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Rhino's Charge Sounds Underwhelming


FelisImpurrator
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So the Rhino rework mechanical tweaks went well - now, other than some minor isues (like the Iron Skin situation), his kit just synergizes so much better and is actually more viable in later-game content. But the change was just mechanical, and there's one leftover issue that's always bothered me about RHino. Specifically, with his Charge. Charge just doesn't feel like it has any weight or substance to it. You rush forward, you hear the 'vwoom', and everything in range (which is fairly hard to determine already) goes flying... silently. There's no impact. No indicator that you actually hit one or two or five enemies unless you turn around and try to see how many things actually got ragdolled. With a long duration Charge it actually makes the ability more unwieldy, because there's no cue that tells you whether you actually hit what you were aiming at. And overall, it just sounds bad and bland. Why not add a collision noise when enemies are hit? And make it sound more intense the more enemies you ragdoll. It doesn't literally have to be a bowling ball strike (oh, here's a free April Fools idea), but there should at least be something.

Edited by FelisImpurrator
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The Rhino changes wasn't a re-work, it was just some slight changes to make him a bit more customizable in terms of his non-iron skin abilities.

So you posted in a sound thread to point out a minor error in wording and nothing else?

 

Well, all right, but can you try checking the category of the thread you're responding to next time? I mean, really.

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IMO, Rhino Charge needs some booming footsteps added in, preferably with some menacing reverb.

That should be for Stomp. Or his regular running - or even running while under Roar or Iron Skin. (Charge is more like the Vanguard Charge from Mass Effect, but it really does need some impact noise if it's going to stay that way in a game like this.)

 

(Also, the tag just breaks the videos, they auto-embed normally.)

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