Feedback is somewhat accurate in asserting that speed is rarley the most important networking variable when it comes to gaming. These days most infrastructure can support the speeds that game traffic requires (rarely more than 100mb/hour or 30kb/s).
Check out this graph by the excellent Youtuber, Battlenonsense - who has built their entire channel around investigating and explaining the networking behavior of multiplayer games:
I highly recommend anyone who wants to know more about how multiplayer games tend to function, and the important factors of your connection for gaming - check out Chris's video covering the basics of game networking.
In the case of Insurgency Sandstorm? The game already has the option to show an overlay detailing how much bandwidth up and down it's using in realtime, as well as the ping to the current server. We don't know for sure the accuracy of these stats, but it's likely ping and things like packet loss and bufferbloat are more important than raw upload or download speed. All of these can easily be checked by running DSLreports test (be sure to choose the appropriate test for your connection type).
I just don't think the geometry between the release paddle, trigger guard, and magazine allow it to be possible. But, I don't own a G3, so I can only make a guess based on past experience.
Yep I'd have to agree. Unless the user has particularly long enough fingers to press the magzine release button while swiping out the empty mag (and most people don't, that button is genearlly considered unreachable unless you're a giant or have tentacles for fingers)
The current in-game animation is at best highly impractical - at worst - only acheivable by allowing the new mag to clip straight through the trigger guard.
Either way I agree - the fast reload animation needs a rework to bring it back into the realm of possibility.
@delta555777 You should probably make it clear that Snappy Driver Installer Origin is the version people should be considering. The lisence for Snappy has changed hands several times now and there are multiple versions that are plauged with malware. Snappy can also break a lot of things if used the wrong way - so while I've certainly found it helpful - it shouldn't be recommended as a straight forward generic 'fix' for Sandstorm preformance issues.
I personally feel there should be at least a female option on the insurgents side. For variety and to give the option to those that want it at the least. Is it a pressing issue that needs to be sorted out ASAP? I don't think so. But considering how much of a focus the long-term player progression has on entirley cosmetic unlockables- which aside from perhaps...camo...have little to no gameplay advantage....It makes sense to provide as many possible options to incentivize as many potential players out there. The arguments against it from a "realism" standpoint, are shakey at best given the games focus as a round-based, squad-centric game first, and a "realistic depiction" of modern combat second. I personally haven't seen or heard any criticism or 'drama' about the games current female playermodels, beyond this forum and if the past entries in the series are anything to go by - modders and sever admins will have plenty of options to tailor the game for their specific vision of what it should be.
To that end I think the base game having:
3-5 security female models and voices
1-2 insurgent female models and voices
and 8-10 male options on both sides.
Would be a solid foundation for others to build off of or narrow down as they see fit - with mods and server plugins down the line. And would be the most bipartisan approach to an otherwise highly debatable issue.
Yeah beginning to get very worried that this close to release there's still no word of true 21:9 support, or fov beyond the very limited 100. At this point, panini projection or a Horizontal/Vertical fov scaling menu drop-down is looking like a complete pipedream, but basic FOV options were present in Ins2 - why is there still only silence on this for Sandstorm?
MG's do already do something. Put a large volume of lead into a small area for a long time.
I'm sorry, but I personally disagree with your opinon on the surpression mechanic, and honestly find it's current incarnation quite refreshing. The visual effect is subtle without being easily missed, it's not an outright hinderance like INS2's blurring and it doesn't try to infer some level of "psychological simulation".
I've always firmly been of the opinion that surpression and supressive fire should be elements of a games design, but not it's mechanical design. The psychological effect of being in a high-fire location is easily accurately represented through audio cues, visual effects, and (less often on PC) controller feedback. If Insurgency is trying to take a "hardcore" "realistic" approach to gameplay, then the most authentic way to do so is mimic reality as much as possible. Few accounts from combat veterans involve measurable, visual effects. Hell there have been many reported incidents of people being wounded by shrapnel or fire, and not even noticing through all the noise and commotion of the firefight around them.
Ins2 and Sandstorm, don't have stamina bars. They rely on the sound of your characters own breathing and some mild sweat filters to do the job. For the stressful 'last man standing' scenario, or counterattacks, Ins2 relied simply on music cues - hardly totally authentic from a realism standpoint, but a fitting subtle way to emphasize what should be a stressful situation without relying to UI elements. Surpression is meant to mimic the fear or anxiety of being under a large volume of proximate fire. But both games already do such a great job of audio design and visual bullet impact effects (smoke, sparks etc) that an additional VFX is hardly nessacary. I already jump at gunshots or detonation sounds on the other side of the map in Sandstorm - trying to emulate such a complex idea as "I'm taking a lot of fire I'm gonna piss myself here in a minute, maybe I should leave but I'm shaking so much from fear I dunno if I can even crawl out of here." by way of some kind of filter or animation is just....too much oversimplification. In (my experience) so much oversimplification reduces a complex, immersive, stressful situation to a mere shadow of it's original self.
Insurgency's devs seem to understand this with the current subtle implementation of suppression, and I would urge them to focus on furthering this digetic (to use a cinematography term) expression of surpressive fire, rather than going the common, more acrcadey equivalent of having a narrator shake your character and put vaseline over your screen screaming in your ear "YOU ARE BEING SHOT AT DO YOU FEEL SCARED YET?"
Following the suggestions in this thread, I tried to find a way to set the game to run on my hard cores rather than the hyperthreads through software alone. (As disabling hyperthreading universally isn't an option for some of the 3D software I work with daily).
Unreal Engine 4 has a launch command for setting the logical processors the games threads will run on. -PREFERREDPROCESSOR 4 in the games Steam launch options will tell the game to run on the processors first 4 cores, which in the case of my i7, should disable use of the last 4 hyperthreads. So far I've noticed with this tweak that input lag seems substantially reduced and the frequency of microstutters and texture pop-in is noticeably less, though I wasn't able to verify if the game is indeed only sticking to the first 4 cores, as software monitoring options for this seem limited at best.
I recommend anyone else who's seen benefits from disabling hyperthreading at the bios level - try re-enabling it, and using the launch command to see if the benefits are the same.
The issues I have with shots not registering (often despite blood spatters) is far, far more noticable on co-op servers vs local play with bots. Leads me to suspect either it's a server preformance issue or a netcode problem.
Not going to mention specific models or families, but I will say I was hoping the shift to UE4 would bring an expanded library of guns in general. INS2 was in it's prime once the theater mods added in a large library of modded guns without having to sacrifice the original arsenal. Doubtless Sandstorm will have similar mods someday, but I'd really appreciate if the per-match progression of the supply system was reinforced with a wider variety of options to choose from as you collect points. Some of my favorite moments in Source and 2 were picking off enemies with weapons that were poorly suited to the role I was pressed into using them at the time, and a deeper pool of varied weapons can only increase the frequency of that.
@rafael Agreed. My main concerns are the 21:9 support, general lack of FOV options compared to Ins2 and issues with hit detection, particularly on co-op servers. Hopefully the extra months are used to address all of these, I'm glad they've at least given themselves a little more breathing room.
@dark1202 The servers could potentially either have problems with bugs related to the Beta builds, or may be overtaxed/underscaled for the amount of players that are on them right now. Or there may be systematic issues with the games networking code. We simply can't tell at this point without further investigation.
@zucchini Don't own a G3 pattern rifle myself - but to my understanding it's not exactly the same as an AK at all. The AK variants have a locking lug on the front of the magazine that acts as a pivot - not a hinge - for the magazine to rock back into place, with very little actual magwell at all to support the magazine:
HK's design however has a much deeper magwell - but it's angled - so the front surface is much shorter than the rear. This means that while the magazine can be inserted directly upwards - at a slight angle - it's easier, to rock it into place, pivoting on the shorter and higher front wall of the well:
If anything - the AK system is a "pure" pivot design. The M4/AR15/M16 is a "pure" vertical insert design - and the HK is something of a hybrid of the both - a more aggresivley slanted - straight-insert that can be rocked for more leverage.
As you can see in this other video over at MAC, and in-fact, in several other G3 videos by Polnar - the magzine can be inserted freely directly upwards: https://youtu.be/lovWMChEZ2A?t=539
In fact in most of their "speed reloads" Polenar's presenter clearly shows this: https://youtu.be/sKBWRRGSkW0?t=36
Every time they dump a magazine and tug it straight out - rather than rocking it. As to why they always leverage it on an insert? Most likely a technique to ensure the magazine is seated and clear any possible fouling.
https://youtu.be/Ds3zqUCduTM?t=283 bonus link of Jerry doing his usual insanity and again - dropping the magazine straight out of the well.
Can the 'speed reload' animation in sandstorm actually be done? With a worn enough mag / receiver. Probably. Would any trained soldier be likely to do it that way? Possibly? I'm not one so I can't say.
But the mechanics of the rifle don't completey prohibit it. People seem to be missing that the mag in the animation doesn't drop free. It's swiped out with the fresh magazine, AK style. If it works with the pivoted AK mags/well, it probably has a chance to with the G3.
EDIT: As clarified by @zucchini and @maa_bunny the trigger guard simply wouldn't allow the same technique as the kalashinov family without modification (or clipping). The whole fast-reload animation needs to be re-thought, my bad.
More options character customization-wise, always add welcome depth and motivations to keep playing in my opinon. However, as much as I agree for more variety in the character models - there are other issues that need more immediate attention in my opinon. I'd be happy to see this as a long-term pre, or even post-release goal though.