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At times I have too much knowledge of guns.. to the point of it ruining movies and shows for me lol

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

You get stuck in a perpetual "falling" in the spot, and therefore can't climb out or use any weapon to kill yourself to get out of it
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posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

You can't use headshots as a reasoning for weapon being good in Sandstorm.. literally EVERY weapon in the game oneshots to the head, it doesn't make any weapon good because of it in all other facets.

@AMURKA you seem to have misread it, not 40 round mags, with 20-rounders...

@ctbear1996 it doesn't have AP rounds no, they too out AP rounds for every weapon other than bolt action snipers recently

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

MP7 pre-nerfs was a bit OP when it came to actual damage it did, but it had too much recoil, nerf happened to both it's damage and the removal of AP rounds for everything except bolt action rifles and it ended up being more or less forced to always have a 40 round mag unless you wanted 1 or 2 kills per mag in it's current state.

On unarmored targets currently it's more or less perfect, but the second there's armor in the picture it becomes a bit of a regret to have brought in the loadout, exactly the opposite of what the weapon is designed to be in real life. If it's not gonna fit it's purpose-made design, might as well just replace it with a CZ Scorpion Evo 3 A1, or a P90, or even a Kriss Vector (in 10mm to make it a bit easier to balance).

As it's a weapon that at the very most is used by 2 players in a match, it's not really a horribly OP overall presence when everyone else is using the G3 or M14 and dominating lol

posted in Insurgency: Sandstorm read more

@chaton Nice one, now we can have more beards and such! Hopefully much more expanding on character customization, like making the ear-pro a separate category like eyewear is, maybe adding options to have balaklava + headgear options etc

edit: oh yeah, and more gun-variety for classes plz 😉

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

@ronmose that would only give you a 1 to 3 round-count accuracy by looking at the ammo, obviously getting an idea of the weight of it too, but for weight you might as well leave it in the gun to not inconvenience yourself at a bad time

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

@ronmose in Sandstorm you shake the gun and lift your ammo-carrier, that's about as much of a detailed way we'd need.. hell I've done it in real life to get an idea of ammo left, and it more or less works

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

These are insurgents.. not Russians. They base it on what is commonly found among insurgents in the middle-east and eastern europe. So it's not unlikely to find insurgents with 1987-model ACOG's

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

They made it a weight-estimate system for a reason.

There's also no PMAGs in the game, so.. no, system works fine as is

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

The "local play" mode gave me ideas as to extra modes that can be added, to give folks that "singleplayer fill" they may be lacking from the "on hold until further notice" of the campaign.

So it came to mind having types of challenges style modes, with varied gameplay, that would also allow for further utilization of the game's mechanics.

The first mode that came to mind was a type of "rambo" mode, or rather "Hotline" mode (as it's easier to explain it via using Hotline Miami as an example):

Hotline mode challenge

  • You start without a weapon (only have melee)

  • Bots have weapons, but only one mag's worth of ammo, you can kill them and pick up their weapon to use it against the other bot, so the more they use their weapon before you kill them, the less ammo it will have when you get it.

  • IED-bots also in the mode, so if you're out of ammo, you're gonna have to be clever to kill them with melee

  • Cleared in stages, like Push, to get a sort of "checkpoint" or respawn area

  • Most bots will be placed in more or less stationary locations until they spot you or hear you within a certain range, some will patrol, and as you get through the stages, it may ramp up in terms of weapons they use, or how many are "special" bots (like IED-bots)

Adrenaline mode challenge

  • Gotta keep killing, can't stop killing, need to kill kill kill!

  • Think the movie "Crank" as a general concept to explain what it is

  • You have a certain amount of time before you need to get a kill or you die/lose, or maybe it uses a bar you fill up (like that commander/observer bar) and the more you kill the faster it fills up, if it reaches 0 you're dead.

Training-mode style challenges

  • Modes that are relevant to learning the classes and learning to play

  • Long distance shooting

  • Vehicle utilization, driving, using the gun in the back, shooting out of vehicles, shooting as the driver, etc

  • Trigger-discipline training, aka avoiding friendly fire

  • Killhouse/shoothouse training, learning to clear buildings

  • Stamina conservation training, combined with bipod/weapon-resting training

  • Anti-vehicle training (the ways to take out technicals, helicopters, drones, etc)

  • Using the environment to your advantage training, explosive barrels, burning cars, etc for hard-to-see/hit targets

These are just some that came to mind while playing Local play vs bots, fun things that could be added to it to give it a more prominent role and function. Teaching how to play at the same time as being fun, and letting folks get used to maybe using weapons they've never used before etc.


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