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

@jarple said in Add special distinctions to the classes for co-op:

@lightspeed Yeah shooting out the hinges is cool as well. You'd only get 1 door breaching charge per life/resupply, so it's not like you'll be blowing up every door.

Having the ability to load various ammo into the shotgun in game for a given situation would be awesome. I'll make a separate post about loading special ammo during the game.

I'm not so sure how difficult it would be to implement but it would be fricken unique!

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

@thehappybub said in Add special distinctions to the classes for co-op:

@jarple said in Add special distinctions to the classes for co-op:

i suggested a door breaching charge for breacher

I think this is already a thing. You can mount a c4/ied on a door I believe.

I like shooting out the hinges with the shotgun, works well with normal ammo, can be done from a good distance and it's pretty quick. I would say much quicker then c4 with less risk.

One idea for the breacher class would be to have various ammo for the shotgun that you could load at any time. You'd have to pay for it like having slots or using up points.

Could be specialized ammo with limited quantity like 3 or 5:

  • Dragon Breath ammo to blow up cashes
  • ''Tank'' slug to kill vehicles and penetrate walls

There's actually all kinds of crazy ammo out there for shotguns...

Maybe even make the breaker class a shotgun only class and put the other guns in a few other classes...

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

@thehappybub said in Add special distinctions to the classes for co-op:

@lightspeed DOI had something kind of like this where the different classes had some little perk. That's cool and all. Even though your list is commendable, the depth of each class is so intense that it's basically like different operators in siege. I think it's too much. Something like in DOI would be cool, but I personally don't really care that much.

Ya revisited DOI, forgot they did that! I like what they did there and would be a good upgrade to the current classes.

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

@thehappybub said in Add special distinctions to the classes for co-op:

@jarple if anything were to be added I'd rather something more subtle like the little ammo drop or something.

Maybe with a different game play mode and much more intense and sustained firefights. With the current mode and way things are I don't see a need for ammo drops at all. Maybe in solo play and if you take no ammo with you...

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

@thehappybub said in The Problem With the AI:

@lightspeed said in The Problem With the AI:

They do some cool stuff

What do the AI do that they haven't done in ins2? Now some blow themselves up, which was a thing on modded servers. Now some are placed in objectives to camp them. That's about it.

Not comparing to Ins2, would take too long!

I didn't notice these things in coop as much because everything is rushing and gunning. But when I take my time, play tactical, always going from good cover to good angels, I noticed a few Cool things in solo play:

  • AI throwing a variety of grenades: flash while breaching or while I'm in cover, grenade while in cover or camping, smoke to advance or defend.
  • Taking cover behind vehicles or various walls objects.
  • Flanking, sometimes rushing sometimes walking.
  • Search you out if you camp
  • Setup defensive postions in decent places.
  • About 2-3 scenarios of bot placement, better then only one but would need a lot more to make it more dynamic and fresh every time.
  • If you take your time and take different paths, the game seems different because the bots search you out in various ways making the game feel more dynamic.

I'm not saying AI don't need work, just trying to give props to the devs because they do deserve some. I've already commented a lot about AI and coop improvements that I'd like in various threads so won't keep repeating it for now.

I have enjoyed soloing the most, coop at the moment has gotten too repetitive and run and gun so avoiding until I can have a private game with only my friends.

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

After doing a lot of solo play (killing my AI teamates) and just taking my time to get to each objective, I can appreciate the work the devs have done on their AI. They do some cool stuff and solo gameplay is a lot of fun once you get ride of the AI teamates.

However in the run and gun online coop play, things happen too fast that the AI seem extremely limited. Obviously things are way too easy and predictable at this point.

It'll be interesting to see how things develop in the future...

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

I'll be interesting to see what the next patch brings up and see who the devs are listening to...

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

I'm not sure how much more specialized but for coop I think it would be cool. I do enjoy the differences in R6S, I don't think what I'm suggesting is that extreme but ya it's not for everyone...

Would help to make things more interesting I think...

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

@jensiii said in (To DEVS) Specific movement speed feedback and proposal to fix a split community.:

@thehappybub said in (To DEVS) Specific movement speed feedback and proposal to fix a split community.:

@lightspeed said in (To DEVS) Specific movement speed feedback and proposal to fix a split community.:

War at its realest

People all over these forums seem to be forgoing this in favor of some ill-thought-out balancing requests. Realism should always be the basis of what happens in Sandstorm, after that it can get tweaked if it isn't balanced.

Some people are against realism (and at the same time scream "Go play COD/BF if you want arcade", contradiction?) and play the Squad/Arma-card when realism is used as an argument. But things should still be believable in my opinion. I don't wan't the game to be in the style of Squad or Arma, but the movement needs these tweaks to be more believable.

People are silly, you talk about changing movement and some mechanics and suddenly Sandstorm is Arma and Squad. lol

It's impossible for Sandstorm to be Arma or Squad simply by changing the player movements, whether slower or faster. For argument sake, even with much slower movement, there's not way Sandstorm get's even close to Squad or Arma. There are a million differences so I'm not gonna start...

Will changing the movement so that players are slowed while going up stairs or up hills, make stamina shorter and more relevant suddenly make Sandstorm action-less and boring, I think not!

Will making weight and make gravity have consequences, like hurting your health if you jump out of 1-2 story buildings, suddenly bring Sandstorms action to a halt? I don't think so!

The fact is the devs are trying out what ''feels'' right to them and what balances pvp as far as movement goes and they're also trying to listen to the community. The community all wants something different so it's not an easy task. I guess we'll see what happens...

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

Currently the classes are too similar, let's add some character to them like special abilities. I'm guessing it'll be a nightmare to balance for PvP so just add for us co-op lovers. I have no issues making co-op different then pvp, in fact it would add a lot to the game.

I know a lot of this is similar to adding or taking away weight but it is different. Because the base start of the classes will be different and so how we customize them will be also. How the classes react and act in the environments will be different and so hopefully how we play them also.

I’m not trying to make them too specific or narrow in roles, just trying to add variety. Obviously testing will dictate what is a good balance. I'm trying to respect what I think the various roles are but the devs know more then I do on that.

A few ideas to get things going, a very rough draft, not saying it has to be this way, just ideas to start and to test:

Commander:

  • Special Ability: Call in fire support
  • Less susceptible to suppression from far, more susceptible from close
  • Low-Medium health
  • Low-medium speed
  • Scopes 2X-4X cost less
  • Armor cost less but makes a lot slower
  • Focus last longer but not as long as sniper 7sec
  • Lower cost for silencer and flash hider

Observer:

  • Special Ability: Automatically spots enemy, relates info to commander but not to team
  • Less susceptible to suppression from far
  • Medium health
  • Not as fast as Breacher or Rifleman
  • Good agility
  • Scopes 1X-4x cost less
  • Armor cost less but makes slower
  • Focus last longer but not as long as sniper 7sec
  • Lower cost for extra ammo

Rifleman:

  • Special Ability: Option to see heat signatures while scoped and in focus (can be limited use)
  • Medium agility
  • Medium health
  • Medium speed
  • Scopes 1X-4X cost less
  • Focus 6 sec
  • Bipod cost less
  • Extra ammo and clips cost less
  • Low-medium health
  • Long barrel it's own attachement

Breacher:

  • Special Ability: Short fast sprint ability
  • Fastest class
  • Highest agility over objects
  • Faster reload
  • Medium jump
  • Lower cost for flash, smoke
  • Lower cost for compensators, silencers, flash hider
  • More susceptible to suppression and flash bang
  • No cost for gas mask (security)
  • Access to under barrel smoke launcher
  • Highest stamina
  • Focus 3 seconds
  • Large mags cost less
  • 0X-1X scopes cost less
  • Small- medium health

Gunner:

  • Special Ability: Enemies get much more suppressed, wider area of suppression effect and does extra vehicles damage (trucks, cars, helicopters)
  • No cost to speed with heavy carrier
  • Lower cost to flash hider and compensators
  • Low cost for 0x-2x scopes
  • Make it the slowest class
  • Worst agility class
  • Naturally a little more health
  • Less susceptible to suppression from far, more susceptible from close
  • Lowest stamina
  • More recoil when not in prone
  • Focus 8 seconds with lower recoil while focused and proned.

Demolitions:

  • Special Ability: Automatically spots ennemi RPG carrier (Shows up on compass and/or voice callout) but does not relay to team
  • Less susceptible to explosive damage
  • More health
  • Second slowest class
  • Scopes normal cost
  • Armor cost less but makes a lot slower
  • Focus last longer but not as long as sniper 7sec
  • Medium stamina
  • Access to shotguns
  • Explosives cost less

Advisor:

  • Special Ability: Gives team automatically a 3 second warning before fire support strikes, heli strikes...
  • Less susceptible to suppression from far, more susceptible from close
  • More health
  • Not as fast as Rifleman
  • Scopes 2X-4x cost less
  • Armor cost less but makes slower
  • Focus last longer but not as long as sniper 7sec
  • Lower cost for silencer and flash hider

Marksman:

  • Special Ability: Automatically spots enemies and relays to team
  • Can focus a lot longer then other classes, 10 seconds vs 5s
  • More agility to access higher ground
  • Highest jump
  • Less health
  • Less susceptible to suppression from far, more susceptible from close
  • Less susceptible to flash bangs
  • Armor cost more
  • Lower cost for silencer and flash hider
  • Scopes 2X or more cost less, scopes 1x or less cost more

Add your own, disagree, agree, spent enough time one this for now...


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