The Parabolic Microphone is ALMOST GOOD! – LVL 2104 Phasmophobia



With the new buff the parabolic microphone is actually almost good! I can hardly believe I’m saying that, but with a few more tweaks (that I suggest in this video) I think the paramic could actually become a useful and fun item! I am hopeful Phasmophobia will soon have a useful paramic! Since DK seems to be taking a lot of suggestions from the community! Which is amazing to see. Let me know what you think about the paramic! Much love and see you during the streams! 😀

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The #phasmophobia patch notes for v0.25.7:
Fixes
1. Potential fix for ghost photos sometimes not working.
2. Fixed a bug where dead players could use the Ouija Board if it was turned on.
3. Potential fix for the Ouija Board not always spawning correctly in multiplayer.
4. Fixed a bug where Candles wouldn’t always turn off for Non-VR players.
5. Fixed a bug where teleport grabbing in VR didn’t work when you were dead.
6. Fixed a bug where you could still grab doors when dead.
7. Fixed an issue where head mounted cameras were hard to grab in VR.
8. Asylum: Fixed a bug where you couldn’t take photos of the fingerprints on the grey doors.
9. Edgefield: Fixed a bug where you couldn’t be killed inside one of the bedroom closets.
10. Potential fix for the CCTV monitor breaking if a player disconnects with a head mounted camera.
11. Potential fix for the Ouija Board photo evidence not always working.
Changes
1. Tanglewood: Lowered the volume of the rain sound.
2. Non-VR: Swapping items from a turned on flashlight will now turn on your shoulder light automatically.
3. Banshees will no longer listen for their non target players by sound.
4. Changing character will no longer unready everyone.
5. Increased the time sounds can be detected by the parabolic or sound sensor from 2 to 3 seconds.
6. Lowered the camera night vision brightness on all house maps to prevent situations where it is too bright to see the ghost orbs.
New
1. Added an option in the “other” options menu to change the ports you use to connect to the server.

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21 thoughts on “The Parabolic Microphone is ALMOST GOOD! – LVL 2104 Phasmophobia”

  1. honestly i feel like this is a type of a game that all the items should be at least a bit reliable so players can just grab something different everytime and play the round differently. if more items were reliable i feel like the game would be more fun not necessarily too easy.

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  2. What they REALLY need to do is add a new difficulty level called Extreme with two ghosts in one hunt. The idea is to make it harder to loop ghosts. If you have one chasing you and one spawning at the other end of the hall you cant loop and new strategies to break LOS and hide will have to be discovered.

    Cramming two ghosts onto one map would make it sooooooo insane. Extreme would have two ghosts with the same evidence, and then Ultimate would have two ghosts with separate evidence.

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  3. I think that should indeed make the Paramic instant but to nerf it’s range ya know because think about how OP the Paramic would be if it had the range it has right now. So yes buff it to make it instant but nerf the range

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  4. Insym, what do you think of giving the paramic a visual cue when it picks up a sound? Like maybe a brief UI waypoint to the sound, or something?

    Or, what about a bit of spirit box functionality; So you could ask a question somewhere in the building, and if the ghost responds while you're aiming in its direction, you get "spirit box" response?

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  5. I think if they buff the duration the reading can be picked up too much further, the people who know how to use the ParaMic already will be really OP. Especially if you get a really active ghost, because the sounds will be almost constant, making it impossible to miss the room. They need to nerf hearing really.

    Updating faster would be good though.

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  6. Paramic idea – what if they make the ghost ALWAYS walk around so the paramic can hear the ghost without needing a door to close. BUT you can’t hear ghost footsteps except during hunt or with paramic

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  7. I agree that the paramic could and should be a very useful tool, especially on larger maps for showing direction of sound. Maybe if it were like a Geiger counter in that it would emit a stronger signal in the exact straight on cursor point with a weakening signal as you pan away. It should be moved slowly though, I concur. I've been using it more recently and it does work much better when you don't swing it around too fast. Patience is needed, but it does help to give direction of ghost sounds on larger maps. Devs are doing an amazing job with updating this game! Kudos!

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  8. Paramic should have a real time updated bar instead. So player should hunt for the spike on the sound bar. When it happends, he/she should froze and kept the aim, where that sound spike occured, to get one or two more readings, to reasure that he/she really detected ghost making noises.

    Other players should have to maintain silence in order to get a clear reading, pinpointing the ghost.

    I thing the sound design of the game should be changed, because now sound travels through walls way to good, and players can hear way to much. The engine of the game is not to good at simulating how the sound travels indoors.

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  9. One fairly straightforward way to buff the “Duration” of sound detection without making it OP would be to cause the sound to also “Decay” in strength over time.

    As an example, let’s say the sound detection duration was increased to 10 seconds and the ghost caused a sound that registered a 10 on the paramic, with 2 second updates on the mic. (These numbers are purely for demonstrative purposes.)

    In the first 2 seconds you’d get 10, then 8, then 6, 4, 2, then the reading would be gone. In this way, when using the paramic, you’d be trying to find the most consistent origin point of the highest possible sound level when you get a reading (similar to how, with the Thermo, specific temp readings would indicate the ghost room, specific levels of noise could indicate the vicinity of the ghost room).

    You’d have to be careful of course because lingering readings and waving the paramic around wildly would cause you to mislead yourself (much like you yourself pointed out), but this kind of slow sound decay effect would 1. Make sense (loud noise would echo for a bit), and 2. Give a practical, sensible reason to both increase detection duration (as you’d track not just the sound, but how long it echoes for) And how fast the mic updates (perhaps 5 second detection duration, decaying every second, with updates every second for example).

    This change would also mean the range could stay as is, and the challenge with using the mic would be narrowing down sound locations, rather than just being “point at sound and win”.

    Another upside with this change would be the fact that if the paramic gets too strong from this, you could weaken it simply by adding ways for the ghost to generate other noise in the map (ie: noise when it moves bears/bunnies/balls (the ghosts really like B-things don’t they?) or mannequins). This would let those spooky movements of random objects both still be spooky, but also serve as a sort of “ghost defence mechanism”, using stuff in its room or environment to try to lead you away from it or deliberately mislead you. (As an added bonus this would mean the ghost could be allowed to start doing this with more stuff, perhaps even Caulk!)

    Boy, I really tend to write walls of text don’t I? Ah well, it’s for a worthy cause, and a great content creator, so I’d call that a win. Keep up the great content Insym!

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  10. What version of the game are you running? My Steam version – I can not change difficulty and don't have the select all items in the equipment setup menu?
    My character is at level 6 so does that cause the missing options?

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  11. Please help me to understand something. I've been watching all the back-and-forth about the paramic, and I really don't understand what's going on. We already have parabolic microphones, in real life. They work just like a directional hearing aid. Their intent is not to provide a numeric readout of "sound", and certainly not to make that reading last longer than the sound itself. Their intent is to enhance your hearing, and only in the direction they are pointed. Why would we want the paramics in Phasmo to act any differently from the ones in real life?

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