Hitsound

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BrianKeljore
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Re: Hitsound

Post by BrianKeljore » Thu Jun 17, 2010 3:15 pm

Personally, I love the hit sound. I play Pyro a lot, so nothing makes respawning better than hearing a "Ding" from your still burning murderer.
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Re: Hitsound

Post by Chaka of the Pakuni » Thu Jun 17, 2010 8:36 pm

I turned on hitsound one day just to see what is was like, and now I can't live without it. As a soldier, it's great for firing at corners to see if anyone is on the other side (like a sniper creeping into view).
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Re: Hitsound

Post by M's » Fri Jun 18, 2010 6:58 am

I like it myself.
I pretty much suck at the game, and nothing sounds better than the ding. To make you feel better.

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Re: Hitsound

Post by hennaheto » Fri Jun 18, 2010 8:07 am

BrianKeljore wrote:Personally, I love the hit sound. I play Pyro a lot, so nothing makes respawning better than hearing a "Ding" from your still burning murderer.
i agree! one day i stumbled upon damage text and the hit sounds, i could not live with out them!

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Re: Hitsound

Post by Supreveio » Fri Jun 18, 2010 8:20 am

I'm just sad that the damage text replaces the "CRITICAL HIT!!!" and "MINI CRIT!" that show up when you crit someone.
Last edited by Supreveio on Fri Jun 18, 2010 4:46 pm, edited 1 time in total.
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Re: Hitsound

Post by Fraulein Arztin » Fri Jun 18, 2010 9:11 am

Works well with demo.
I barely play demo, but when I do, I like to launch stickies and detonate them to hear if I even hit a person XD
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Re: Hitsound

Post by TheCarpe » Fri Jun 18, 2010 10:15 am

I like it for the achievement progress but I couldn't handle it at all times. Gets a little much when playing Pyro.
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Re: Hitsound

Post by Soltan » Fri Jun 18, 2010 3:28 pm

I find the hit sound to be quite useful for melee attacks (my primary killing method).
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Re: Hitsound

Post by Boss Llama » Fri Jun 18, 2010 11:30 pm

I love and use both hit sounds and damage text, and completely base my actions in close combat upon data from them.

It's very exploitable for demos, as you can use the ding as a sort of artillary self-spotter to get nests you wouldn't otherwise be able to find (happens all the time now on Dustbowl 3, point 1). That pisses me off frequently, but it's the price we pay. Overall, I'm quite glad to have them.
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Re: Hitsound

Post by Bronze Fox » Sat Jun 19, 2010 9:18 am

I usually turn both of them on for MeleeMania.
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Re: Hitsound

Post by Stevo » Sat Jun 19, 2010 11:35 am

I use it along with tf_dingaling_volume "0.25" so it isn't so deafening with the pyro...

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Re: Hitsound

Post by booner » Sat Jun 19, 2010 1:46 pm

Why is now the first I'm hearing of this??

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Re: Hitsound

Post by Willis » Sat Jun 19, 2010 3:39 pm

If you're playing medic it also shows the damage dealt by the person you're healing. I have the damage values on so I can estimate how much health my target has left. It's very useful for guessing when to press an attack or to stay back and see what happens.

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Re: Hitsound

Post by Traddles » Sun Jun 20, 2010 2:24 am

definitely agree with everyone here. Both the text and the sound are awesome. Nothing feels quite so sweet as seeing the damage done by a backstab of a fully over-healed heavy (in the thousands).

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Re: Hitsound

Post by l33tOMGlolz!11!shift » Mon Jun 21, 2010 9:46 am

Wow I feel like I've been playing at a huge disadvantage not knowing this lol.

I'll have to check it out tonight.
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