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posted in Insurgency - General Discussion read more

in coop, there should be a 24 slot grenadier.

posted in Insurgency - Technical Feedback read more

bots could be fixed pretty easily.

  • make them spawn far from players, in small fire teams, and have them move in from there
  • drop their accuracy, but increase their firing to increase suppression
  • make their grenade/explosive accuracy reduced to reasonable levels
  • have bots take longer term debuffs from suppression and having teammates killed
  • keep the bots in smaller groups that work together, with a mechanic to split and run if players are routing them

this would solve most of the problems, and make the game more challenging as a tactical shooter, and reduce the random punishment difficulty that makes coop so frustrating.

this game is 75% of the way to being awesome as a coop shooter, if we just had bots that made the game fun and challenging instead of glitchy and making me rage quit for days at a time.

posted in Insurgency - General Discussion read more

To take a page from real life, the easiest way to fix this is to add a ladder sight to the top of the foregrip.

This lets one use the front sight and ladder together to judge distance.

The sextant sight on the side of the foregrip is an elevation-adjustable precision aiming device for grenades, if it's not able to be "sighted in" and adjusted for distance, then it's literally worse than no sight at all, since it blocks vision of the target.

It would honestly be better to simply aim down the weapon sights and guess, rather than holding the gun at port arms and blocking any chance to actually see what I'm shooting at.

posted in Insurgency - General Discussion read more

Once the mod kit is released, I've got about ten game modes and tweaks in the pipeline.

posted in Insurgency - General Discussion read more

@pointy said in Insurgency Sandstorm Server Assistant Released:

Although I have a GitHub account, I don't think i have ever used it. (I should also thank you for sharing your code, some of my personal server side mods were based on your code)

So, put yours up on GitHub and share back 😃

I can help you pack it up and get your workflow tied into Git if you'd like, it's pretty easy and then we can make sure that development continues if you get bored.

posted in Insurgency - General Discussion read more

Map and spawn placement should fix this problem.

Restricted areas are not a solution to the problem of spawn killing and flanking.

Proper spawn distances, and route control, are the solution.

posted in Insurgency - General Discussion read more

Could always upload it to GitHub, and add a Release in there. I kept most of my tools for Insurgency 2014 there.

posted in Insurgency - General Discussion read more

It's practically impossible to get a pick up game to use voice comms.

I don't think discussing grid square subdivisions is gonna work long term 😃

posted in Insurgency - General Discussion read more

Couldn't it work like when a teammate hits 2-3 teamkills, it allows the vote kick to happen then?

Or, once a player kills a few teammates, allow the players who were killed or other players to kick the TKer?

This seems like an easy problem to solve, if we don't just dig our heels in and refuse to admit there is a problem here.

posted in Insurgency - General Discussion read more

Ideally, we'd have NODs, head-mounted IR strobes for identification of friendly forces, trip flares, and white phosphorous grenades.


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