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posted in Insurgency: Sandstorm - Open Beta - General Feedback read more

Game bought ! i hope that you'll add a second mic channel only for nearby players.

posted in Insurgency: Sandstorm - Open Beta - General Feedback read more

+1
Awesome sounds, but need more difference beetween the render of internal and external footsteps (volume, reverb and frequency to improve), and same thing between the steps sound of differents floors.
My best experience in this sound rendering is CS:GO Danger Zone ( battleroyal like).

Laggy :

  • in different servers, but not all the time, i experienced strange laggs... like 2 frames repeating all 5 seconds... very very annoying, especially when running. i had to quit the server and reconnect....

laggy too when i change the point of view : switching binocular, or switching scope, or gaz mask, or with all important mouvement of the view. I had to go to medium graphic settings to be acceptable. ( Win 10 64bits + i5 2500k + R9 290 + 12Go Ram).

posted in Insurgency: Sandstorm - Open Beta - General Feedback read more

Hello,

i have tested the game this week end, and i think that you should add a 2nd voice channel.

The first for the team, and the second for the players nearby.

Why it's important : because in a fight, we give informations for guyz around, but not for others players of the team.
A brief information given to fighters around us can be good and useful, but can confuse another teammates who are at another place of the front.

Please add this channel because teamplay is a key for the great life of this promising game !

posted in Insurgency: Sandstorm - Open Beta - General Feedback read more

@morenasamba said in Co-op mode feedback:

he gameplay of co-op mode, but I feel

Hello,

A have tested, a bit, and i find a co-op match easier than a versus one... so... good for me.

posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

Hello,

One important thing for me is to be able to determine if a step sound is at our floor or not.
When I hear footsteps nearby, in a building, it seems that the steps are always on my floor when it is not the case.

I played this weekend CS: GO "danger zone", battleroyal like, and the sound of the steps is perfectly well made.

You should implement this level / stages localization, so that the sound produced by an object (player to another) at the +1 or -1 floor of our character, is different in terms of volume and especially frequency filter.

If this function is already implemented, then you should review the filters and reverb. Especially filters, blocking the treble-medium and leaving especially low-medium.

Thank you.


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