The "Enemy detected" alert sound

Discussion about the game and its default mods.

Do you think this audio alert is necessary and must be kept in the game?

Poll ended at Wed Sep 16, 2015 4:28 pm

Yes
1
7%
No
13
93%
 
Total votes: 14

winftw
Posts: 25
Joined: Tue May 05, 2015 10:24 am

The "Enemy detected" alert sound

Post by winftw » Thu Jun 18, 2015 4:28 pm

In the latest release an audio alert was added to the Dune 2000 and Red Alert mods that plays whenever an enemy unit is in your vision.
I'd prefer it be removed from the next release. Cast some votes and let the developers know if you'd like it removed as well.

Reasons:
- The alert is annoying. Yes, I already know there are enemies in enemy base for christ's sake :roll:
- Sneaking is discouraged. Nerfs all tactics that aren't a head-on brute force attack (e.g. engineer, tanya, spy, grenadier, paradrop, chrono, demo truck)
- Unfair disadvantage for those that play openra in a noisy environment

The game was perfectly fine before the alert was added. Why was it considered necessary in the first place?

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raymundo
Posts: 117
Joined: Mon Mar 30, 2015 10:39 am

Post by raymundo » Thu Jun 18, 2015 5:24 pm

not a fan of it!

newwe
Posts: 150
Joined: Thu Mar 05, 2015 7:07 pm

Post by newwe » Thu Jun 18, 2015 9:55 pm

I'm not even a sneaker and I don't like it.

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Prince Blueblood
Posts: 169
Joined: Wed Sep 24, 2014 6:32 am
Location: Kudus

Post by Prince Blueblood » Fri Jun 19, 2015 1:24 am

I'm a trolling sneakers and I disapprove of this :lol:
OpenRA Nicks :
- Everything with "Blueblood" inside
- Yuelang (when I speak Chinese, literally)

My Ping might be Red... blame distance and my shitty connection due to which country I lived in...

zinc
Posts: 657
Joined: Sun Feb 09, 2014 3:46 pm

Post by zinc » Fri Jun 19, 2015 9:15 am

Don't like it at all.

The warning that your "base is under attack" is enough.

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JOo
Posts: 510
Joined: Wed Jan 25, 2012 8:12 pm

Post by JOo » Fri Jun 19, 2015 9:20 am

i agree with winft and zinc here ...
____________________________________________________________________
- Sneaking is discouraged. Nerfs all tactics that aren't a head-on brute force attack

The warning that your "base is under attack" is enough.
____________________________________________________________________

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff » Fri Jun 19, 2015 5:53 pm

Just leave it as something for campaign/standalone missions. It's entirely unnecessary for skirmishes or PvP.

abcdefg30
Posts: 358
Joined: Mon Aug 18, 2014 6:00 pm

Post by abcdefg30 » Fri Jun 19, 2015 6:15 pm

We actually removed the announcements from all red alert missions: #8352 :P

penev
Posts: 24
Joined: Tue Jan 20, 2015 4:09 pm

Post by penev » Sat Jun 20, 2015 11:23 am

I am actually curious as to how you people do "sneaking" if these notifications ruin it for you. :?

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Graion Dilach
Posts: 262
Joined: Fri May 15, 2015 5:57 pm

Post by Graion Dilach » Sat Jun 20, 2015 12:39 pm

Well, not everyone looks at the radar all the time, so yea, I can understand how these detection sounds do ruin the surprise effect.

penev
Posts: 24
Joined: Tue Jan 20, 2015 4:09 pm

Post by penev » Sat Jun 20, 2015 1:52 pm

Forget the radar. My point is that with or without the notifications, how do you make a "sneak attack" without a distraction?

noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker » Sat Jun 20, 2015 4:34 pm

Drop Tanya with a helicopter behind enemy base, walk her into the base and blow up a couple buildings before she gets shot.

With the enemy detected the transportheli probably already gets detected, but say you manage to go through shroud only, then the moment Tanya walks in the base she will ring an alarm and gets shot much quicker.

Also a paradrop can go unnoticed longer. And, well the list goes on.

penev
Posts: 24
Joined: Tue Jan 20, 2015 4:09 pm

Post by penev » Sat Jun 20, 2015 8:47 pm

OK, and how does those work if your opponent is not out for coffee at the time?
It now requires you to have a 1-man distraction at the very least, and the notification gets nullified, because your enemy is distracted - something you should have been doing without the notification anyway. Otherwise you are just relying on luck and on your enemy being afk.

winftw
Posts: 25
Joined: Tue May 05, 2015 10:24 am

Post by winftw » Sun Jun 21, 2015 8:00 am

penev wrote: OK, and how does those work if your opponent is not out for coffee at the time?
It now requires you to have a 1-man distraction at the very least, and the notification gets nullified, because your enemy is distracted - something you should have been doing without the notification anyway. Otherwise you are just relying on luck and on your enemy being afk.
Players that go "out for coffee" deserve to get punished for it. There is no excuse why they shouldn't. Even skilled players need to be allowed to overlook something. But actually I think the alert hardly affects gameplay. I just find it highly annoying to hear.

How about..
Different announcer levels option?
E.g.
Level 1: Announcer disabled
Level 2: Only "abomb launch detected"
Level 3: Abomb, silos needed, base under attack
Level 4: All speech notifications

Although I don't really like "enemy detected" being an option. Ehh nevermind actually this levels idea blows. I'll leave it here anyway just because. :lol:

penev
Posts: 24
Joined: Tue Jan 20, 2015 4:09 pm

Post by penev » Sun Jun 21, 2015 8:06 am

Well if people find it annoying - I can't argue with that.
I just don't consider "it gives my enemy an unfair advantage, because reasons" to be a valid argument, because it can be so easily nullified.

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