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.
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.
@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 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.
@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.
Agree with nearly every point mentioned thus far - the issues with hit detection and micro-freezes / optimization (25% gpu usage and 45% cpu at 40-70fps but 99% vram NWI? Really?) are whats underminding most of my experiences in Sandstorm these days. Hopefully the next patch will be a direct address for this problems, but it is a little disappointing that it's taking this long to to acheive basic parity with most other UE4 titles. If nothing else, at least they have the extra time they seem to need until release now.
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.
The FAL in particular is very disappointing in it's current audio design. While the handling effects sound authentic and accurate, the firing sounds are...closer to a pistol caliber carbine, than anything else. INS2 also had this issue though at least there the timbre of the effects was fitting.
I really hope the FAL in particular gets a rework at some point, but I have issues with the general soundscape currently. Especially the firing effects of the technicals, which often sounds like its behind you when they're infront of your character.
@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.
Now that the full release has been delayed till Dec 12, I have hope that this - and other less immediately obvious issues will get the time and attention they need to be resolved. I'm cautiously optimistic that this is reason the release has been rescheduled and look forward to any improvements we may see on this hit detection issue.
@marksmanmax Wasn't able to replicate this so-called "manual greased bolt" in my testing in local play. Got any footage of it - looks like it might be a bug.
@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.
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.
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).
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.
Still no word on this New World?
Still? No even...dev response on this or the issues of the viewmodel fov, ironsight / optic fov slider, and the limited general fov slider?
NWI.....you're making me really worried...
Erm....ok I'm confused too now.
The G36K is part of a modular family of weapons. The fire control group on all G36 family guns is...freely interchangeable. It doesn't even take any kind of specialised tool. Just make sure the hammers back. Punch out the pins...and it drops free. I can understand that in your experience, you weren't feilded with 3-position FCG's...but.....they're a thing. That any conceivable force feilding the weapon could be outfitting their guns with....Heck they even sell 4-postion FCG's I did't even know existed.
The G3 reload animation is of? Wh...what? "When the magazine is shot empty, the slide has to stay back, so when you reloud you only have to push it down a little and it will close automatically." Erm.....what? The G3...has never had a bolt hold-open.....ever. It's one of the platforms downsides...and something the user has to work around....I don't really get where you're coming from here. The 'HK slap' is a manual operation...the rifle doesn't...automatically engage anything on the last round. And it's already included in insurgency for the 'equip' animation
Ok I just checked the video compilation of all the reloads and now I'm even more confused.
The empty bolt-release animation does show the character resting their left hand on the magazine well...but it's unclear which fingers they're using to actuate the bolt release. It could just as easily be the right or left hand...the shift in grip from what I can see is simply to check the chamber visually before closing the bolt. Generally a good idea.
Otherwise...I'm not sure what you're criticizing.
@ronmose See I totally understand people having different preferences in gameplay mechanisms and visual effects. But that last line: "but the second he stops shooting I pop out and shoot him before he can move. And that shouldn't happen." I take umbridge with.
There isn't anything (other than fear or covering fire) stopping someone poking their head out and taking potshots at an MG crew that's reloading IRL. I feel the same should be true in Sandstorm. Suppression effects while under fire is one thing, and it's intensity is something I can understand debating. But accurate, threatening return fire after an MG stops? That......has to be viable...otherwise suppression effectively becomes a stunlock for whoever initiates it.
I still maintain. Surpression should be part of gameplay strategy and tactics. Not a coded mechanic that affects the mechanics of weapon handling or removes player agency.
On another note. Why is it we see the suppression VFX while sliding? Is it meant to imitate some sort of adrenaline rush? Or is it just a bug.
We currently don't (and can't) know.
If you want a way to convert from other games, mousesensitivity.com works really well and even supported Sandstorm during Beta 1. Then 2 rolled around and messed up all their parameters so they've taken it down temporarily. You will have to pay for an account for the more complex conversions though. Well worth the price of lifetime membership if you play a lot.