I play this game because of the sound design and team coop, nothing more. This makes me happy. It would be high time though, if the developers just stopped claiming bold nonsense like "our hardcore game honors skilled players", because nothing could be farther from the truth.
Isn't one of the marks of a skilled player knowing where the objectives are?
My main issue is that less-skilled, new players don’t seems to grasp the concept of an ‘objective’.
I mentioned this before, but if they could have an intro announcer like in Source, that may help a little bit.
Hideout is just a mess of a map for TDM. More-so the portion of the map being used for TDM.
There's too many sniper locations that aren't easily countered, all the flank routes are wide-open and can be managed easily by a sniper or lmg.
The middle of the map is split in half by a wall that makes it way too easy again to watch and stop any incoming attacks.
Overall the map is just not enjoyable and I end up bored sniping at easy targets since they have to walk past an open road with no cover. It's not fun, it's no dynamic, there's no good routes, there's no rotations, it's the epitome of what not to do when making a TDM map.
Change your settings a few times, V-sync on/off, anti-aliasing on/off. Etc.
Little tedious I know but it was happening to me and randomly changing a few settings got the game to behave.
Aside from that, I would say to verify file cache, which I know you probably already did but just in case.
One spot you can look at is, “Mountain” (Market) at Hotel. The inside, stairs from the main room.
I’ve tried shooting an RPG into the stairs from the main bottom floor and it just turned to dust.
Not sure if it’s a range thing (like it won’t detonate at close range) or if it’s not working as intended.
I feel the game needs better direction for new/casual players.
I play a lot of Firefight and it’s really annoying to see the last guy in the middle of nowhere and you can tell he’s got no clue he’s last, no clue what capping an objective does or the concept of the game mode in general.
The game should do what was in Source and have the announcer tell you the general idea of Firefight:
“Okay, we need to get in there quick and capture these objectives. Each cap will bring you guys back. And hey! Watch out for that timer! If it goes to 0 and they’re holding 2 objectives, it’s over.”
As well as a counter to remind players how many are left similar to Rainbow Six Siege.
I would prefer this to be in text, but say if half your team is gone, an audio prompt will go up from the announcer: “Hey! There’s not many of us left!” Something quick and easy to bring on the (ins)urgency of the situation.
I really would love to have the option to set Vault as its own key bind.
There’s way too many times where I get caught vaulting on low objects that I can normally jump over, but even though the vault prompt isn’t there, the game still registers the jump as a vault, getting me killed.
Also times I just hit jump near objects, and it forces me to vault over a window or out of cover.
I agree but I do feel something has to be done. It's too harsh now for how Insurgency should be played, but I don't want to entirely throw out the side of the community that likes the current suppression effect.
It really should be limited to those certain specific circumstances while not getting in the way of the fast-paced gameplay we've come to expect from Insurgency.
If we can't have the suppression effect we had in Insurgency 2014, then I feel a compromised-hybrid type suppression system would be the next best thing.