Yes, happened to me in coop a couple of times too. one time with another player and one time all by myself.
I was not sure if it was a punishment of some sort, if it was, there was no indication and I didn't do anything to deserve it really.
but yeah, happened to me too.
@planetcanada I feel kind of the same.
I love sandstorm but i admit it dose feel a bit, well, shall we say more streamlined than the original.
But this is not necessarily a bad thing.
This attracts more new players (which is good) however some of them are not who we, the more tactical mature gamers maybe, would like to have (which is bad).
As with everything in life it's a matter of balance and compromise.
I think (and hope) as the game releases you will have dedicated servers options that would cater more for us
with strict admins.
It would be cool if these new players will create their own "crazy" servers, like FFA pistol only or knife only TDM
I don't know, let them what do I care? more players mean NWI have more money. which is good for us.
I agree that it's too dark in some places.
There is no HDR and the AO is way too strong.
But adding sliders is problematic for exploits.
One can play in a very dark setting while the other on a rigged high brightness low contrast setting
that actually mimics night vision.
The answer is fixing the AO. maybe reduce the radius and for sure the intensity.
Add an HDR effect or fake HDR. maybe not really necessary, would be nice though.
Adding NVG and flashlights is kind of a given imho.
And then these dark rooms will have a meaning in the game.
No sliders though.
yeah about that, is this with Ambient occlusion AO on in the graphics settings?
maybe see how it looks with off
I feel like the AO is way too strong in the game. i currently play with off.
some places you can't see anything and there is no (yet?) nvg or flash lights.
@shields I agree with you with what you say about the players and tactics and all
but personally I don't feel the leaning is broken. I understand this little movement at the end,
from a realistic and technical (maybe?) point of view.
Talking about tactics and solo clearing, the game have imho quite a good stealth mechanic.
Here is a tip if you slow walk you can't be heard. I use it with lean all the time when I go solo in coop or local play
and it works really great (my KD ratio for example doubled itself).
leaning dose not feel broken to me, again just a bit of practice.
Technically maybe they want to add later full body rendering in first person (kind like arma but better you know)
(if you see when you sit in the truck you see your body! also when kicking doors...)
So they need the third person and first person animations to align. there will always be little jitters when you stop moving while leaning, if you want realistic animations.
You know, later people complain the animations are shit.
Coming to think of it, maybe they actually are doing it?
I believe these guys can pull it off.
Can it be better? sure I guess, is it really that bad? no I don't think so.
I rather they focus (pun intended) on other issues.
So like I edited above I agree with you on the Focus. Here is an example,
I was fast walking (or was it sprinting?) to cover and ADS as I was stopping, I acquired the target before I totally stopped
and pressed focus, however it did not start and there was a substantial delay until focus engaged.
I actually had to re press focus for it to activate if I remember correctly
Besides this issue of delay or triggering animations while another animation is playing (or not)
is not fluid. I am not sure what but there are many issues with that (like switching weapons in different states and so on)
Will try to make a new post about
Anyway +1 for focus, I admit when i am wrong
@benz technically you are right but the whole point of using a ready made engine is to save time and cost
so you use it's own systems.
So yes, they could but it would take them allot of time and expertise they might not have (they would need a network programmer who is specialized just in this to write everything from scratch though they might have one I don't know).
UE4 is an awesome engine that is also true but I feel the multiplayer blueprint most devs use is not cut out for this kind of things. And again I hope I am wrong.
All and all before the latest patch it was much better for me so I know it can be better and I trust NWI to give good support
@11-11-11 exactly same here. local play feels really good and coop really not.
So it is indeed some sort of netcode thing and not TTK.
I fear that UE4 is just not cut out to this kind of games, I hope I am wrong
@shields I agree that it's a bit too fast paced. i mean if I compare this to the original insurgency
it feels much more (more, not exactly like) counter strike or r6 siege in terms of speed.
allot of people running around like crazy
After the last patch I have the same problems and it's like 50% of the times.
I often need like 2 or 3 headshots to kill someone
@mr-grim Actually you have several types of body armor.
What the military is using most of the time (in places like Iraq for example) against high caliber rifles like 5.56 and 7.62
is a ceramic vest.
Now a level 4 ceramic vest in theory could stop some slashes or stabs (though it will be broken after a good stab since ceramic vests protect the soldier by that they shatter, absorbing the impact that way, so they actually design to break).
But, the problem with those vests is that you have opening in the sides that you can easily stab through when near the enemy. Kevlar vests are typically against small caliber bullets and are really really bad against knives.
When Kevlar with liquid armor layers will be a thing we can talk again but,
this whole conversation is moot really since if you come to someone from behind you go for the neck anyway
I totally understand what you mean but tbh it's kind of realistic.
You see, when you walk you are not in the best position to fire (especially when leaning which is an awkward position to be in, try it!)
So when you stop walk lean you actually assume the position and hence the little move to the full lean.
I will be hard pressed if you will find even a SF veteran who can lean walk while ADS in a PERFECT shooting position.
With a little practice (like real soldiers do) you will get used to it.
About the other issue, IRL shooting after physical strain you hold your breath.
There is not much point to hold you breath if you move since you won't see any difference since you are moving.
All you have to do if you adjusted your position is press focus again. not that big of a deal if you ask me
and also kind of realistic.
Source, I was a combat medic.
Ok so I actually agree with you on the focus thing. sharing my example in a new post below
After last patch hitreg (or call it however you want) is way off to the point I can't enjoy playing anymore.
It's most felt with sniper rifles but all weapons are affected really.
Almost 50% of the times even a headshot is not killing the enemy even after seeing the blood splatter|
(I need like 2 or 3 headshots when this happens). Sometimes I need 5 sniper shots to a guy center mass
to kill him (with or without armor).
Also a new thing for me (after the patch) is that a guy is killing me even though he was shooting
in a completely other direction.
In local play I don't have any of these issues, so it is something with the netcode I assume. NOT TTK!
Also after the last patch loading assets is not working properly.
In the beginning of a match it takes for the first person guns and third person players / bots for ever to load.
It's actually so bad that even 5 minutes after the match begins some assets still won't load and I see guns running
in the air (player / bot didn't load). I had a few times I git shot and die from an invisible bot.
Same is with sounds, it happens very frequently after the last patch that some gun sounds won't load.
Can be my gun, teammates guns or enemies guns sounds.
Another sound problem is the truck MG that sound from the truck original position even if the truck moved.
Generally in MP the mouse feels heavier than in local play.
I don't really have fps problems or stutter (sometimes but it's rare) it just feels heavy if you know what I mean.
When in ADS switch side arm / main gun won't work, in a hectic fight it's kind of annoying
you can't quickly switch to side arm if you are ADS (died a few times because of this).
Fourth issue (well not really an issue)
Game feels less like insurgency than insurgency and more like counter strike or something.
everyone running around like crazy
Now don't get me wrong I enjoy the game ALLOT, for me it's gotty for sure
but atm after the last patch it's kind of broken and I wish it was a bit more tactical like the old insurgency.
Other than that, great job guys, really!
Region: Middle East. I play in Europe servers with 80 ping on average (would be really nice to have middle east servers:)
Intel Core I7 4790
16 gb ram
nVidia gtx 980 latest drivers
Windows 7 sp 1 64 bit
Internet: 40Mbit download / 3Mbit upload
specifically in this video it might not be an issue and it is really ttk, but I must say after last patch
i experience many hitreg issues. whether it is netcode, hitboxes or something else I don't know.
But I had multiple occasions that I hit an enemy's HEAD, i saw the blood splatter yet he was standing there
like nothing happened. also I had multiple times shooting at someone with no body armor (a tshirt)
in center mass yet he still stood there like i did not hit him.
This (after the last patch) affect all weapons it's just that with sniper rifles you feel it much more.
Unfortunately I don't have any videos but IT'S NOT ttk.