4 years ago
Audio and Hit registration
So I jumped back on BF2042 after a few months to play on the new exposure map and I guess the game is still flowing with the same problems. Firstly the audio: the background audio of the game is dec...
Some people might say its nothing we should cry about but audio and hitreg are one if not the most important things when it comes to first person shooters.
I have the same issue with the audio design. In Battlefield V it was relatively easy to notice foodsteps of an enemy approaching me. Even the direction was on point. So when I was inside a building and knew the enemy wont have a clue that Im inside I could easily outplay him simply by good audio design.
In Battlefield 2042 however its almost impossible to hear foodsteps especially the direction where they come from. Sometimes I do hear them and they are so loud that I turn around just to notice it was a spawning teammate following me. While enemies have almost no foodstep sounds. Its weird.
Hitreg yes. I have multiple videos posted on reddit about this. And it keeps being an issue. Here is the latest:
https://www.reddit.com/r/battlefield2042/comments/v7z3fi/eh_what/
The hitreg hasn't been too kind for me either. Dumping half a mag or even more with the M5A1.
Or at times getting 1 frame killed... drop like a sack of potatoes in less than a second.
"The die behind the wall thing", after being shot at and taking cover, is still a thing too...
The audio in BF-games has always been pretty poor. It was improved in BF1 and BFV (compared to BF4 which was a total joke), but it still seems like the game too often favors certain "immersion sounds" over important gameplay related sounds like nearby footsteps, gunfire and vehicles.
Vehicle sound is a joke, you cannot hear them or they sound like they are on the other side of the map, even if they are right behind/over you. I actually think that if the sound of vehicles worked, vehicles would probably be less of a problem for infantry. Getting killed by 'silent' vehicles is part of the problem with vehicle/infantry balance.
In BFV (and probably earlier titles as well) the game-engine could only play 20 sound-effects at once and therefore had to prioritize sounds, it feels like this is still the case in 2042, sometimes things like footsteps works and at other times it doesn't.
BF needs to be less frustrating to play, audio is one thing that really can be frustrating (like not hearing 10 players coming behind you, Sundance landing totally silent behind you etc).
The delay on my screen is actually a real issue. I have no idea if it`s only broken in-game mouse tracking. There is no PING lobby info. Additionally, my RTX 2070 (MSI Ventus) in reality performs as 2060. The CPU constantly asks the GPU if it can render the proper frame time probably. So having all that in mind really shows the scope of the problem. I made sure to run memory at 3850Mhz with the most optimal timings with R9 3900X and this helped me a lot in certain games.
So yeah, fixing in-game mouse tracking, working more on the netcode, game optimization, and bringing back community servers with PING info could save at least some frustration.
The audio is not the greatest, tank sounds are on par with the indie game level of immersion not to mention the physics of some of the vehicles.
Stuttering on 128-player maps is real!!! 64-player maps are fine but in certain parts of the map, I do feel slowdowns, and some bottlenecking.