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

Stuttering will be fixed. Running -> Aiming is ok. I dunno about walking (or fast walking) -> Aiming speed. Wall -> aim is ok if shorter weapon can have advantage on it.

Keanu Reeves just lower guns then shoot right away. It's not hip fire -> ADS but idle (lowered) -> ADS. Wish game would lower their guns and not hip fire until they raise to ADS and shoot.

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

I used UZI, MK18, G36K, M4A1, AKS-74u, and other short weapons to see the recoil.

They were higher than expected. Even in small caliber.

The crouch/prone recoil have no problem, but stand recoil have alot.

Also, semi-auto is not great than auto in stand up.

If I shoot SKS, then first bullet goes, gun goes up, and sinks down to 1/4 of original shot. If I semi-auto shoot 5 bullets in SKS, then I have to drag down individually by each shot. If I auto shoot, then I can just drag the gun down.

Maybe increase vertical recoil when people shoot fullauto about 10 - 15 bullets in 5.56 or 5-15 bullets in 7.62. Maybe Increase gun sinking in semi-auto.

Firearm should have overheat problem if they don't have fore-grip or bipod.

posted in Insurgency - General Discussion read more

Sound, animation, guns, gunplay, and maps are good in EFT.

Hitreg, server, armor - gun balance, peeker advantage, and performance are still rough in EFT.

DEV made constant updates, and they are releasing 0.10 in next Tuesday.

But IMAO the game mode is too hardcore for me. You have to escape Scavs and PMCs and reach to other side of map without dying. You lose all your gear when you die. I play lonewolf, and it is very hard to complete tasks even with hatchling run. Some even complete task before you and disconnect immediately (some quest item spawns are random). You die instantly when you make sound, but you die when you listen and they just peek at you. People who have tasks can kill others easily, widening the gap between task levels. Wish there was teammode + contract war unlock system.

I played contract wars and insurgency 2. Both are good, and I miss them. Insurgency Sandstorm is a break for me. The gunplay is ok, gamemode is good (coop, but pvp is half half), but I'm waiting for mod support.

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

Similar to small skirmish.

What about pvp gamemode when there's multiple supply point in map, and when people die with expensive equipment, they lose all stack of cp (customization point), and have to replenish it in other supply point. Respawn will be on supply point.

When enemy destroyes the supply, the team will lose portion of 'team supply' point. When they lose all of the points, the team lose the game.

The team can't just bring pistol to save cp because they will lose their supply points, but they can't bring expensive equipments because they know they will lose greatly if they die. Risk and return.

They should also do it so they can take enemy's weapon and armor when they kill it.

They should also allow commanders to use support commands, but in cost of cps (or team points).

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

Add blunt damage and fragmentation damage to armor. It will nerf it.

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

Command supports are useless in offensive situation except auto-target supports that targets enemy at near area. Checkpoint transition is too fast.

Supports are used in checkpoints and they are safe because everyone can stay in building and hold for 1min and 30 sec. No penalty for spam.

AI's spawn mainly in one direction. They do not flank often and they always shout or scare when they see players in their sight. I can soundplay and pinpoint enemies behind my back and shoot before they shoot me. They should be more quiet and kill players that do not watch their side. Players should listen to AI's gunfires, mumbles, and footstep, not their shouts most of the time.

AI should hard flank to attackers attack points. They should spawn in multi - areas and hold buildings as attackers approach. They should not all follow attackers' gunshots and scout out forward to all players. Some should hold in buildings, some stop when they hear gunshots, and some should scout to flanks and fire attackers (maybe add one silencer or two).

Not all AI should hard breach in checkpoints. They can just open and do limited breachings at door and shoot players. They can chuck grenade (no molo) and smoke/flash outside to windows. They can go around the check point (that team is holding) and do suppressive fires to walls and windows.

Maybe, make it so no AI will hurt from their own support calls. Only in coop.

Gunner should not get out when he's being fired or shot.

More AI snipers.

Maybe random spawn AIs at the roof and let it shoot it from above (buildings are mainly 1F -2F but almost no ladders to rooftops).

More RPG.

If there's thin metallic wall (with smoke), sometimes AIs will not go around but go directly to insurgent (to wall). Saw it when I spectated insurgent wiping out all US AIs because of that.

Decrease time duration on IED explosion triggering. IED AI should shout as he explode, and no allah akbar (mod can do that).

There's feature in insurgency 2 custom mod server where if you don't shoot IED's head, IED will still explode in dead body.

posted in Insurgency - General Discussion read more

When you reload empty mag
You can shoot before you pull the chamber
When you reload semi-loaded mag (Normal/fast reload)
You can shoot before you put the mag in.
Keep clicking as you reload.
The save point is eariler than last stage of reload.