Protected Void
Endless Hatred Ishuk-Raata Enforcement Directive
265
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Posted - 2014.04.07 08:13:00 -
[1] - Quote
Harpyja wrote:Operative 1171 Aajli wrote:Harpyja wrote:How many times will I have to say this: no. Use your ears and eyes to spot that tank, as you can hear it from far away. You have no excuse if your situational awareness is bad. Information must be earned, not given.
Or how about this? *Que tears down the face* "Those heavies! I hate it when one sneaks up on me from behind and knifes me, especially when I'm in my scout suit! I should be able to hear them from 50 meters away, not when they knife me in the back! I shouldn't have to use my eyes and look at the TacNet to spot them!" How about common sense. Tanks bigger than people. Me want tank smoke big wampum. Friendly tanks also make noise. Zero peripheral vision means I have to constantly turn like a ret*arded child at a KISS concert all the time. Stupid. Friendly tanks also appear on your TacNet at all times so at least you're not left wondering if it's a friend or foe. I mean if you're that much worried about tanks, just find a safespot and pull open your tactical map and scan the map for any tanks that don't have a blue diamond. I always scan the map while I wait for my spawn timer to be up-to-date on enemy vehicle movements and numbers.
Actually, friendly tanks don't always appear on TacNet. I've had two friendly tanks and an enemy tank blast away at each other on the other side of a small building, none of them appeared on my TacNet. This type of situation happens about 1 in 5 games. I'm a gallente scout with (most of the time) two complex precision enhancers and two complex range extenders, so there's clearly a dropsuit passive scan bug related to vehicles.
I tend to use sound extensively to track everything that goes on around me. I have a good headset, and I'm aware enough that I more often than not can distinguish the sound of a decloaking scout or NKs charging in the midst of a firefight, at some distance. Tracking enemy vehicles by sound still only work about 70% of the time, though. Why? Because:
- The engine sounds that all vehicles (especially dropships, but also HAVs and to some extent LAVs) have very low transient content. They're mostly a continuous, looping sound that changes a bit over time. This makes them harder to pinpoint exactly.
- The dropship and HAV engine sounds don't have a lot of high frequency content. Higher frequencies are easier to pinpoint than lower.
- Audio bugs sometimes remove portions of the audio. Sometimes this only applies to vehicle sounds, not even providing a warning that you can't rely on what you hear anymore.
- Friendly tanks sound the same as enemy tanks. If there are friendlies and enemies nearby, and they're zipping around trying to take each other out, it's not always obvious which sound is friendly and which isn't - especially given the fact that friendly tanks sometimes fail to appear on the TacNet.
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