Forum Discussion
- 5 years ago
It's not even just the no footsteps which bug me immensely (had a robot yesterday walk right up to me, no sound, it's not like metal on stone makes a noise) but also the bad sound. Why can I hear footsteps of someone on the other side of a massive slab of rock and dirt? Why can I hear a gunfight on the other side of the map as loud as if they were right next to me?
- 5 years ago
The fact that certain legends have louder footsteps than others really doesn't help either.
There's just too many varying audio queues and volume levels to balance and everything just blurs into one.
Maybe everything is working fine, but the clutter is so dense that we can't physically differentiate it all?
Take trios for example.
In any given gunfight there is 6 sets of footsteps, a potential of 12 separate weapons being fired.
6 sets of abilities/ultimates.
Back ground audio from other conflicts.
Environmental audio.
Door.
Ziplines.
Grenades.
Heals.
Revives.
Commentator announcements.
The ring.
Now that's just 2 squads fighting. You multiply that with each squad that gets involved and its literally just a barrage on the senses.
I honestly think its a balancing issue on various audio volumes thats causing this.
- 5 years ago
@MandatoryIDtag I agree with that, but cutting out footsteps for an announcer, which I had a game ago is honestly silly. I think they also need to increase the amount of audio channels available.
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