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posted in Insurgency - General Discussion

No date has been announced yet. Hopefully we'll know something by Fall.

posted in World War Z - Technical Feedback

Hi, did the game ever work for you at one point or has it always done this?

posted in Insurgency - General Discussion

I believe you can download and use the UE4 editor right now to flesh out the general layout of a map to get a head start, but to get it into the game you’ll need to open it in the Sandstorm Editor (to be released) to perform the finishing touches and get it into the game.

I saw a video someone made where they had District and a couple other maps running in UE4 (complete with imported props and stuff), but he’s waiting on mod support to get them playable in the game. But since the majority of the work on the map is already done, when that time comes it should mean the map will be available to play sooner rather than later.

posted in Insurgency - General Discussion

In my experience, cheaters are virtually non-existent in PVP (and probably co-op too). That video you linked was uploaded shortly after the Dec release, and there has already been several ban waves since then. Odds are that player and players using that cheat are already banned.

In the future, it's best to privately report cheats & exploits using this form:

If you're reporting a player you've played with, please include their playername & the Replay ID of the round. If there are specific timestamps, that would help too.

posted in Insurgency - General Discussion

I also wonder if it's possible that it's not purely additional hipfire recoil but also a bigger "dead aim zone" compared to Source.

There's alot of variables at play so it's hard to tell exactly what it could be, or exactly what could be adjusted. Like @MarksmanMax brought up, it might not even be either... and just the animation itself.

Or maybe a combination of everything.

posted in Insurgency - General Discussion

@muzzle said in ADS Speed & Hipfire Recoil:

Hipfire- Give me whatever meds you are taking. Hipfire is way stronger in Sandstorm than it ever was in source. Most weapons with a foregrip have very little vertical hipfire recoil, even the battle rifles. the horizontal recoil is still noticeable, but it allows you to just spray a room without ADSing. I don't think it needs to be buffed at all. I come from competitive in both source and SS, and I know that hipfire was unused in source but is now occasionally seen. In pubs I see many players hipfiring, when in source those same players would be aiming at the sky after 2 shots. Hipfire was never meant to be a "good" strategy, which is part of what makes INS unique to most other shooters. I don't see how you think it needs a buff in Sandstorm.

I also played competitive in Source, where I used hipfire a ton going back to DGL Season 2.

Like we talked about on discord, I think maybe our experiences vary due to the weapons we hipfire with. I usually did it with the semi auto weapons like M16 and M1A1 Carbine, while it sounds like you do it more with automatic weapons.

In Sandstorm it feels like hipfire is viable with automatic weapons, probably because if you're firing in automatic, you're going to probably hit someone with 2 shots regardless of whether the recoil has been increased or not. We can pull down and the spray is more likely to hit them after a certain point.

But with semi auto weapons like the M16, it's much more difficult to land a shot then immediately follow it up with another when the hipfire recoil has been increased.

One could say that maybe players shouldn't hipfire with semi weapons, and maybe that's a valid view to have — but at the same time when ADS speed is so slow, there isn't really another option.

posted in Insurgency - General Discussion

I've been thinking about this for awhile but I'm a huge procrasinator so I never really posted anything about it, just briefly discussed it a few times on various discords. But on the upside, it gave me some extra time to organize my thoughts a little better.

ADS speed is too slow.
I don't want to compare everything to Source, but one thing that felt "right" is that if you were caught off guard by a threat, you had a decent chance of bringing up your sights and returning accurate fire. Even with the 1 hit kill AP meta, you still felt like you at least had a chance against someone taking a more defensive position. You still usually died, but you at least felt like your death was your fault because you had the opportunity to shoot them, you just simply missed. But in Sandstorm, it feels like you're not only fighting the other player but also the game itself - especially considering how many angles you are open to when traversing the maps. There's a million places to hide, but only so many places to move through. Being able to respond better after taking fire or spotting someone would be a welcome change in this regard.

Hipfire and ADS recoil should be the same.
Or at least, dialed back to where it's really really close. Again I don't want to compare everything to Source because this is its own game and should be judged on its own merits, but this is another mechanic that Source got right, imo.

I agree that hipfire might have been a little "much" in Source, but I think that was more due to the AP meta making most weapons a 1 hit kill than it was hipfire being flawed in some way. In Sandstorm, all of the assault rifles and even the SCAR require 2 hits to kill in CQB range... so right now hipfire feels like a really nerfed mechanic since you not only have to manage to land a hit against someone who is probably already ADS'd, but you also have to adjust for the big recoil penalty and land a second shot.

I think one of these mechanics would be fine on their own, but when they're combined... it feels like you can't accurately hipfire but you also can't ADS in time - which doesn't exactly leave players many options, other than to not push or be aggressive.

I understand that the goal may have been to promote more tactical gameplay, but the current implementation seems to punish movement & aggressiveness too much. A defensive player already has the benefit of being harder to see, able to hear someone coming, and being prepared with their sights already up... but a moving player doesn't really have much of anything going in their favor.

I don't think drastic changes should be made, but maybe adjusting one of these over time can make everyone happy.

posted in Insurgency - General Discussion

Just a bunch of screenshots of gameplay with visible bugs in that I haven't heard anyone talk about.
This is just a screenshot of whilst spectating me not being able to see my teammates gun, not impactful as a spectator but friends have said they've had it whilst playing too.

Same thing, just a different player.

Also I am still unable to see my stats fully, it doesn't show my preferred class or weapon. It does now show more of the stats like KD which it didn't before, but worth pointing out.

This smoke is showing effects behind it. I had another smoke related issue in the same map, with the smoke looking like the smoke gas support usable in push ect.

Messed up hand model on the loadout screen.

Somehow it has displayed a teammate as being on both my team and the enemy team.

posted in Insurgency - General Discussion

Same thing happened to two of my friends, one got a 95% loading freeze and had to alt+f4, and the other just crashed randomly in game. Both rejoined and played the rounds out, but both got leaver penalties. Frustrating to have to wait up to 30-120 minutes to play with my friends after a crash when it happens on loading into the match.

posted in Insurgency - Technical Feedback

Hello there & thank you!

May you provide us with a bit more information about your issue, so it is easier for the developers to isolate your problem?

Such as

  • What are doing while the game lags (/does the game lag in general)?
  • What pc specifications do you have?
  • On which settings do you play?
  • etc.

Have a great day.