54 thoughts on “High Caliber Sounds in 9.1

    • That’s because they used “sound version of photoshop” to make them distinct from 120mm guns. It’s because there aren’t many 150mm+ guns in use in modern military so WG had no way of recording these. Currently anything bigger than 120mm is usually a rocket.

      • Well, there still are artillery pieces around, with 152mm (2S3 and the various models of it). Would be great for ISU, E-100 and the likes.

    • That’s a gaming mouse for yah. More than 18 buttons for the most crowded ones.

        • Yep i use mouse for chat xD I learn that from begining and i cant help it :P wheu u play 22k battles you cant change something :P like 2 times 5 for tracks :P

    • You can click on those to use them by holding the ctrl-key.
      The same way you would ping the map.

    • yep, he also managed to ricochet a shell on the wte100, and again mouseclicked to type on chat after getting on the line of fire of a teammate.

      just trolling a bit :D

      • :) i have 1400 battles with fv and i newer hit my team mate, but on test server you can see everything :=)

  1. Sounds exactly the same as all the other guns…

    Thats my problem with the new sounds, sure they sound great, for 1 gun, but when every single tank on the map sounds exactly the fucking same, it gets old fast.

  2. They said they’ve been out there recording sound, most likely not all of them, so they’re probably a remix of the once they have recorded, my guess is this will improve over time as their library grows.

    • i must write that xD I really try to play with jgpze 100, becouse i newer play that tank, and i want to make a video becouse yestrday i dont have a lot of time to play, and i come to random on test server and in a first minute my team mate shoot me in the back with fv 183 and take me 1700 hp, yep i must say to him that he is a noob :)

      • they make really realistic sounds but players dont like them, i personally like them more then old ones :)

    • -With the possible exception of the Chaffee video none of those have clear enough audio to be used as a game sound without a lot of work

      -Half of them are firing blanks which sound a bit different

      -None are 1st person and WG wants the sound to realistically change based on which direction you hear it from, so they would ideally have recordings from every direction of a single instance of firing, none of those have more than one

      -If it’s realism you’re after, listen to the Hellcat again, WG’s current sound is pretty much dead on for a 75-83mm size gun, in fact it is a recording of either a 100mm BMP gun or a 125mm T-72 gun, Storm can’t remember which

    • While these sounds obviously cannot be directly used by the developers, perhaps they can get the developers more on the right track. Right now most guns sound identical, and while the sound itself is cool, it ruins immersion when a 100 mm sounds like a 150.

  3. All these sounds, sound the same it’s boring I miss the High caliber cannons old sound these are really garbage disliked the 76/75 old sounds but..yeah i really hate these new cannon sounds

    • Actually they sound a way more like real than what was before so…
      You cant actually make the sound of recorded gunshot sound real as a lot of the feel of real gun shot is the “pulse” that you feel more than you hear, so this is pretty much close to real as it gets

  4. wow who can pleas all of you eey..for me these sounds are way better then before..in 9.0 i can hear high caliber sound break for me that much i have to lower my speakers sometimes..i like the way they are going..if they keep improving this will be awsomeeee

  5. I also find it disappointing that all the guns sounds same now, you can’t really distinguish the gun type anymore. Also if you have ever player ARMA series, which has ultra realistic echo/reverb/positional audio, this kind of muffled thumps sounds unrealistic. Doesn’t really matter if you play the game with laptop mono speakers or 7.1 home cinema, it sounds equally unimpressive.

    I’ve been spoiled by many games made by professionals, and this feels so amateurish.

    • Indeed.

      I mean, in theory it shouldn’t be that hard to implement. Just add different audio filters according to the prevailing surrounding environment. I’m no sound engineer but I have recorded some music in Garage Band and it doesn’t seem like a difficult thing to apply the same kind of sound filters on the fly.

      Take Himmelsdorf for example: In a close quarters fight in the city? Give it a sharp reverb. On the top of the hill by the castle shooting down? Give it a long echo.

      • These effects have been in games at least since the first Half-Life. You can even activate them manually ingame by typing room_type #, where # = 0, .. , 25 or something.

  6. It’s not even slightly randomized. It’s the same exact sound file played over and over again. I know its a test but why do it in such a retarded why.

    Even the actual sounds are randomized (FMOD audio option) 2-3 extra sounds of the same gun, so when you shoot your cannon, it wont feel the exact same sound.

    • Judging the skill of a player on a test server replay is just weird. This server is a big testing ground, where most of the people just yolo around. Definetely not an accurate indicator of player skill.
      However some shots are just very badly aimed but as i said YOLO atmosphere in CT. :P

  7. well the echo sounds really nice, but i dont think that ‘puup’ sounds that impressive. need more HOLLYWOOD STYLE

  8. New sounds are really good so far, took me some time to adapt to them but their really nice. Only thing bothering me is the explosion fx

  9. So they removed the only reason to play the JgPzE100? Great now i can officialy put that pile of junk in the pile of junk pile… wait what… was that even a real sentence? Anyway JgPzE100 is officialy retired.