The newly added Maintenance Update changed the audio of Rust’s long-distance gunshots to project much further depending on the gun being fired. The old default distance the audio of all gunshots would travel was 350 meters. The original distance was in line with the default size of a network grid, but a new change was made, allowing the developers to change gunshot audio distances independently of the network grid. Prepare as we cover all the changes made to Rust’s gunshot audio.
The main reason behind changing Rust’s long-distance gunshots is to promote PVP by adding an extra level of risk in the form of audio when using higher-tier weapons such as assault rifles and sniper rifles. The change also promotes immersion by giving the Rust world another layer of depth and distance. Let’s get into the audio changes for each weapon category.

All of the following weapon categories are receiving the least of the three audio changes. Rust’s Pistols, Sar, SKS, SMGs, and Shotguns have all had their long-distance gunshot audio range raised from 350 meters to 400 meters.

Both of Rust’s AK and LR received pretty significant gunshot audio changes, with each of their long-distance gunshot audios being raised from 350 meters all the way up to 500 meters. This sets them as the middle ground in this new audio system, raising the distance each gunshot travels by the total of a single map grid.

The LMGs Minigun, Bolt-Action Rifle, and L96 all received the biggest gunshot distance changes out of all of the weapons. The volume range for each of these weapons has been increased by 250 meters from a measly 350 meters all the way to 600 meters. Expect to be hearing players using these high-tier weapons from much further away.

That’s all of the audio changes made to Rust’s long-distance gunshots in this month’s Rust update. Let’s see how these changes affect the game and how players adapt. If you enjoyed this article, feel free to check out our others, such as our Rust Deployable Snapping Tutorial. See you next time!
Leave a reply