Ach, just realized I didn't leave feedback
1. The Gauss is nice and distinctive. Would have liked a dog-whistle capacitor "snap" at the start there, but it's certainly nice and chunky, which is good
2. I like what I hear with shields on/off- sounds like they're in stereo now?
3. The pop-pop-pop of the high-RoF Vulcans will get really old, fast. It's not that it's a bad sound, merely a monotonous one. Might need more pitch variation.
4. I'd really like audio feedback noises (i.e., ricochet sounds) to tell us when hits are light and not piercing armor, medium, ditto, etc., so that we get an audio cue as to what's going on. I don't think it works to take that out.
5. The Tachyon Lance is nice and sinister-sounding. I think that'd be my top-dog pick here.
6. The Hellbore is OK, but it's just not quite distinctive enough yet- sort of Big Gun Generic, not bad, not memorable. Maybe a bit of clinkity-clack at the trail end, a metallic "slam" for the breech block being cleared, something of that sort?
7. The Plasma Cannon is, imo, the weakest link. For something that is (supposedly!) powerful and useful, it comes across way, way too "pew pew" and it needs some crackle and pop on top of something suitably deep and noisy. On the other hand, unless it's been buffed for this build, the weapon still sucks so it's not that important whether the sound's great (don'tcha hate great sounds on weak-sauce weapons?).
8. The Antimatter Blaster is the one weapon I kind of went back and forth on. On the one hand, it's one of the few real one-hit-kill weapons vs. anything short of a capital ship. So it kind of has a weak feeling that is maybe not appropriate. However, if it's not missing, the difference in time between it shooting and it killing stuff is very short (in Vanilla, at least). So it almost doesn't matter what it sounds like, because the impact sound is where the excitement should be.
Overall, it's definitely a great improvement over the, erm, limited sounds in the current build
Areas I'd like to see more, well, Stuff in the audio realm:
1. More interest / variety to damage states. For example, you've just taken a major hit, metal's white-hot... it'd be neat to hear hull members groan a little, sounds of spalling, that sort of stuff. Not super-loud, mind.
2. Dead stuff should make interesting noises right after death. Ditto per above.
3. More engine sound variety. There are basically only two engine loops atm (ok, 3, but the 3rd one's basically just time-shifted to change pitch).
4. Are we going to see changes in the various alert tones, like how the missile cues are given, what tones are played when? Most of the system is good atm and the sounds are reasonable; the only thing I find constantly objectionable is the missile-warning tone, which needs to occur about 1000% less frequently (like, lock it to 1 per second, max, or even less).
When I'm getting spammed with Annihilator rockets from afar, I don't want my eardrums full of "ping" sounds.
Or, as a more radical idea... do like they do IRL in fighters- use a looping tone to indicate missiles inbound. A constant, low-level tone would be risky, though- that situation with the Annihilators might mean I hear the tone from combat start to end. That's why I'd rather just see the frequency it can play locked down.
Another alternative: non-guided rockets get no sound, like shots. Torpedoes get an "ahooga", to indicate something dangerous incoming. Guided missiles get a tone if they're
guiding on your ship.
5. Are we going to get sounds that can be cued when we enter a Station? When we open communications with a Faction, will it play a distinct sting? I presume Dialog code can run sounds, so I'm guessing it's all theoretically possible atm.
6. I'd like to hear the fighters more distinctly; they generally sound like any ol' Frigate and it'd be nice if they were distinct and cutely dopplered. Having a bunch of bombers pass overhead should be a delicious audio treat (as well as killing you).