Ways to improve cooperative and the game for me(and others.)

This game seriously suffers from consolitis. Keep in mind that console players don't need every command or mechanic that PC players have. Plus, Xbox wants to offer keyboard and mouse gameplay soon.


Noncontroversial:

-The burst mode should not have reduced recoil.

-Add access to primary weapons while in vehicles back into the game; I recently read that it was removed because of a glitch, so it will probably return.

-The removal of the HUD should be a bindable command.

-Remove the need to charge weapons when players spawn, and fill the magazine and chamber; at the very least, add spawn protection; multiple times I've been killed in a game of Checkpoint because I couldn't fire my gun.

-Add an option to make voice chat a toggle.

-Add the option to have 2 binds per command(pressing '3' will toggle the LASER, and '4' will do the same.)

-Allow the binding of voice commands.

-Allow the option to manually cycle the bolts of bolt-action rifles; one should be able to bind it to the same key as 'fire weapon'.

-Add a match clock or timer.

-The fire support should be different for cooperative and competitive modes.

-Add the ability to pick up magazines dropped from speed reloads.

-Add the voice wheel options that Insurgency had(Area Hostile, Move, etc.) and more.

-Add the option to consolidate ammo.

-In the loadout screen, allow players to set the order of grenades.

-Add the option to use the secondary sights on optics.

-Add a bind for sliding; it should default to the same key as 'crouch'.

-A longer chat log would be great, and it should be separate from the actions log.

-The sprint toggle should be a toggle by which you either sprint without holding the movement key or your character will always sprint until you un-toggle it(I prefer the latter.) You could offer all 3 options.

-Add a sound for magazines hitting surfaces.

-The scoreboard should show ticks in the objective, instead of objectives.

-Bullets shouldn't go through the sand and other terrains; I've been killed multiple times by bots shooting through sand at objective C on Farmhouse(I think.)

-Make North the top of the map.

-Players should be able to stop sliding when they move backward.

-Add better head damage, such as large cavities, missing jaws, and more. Bodies should also have large cavities and holes.

-Make the blood pools emit from the wounded areas.

-Add an option to drop weapons.


Controversial:

-I think the Insurgents should have the worse weapons, fire support, and attachments but the better camo.

-Add an ability to scavenge from bodies/backpacks, instead of just picking up fallen weapons; this would include damaged armor, NVG, and gas masks.

-The 'ammo check' mechanic should remove the magazine and only show the number of magazines and the bullet estimation of the current magazine; it should also be a rougher estimate unless the magazine has a built-in ammo counter.

-Commanders should have to use the binoculars as a range finder and then mark the map in order to call in fire support.

-Fire support should arrive sooner.

-Add the sound of bullets rattling in the ammo boxes when running and add other such sounds.

-Add the option to resupply at enemy 'caches' before blowing them up(mostly for cooperative.)

-To reload, LMGs should require the player to be stationary and crouched or standing near an object.

-Add diving; it would be like sliding except you can't shoot during or for a brief period after.

-Characters should only yell things like 'reloading' when there are others nearby.

-Shades should darken the player's view.

-Add ear protection which would muffle all sounds but radio communications and your personal heartbeat and footsteps(I would prefer the footsteps to gain bass.)

-Add Comtacs which will lower loud sounds and raise quiet sounds.

-One shouldn't be able to reload while being concussed, or it should be penalized.

-The amount of gear and health being replaced should determine the resupply time.

-Being struck by hands and whatnot, instead of a knife, should only result in being knocked out, and teammates should be able to wake you up(a revive mechanic.)

-The area of freeaim that players experience when not ADS should be larger.

-When players have their weapons above objects like walls and boxes, they should gain the stability one gets when prone (like Arma 3.)

-You should make objects like couches and boxes moveable.

-Using the lean keys while prone should make the player roll.

-If turning while prone caused the player to roll on their side and then back, it would be cool(as done in some game I can't think of.)

-Change operating doors from a tap to a hold+move.

-Players should have to grab the detonator and the C4.

-Shooting C4 should not blow it up.

-Rockets that are far/close enough away should be able to flip vehicles. Vehicles should also flip due to terrain(I don't know if they currently can.)

-Heavier loadouts should be significantly slower in all locational movement but walking, including acceleration and direction change. They should have significantly less stamina and a decreased jump height.

-The effects of being out of breath don't seem drastic enough; there should be a slower acceleration to full speed and even more weapon sway. The breathing should be louder. There should be a heartbeat that increases in volume as the player tires and it should drown out other sounds. When your hearing is drowning in the heartbeat and heavy breathing, you should still hear your own footsteps on hard surfaces and they should be bassy.

-Using your items should make you lighter.

-I think it's a shame that the game doesn't use a realistic weight system and uses an arbitrary one instead.

-There should be more sway when moving and after moving.

-There should be an assortment of personnel mines.


Cooperative:

-Make the bots more difficult and tactical but add waves for players.

-Security bots should be better and utilize better strategies.

-Each bot should have different behaviors and skill levels; some Insurgent bots should panic and shoot everywhere. Insurgents should execute teammates if they go berserk like that.

-In cooperative modes, Observers should be able to pick up the binoculars from a fallen Commander and call in fire support to the other Observer.

-Bots should be able to trace tracers to some extent.

-Bots seem to not notice when they are being shot(hit) by a suppressed weapon if they are far enough away.

-Bots should be able to hear nearby suppressed weapons.

-Add civilians in cooperative modes. If you kill 3 civilians in a round, you are kicked.

-Players should receive XP when they quit out of a cooperative match; those games can be very long and players shouldn't be penalized.

-The AI should have more patrol paths, static(just standing or sitting around) positions, and hiding(when they hear players) spots.

-The AI should be more likely to run for cover when they're near some, while they alternate suppressive fire and moving.

-There should be different locations for objectives.

-The bots should have faster reflexes or be more numerous.

-There should be a medic class and or waves for players (6.5 minutes is a long time to wait because you were headshot immediately after blowing up the objective, especially when it was by a teammate.)

-Reduce the time allotted to achieve the objective, even if it means the objectives are closer to each other.

-Instead of just holding a position and then leaving, add a computer to be hacked, files to be searched, a target to be interrogated(better objectives), or have AI teammates move in while it's being secured and occupy the position; it would be cool if you had to provide cover fire for the friendly forces.

-Add more modes, especially Hunt and Survival, and an Ambush mode where the players are escorting the (AI)VIP to a helo(Tacticals should be available for transporting to the helo.) The time to extract the VIP will be very limited as bots will move in to blow up the helicopter.

-Make Checkpoint a best of one(because of the added waves; games already can take over an hour.)

-Make damage done to teammates reflect onto the player doing the damage(the teamkiller is the one to die), or add a vote to kick.

-If a suicide bomber makes the noise, it should blow up, or give a shorter window.

-Add traps placed on doors and other locations.

-Add new enemies like a slow-moving enemy in full-body armor carrying an LMG, a fast-moving enemy with only Molotovs and a knife, snipers in ghillie suits or under sand-covered blankets on the hilltops, an enemy dressed entirely in black that hides with a melee weapon, and whatever else you can come up with(I can understand not wanting to add new enemies if the gameplay slows down, but it's currently pretty arcadey and could use some more interesting engagements.)

last edited by Go_Coup

I wouldn't say noncontroversial lol...

@go_coup said in Ways to improve cooperative and the game for me(and others.):

-Add the ability to pick up magazines dropped from speed reloads.

eh

@go_coup said in Ways to improve cooperative and the game for me(and others.):

-Add the option to consolidate ammo.

How do you see this working? Are you gonna like empty mags bullet by bullet then reinsert them while sitting there for 15 minutes?

@go_coup said in Ways to improve cooperative and the game for me(and others.):

-Make North the top of the map.

It should be the same for the specific map, so it should depend what team you play … which is the way I think it is now...

@go_coup said in Ways to improve cooperative and the game for me(and others.):

Bodies should also have large cavities and holes.

Not really. Go look at some GSW pics. Exit wounds are large, but that depends on whether the bullet exits which usually isn't the case. There would be very little blood coming out of the wounds, maybe even less than is currently portrayed. Explosive wounds, shrapnel, and dismemberments on the other hand I agree with you, they need much more blood.

I like all your other suggestions under "Noncontroversial".

For your "controversial" I'll focus on the ones I like lol...

@go_coup said in Ways to improve cooperative and the game for me(and others.):

-I think the Insurgents should have the worse weapons, fire support, and attachments but the better camo.

I'd say insurgents should just have weapons realistically available to middle-eastern militia factions. Overall, more insurgent weapons use 7.62 x 39 rounds than security's I think, so their weapons should be more wall-bang useful and go through cover more. Security's weapons would be better vs armor, but suck at penetration because of the heavy lean toward 5.56 rounds. But tbh, both sides have pretty diverse calibers so I'm kind of generalizing too much.

@go_coup said in Ways to improve cooperative and the game for me(and others.):

The 'ammo check' mechanic should remove the magazine and only show the number of magazines and the bullet estimation of the current magazine; it should also be a rougher estimate unless the magazine has a built-in ammo counter.

Totally agree with this one 100%.

@go_coup said in Ways to improve cooperative and the game for me(and others.):

Commanders should have to use the binoculars as a range finder and then mark the map in order to call in fire support

This is a really unpopular opinion, but I think the current commander/observer butt buddy mechanic is wack and should be redone completely. It's just a copy of doi which makes little sense from a realism or teamwork perspective. It just makes playing observer a pain.

@go_coup said in Ways to improve cooperative and the game for me(and others.):

Add diving; it would be like sliding except you can't shoot during or for a brief period after.

Also like this 100%.

@go_coup said in Ways to improve cooperative and the game for me(and others.):

-If turning while prone caused the player to roll on their side and then back, it would be cool(as done in some game I can't think of.)

yeah

@go_coup said in Ways to improve cooperative and the game for me(and others.):

Shooting C4 should not blow it up.

Yea this is kinda dumb

Hey! I want to emphasize the point about the LMGs. I agree, right now it is just like having an m4, but with 20000000 bullets and everything to gain. Running and gunning like crazy with that thing, talk about lone ranger benefits.

last edited by Zafer

@go_coup said in Ways to improve cooperative and the game for me(and others.):

-Make damage done to teammates reflect onto the player doing the damage(the teamkiller is the one to die), ...
I think this would only cause selfish behaviour. Teammates would run and gun even more just to get the kill first, as they will not be damaged by friendly fire.
This is not really helpfull to improve the Coop game which should be much slower and more tactical !

- Adding a vote system to kick teamkillers who shoot on teammates on purpose would really help ! They should not be able to reconnect to the same server for
20 Minutes minimum.

To implement all the changes of your proposal would take a year of coding.
Most of your ideas are good, but i don´t think NWI is willing to listen to you.
May be in a few years they will bring out the next Insurgency title with more elements from your list.
Until then we have to enjoy that what we have right now.
To be honest, i don´t think we will get huge suprises in the next 6 - 8 weeks until the game will be relased.
It´s just more like little fixes for soundbugs, may be adding additional keybinds, reworking textures, changing movement speed, fixing framedrops/microstutter, etc.

Hopefully they will make the A.I. better than how it is now because that really is the most important point !
For the A.I. reaction times have to be increased, soundbugs fixed, tactical movement as a squad reworked ( especially when entering buildings they fail totally ) , body inertia added, the use of flashbangs and grenades optimized.

last edited by GSG_9_LIGHTNING

I agree with basically all your suggestions, and had a number of the same ones on my list.

@go_coup

Hey, great post, a lot of interesting features that you are proposing. I think many of these additions are interesting/viable and some of them could be used with some tweaks, in some cases to accommodate the specific gamemode they are used within.

For example rolling while prone is a cool feature, making it a double (or even triple) tap of Q or E, could allow the ability to be able to lean while prone (leaning while prone is a nice feature in the game Post Scriptum) and still rolling in a different situation if wanted by double or tripletapping.

Camouflage on insurgents being better is great in coop, same with weaker weapons. In pvp balance is key to make a competitive game, and of course the aspect of not rewarding players who have played the game longer creating artificial unbalance due to unlocked gear.

Civilians is kinda controversial due to the horrible nature of real war and marketing problems, as it could bring negative attention to the game from media and make certain parents less inclined towards letting young ones play the game, but done right it is an interesting tactical aspect in coop. Even losing xp if civilians are killed could be a feature and games like the Payday series have plenty of civilians in their games without the media or sales being affected noticeably from what I have observed.

The developers have commented on the reason for not using traps/mines in pvp because of it being cheesy or a cheap option in pvp, but I think it works great in games like rising storm 2 Vietnam [RS2V] , and in pve it has only minor drawbacks if done right.

Also a lot of the features you propose in coop regarding a.i. would be elevating the experience to be more fun without being too difficult to achieve without a lot of coding on a.i. behaviour.

I agree that the problem of team-killing could use some more work, I think it is solved in a smart way in [RS2V] by giving the killed player the option to forgive/not forgive, and the consequence of not forgiving gives a longer cool-down period before respawning. There is situations where a teamkill is the result of someone not thinking, for example just running in front of a teammate firing an mg, and in those situations it is good to have the option to forgive when dying is the killed players own fault.

Hope your post gets a lot of up-votes and some attention from the developers. If they don't find the time to implement what they see viable before release, it is still a list they could consider evaluating post-release for future updates.