Multicannon sound too low

So, I haven't really been using multicannons, and remembering the sound of them from Isinona's older videos, I strapped a pair on to test them out. C1's, specifically. They're way too low! I couldn't hear them at all when hitting a Sidewinder's shields at 400m (I am also flying a Sidewinder)! Compared to the Alpha multicannon sounds, they were really disappointing. I play on quite large speakers, with a good subwoofer, on Full Range. Perhaps I should try night-time mode?

Anyways, Here is what they sounded like in Alpha. They sounded amazing.

Skip to 4:12 or click here.

[video=youtube;djoQChbhpmU]https://www.youtube.com/watch?v=djoQChbhpmU[/video]

EDIT: Can I also add in that I love how that Anaconda, The Lone Monger, flies like a proper freighter?
 
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Yeah - I use NightTime setting - others are just wishy-washy compared to that, even the so called "boost" (is that the right name?).
 
Yeah, all the wep sounds seem to have been turned down a bit. On the up side, I can hear other things better but, for the most part, I miss the weapon roar
 
Yeah, all the wep sounds seem to have been turned down a bit. On the up side, I can hear other things better but, for the most part, I miss the weapon roar

I hope it's not a problem with my hearing. People loved the new Supercruise sound of 1.3, and I never noticed it. I don't notice it when I try to.

FD sound artists make amazing effects for the little things we rarely see (Geiger counter sound for biowaste, hissing sound of escaping gas for toxic waste, etc), but I don't like the overall game sound. And, hey - if all of the gameplay devs are going to get such a beating from this forum, why can't we throw a few punches at the sound devs? Maybe they'll speak up and we'll meet them :p
 
Now when we are giving critique to sound design, I might as well tell that I would rather not have the "blip" sound when hitting the target. I mean the projectile or laser hitting the target produces a sound in itself and in my opinion the "blip" when successfully hitting the target is not required. Not too important but just wanted to say it.

Also the shield effects on this video looked awesome.
 
Now when we are giving critique to sound design, I might as well tell that I would rather not have the "blip" sound when hitting the target. I mean the projectile or laser hitting the target produces a sound in itself and in my opinion the "blip" when successfully hitting the target is not required. Not too important but just wanted to say it.

Also the shield effects on this video looked awesome.

Agreed, however, a lot of that I do see ingame. I suppose impacts on shields could be a bit brighter.
 
While I think the sound in this game overall can be impressive... I agree that the weapon sounds are pretty weak. Two giant cannons shaking your hull should make quite a ruckus inside the cab. Not no "plink plink plink". And even though we probably couldn't hear lasers, their sound could be beefier as well.
 
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I like the current sound the MC make its got that high speed electric operated whine, got to say that the old sounds are cool but they sound more like a auto cannon to me, slower, chunky, heavy. would be nice to have a single barrel hi ROF cannon, I would fit that.
 
I like the current sound the MC make its got that high speed electric operated whine, got to say that the old sounds are cool but they sound more like a auto cannon to me, slower, chunky, heavy. would be nice to have a single barrel hi ROF cannon, I would fit that.

I think that's planned, but you have got to admit that multi-cannons aren't machine guns. The clue is i nthe name, and considering how wide the barrels are (at least 30mm on C2, 20mm on C1), I think they should get a very heavy sound. If that quick, electric whine is to stay, i think it should be relegated to a sub-type of multi-cannon, with perhaps greater accuracy, RPM and range than standard, but with slightly decreased DPM and largely decreased damage against shields.
 
While I think the sound in this game overall can be impressive... I agree that the weapon sounds are pretty weak. Two giant cannons shaking your hull should make quite a ruckus inside the cab. Not no "plink plink plink". And even though we probably couldn't hear lasers, their sound could be beefier as well.

I agree with you. While the weapon sounds got a bit better with 1.3, there is still much space for improvement.
Cannons needs more of the both ends, bass and higher pitches. If you have ever shot with 120mm grenade launcher you know what i mean. :p
There is that real "Thump" with wide range of bass, but then there is also a slight "Crack", and after the grenade has launched to the sky, you can hear a "bommmm" sound resonating from the pipe for a while. And my guess is that even C2 cannon is at least 300mm C3 being like 800mm I think those calipers needs a bit of "beefing". Also the recoil should resonate in the whole hull so you wouldn't hear only the "computer simulated sound" but also the resonating hull.
 
The weapons sound much more mechanical, not electric. A bit deeper in pitch.

Also, I started a turf war. I fired the first shot in the nav beacon, and suddenly there's a huge 10+ ship war, mostly consisting of HIP 4005 Purple partnership members with the occasional other.

Sorry :p
 
Perhaps I'm being petty, but I have to agree with the weapon sounds needing to be louder. After 1.3 I noticed that when the Cannon (not multi-cannon) hits a target it's a lot louder, which I love. I'd love for the other weapons to be louder because that sound of impact really does help in combat, and it makes the combat a bit more enjoyable. One of the things I loved about the Battlefield franchise is the sounds of the weapons. As far as weapons go, louder is better IMO.
 
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