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posted in Insurgency - Technical Feedback read more

Just what the title says. Appears to only be in the menu - in-game it didn't look like I had any tattoo when I had None selected.

posted in Insurgency - Technical Feedback read more

I think this might be happening when you respawn while in the loadout selection screen. Will edit this post after I try to repro.

Edit: Yeah looks like this might be the case @Jellyfoosh

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

Every game does that. It's a waste of processing power and dev time to either create assets or render things that won't be seen by the player in normal gameplay. In this case it only happens due to the model's inertia while moving, so it's just an oversight of somewhat of an edge case.

I'm on a regular 16:9 screen, 1920x1080.

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

Doesn't affect gameplay at all, but the front sight and flash hider (on the model, not the attachment) on the Mk14 are inaccurate for that model of rifle. Currently it has a standard USGI combined flash hider and front sight unit, but the Mk14 program rifles have some combination of SEI gas lock mounted front sight (trident/fork or hooded) and either a Vortex or Surefire flash hider (depending on Mod 0 or 1 or in between).

Reference photos:

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

Only noticed on the AKM so far, but when looking down the inertia of the weapon causes the camera to view from an angle where there is no face/texture so the player sees through it.

1_1537136193717_20180916174718_1.jpg 0_1537136193716_20180916174707_1.jpg

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

Currently, the Commander only gets points for kills and assists with offensive fire support, even though the biggest risk and contribution is often smoke/gas support. Players in the Commander role are not rewarded with any cap-related points for providing strategic fire support currently, which can bring them way down the scoreboard even if they assisted capping multiple points with either screening, suppression, or area denial.

Are there plans to improve this? It's disappointing spending a game working hard to position myself for good fire support calls and ending up in the bottom third even though I helped my team capture almost every point...

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

Yeah, I've been noticing this the past few days. The difference between crouched recoil and standing recoil is enormous. I'm not sure what the balance aspect to this even is, since you're a much bigger target when standing. On top of that, IRL you'd have less recoil firing from standing (but much more sway), not that the game mechanics should be dictated by that.

It's to the point with most guns that you can't reliably kill enemies from standing beyond 25 yards if they're even semi-conscious. After the first shot they can just start running and be unkillable or drop to crouched and 5/5 you with a full auto burst because there's so much less recoil.

I get that I can just drop to crouched myself, which I will be doing consciously now, but is that really the meta we're going for?

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

I'm noticing, in Co-op at least, that shooting enemies through thin objects like doors or shelving units seems to do no damage, or at least extremely reduced damage, with a lot of guns. The MP7, for example, should have no problem maintaining a similar trajectory and lethality through something like sheet metal shelves (happened to me last game). Doors should not prevent more than 10-20% damage from all calibers, including pistols.

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

I especially agree with your points on the helicopter support, I was thinking of posting the same thing myself. The helicopters are super OP offensively, but also too easy to shoot down. Making them fly an orbit pattern rather than straight and hovering would make them require skill to shoot down, while also reducing their opportunities to fire on players. Reducing their first-shot accuracy would also help, and give players a chance to take cover when targeted (as well as being more realistic for the minigun, since it's quite hard to aim).

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

Yeah I think I'm with you on this. It's fine if everything gets reset at launch, and none if it matters because it's a beta, but at the end of the day the unlocks and customization are a big incentive to keep players playing the beta, which means more bugs caught.


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