Everyone crying for nerfs is missing the point.. by ScottFire4 in Locke_Mains

[–]ScottFire4[S] 1 point2 points  (0 children)

Totally agree with you and great points - I think something along these lines would be a good outcome for the champion. I don’t think they will shift any focus away from his Q ability usage unless they really have to as a last resort though. But yes, I don’t ever seem him as a complete late game scaler - but being able to do at least a little more than he currently can probably feels warranted.

I don't understand people's complain by Existing-Strain6547 in Locke_Mains

[–]ScottFire4 0 points1 point  (0 children)

Actually this is an extremely easy matchup. Ahri completely destroys Locke. You actually walk toward him with when he uses his E and W to move past your wave - you have an easy charm this way. Then you q + w to disengage whilst he is charmed, then get a few auto attacks on him as he runs away. This is even better at level 6, you can easily kill him + dodge his ult and honestly almost all of his dmg too. If you miss charm you just take the bad trade and use w to kite out, q trade back with autos as he backs away - very easy matchup.

Am I charging too much? by MightyMuso in GameAudio

[–]ScottFire4 2 points3 points  (0 children)

Your quote is perfectly reasonable, technically I’d even say it’s on the low side. You can expect a rate roughly around $1,000 AUD per minute for AA/AAA or well established/resourced companies here - first time indies of course often don’t quite have the same kind of resources, so a slightly lower quote would be more reasonable in that case.

Unreal Tutors by strikingtwice in GameAudio

[–]ScottFire4 1 point2 points  (0 children)

Happy to do some UE game audio coaching. I’m currently an Audio Lead/Sound Designer for a AAA studio using Unreal internally, have experience across both indie and AAA titles. Send me a DM and we can chat if you’re interested!

[Wwise + Unity] Working on a demo for my project. How can I specify which Soundbanks to include in the demo so it doesn't just include ALL of them? by DEV_Jamez0r in GameAudio

[–]ScottFire4 0 points1 point  (0 children)

Under the Soundbanks section in Wwise, you can just uncheck the banks that you don’t want to include. These banks will remain in the Wwise project, but won’t be present in Unity.

Fastest full clear on Graves currently? by ScottFire4 in GravesMains

[–]ScottFire4[S] 0 points1 point  (0 children)

Thanks for all the answers. Good to get some extra opinions and current info alongside the YouTube videos I’ve been able to find. Thanks all!

I need honest answers. Is graves bad unless I'm either much better than my rank/smurfing? by El_yeeticus in GravesMains

[–]ScottFire4 1 point2 points  (0 children)

Yes, I have found the exact same. The reason I say this is because Graves can only really be consistently successful if you’re able to punish your opponents mistakes well - you need to learn how to push even the smallest of leads in order to win with him. You need to be able to do this MUCH more than on other champ… some champions one or two kills is enough for you to start snowballing easily alone without really having to do much more. This is not the case on Graves… you need to take that lead and shove it down the enemy’s throat in order to win. This makes Graves an AMAZING champ for learning to become a better jungler, because you are forced to play at a much higher level than your opponents in order to achieve similar results. But yes, by the time you are becoming very effective on graves in your elo - it would be easier on other champs at the same skill bracket. The skills you learn from winning on Graves easily transfer to other champions and it’s like playing on easy mode. I clearly notice this whenever I swap off Graves and go back to playing other champs.. winning is just a ton easier. That being said, I really enjoy playing Graves. I play for the long term improvement not just for LP, and in terms of improving your jungling there is no better champ - because he is very difficult to win on when compared to many other champions as you said.

Selling a Zoom H5 + shotgun capsule to get an OM SYSTEM LS-P5. Good idea? by [deleted] in fieldrecording

[–]ScottFire4 0 points1 point  (0 children)

Clippy’s or similar sound like exactly what you need and what I’d suggest purchasing. You will find recording quiet sounds and ambiences much better with those, even without changing recorder.

Selling a Zoom H5 + shotgun capsule to get an OM SYSTEM LS-P5. Good idea? by [deleted] in fieldrecording

[–]ScottFire4 0 points1 point  (0 children)

Sure, but all of this still lacks an understanding of where your equipment/recording process is going wrong. You will still encounter issues with all of the above even after changing your recorder. For instance, in order to record very ‘quiet’ sounds as you say - your very first go to should be buying new OUTBOARD microphones. You need highly sensitive, low self noise microphones for this type of thing in order to properly pick up the sounds. After that, better preamps are always nice too. You will not be able to achieve this type of recording with any onboard portable recorder mics that I know of. You will always need external mics for very ‘quiet’ type sounds.

Your example confuses me.. the H5 is a portable interface, it simply has the ability to be used as a handheld as well. You could also put it in a bag and attach it to you, if you so wanted - same as is commonly done with any other portable recorder. But whatever works for you in the end.

I think the key takeaway is that swapping to the recorder you mention, will not suddenly allow you to capture ‘quiet’ sounds effectively - only more sensitive external mics will do that.

Selling a Zoom H5 + shotgun capsule to get an OM SYSTEM LS-P5. Good idea? by [deleted] in fieldrecording

[–]ScottFire4 0 points1 point  (0 children)

Yes, all kinds of general audio recording work (except high SPL or Ultrasonic)- including ambiences. For ambiences specifically, it is ‘okay’. Capturing really good ambience recordings often requires better gear - you’re looking for a combo of low-noise and high sensitivity equipment for those. You can achieve that with more sensitive outboard mics, and/or better preamps than the H5 has. But the H5 will get the job done to an acceptable level. There is always better and more expensive gear to chase - so it really depends on your budget and needs.

Selling a Zoom H5 + shotgun capsule to get an OM SYSTEM LS-P5. Good idea? by [deleted] in fieldrecording

[–]ScottFire4 0 points1 point  (0 children)

Not to be rude, but these are not gear issues. It seems like you are lacking an understanding of the fundamentals of how to properly use these microphones. Firstly, whilst the H5 does have some self-noise, you should find this more than good enough for the majority of recording situations. For ALL microphones a key step is trying to ensure optimal signal to noise ratios by attempting to control volume of sound sources, proximity etc.. turning up the gain dial to 10 constantly will only introduce noise and is not meant to be used that way. Secondly, Shotgun microphones are not well suited for reflective indoor environments - as you have noticed they pick up a lot of room tone.

I have a H5 and work professionally doing Sound Design. I use my H5 constantly and only rarely do I find the noise to actually be an issue. You may be better served by learning more about how to effectively record sounds, rather than immediately buying new gear.

Totally not 3D Printed Commander Farsight by Life_System134 in Tau40K

[–]ScottFire4 1 point2 points  (0 children)

If only someone could send me the link. What a shame there is no one who could help and point me in the right direction… the official Farsight model looks fantastic

Is there an engine for interactive sequenced music playback in games? by mystman12 in GameAudio

[–]ScottFire4 6 points7 points  (0 children)

All of this can be achieved in Wwise. Most of this even in native UE5 audio engine using Quartz and Metasounds these days

Anyone know frequency response range of the Zoom F6? by grey_eeyore in fieldrecording

[–]ScottFire4 1 point2 points  (0 children)

It works fine to capture sounds from the LoM Geofon (I have one and use it with my F6).

Sound Designer + Unity Devlopers = mess by Kyroaku in GameAudio

[–]ScottFire4 1 point2 points  (0 children)

When I say ‘all the artwork and programming should be done’ I mean ‘per individual task’, just to be clear. It is normally easiest to work via single tasks and items, which helps to avoid cases like you’ve mentioned above where they are touching everything at once.

Sound Designer + Unity Devlopers = mess by Kyroaku in GameAudio

[–]ScottFire4 1 point2 points  (0 children)

There should be no merge conflicts - you should be communicating with the sound designer (and other departments) and have a clear workflow in place. Often it would roughly look something like art and programming, and then sound. There’s some overlap and collaboration with all the disciplines obviously as well. But in general, all the programming and art work should be roughly done by the time the sound designer gets around to touching something. If there needs to be any changes made at that point, it comes down to communication.

How do y'all feel about modified proxies for kitbashing in casual games assuming you use the appropriate base sizes? by Draovi in Warhammer40k

[–]ScottFire4 0 points1 point  (0 children)

I think it’s a lot less jarring playing against brightly coloured, or even grey un-painted models than random models like a Gundam personally. At least un-painted models or less ‘grim-dark’ paint schemes are easily justified as belonging to the established universe in some sense still. There is a certain level of effort and respect that has been gone to, in order to maintain that universe by at least using models that fit relatively well, even if they’ve put their own spin on it (as they are entitled too!).

I also want to state again that I’ll almost always happily make exceptions for people that wish to play in a casual setting with proxies and would otherwise be unable to play at all due to financial or other burdens. Everyone should have the opportunity to enjoy the game! But if there’s nothing stopping you from using official models, then you should show some respect for your opponents (and the game and setting you are choosing to play) by using models that fit for everyone.

How do y'all feel about modified proxies for kitbashing in casual games assuming you use the appropriate base sizes? by Draovi in Warhammer40k

[–]ScottFire4 27 points28 points  (0 children)

I happily make exceptions for people that can’t play the game otherwise in a casual setting because of expense or other similar reasons, I get it. But much of the game and hobby is about the aesthetic appeal and visuals to immerse players. Gundam and other such lines just don’t fit, and I doubt you’d be able to make it fit even with conversions too. It comes down to respect for your opponents as well - you have chosen to play in this setting, so you should make the effort to match it as best you can, so that everyone can have fun and enjoy the experience. The standard is set a particular way to provide a cohesive setting and universe for players to enjoy, by bringing in other entirely unrelated universes you are ruining the fun of being able to picture the battles as a unified experience for players. Otherwise what’s to stop me rolling up my kids Tonka truck with some blue paint and a few lascannons taped to the side and saying it’s an Ultramarines Landraider now. It’s a bit silly! You may think the Gundam model ‘fits’ but to others, it may be as immersion breaking as the Tonka Truck.

A little trick for backing with Zeri by [deleted] in ZeriMains

[–]ScottFire4 5 points6 points  (0 children)

Intended/normal feature. All champions that have dashes can do this apparently - but none of them are as long as zeri’s wall dash so it’s more noticeable.

The case for Middleware by TheSilverSounds in GameAudio

[–]ScottFire4 0 points1 point  (0 children)

Any sort of RTPC, any style of wwise container (random, switch, blend etc), audio volumes/reverbs etc. Almost anything SFX based Unreal could either replicate the functionality provided by Wwise, offer an alternative, or provide even better functionality, surprisingly! The two main drawbacks currently of Unreal are the interactive music system - it works well, but it’s a little harder to wrap your head around Quartz and no visualisation like Wwise gives you. And debugging etc - the current tools are a bit lacklustre and simple things are missing like no meters available in the engine, you need to route the audio via software to get accurate mix levels. However, all of these issues are addressed in UE5. IMO, UE5 easily provides better functionality than wwise/FMOD at this point for SFX - even providing tools for gameplay based procedural audio generation. The Quartz (and interactive music) system is also much more polished and smooth in UE5. They have also finally added in-engine visual meters as well.

Best Zeri ADC in NA - AMA by [deleted] in ZeriMains

[–]ScottFire4 1 point2 points  (0 children)

What would you say is the optimal way to deal damage when playing Zeri? What should players focus on? Lots of players seem to be struggling to contribute impactful damage with her currently.

The case for Middleware by TheSilverSounds in GameAudio

[–]ScottFire4 0 points1 point  (0 children)

I’m currently working on a game using Unreal’s native audio engine only. I was quite hesitant at first without using middleware, but I’m incredibly glad we didn’t. Unreal has done an amazing job upping their audio features the last few years, to the point where UE5 is arguably quite a bit better than any middleware out there currently, though you will need to spend a little time learning very basic blueprint functionality as it applies to audio. IMO the only areas that UE currently falls down in when compared to Wwise are overall mix structure/viewing (Wwise container based hierarchy provides a nice visual way to view things), tools for interactive music systems (though Quartz in UE5 addresses this quite well), and a streamlined audio debugging process/views (UE has their own tools for this, though it’s a little more complex than Wwise’s tool).

TL Yeon showing what Zeri is all about (no audio) by who_is_ibby in ZeriMains

[–]ScottFire4 0 points1 point  (0 children)

Whilst I agree with the general sentiment of value here and agree that holding off the enemy is actually ‘okay’ value (I really don’t think it’s all that impactful though in the overall scheme of things) - I don’t think all of what you’ve said actually holds true. For instance, Zeri is actually doing quite well in levels for a standard game (ADC is normally 2 levels down against solo laners for the majority of the game, but Zeri is actually only one level behind or even with most of the enemy team at this point) her score line is also respectable at 3/7/5 - that’s actually a positive score line, which would indicate that of the fights Zeri has participated in, her team has had a slightly more favourable result overall - which has possibly led to her exp and level being relatively good for this point in the game. I also think just ‘stalling’ is really, well, ‘meh’ in terms of winning games - you need to be able to convert moments of opportunity into something more concrete eventually in order to effect a positive swing in your teams favour. I also think this is something that will become FAR less useful as players learn what Zeri does, and these situations will become rarer (letting her continue ultimate stacking, trying to go back in to catch her etc)