am i supposed to be able to hear this message over a battle? played a 2v2 recently against a double terran. they pulled a double early reaper into double marauder all on one person which happened to be me, i held off the double reaper, and pushed back the double marauder with some forcefeilds, but as i was fighting off the marauders i got nuked, like literally right in my base next to the battle.
i blew it off and thought that i was just so focused on the battle and didnt hear it, but when the attack came to my opponents base a few minutes later i had no units so i focused on listening, cause i figured it was coming, and i still heard nothing except the battle sounds and his units (which i had control of as well) yelling their stupid things, and 2 nukes went off.
shouldnt this message take priority over they stupid units saying they are being attacked? i mean nukes arent too hard to stop, but if you dont hear the message its different. i really dont think i could have missed that message the second time because i was distinctly listening for it.
I was playing a 2v2 today and this happened to me as well. I did not hear a warning, but on the left side i think it said nuclear weapons detected or something like that.
On August 13 2010 16:34 Anduril wrote: I was playing a 2v2 today and this happened to me as well. I did not hear a warning, but on the left side i think it said nuclear weapons detected or something like that.
im sure it probably gave a warning on the left side of the screen for me, but i tend to look at the mini-map the main screen and the top right. i thought i could rely on the mini-map and audible warnings to take care of this kinda thing, i guess i was wrong
I think the nuclear launch detected sound is ambient sound, so if you have that turned off or much lower than your sound effects volume it'll be hard to hear. Not sure why they do that. Also, I could be wrong.
Yea I've had times where my drone line is under attack and I don't get any audio warning that units are under fire :\ I think if you turn up your # of sound channels it might help this problem but I'm not sure.
I heard contradicting reports that sounds like FF override the Nuclear launch warning if they occur at the wrong time. Does that glitch actually exist or the issue just a rumor?
I heard contradicting reports that sounds like FF override the Nuclear launch warning if they occur at the wrong time. Does that glitch actually exist or the issue just a rumor?
I'm fairly sure this discussion was already settled in LR threads, and the bump wasn't called for. We'll have to see if it gets a real discussion going.
Since the thread has already been resurrected, I thought would correct this:
On August 13 2010 16:43 ayadew wrote: Another fun thing is if you nuke 2 spots simultaneously so the sounds combine. then you can miss a spot, thinking it was only one
I tried forever to make this work after getting the idea from the simultaneous sniping thread (using hold fire to trigger simultaneous spells). With as many as three nukes at the same time, the alerts "stack," so you will actually hear the alerts several times in a row. Probably for the better.
I actually throw down nukes in the middle of battle. I hope that when they get attacked they won't hear the sound, OR, i'll get even luckier and they will just forget about it while i'm pumping rounds into their natural.
Put sound channel all the way to "128". Note it's recommend only for Dual Core +. For 1v1 it should be fine to have it to 128 (in 4v4, with 128 it "may" be a bit more laggy but I don't really notice).
Now this may not fix the problem but it increases the max amount of possible sounds played at a time from whatever it is to 128.
This makes it less likely for the nuke sound to be overwritten "I assume".
Though I do noticed that I remember getting nuked (fortunately I saw the ghost and moved away) but not hearing it (even with 128 sound channels).
They do need to fix that by adding text in the center like SC1.