So 8 fully equipped soldiers make bearly any noise while running.
It doesn’t matter if soldiers are running on a grass, mud, dirt, wood, concrete. It’s all silent.
It’s especially jaring in case of german boots since they were studded (of course we have to take ballance into account and not make them hearable from the other side of the map).
Imo footsteps while running should be much louder.
And it would be nice to add some more sounds like for example cantines hitting each other when running or a sound of breaking a branch when walking through a forest.
Improving running sounds would certainly add to the atmosphere.
i dont think you realize but, you cannot hear your own soldiers footsteps well, but the enemy definetly can.
thats one thing ive noticed, the enemy’s footsteps are substantially louder than your team’s footsteps.
its one of the cheap ways to figure out where the enemy is.
i think that they could work something out so its harder to figure out where the enemy is, so you dont have to rely on the sound of the footsteps.
for example when walking on grass, we wont hear actual footsteps, but grass shuffle, and when walking on dirt/gravel, we would hear gravel crunching noises.
same goes for jumping, we wont hear a soundly ‘‘thud’’ when the soldier hits the ground, it would be much more realistic and muffled.
but obviously the footsteps should stay normal when walking on wooden surfaces, or stone surfaces.
yeah, i remember it real well because there was a few times that ive met up with the enemy to do the traditional squatting, jumping and leaning ritual with them. and their footsteps were abnormally loud compared to friendly footsteps,
No
OP simply didn’t find a way to check enemy footsteps loudness alone.
TBH the original idea was to add some clutter sounds to running. Like mentioned cantins hitting eachother. But when I was checking if we don’t have one already and I aimplynever noticed, I thought that running sound is bearly hearable.
But I guess foot fetish is a good enough explanation for a feeble minded.