The new update in sandstorm screwed over the audio. There is way too much bass, especially whenever you are shooting in the wide open. The guns' audio has lost its distinctness due to the amount of lows applied to it. The first person gun shots now sound like third person gun shots, and it sounds horrible compared to yesterday. I'm sure that many others and I would prefer reverting back to the original sounds or adjusting it. Other than that, this update is nearly flawless, and has improved the game in nearly every way. Keep it up NWI.
I was just customizing my characters, when this happened. It works online as well, as I tested on coop. At least we know the full face of the insurgent player model now
I think that unarmored people should die in one shot. Both the AK's and M4/M16's take two shots to kill, the same amount as light armor, which makes no sense if they were trying to buff armor.
-make unarmored people ohk
-light armor should be two shots
-heavy armor should be three, max.
Oh, and also, make people actually slow down and get tagged when hit, that would probably make the practical TTK much higher as well.
Keep in mind that this game is supposed to be a balance between realism and normal FPS gameplay mechanics. Let’s give you he benefit of the doubt and say that RNG does somehow give a sense of realism to any game. It still wouldn’t matter, as the devs are pushing forward that they want this game to be competitively viable. In order for it to be competitively viable, it has to stray as far away from RNG as possible. Imagine your money being on the line. Would you want to bet on a game in which one of the core aspects of it has RNG? I know that removing RNG would take away from the realism aspect somewhat, but it’s a sacrifice well made. (even then, they could just do option A to avoid this whole process, but that would be letting go of quite an interesting game mechanic)
And how is the skill ceiling raised from making it easier to sprint and shoot?
Having a somewhat reproducible pattern introduces another way the player and game could interact with each other, and that's what a skill ceiling is -- how many ways a game mechanic could be played with.
The maps are SO DAMN SMALL that sprinting around is usually out of impatience more than anything else.
If anything it lowers it as now proper tactical movement is less incentivized
I don't think it feels floaty at all, I dunno where people are getting this from.
That's not what I mean. Proper tactical movement is just as important as it was before. The idea of reducing/replacing RNG in the sways of the gun just allows the player to be able to make killing more consistent. All RNG does it make the gunplay less responsive to the player, which is why people think gunplay is floaty.
Many people, including myself, have felt that the RNG in the gunplay is too high. For instance, the suppsression and stamina sway. There is no real way to really try and counter these things, other than to “don’t get suppressed”, or “stop sprinting then”
While I do agree that these are there to stop players from playing stupid and running everywhere, it does make the gunplay feel way too floaty and inconsistent. I think that NWI should either
A. Remove/dilute the sway of the guns (back to standalone levels)
B. Make the sways somewhat predictable. (ex. whenever you are out of stamina, instead of randomly swaying, they should make it consistently and rythmically move up and down, as to represent the player breathing extremely hard. )
In my opinion, it should be option B, as it does technically raise the skill ceiling, but some people might see it as “taking away from the authenticity of the experience.”
In any case, I really appreciate the hard work that NWI has put forth. Keep it up guys.
You can press prone and alt to silently move while crawling, while still maintaining the same movement speed. I'm pretty sure that they just forgot to implement this, cause it would be pretty unfair to leave it like that.
Also, this has probably been said before, but I'm not able to hear my own footsteps sometimes.
Ballistics, are they really a thing?
Yes they are. On Crossing, if you look at the sun-sided cache (the one farthest from the town) there is a sniper's nest that can be seen from like half the map. I was able to get a shot in there from like 300-400m, and I think I had to raise it up by like 1/2 to 1 full dot with the M24, and took like half a second to get there. So yeah they do, it's just that the bullets have a really flat trajectory. As far as everything else goes, I agree, especially with the explosives. Their radius seems to be much smaller compared to INS2.
I was noticing how everyone was complaining about the TTK to the game, and I was just thinking of a new idea. It does sound kind of stupid, and may or may not fit the pace of the game, but I just gotta get it out anyways.
Let's say you got shot in the arms. That would increase the recoil and sway of your guns. If you were shot in the legs, you would start limping, and whenever you would ADS and move at the same time, you would start "bobbing" up and down. If you were just shot in the chest and survived, you would just sprint/move slower or something of the sort.
I know that this sounds complicated for a game of this scale, and would better fit a milsim type of game, but I guess I was just tired of the people debating the TTK. I feel this would be a good compromise, cause it doesn't entirely add back the lethality of the OHK to the game, but it still punishes you for getting hit.