Forum Discussion
Update for anyone stopping by:
Wanted to clarify exactly what I mean by "flat"—this isn’t a nitpick about close-range intensity at all. Up close, guns should be loud, but there’s a glaring mix flaw: the hit marker sound is disproportionately loud, often drowning out surrounding enemy gunfire and environmental cues entirely. It turns useful combat feedback into straight-up noise—and that’s before we even get to the lost environmental detail.
The real gut-punch is how much mid-to-long range tactical info has vanished. Take two super common scenarios: First, if I’m just outside a captured compound, I used to be able to tell immediately if a firefight was raging inside the building (that sharp, echoing indoor reverb) or out in the open yard. Now? Both sound identical—no way to tell if enemies are dug into the rooms or just pacing around the corner outside. Second, a sniper cracking shots from beyond a hillside used to have a distinct texture: you’d hear that crisp snap if it was angled toward you, or the delayed thump if it was farther off. Now a sniper shot sounds exactly the same whether it’s 20m in front of me or 200m behind a ridge—zero positional tell.
Tie that to a classic rotation scenario: I’m moving across a big map like Golmud Railway, no fights nearby, and I should be able to hear that distant engagement clearly enough to gauge scale—is that sniper cracks or AR chatter? Are they pushing hard or just skirmishing? That audio is what tells me “rush support” or “take my time.” Right now? Past 100-150m, all that info is gone, and even when I’m in a fight, the overbearing hit marker drowns out the few subtle cues that do exist.
This isn’t about wanting prettier echoes for the sake of it—it’s about the mix letting me actually read the battlefield. Fix the hit marker volume, preserve frequency separation between weapon types and environments, and give us back the spatial awareness BF has always promised. Just wanted to make that distinction crystal clear!