Porter_
[H]F Junkie
- Joined
- Sep 10, 2007
- Messages
- 8,467
Recons who can get close to tanks without being detected and killed, C4 will make short work of them.
in my experience this is the easiest way to bring down a tank. you get quite a rush from doing this too. i always get too excited like a child and detonate the C4 before i've backed away a safe distance. partly because i can't wait for things to go BOOM, and partly because there have been too many times when i've planted the C4 and backed away only to be dropped by an enemy ground soldier before i could pull the trigger. i'd rather get two kills and a vehicle destroy bonus and a suicide than nothing at all
its been confirmed that the big buildings falling in SP will also be in MP.
I found this part of the interview interesting about audio tech:
"PB: Well, there's a lot you should know but I can't tell you (Laughs).
Audio is something that we are extremely proud of. Since we more or less invented what we call HDR audio system, which gives us a more vivid sound scape than in any other shooter. It's not only me, we're getting a lot of awards for it. Just compare any shooter with us and you will actually hear the difference. And the cool thing with the core of that system is that, like HDR lighting where you can only see a certain amount of light at one time. You have the really dark areas and you have the really bright areas and depending on where you look, your eyes will adapt to the situation.
That's the exact same thinking with the audio system where we [have] decibel zero and decibel 200, and we have a sliding scale of what you can hear at one certain time. So if everything is completely silent you can hear a pin drop, but if someone blows a grenade next to you then the decibel on that grenade is so much higher so then the whole scale moves up to a higher end on the spectrum and you can only hear the loud noises. That creates a very dynamic world and it also gives our sound designers freedom to design the world based on what it actually sounds like. So you don't have to spend time changing volumes dynamically as you play, because the game will do that automatically. [The sound designers] can spend more time with the creative stuff, creating the sounds or adding more artistic layers of music or video that everyone should hear that should be center speaker /mid-range for instance. So there's a lot of cool tricks we're doing that no one else is really trying to do...yet, which is weird because we've been doing it for quite some time now and we are getting credit for it, but no one isI think the problem is no one is rewriting stuff. Because they are building on the old stuff, you can't do these things.
We are just setting all these values and you create a very natural and dynamic environment, so we are just doing the obvious I would say. "
interesting. the audio in BC2 is excellent, i'm sure it will be great in BF3 too.