The restricted zones are wildly inaccurate in the Firefight West Outskirts scenario. If you're playing as Security, try leaving the spawn to the right of the back wall of spawn. Even though this path will take you quickly on a valid route to C, you'll get a message that you've left the playable area and will be killed in 10 seconds. The tactical map does not show you in a restricted zone, and the boundary is in a strange, middle of the street spot. I also noticed it on the road leading up to C. In some sections, you'll get the message saying you are leaving the playable area even though you are not in a restricted zone.
Check out 208c2ed2-a5e9-4c98-b2c1-eea51db9811e from Glanton's perspective, last round two rounds of the match.
I've had this happen to me quite a few times in which I am in a competitive queue while using a browser on my other monitor. Everything is normal through the ready check process, the game does the normal count down for preparing server and starting match, but at the end of the starting match timer, it doesn't bring you into the server and start loading the map. The queue timer completely cancels out, and you see "Return to Game" on the competitive gamemode card as if you just disconnected from the server. When you press the gamemode card to rejoin, it counts down from 3 with match starting again, and will again just cancel the queue once reaching 0.
I've fairly certain that the bug involves actively using a browser, and potentially playing a video in the browser, when the ready check reaches 10. I've also been loading into a lot of games recently that only 9/10 players load in, causing us to get booted out after the 2 minute timer ends. This leads me to believe I'm not the only one getting bugged out. Maybe the beta/early launch matchmaking bug has come back?
I have a few general suggestions that I feel would make the competitive mode more enticing for people to play. Personally, I much prefer the more personal 5v5 version of Firefight. It allows for a lot of different, varied strategies and satisfying communication and coordination, which are the core values that bring me coming back and back to Insurgency.
An introductory video for first time players. Before being placed into your first queue, you must watch a 60-90 second video explaining basic firefight rules and some 'pro' strats - holding a capture until friendlies are killed, counting kills and number of enemies alive as a team, map control importance.
More than 5 players in a party. Say there are 7 people partied together, allow all 7 to queue for the same competitive match and balance the players normally across the two teams. Obviously the full party wouldn't be on the same team, but this could help the 5-stack problem that currently exists with the mode. This also has the potential of helping newer players learn the mode faster with a partially stacked team.
Events featuring prizes. People have been complaining about the prices of cosmetic items. Having event prizes be large amounts of cosmetic credits/rare items would appease those players by incentivizing them to play in the events and form teams that would practice outside of the events in the hopes of winning the next.
Letting players into a server with 6-8 players in queue. Once a certain amount of compatible players have entered the competitive queue, put them into a server and let them warm up while other players enter the queue. This would be similar to Ins: Source, the game wouldn't officially begin until the 10th player joins the server. If there is an issue about balance, the teams could be run through the auto-balance after the 10th arrives and the round resets.
If the above isn't feasible, an alternative suggestion would be allowing players to queue for competitive mode while playing in another game. It could be restricted to the arcade mode if there are issues with players quitting mid-game and causing unbalanced teams in pvp.
The supply caches for Hardcore Checkpoint Security on Outskirts are bugged. The 'random' cache is always on Objective D after you cap it and survive the counterattack, but you can't always interact with it.
Also, there seems to be no cache on the final objective H. Or any other possible random spawn location for the cache.
Just encountered a new bug (for me) where I was stuck spectating another player even though I was respawned from a teammate capturing an objective. Happened on Farmhouse West - PVP Firefight. It was really strange. I couldn't change the player I was spectating and I stayed spectating them even after they died. I could reload, and likely move. Tabbing and resupplying didn't help. It fixed itself after I pressed escape twice. Later, about 15 seconds after I regained my view, my screen went black for a couple seconds.
Replay ID: e651539f-9b22-4413-b23b-1e9c9831c643 - happened in the final round, but I doubt the replay will reproduce.