Still a problem, although it now also gives me a cool circle that completely blocks what I'm shooting at. https://steamcommunity.com/sharedfiles/filedetails/?id=1709160802
Well, at the end of the day, it's a video game, and it's nowhere near realistic in many cases, so choosing to be pedantic about certain things like terminal ballistics is not really helpful to the overall experience.
All other factors aside, the FAL is head and shoulders above most other guns, and that means that players choose to either take the good gun, or take a less good gun because it looks cool.
This is not a good situation for a tactical shooter, having 20 guns is meaningless if one is dominating the others as far as utility.
I miss the tension and immersion of Ins 2014, where even an M16 direct hit on an unarmored target can kill in one hit, it made everything feel important and made mistakes something that had an immediate penalty for me.
Now, I basically run around quick scoping everyone, on burst or just dumping rounds on semi, to get the effect necessary.
It's watered down what made Insurgency good, without really improving the accessibility or reducing the skill barrier to new players getting used to the game.
Can't wait to mod the damage back up to lethal levels and see how it plays.
I just had a situation on... Well, I forget what map because they all look identical.
But I was in a room, covered down during an assault, and stepped out. I'm on a roof, crouched down, and start moving forwards.
As soon as I get about 2 meters from the door, still well back from the edges, a molotov comes from behind me, around a corner, and lands directly on me.
I'm all for bots throwing explosives as a zoning or searching fire, but stop making it a goddamn artillery computer that hits me every time from impossible angles.
On my Very Not Fun servers, I stripped the game down to 4 classes, and 6 players. It made things way more streamlined, we could move as a death ball or split into 2x 3-man fire teams. 8 would be good if there was any sort of teamplay mechanics in this game, but given how the best way to play is to rush around and solo cap, having fewer players can reduce the annoyance of that.
Yeah, I got those, and I've made a little tool to spit out a YAML schema of the config files and sections.
I'd just like to have a better source for the info, especially since there are a huge number of variables that Circleus found by hex-dumping strings from the EXE.
Having the variables in some sort of machine-readable format would greatly simplify server admin tools, mod making, and building custom servers to the level we did in the Source version.
Competitive should have been handled like Ins 2014.
The game was released, a number of updates happened, and a community coalesced around the game once it stabilized.
I can't imagine taking competitive seriously given the current state of the game, and the low player counts are only going to make the experience of competitive frustrating and off-putting for an already small player base.
I can definitely see this game being better as a competitive shooter than Ins 2014, but the baseline game experience needs to be tightened up and the player base brought back before competitive will be viable.
Ideally, coop score should reward good coop gameplay.
Things like assists, killing bots shooting at teammates, and a bonus for players working as a team would go a long way to fix the running ahead.
The problem is that the game rewards running ahead and solo capping, but off map support takes a very long time to appear, so we now have a situation where a commander can't effectively use support due to other problems in the game design.
If it was like Insurgency 2014 and had no commander, then this wouldn't be as bad, but the combination of rewarding rushing and slow, inaccurate support options make the experience of being a commander in a public server hot garbage.
Honestly the technicals are so imbalanced in the AI hands that I would just remove them from coop for the time being.
I think there are two ways technicals could be used by AI to great effect, without making them oppresively overpowered.
First, to act as a screen against flanking players, so the technical moves the base of fire for the bot team in response to players moving around them. This gives the bots the ability to maintain fire superiority even as they lose members, and give the demo player a good reason to stay close to the team.
Secondly, to hunt down stragglers who run off on their own, so that anyone who takes off as a lone wolf gets caught out by a superior force.
I think that using the technicals as an additional threat piled on during counterattacks is actually super annoying, as there is already a swarm of bots to contend with, and having an X-ray machinegun that can kill players anywhere inside a building is just bad design.
I'm working out a list of the mods that we want to make, and setting some priorities around which ones to start with.
Naturally, we can't do anything until the actual mod kit is released, but I'm hoping to have a backlog of items and some general idea how they'll be designed so we can hit the ground running.
Any feedback or suggestions are appreciated, thanks.