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K/D ratio: <1 and still dropping
QL doesn't need more tiers, it needs more players (С)
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Tastyspleen TastyCast
Why CTF4 is bad
If there would be hit drection marks on screen, I assure you, before your brain read them, enemy will be far far away - Quake is much faster than COD/CS. You get hits from players who are air-borne, strafe jumping, bunny hopping, etc. Pointless and worthless info it would be :]
Silencer is meant to hide shooter's location. Why would a game need a silencer, if it exposes that location with visual indicators? I can't hear you, because you use a silencer, but I still know where are you exactly, because you have a big sign above you reading "he did it".
Join the mighty DRUNKS
K/D ratio: <1 and still dropping
QL doesn't need more tiers, it needs more players (С)
It's not as easy as you think it is to determine where you get hit from with them. It's not like "HEY! THEY'RE RIGHT HERE!". All it shows is the direction, but it gives a player at least something to respond to so they can fight back. Using a silencer doesn't tell anyone other than the person you hit, and if you die before you figure out where they are via direction, you'll know exactly where they are from the killcam. (Unless you turn it off)
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Tastyspleen TastyCast
Why CTF4 is bad
like lorfa said use cg_screendamage 1 and increase cg_railtrailtime to 1500 and use these visual clues as a direction enhancer.
I dont have any of that turned on, cuz i am aware of where i am standing on the map and from where an enemy can appear, so i try to stay at points on the map, that i know where the enemy is coming from AND try not to expose my back to corridors where i dont see what is happing.
So i think your biggest issue is not that you dont know, from where you are being shot at, but your positioning on the map and map awareness -knowing the map, knowing where players move more often/less often, angle of attack to a room/corridor and so on ...
This is why i like maps like campgrounds, almostlost, quarantine, trinity, asylum, devilish, hiddenfortress, seamsandbolts, cannedheat more then maps like hells gates, thunderstruck and so on, because they give me more of a challange in terms of thinking about movment, my -on map position, where should i go, awareness of enemy players and all that gets even tougher and exciting while doing with rocketjumps flying all-over the place eather if its CTF or CA. :}
Join the mighty DRUNKS
K/D ratio: <1 and still dropping
QL doesn't need more tiers, it needs more players (С)
Long railtrailtimes just block Line of Sight for me. I have it at 100ms.
New CoDs are weird, very weird. For example the very latest one on consoles (no idea about the PC version. Last one I played on the pc was mw2) was made to intentionally have bad positional sound on enemy footsteps so headphone users don't have an advantage. Plus it is practically impossible to use headphones on that game anyway since explosions are absurdly loud no matter the in-game or dac/amp setup (tried 2 headphones, with and without my fiio e17).
edit: about black ops 2, I know the official headset comes with a dac/amp that supposedly has an option to reduce explosion sound ("blast limiter") but I have never tried it. I did google it and found nothing specific about it. What people say though is just complains about them being useless anyway because of the said enemy footstep issue, and that's the official headset with cheats built in it.
And I don't get the OP's problem. I have never, ever experienced it in quake, a game and franchise in which the only long range weapon has a trail that shows where the shot came from. For all the rest (and the rail too in 99% of maps) sound alone is fine to know where the shots come from: there's not even the need to use the trail that's on by default.
QL has a pretty bad vertical positional sound for some reason (been discussed to death on the community site. Q3 has objectively better positional sound) but still there's no problem to distinguish where you are being shot from.