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Inferno Trials: pros, cons and changes that could help (Destiny)
Just curious what everyone's opinions are on Trails this weekend. What did you like, not like, wish they would change, etc...
I personally really liked the changes. I felt it was refreshing overall. The no revives and no radar definitely make it to where you have to play smarter. For better or worse, I've enjoyed the change up.
One thing that really hinders this gametype is the fact that you can't hear footsteps for people trying to flank you. I didn't realize how much I've come to rely on radar compared to playing other games.
Inferno Trials: pros, cons and changes that could help
Just curious what everyone's opinions are on Trails this weekend. What did you like, not like, wish they would change, etc...
I personally really liked the changes. I felt it was refreshing overall. The no revives and no radar definitely make it to where you have to play smarter. For better or worse, I've enjoyed the change up.
One thing that really hinders this gametype is the fact that you can't hear footsteps for people trying to flank you. I didn't realize how much I've come to rely on radar compared to playing other games.
I learned that I don't know callouts anywhere NEAR well enough to be a help to my teammates once I die.
Okay, he's high in that other room, now he's going... somewhere. Down? I can't tell. He's near that thing. No, the other thing. Shit, you're dead."
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Inferno Trials: pros, cons and changes that could help
I like that they changed it up, but I'll be happy after it goes away. I found it much more difficult this weekend - probably indicating how much I rely on the radar for situational awareness. I got killed by people camping doors a lot - and felt stupid every time. The Lack of revives means that any mistake can loose a round; it was much more stressful.
I'm glad I got the new Holiday emblem, though!
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"He's on the right side of the doorway!"
^Said while standing in a room with 4 different doors. :p
-Disciple
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Inferno Trials exacerbates the shotty problem
I like that they changed it up, but I'll be happy after it goes away.
Same.
The no-revive mechanic really made surviving extra important (side note: the second half of our final card last night was just brutal for me in that regard, I died almost every round, even the ones we won).
No radar was actually pretty interesting once I got used to it, but the lack of footfall audio cues meant that it was mostly a shotgun-fest nightmare. I think this is mostly a reflection of Destiny's current shotty-focused "meta" rather than the gametype itself, though, so I'd be curious to see if things changed if you were to remove Matador 64/Party Crasher +1/Universal Remote from the equation.
Oh, and the spiders and "horror screech" sound effects were a very amusing touch, but I'll definitely be glad to get rid of those next week. :-P
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No idea how well I would have done in Trials this week...
Just curious what everyone's opinions are on Trails this weekend. What did you like, not like, wish they would change, etc...
I personally really liked the changes. I felt it was refreshing overall. The no revives and no radar definitely make it to where you have to play smarter. For better or worse, I've enjoyed the change up.
Aggressively rushing the enemy and dying is like 80% of my universal strategy...
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Same. Practicing for real life.
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Adulting is overrated
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Footsteps and other directional sounds
You can hear footsteps. But they range falloff for most dynamic sounds is super small. I know this because my buddies and I play No-HUD from time to time and it's really fun but really tense.
Sounds you can always hear regardless of range:
- Double Jumps
- Shoulder Charge
- Invisibility activating
- Any and all attacks (including, frustratingly, trip mines)
- Ammo box pickups
- Player deaths
- running through water (splashy footsteps)
Sounds you can only hear if you're really close to someone (like 5 meters):
- walking
- single jumps
- ADSing (seriously, it makes a little "click" noise)
- weapon switching
- swapping between crouching and standing
- virtually any change in player facing, including vertical aim adjustments
None of the sounds echo through hallways - they are always 100% directional. They will occasionally reverb to reflect the environment of the room that they are in. Sound distance ignores walls, so if you were in the middle of a long hallway and someone was on the other side of a wall from you, you could hear all of their "closer than 5m" sounds even though you wouldn't be able to see anyone in either direction in your hallway. Of course, the direction would be pretty clear that the sounds were on the other side of the wall.
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Thanks for the breakdown!
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