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posted in Insurgency - General Discussion read more

If you're seeing someone cheating or harassing users, you can report them via this form:
https://www.easy.ac/en-us/support/sandstorm/contact/report/
Be sure to include the user's Steam name and a replay ID (from the history tab). This is the only permanent way to get rid of abusive users.

posted in Insurgency: Sandstorm read more

We are releasing a patch today to address some issues that have popped up since launch and to make other general improvements. This includes better optimization, new enemies in Coop, changes to Competitive, and more. We hope you all enjoy! Please read on for the details.

Bug Fixes

  • Fixed an issue where first person arms and third person cosmetics could become invisible.
  • Fixed an issue with doors becoming desynchronized for certain players, preventing them from being open or closed.
  • Fixed a bug causing the wrong animation to trigger when performing a speed reload on an empty magazine.
  • Fixed an issue causing mines to float when thrown and not detonate when in proximity to vehicles.
  • Fixed an issue where team-mates mines were triggering on friendly vehicles.
  • Fixed a rare issue where the player could occasionally spawn without any weapon or footstep audio.
  • Fixed an issue where muting players using VoIP would not also mute the radio transmit beep sound effect.
  • Fixed an issue in Push where the defending team would instantly be granted a victory once both teams hit zero waves on the last territorial objective.
  • Fixed an issue where stamina drain from simulated movement wouldn’t update the correct value, causing stuttery movement.
  • Fixed Checkpoint insertion vehicle playing the handbrake sound effect constantly.
  • Fixed an issue where the vehicle crash and suppression effect was being applied when a vehicle changed velocity suddenly.
  • Fixed an issue where the cache objective damaged material was not being reset correctly.
  • Fixed an issue with cosmetic and variation names on the plaque widget.
  • Fixed an issue with bipods and foregrips causing them to be detached from the weapon in third person.
  • Fixed an issue where non-rendered characters could become desynchronized when they were then rendered again.
  • Fixed bot specific cosmetics not applying when changing class most notable on counter-attack bot types.
  • Fixed an issue with the “Skirmish Victory” achievement which was making it unobtainable.
  • Fixed an issue where “Road Hazard” and “J.R. .50” achievements were not reliably obtainable.
  • Fixed an issue where the amount of appearance credits a player has would not be displayed when customizing their character from the post-match screen.
  • Fixed an issue where vaulting could cause the player to fall into the ground.
  • Fixed an issue where the Flight Gloves cosmetic would clip with the hand mesh.
  • Fixed an issue where blood pools were not being created under ragdolls.
  • Fixed an issue with teleporting bones which improves performance when limbs are dismembered.
  • Fixed a bug where vehicle crashing audio could be triggered constantly when colliding with a player.
  • Various bug fixes for localization translations across all languages.
  • Fixed an issue where a cvar could be manipulated through INI files to obtain an unfair advantage.
  • Fixed an issue causing prop vehicles to not be destroyable.
  • Fixed LOD issues on certain Security equipment combinations.
  • Fixed LOD bone issue with the shot sleeve button down cosmetic.
  • Fixed an issue where third person grenade launcher reload animations were not playing.
  • Fixed an issue with foregrip bipod alignment on the Mk 14 EBR first person animations.
  • Fixed an issue with hand clipping with extended magazines on the following weapons:
    • G3A3
    • G36K
    • L85A2
    • SVD
    • Mk 18 CQBR
    • Mk 17 Mod 0
    • M4/M16 platform rifles

Optimization

  • Optimized various props in the game to improve level-specific performance.

Visual Improvements

  • Improved character motion with linear smoothing.
  • Fixed an issue where the characters feet were slightly clipping with the ground.
  • Improved jumping and falling animations.
  • Improved character lower body rotation to be more in sync with velocity.
  • Improved weighting for the Hard Knuckle and Soft Padding gloves.
  • Reduced the size of the MP7 compensator.
  • Added explosive throw animation for third person prone.

Gameplay Improvements

  • Third person spectate is now disabled in Competitive.
  • Adjusted the PK-AS optic cost for Competitive to 2 supply to be consistent with other optic options.
  • Added a 3 second grace period after an objective is captured in Checkpoint, where a player who dies will still respawn if killed within those three seconds after capturing.
  • Improved idle kick:
    • Player is kicked when idle in spawn as the last one standing for 10 seconds.
    • Player is kicked when idle outside of spawn for 30 seconds.
    • Added countdown warning messages in chat log before player is kicked.
  • Adjusted the competitive ruleset team switch timer to be 20 seconds instead of 10 seconds.
  • Insertion vehicles can no longer be destroyed.
  • Tweaks to Competitive player ready requirements:
    • Require at least one player per team to be ready before starting the game on a matchmaking server.
    • Don't end the round instantly if the required player count dips below the minimum.
    • Elimination conditions will be met if a team becomes empty.
    • Match is abandoned if there is no longer the required number of players.

AI Improvements

  • Added new “Elite” enemies. Elite enemies wear distinct clothing and use better equipment, and will sometimes come during counter-attacks.
  • Ensure bots firing rockets are now fully ironsighted for a second before firing.
  • Bots in crouch cover should stand up so they can shoot targets that are below them.
  • Added missing driver for Security insertion vehicles.

User Experience Improvements

  • Added an alert sound which triggers when the ready-check appears in Competitive matchmaking.

  • Requeuing in competitive matchmaking must now be performed manually and is no longer automatic.

  • Added the following options to the audio settings page:

    • “Sound In Background”: toggles whether game will continue playing audio when alt-tabbed.
    • “Mute VoIP Radio Beep”: allows players to mute the VoIP radio transmit beep sound effect triggered when players talk over VoIP.
    • “Mute Voice-Over Radio Beep”: allows players to mute the voice over radio transmit start and end beep sound effects for when ingame characters speak.
  • Updated the first support indicator to be less visually obstructive.

  • Added ruleset “CompetitiveTheater” which has no rule changes, only the loadouts, allowing community servers to create their own.

User Interface Improvements

  • New style for fire mode indicator on the HUD.
  • Updated competitive rank to display current division within the tier. Progression within a tier starts with division 4 and ends with division 1. For example, a player who is at Silver division 1 who increases in rank will go to Gold division 4.
  • Added new 2 round burst icon for weapons that support it (G36K).
  • Updated player level icons with new assets. The beginning Bronze levels should now be properly represented with a layer of moss.
  • Updated VoIP activity icons.
  • Updated loading icons.
  • Fixed antalisasing issues with drum magazine HUD icons.

Map Balance & Fixes
Hideout

  • Moved A Insurgents spawn to a more protected location on Push Security.
  • Reduced camping spots in a few buildings.
  • Moved the A spawn slightly on Push Security.
  • Refined restricted areas on Push Insurgents and Firefight East.
  • Several minor adjustments to improve level flow and balance.

Farmhouse

  • Switched fire particles to blueprints.

Refinery

  • Refined blocking volumes to smooth out player movement.
  • Fixed several minor exploits.
  • Switched fire particles to blueprints.

Summit

  • Expanded restricted area for A Security spawn on Push Security.
  • Refined bot cover nodes.
  • Fixed various exploits.
  • Fixed a certain missing wall.
  • Fixed various rock seams.
  • Fixed various blocking volumes.
  • Fixed various minor issues.

Precinct

  • Cleaned up and refined materials to address performance.
  • Fixed a few issues where the player could get stuck.
  • Fixed an issue where a hallway suddenly became very dark.
  • Fixed an issue where a player could get under the map.
  • Fixed numerous exploits.
  • Added a bit more cover near B on Push Security.
  • Added a bit more cover for objective G on both Checkpoint scenarios.
  • Refined restricted area for A Security spawn, on Push Security.

Crossing

  • Fixed various issues with rocks.
  • Moved insertion point on Checkpoint Security.
posted in Insurgency: Sandstorm Pre-Order Beta read more

We are releasing a patch today to address some issues and add some final polish for the launch of Insurgency: Sandstorm. A big thanks to everyone who participated in our alpha and beta tests. Your feedback was immensely helpful in the development process. Enjoy, and we'll see you in-game!

New Content

  • Added unlimited texture pool size option, which is necessary for those choosing to keep their textures loaded in memory. This should be used with caution and only on high spec machines with sufficient VRAM and system memory.
  • The "Bug Hunter Tattoo" has now been made available for pre-order players

Visual Improvements

  • Added first person deployed aim down sights transitions.
  • Updated Security Combat Glasses to be darker and less reflective.
  • Added new grenade sprint animation.
  • Updated jump and landing animations.

Bug Fixes

  • Fixed an issue where the updated Competitive Firefight rule set was not being applied correctly.
  • Fixed Competitive placement match counter displaying 0 matches completed.
  • Fixed an issue with the first person foregrip bipod on the M16A4.
  • Fixed an issue with the Play menu UI after returning to it from other menus.
  • Fixed an issue where the initial automatic benchmark was also being run on dedicated servers.
  • Fixed an issue where the Settings menu was not accessible from the Replay menu.
  • Fixed an issue where the Explosive Drone would occasionally not detonate if it could no longer path correctly.
  • Fixed an issue where certain particles would render over smoke particles.
  • Fixed various floating weapon issues on third person characters.

Gameplay Improvements

  • Added the Alpha AK to the Insurgent Competitive Assaulter class.
  • Updated +10 round extended magazines for FAL, G3A3, and Mk 17 Mod 0 to cost 2 supply instead of 1.

User Experience Improvements

  • Removed blurring from the post-match victory screen to allow visibility of players using VoIP.

AI Improvements

  • Updated AI driving logic to ensure they don’t drive too fast around dangerous corners and crash into walls.

Map Balance & Fixes

Farmhouse

  • Fixed terrain issue with river tunnel.
  • Cleaned up HLODs.

Refinery

  • Adjusted restricted area on Checkpoint Security B.
  • Moved cache E objective to a better protected location on Checkpoint Security.
  • Fixed broken counter-attack vehicle spawn on Checkpoint Security.
  • Fixed minor material issue.
posted in Insurgency: Sandstorm Pre-Order Beta read more

We are releasing a patch to address some issues and perform some final polish to the game before release tomorrow.

New Content

  • Added a new “Ready Up” system for competitive matchmaking.
  • Added new player level icon for when surpassing level 999.
  • Added a new advanced video option “Keep Loaded Textures” which will prevent textures from de-loading. This option requires a lot of VRAM so should be used with caution and only on high tier machines.
  • Added new third person jump animations.
  • Added remaining Lesson video tutorials.
  • Added “Paper Plane” Tattoo for Security, and “Geometric A”, “Geometric B”, “Sword and Flowers” Tattoos for Insurgents.

Optimization

  • Improved hitching related to air support vehicles first spawning in.
  • Optimized eyebrow textures.
  • Optimized Insurgent pattern textures.
  • Optimized Security camo textures.
  • Optimized cosmetic ID textures.
  • Optimized Support Helicopter textures.
  • Optimized weapon LOD profiles with bone reductions.
  • Rebuilt all LODs for characters with proper bone LOD settings.
  • Rebuilt all LODs for all 3P weapons and weapon upgrades with proper bone LOD settings.
  • Optimized master materials and material instances.
  • Optimized vehicle textures and destroyed vehicle textures.

Visual Improvements

  • Player cosmetic loading will now begin in the Loadout menu and not at spawn. This should reduce cases of players initially spawning with missing cosmetics on slower HDDs.
  • Fixed visually illuminating foliage bug.
  • Improved consistency of normal scope experience across all weapons.
  • Updated soft padding glove cosmetic textures.

Bug Fixes

  • Potential fix to address the loss of input when transitioning between maps on dedicated servers.
  • Fixed an issue preventing the ready animations from playing on weapons fully.
  • Fixed an issue with the weapon not showing in the players hands in third person if equipped with an under barrel grenade launcher.
  • Fixed an issue where third person world models would not always show the correct attachments.
  • Fixed and issue where weapon attachments would not always show reliably in the Loadout menu.
  • Fixed an issue where the weapon model would occasionally disappear from the soldiers hands in the Class select menu.
  • Fixed an issue in the Tutorial Level where players could pick up the weapon instead of scavenging it as instructed.
  • Fixed an issue causing the third person vaulting animation to not always properly trigger.
  • Fixed an issue where a weapon model could be seen at the player’s feet when using an under barrel grenade launcher.
  • Fixed an issue where smoke grenades would trigger the Incoming Grenade VO response.
  • Fixed a localization overflow on the post match cosmetic badge UI element.
  • Fixed an issue with the Security gas mask texture.
  • Fixed an issue where smoke mortar projectiles would sometimes be left in the world after detonation.
  • Fixed improper player level colors in the scoreboard.
  • Fixed the round start music from playing during the Tutorial Level when you respawn.
  • Fixed an issue where fire support reminder and available lines would play during the Tutorial Level.
  • Fixed an issue where the Nvidia Highlights button would not be hidden in the game menu when set to to not activated.
  • Fixed a startup process for Nvidia Highlights which would prompt some users to give permission to Nvidia to record highlights.
  • Fixed an issue with the fire support indicator which would prevent it from showing under certain circumstances.
  • Fixed an issue where key action hints and Lesson hints would not show the correctly bound key if the user selected the alternative toggle or hold version of the default action.
  • Fixed a typo in the advanced video settings.
  • Fixed an issue causing foliage in certain maps to be overbright.
  • Fixed an issue where the vaulting prompt icon would not show.
  • Fixed multiple issue with the video setting menu in regards to resetting and saving behaviours.
  • Fixed a localization overflow issue with the matchmaking progress UI element.

Gameplay Improvements

  • Versus Firefight match length adjustments:
    • 4 rounds total.
    • Team swap every 2 rounds.
    • Win limit 3 rounds.
  • Reduced the number of fire support rounds fired for:
    • Explosive Artillery
    • Smoke Artillery
    • Chemical Mortars
    • Explosive Mortars
    • Smoke Mortars
    • Rocket Barrage
  • Reduced vehicle usage in Push to only spawn one vehicle at the start of the round, and another if the attacking team runs out of waves while still attacking the first objective.
  • Vehicle impact deaths should now trigger the gruesome death VO response.
  • Slightly increased overhand grenade throw range.
  • Lowered the density of glass to allow for easier bullet penetration.
  • Reduced vehicle glass health slightly.
  • Disallowed players to jump while priming and throwing grenades.
  • Smoothed out transitions for third person strafe animations.

AI Improvements

  • Bot “zeroing in” now begins when they start firing at their enemy, instead of when they first see an enemy. This fixes bots becoming too accurate too quickly, resulting in unfair and unpredictable deaths.
  • Increase accuracy of bots when they are “zeroed in”, ensuring they always kill a player they have been aiming at for long enough.

User Experience Improvements

  • Auto profile in the video setting menu should now be more accurate when suggesting video settings for the player.
  • Automatic benchmark should now run propery the first time the game is run.
  • Admin menu should now list the correct map names.
  • Updated the server browser caution message to better inform players of differing experience when playing on unofficial servers.
  • Updated translations for all supported languages with various bug fixes and improvements to the localization.
    Map Balance & Fixes

Hideout

  • Reduced memory footprint for loading static meshes.
  • Fixed players able to hide in some large scatter rocks on Push Security A.
  • Smoothed out bot navigation.
  • Increased number of bot cover positions to eliminate potential AI spawn issues.

Farmhouse

  • Reduced memory footprint for loading static meshes.
  • Fixed spawn camping issues on Security Firefight West spawn.
  • Restricted access for an out of bounds area.
  • Adjusted vehicle insertion path on Checkpoint Insurgents.
  • Fixed several minor issues.

Refinery

  • Reduced memory footprint for loading static meshes.
  • Fixed fence materials.
  • Fixed an issue where the player had to jump at the top of the stairs.

Summit

  • Reduced memory footprint for loading static meshes.
  • Adjusted Push Insurgents and Push Security restricted areas.
  • Reduced particles on the main Market street to address performance issues.
  • Smoothed out bot navigation.
  • Adjusted insertion vehicle path on Checkpoint Insurgents.

Precinct

  • Reduced memory footprint for loading static meshes
  • Fixed a bug where player could vault through an awning.
  • Fixed a restricted area so players won’t think it is a flank on Push Insurgents.
  • Adjusted restricted areas in Firefight East, Push Insurgents, Push Security, and Skirmish.
  • Fixed several minor issues.

Crossing

  • Reduced memory footprint for loading static meshes.
  • Fixed an issue with a supply cache on Checkpoint Insurgents.
posted in Insurgency: Sandstorm Pre-Order Beta read more

Hey everyone. Today we are releasing another hotfix to address some of the issues from yesterday’s major update. See the full changelog below and enjoy.

Stability Fixes

  • Fixed a potential crash due to animations.

Bug Fixes

  • Fixed an issue where users with non-english language operating system settings were getting a mixture of English and their operating system language in-game when set to English in Steam.
  • Fixed an issue where ragdolls would no longer perform their ragdoll animations and always consider themselves to have been shot in the head.
  • Fixed bots being forced out of their counter-attack vehicles.
  • Fixed cosmetic issues with suicide bombers.
  • Fixed missing composite LODs for the suicide bomber.
  • Fixed missing physical assets for the suicide bomber.
  • Fixed suicide bomber holding a knife instead of the IED detonator.
  • Fixed an issue with suicide bombers spawning inside counter-attack vehicles.
  • Fixed an issue with loading hints getting scaled incorrectly.

User Experience Improvements

  • Pre-order and submit feedback links in the Main Menu will now open in the Steam overlay instead of an external browser.

Known Issues

  • Minor hitching in some areas of ‘Precinct’ on minimum spec PCs. This will be addressed for launch.
  • Getting killed while vaulting can cause animation issues on respawn.
  • Doors can appear desynced for certain clients after a map change on community servers.
  • Competitive matchmaking has been removed temporarily to improve user flow. It will return before launch.
posted in Insurgency: Sandstorm Pre-Order Beta read more

Hey everyone. Today we are releasing a hotfix to address some of the issues from yesterday’s major update. See the full changelog below and enjoy.

New Content

  • Improved suicide bomber model.
  • Added Summit back to the list of available matchmaking maps.

Stability Fixes

  • Fixed a potential animation related crash.
  • Fixed a potential crash caused by deploying bipods on surfaces.
  • Fixed a potential crash when weapons are equipped.

Bug Fixes

  • Fixed a bug where the suicide bomber in Checkpoint would be invisible.
  • Fixed multiple UI elements that would overflow in languages other than English.
  • Fixed an issue where objective letters were sometimes mis-translated in languages other than English.
  • Fixed an issue with loading screen hint alignment.
  • Fixed an issue with the Customize menu where clicking on a cosmetic variation made it disappear.
  • Fixed an issue with the Gunship call in sequence in the Tutorial Level.

Map Balance & Fixes

  • Hideout
    • Adjusted restricted area for objective F on Checkpoint Insurgents.
  • Farmhouse
    • Removed spawning positions near Checkpoint Insurgents vehicle insertion point.
  • Crossing
    • Moved several supply crates and objective weapon caches to fix collisions with nearby objects.
  • Summit
    • Fixed lighting issues on foliage.

Known Issues

  • Minor hitching in some areas of ‘Precinct’ on minimum spec PC’s, will be addressed for launch.
  • Players with an operating system language other than English who also run the game in English will experience issues where only parts of the game are translated. We will be releasing another small hotfix soon to address this.
  • Getting killed while vaulting can cause animation issues on respawn.
  • Doors can appear desynced for certain clients after a map change on community servers.
  • Competitive matchmaking has been removed temporarily to improve user flow. It will return before launch.
  • The suicide bomber will occasionally spawn with multiple overlapping cosmetics.
  • Certain loading screen hints may be scaled incorrectly.
posted in Insurgency: Sandstorm Pre-Order Beta read more

Hello everyone. Today we’re releasing a patch to address feedback we’ve heard from the Insurgency: Sandstorm community in anticipation of the start of the game’s open beta weekend (which runs from Friday, Dec 7 – 5PM CET / 8AM PST to Monday, Dec 10 – 6PM CET / 9AM PST).

The highlights below represent a small portion of the 1,000+ changes to Sandstorm from the last update, but shouldn’t be considered a full change log. We expect to release a full list of changes sometime on Friday. We look forward to your feedback and we hope you enjoy the beta this weekend!

New Content

  • Precinct map.

  • Added Crossing back to the list of available maps.

  • Mercenary voice option for Insurgents.

  • Training Level in the Tutorials section.

  • Improved character models:

    • Refitted, reoriented, and further detailed gear with items like flex cuffs, duct tape, paracord, glowsticks, punch knives, etc.
    • Added new backpacks. Light and Heavy Carriers now have an associated backpack unique to each faction.
    • Added thigh holster and thigh pouches for Security depending on Carrier.
    • Thickened Insurgent character proportions.
    • Reweighted characters, resulting in more natural movement.
  • Localization for all supported languages.

  • NVIDIA Highlights support. To activate, go to Settings and it will be under the GAME tab in its own section. To open your saved NVIDIA Highlights, click the Highlights button under History from the main-menu or the dedicated button in the in-game menu (when pressing Escape). Please make sure you are using GeForce driver 417.22 or later.

  • Credits in the Main Menu section.

  • Temporarily removed M005 to be redesigned and added back as soon as possible post-release.

Optimization

  • Pawn reuse system: Characters are no longer destroyed and recreated but instead hidden and teleported to the correct location on death and respawn. This vastly reduces any gamethread hitches on spawns and objective captures.
  • Cosmetic pooling system: Appearance items are cached in one of two pools, one for alive characters and one for ragdolls, meaning logic for cosmetics only ever needs to be initiated twice. This creates substantially less hitching caused by cosmetic logic.

Stability Fixes

  • Fixed crash related to receiving voice data while loading a map.
  • Fixed a crash that would occur when changing resolutions while rendering the SMAA 1x anti-aliasing shader.

Bug Fixes

  • Fixed melee attacks going through walls.
  • Fixed scope pictures not taking super-sampling into account.
  • Fixed the fade out upon death not being propagated to other players that are spectating the dying player.
  • Fixed issue where shell ejections would not appear on suppressed weapons.
  • Speed reloads now correctly deduct weight from the player.
  • Disabled melee when interacting with a grenade.
  • Fixes for potential weight and stamina desync.
  • Fixed bipod clearance not being rechecked during a stance transition.
  • Fixed bipod view when watching a player in spectator.
  • Fixed issue where some menus would stay on the screen between map changes.
  • Objective and teammate opacity settings will now be saved between sessions.
  • Added a one second delay between chat messages to prevent chat flooding.
  • Fixed reloading looping when spectating a player using a singly-loaded weapon (shotgun/bolt-action rifle).
  • Fixed spectator not allowing you to move in the freecam if you were previously assigned to a team.
  • Fixed weapon switching not correctly showing the weapon in spectator.
  • Fixed the FOV of low quality scopes in spectator.
  • Fixed suppression from rockets occuring after projectile had exploded.
  • Fixed magazine not appearing on weapon when interacting with underbarrel grenade launcher.
  • Fixed third person mesh for underbarrel grenade launchers not showing weapon upgrades.
  • Removed in-game menu being bound to keypad plus (+) by default.
  • Fixed crash when joining a server in the process of changing maps.
  • Fixed disconnect that occurs when transitioning to the same map that was previously played.
  • Fixed issue with not being able spawn after being a spectator and joining a team.

Gameplay Improvements

  • Added audio cue for close passes from rocket projectiles.
  • Reduced suppression radius of rockets.
  • Added “Chemical Gas” spotted VO.
  • Added “Ask Status” VO after capturing an objective with teammates.
  • Increased Minigun Support hover time from 30 seconds to 40 seconds.
  • Increased Gunship hover time from 15 seconds to 25 seconds.

AI Improvements

  • Added shotguns to AI loadouts.
  • Added “Path Skipping” and “Dangerous Corner” detection to AI drivers, allowing them to drive much faster without crashing.

User Experience Improvements

  • All menus now have detailed explanations of settings and options.
  • Added options for disabling View Bob and Camera Animations.
  • Added separate sensitivity scale options for each zoom level.
  • Added direct connect by IP option to server browser.
  • Voice muting can now be chosen for individual players or an entire team.
  • Muting a player will now mute their text chat.
  • Spectating a vehicle in third person will no longer lock the rotation of the camera.

Visual Improvements

  • Improved shading for sunglasses with added support for translucency.
  • Implemented a new hair shader and added multiple hair color variations.
  • Players that have died in vehicles can now be dismembered.
  • Reduced ghosting artifacts caused by translucent geometry being composited into the frame before the temporal anti-aliasing algorithms have run.
  • Updated the flash bang effect to display an after-image of the moment the player got flashed.
  • Reduced the chances of camera clipping when viewing the world from a ragdoll’s perspective.
  • Polished multiple weapon models and textures for M16A4, M16A2, M9, AK-74, M24, L85A2, Mk 14 EBR, M249.
  • Added new C79 scope model.
  • Updated textures for AK foregrips.
  • Added belt link ejection for M249 SAW.

Map Balance & Fixes

Hideout

  • Optimized assets to reduce memory usage.
  • Reworked HLODs to reduce draw calls.
  • Reduced particle effects to improve performance and readability.
  • Did an interior lighting pass to improve readability and performance.
  • Fixed numerous gameplay and visual issues.
  • Made various visual improvements.

Farmhouse

  • Optimized assets to reduce memory usage.
  • Reduced particle effects to improve performance and readability.
  • Reworked C objective on Push Insurgents scenario.
  • Fixed numerous gameplay and visual issues.
  • Made various visual improvements.

Refinery

  • Optimized assets to reduce memory usage.
  • Reworked HLODs to reduce draw calls.
  • Reduced particle effects to improve performance and readability.
  • Made various gameplay adjustments to improve Push Insurgents scenario.
  • Made various visual improvements.

Known Issues

  • Getting killed while vaulting can cause animation issues on respawn
  • Trees in the Summit map have broken lighting, so we have temporarily removed the map from matchmaking. The map is still available for play on community servers and in local play. We will reintroduce the map to matchmaking as soon as this is addressed.
  • Doors can appear desynced for certain clients after a map change on community servers
  • The competitive Firefight matchmaking has been removed temporarily to improve user flow. It will return before launch
posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

Nobody is going in with the intention of being dishonest with our audience. Creating a video game isn't a paint-by-numbers process. You're not following a recipe that has pre-defined steps. You're making something brand new, that nobody has made before. You go in with a list of features you want to put into your game, sometimes tackling things you've never done before in the hopes of satisfying your audience.

A lot of your original intended features don't work out, either because they don't feel great when they're in the game or they're too difficult to implement. Everyone remembers the features that were talked about and cut, but nobody remembers the ones you added and never announced during the origination of the project. For us, it's important to involve our community, as we support our games long after they're released. The original Insurgency got 3 years of free updates; none of which were promised when the game was conceptualized.

On this project, like all of our projects, we did a lot of our development out in the open. We tried to update the community on where we were with development every time we made major changes. That feedback has been extremely helpful and has led us to a lot of positive changes and new features over time. I don't think that process should change. I know it's different than some big games that announce after most of the work has been completed and use beta tests as marketing tools, but for us, it's important to maintain that feedback loop.

We appreciate everyone that has helped contribute to the game's development so far. We want this game to succeed as much as you do.

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

We've made a lot of balance changes based on internal testing and community feedback during all phases of the Alpha/Beta which have effected TTK. Everything from tagging to armour to ammo to player speed and more has been adjusted. We'll continue to adjust based on player feedback, but there's certainly no clear community consensus judging by this thread and all the others we've seen.

The Insurgency series has always had a unique gameplay style and we'll continue adjusting to make sure everything feels right.

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

Sorry. We try to respond in as many places as we can. Right now the communications team, like the dev team, is busy prepping for launch.

We've also been busy doing more testing today, and there will lots of bug fixes, balance changes and optimization changes with the next patch. We generally avoid posting patch dates, but we'll release updates as soon as we can. The entire team is in crunch mode right now and we're as anxious as you are to show you what we've been working on.


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