Re: Stank sounds [message #233108 is a reply to message #233061] |
Wed, 06 December 2006 03:25   |
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Spoony
Messages: 3915 Registered: January 2006
Karma: 0
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General (3 Stars) Tactics & Strategies Moderator |
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Blazer wrote on Tue, 05 December 2006 15:45 | I agree that there should be an option of disabling nonapproved stank sounds, I will make sure this is part of RG 1.04. I may even be able to implement it now, not sure, I will let you guys know.
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Excellent, thank you.
Unleash the Renerageâ„¢
Renedrama [ren-i-drah-muh]
- noun
1. the inevitable criticism one receives after doing something awful
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Re: Stank sounds [message #235113 is a reply to message #186931] |
Wed, 20 December 2006 11:40  |
JasonKnight
Messages: 117 Registered: September 2006
Karma: 0
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Recruit |
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I understand what the problem is about sounds making a huge difference, and how skins can make a huge difference, and my may be the only person to do this, but I have been making sounds and using skins that make the game a little more difficult, Since this is a topic about the stealth idel sound, here is the idel sound I use for the stank. Its a tad bit quieter then the normal one, but instad of a high pitch whine, its a now a low pitch rumble.
http://jb.volrathscastle.com/tank_stealth_idle.wav
As for skins, I currently have all dark brown/black cameo for all nod units, infantry and so forth, and all GDI have light brown cameo. The snipers I used to have 1 little spot on them that made them easer to see, on the black hand sniper the goggles where red, like normal, and on dead eye his leg patch was red. saks has dark colors, and the havoc is in the XCOM dark blue skins.
I think the standard skins are too easy to play with, expecially if your fighting NOD, all those Bright reds, Blahh
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