistic. Guns in real life are deafeningly loud, have a lot of sub-bass "thump" to them, and can have echo/reverberation for seconds depending on the environment.
Regardless, as Araknid said CS isn't realistic so the sounds should be stylized.
[QUOTE=Stiffy360;52830395]Thanks to portal 2, stuff outside the vpk doesn't have any mounting priority. And thanks to sv_pure 1 you can't mod anyways. Valve also killed tf2 modding thanks to sv_pure 1.[/QUOTE]
Well, it's not sv_pure itself. Running sv_pure is done by default on valve servers and most other serious servers since you can very easily cheat with client-side skins.
So it'd really be more on community servers not being played by the majority of people than Valve's sv_pure themselves.
Counter-Strike: Airsoft Offensive
[editline]28th October 2017[/editline]
[QUOTE=Jelman;52827335]The old sounds hurt my ears[/QUOTE]
You're playing a game about killing terrorists and counter-terrorists, defusing bombs and rescuing hostages.
[I]And you are complaining that the guns are too loud.[/I]
[QUOTE=Falkok15;52831499]Counter-Strike: Airsoft Offensive
[editline]28th October 2017[/editline]
You're playing a game about killing terrorists and counter-terrorists, defusing bombs and rescuing hostages.
[I]And you are complaining that the guns are too loud.[/I][/QUOTE]
yes? its a fucking game dude i usually play it sat in my underwear, im not actually in afghanistan, having your ear drums ruptured isnt a nice gaming experience
[QUOTE=Falkok15;52831499]Counter-Strike: Airsoft Offensive
[editline]28th October 2017[/editline]
You're playing a game about killing terrorists and counter-terrorists, defusing bombs and rescuing hostages.
[I]And you are complaining that the guns are too loud.[/I][/QUOTE]
For a competitive FPS game, yes, how guns sound matters lol.
CSGO just gets worse and worse the more time goes forward, doesn't it?
I can't even play it any more. It just feels like forcing to tolerate obvious bullshit.
Just kind of a rough timeline of how the gun sounds probably came to be:
[URL="http://wiki.teamliquid.net/counterstrike/ELEAGUE/Season_1"]ELeague Season 1[/URL] broadcasts finals on [I]TBS[/I] (omg TV), Tournament starts 2016-05-24 and ends 2016-07-30.
Weapon sounds are updated between [URL="http://blog.counter-strike.net/index.php/2016/06/14781/"]2016-06-15[/URL] [URL="http://blog.counter-strike.net/index.php/2016/06/14903/"]t[/URL][URL="http://blog.counter-strike.net/index.php/2016/07/15237/"]h[/URL][URL="http://blog.counter-strike.net/index.php/2016/07/15283/"]r[/URL][URL="http://blog.counter-strike.net/index.php/2016/08/15308/"]o[/URL][URL="http://blog.counter-strike.net/index.php/2016/08/15517/"]u[/URL][URL="http://blog.counter-strike.net/index.php/2016/09/16156/"]g[/URL][URL="http://blog.counter-strike.net/index.php/2016/10/16255/"]h 2016-10-06.[/URL]
[URL="http://blog.counter-strike.net/index.php/2016/09/16129/"]ELeague Major Announced[/URL] in 2016-09-27 blog post.
[URL="http://blog.counter-strike.net/index.php/2016/12/17260/"]HRTF Rolls out[/URL] along with accompanying blog post on 2016-12-07.
[URL="http://blog.counter-strike.net/index.php/2016/09/16129/"]ELEAGUE Major[/URL] is broadcast on TBS from 2017-01-22 through 2017-01-29.
So I'm guessing Valve probably didn't want the game sounding like ass to the TV viewing audience.
Shit, I mean, TBS [URL="https://www.youtube.com/watch?v=t29I0ZcUUY4"]didn't even use[/URL] CSGO's gun sounds in the trailer for season 1.
[QUOTE=thelurker1234;52831545]For a competitive FPS game, yes, how guns sound matters lol.[/QUOTE]
Agreed, I just think that guns in games should not all sound the same, which is what most CS:GO guns sound like these days(I also prefer my guns loud, which the new sounds are just too quiet for my liking).
[QUOTE=Reagy;52827185]The difference between indoor and outdoor recording.
The old sounds had more punch to them due to being recorded at indoor ranges and they actually matched what gun they were paired with, the new sounds are just from some generic sound pack and they're using sounds that don't even match the guns, the P90's soundset isn't even from a P90 or even a PDW, its a random generic mechanical sound that isn't even from a gun (its a piston rapidly decompressing).[/QUOTE]
Every weapon sound pack should be made using sounds from the movie HEAT. The end.
The only improvement with the new sounds is the suppressed sounds. They're much snappier and more realistic, especially the M4, though it still sounds like a 9mm
[editline]28th October 2017[/editline]
[QUOTE=ElectronicG19;52831532]yes? its a fucking game dude i usually play it sat in my underwear, im not actually in afghanistan, having your ear drums ruptured isnt a nice gaming experience[/QUOTE]
You should give a game like Arma a try with a realism unit and crank that shit up loud. It's a blast and really immersive. Though when I played we played with weapons and vehicles that exist, not future shit. I swear I have very minor tinnitus in my right ear because of a burst from a 249 from another guy. Great soundpacks help immersion and set the scene
And ever since then I don't play my games as loud :(
The new sounds are much better IMO. The old ak sounds like someone banging a hammer on a bucket made of metal.
Well, I have to admit I like that the new sounds aren't as ear-rapey. Unfortunately bunch of them sound very similar, especially the pistols. The AK, M4s actually don't sound too bad with the new sounds. On a personal note I'm glad they added more realistic silencer sounds.
Has anyone from the audio team been around a full auto weapon, rifle in particular, in real life? Because they definitely catch your attention and are fucking loud, for fresh ears you'll be ringing even with good ear protection. Half of these sound like someone rigged a plastic bottle on the end of the barrel to suppress them poorly and are very similar in sound which is bad for cs imo.
The actual suppressor sounds are a lot better though, like a .25 cal air rifle or a nailgun with a thud from impacts/mechanical workings.
Pistols are hit and miss. The dualies sound like actual Berettas that I've shot so that's cool. Five-Seven sound is appropriate being from the .22 cal category. The Glock sound was a major downgrade. Coming from a Glock owner, the old sound reminds me of mine at the range. The unsuppressed USP and Deagle have better quality but are too quiet, anything that caliber coming out of a 3-5 inch barrel is louder.
Shotguns should be fucking loud enough said, they're one of the times I've actually had noticeable tinnitus for awhile.
MG's had a quality boost but dampened very heavily in the decibel department.
SMG's are similar to above, full auto anything is louder. They maybe not be boofoo loud since its a longer barrel in handgun calibers typically, but they still could use a increase in loudness on-par to what the difference is between the new and old pistols sounds loudness was.
Overall the sounds are mostly too muddy, quality increase here and there but otherwise too muffled and quiet to tell the difference when most guns sound and feel distinct in real life.
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