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Bir çeviri sorunu bildirin
In the video you can hear in the server replay both friendlies leaving the spawn and the ZTZ moving to flank from behind the rock. In the client replay, the friendlies' sound keeps getting cut off and reappearing while the ZTZ's engine can be abruptly heard first when it's already too late and it has reached the position behind the rock.
https://youtu.be/PzaZNtbRZ3A
Another example of how the engine sounds are broken. On the server replay, the sound quality is better, the engine sounds are nicely rounded out and fade with distance.
In battle and in the client replay, the sound is flat and its appearance and disappearance is jarring and sudden. It cuts off to complete silence past the 160m mark.
I'm all in favour of your own engine being louder while driving than the enemy's, but 160m in this game is ridiculous and if you have any doubts about how far a tank engine should be audible, try going outside one day and check from how far away you can hear cars on a road.
The old sound range was great minus the extent to which you could silence your own engine. Right now, one of the past core mechanics, listening for enemy movement, is reduced to being close to useless.
https://youtu.be/oB0YEK-iahc