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

@iggor003

"My Suggestion"

I want the developers to add these features.

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

My Suggestion =


 Local Play Options
  • Select Game Modes ( Checkpoint / Push / Skirmish / Firefight etc. )
  • Number of Human Player Slots ( Max = 8 )
  • Number of Bots ( Max = 32 )
  • Difficulty of Bots
  • Select Restricted Weapons / Attachments
  • Select Restricted Items / Fire Support
  • Fire Support Cool down Time
  • Drivable Vehicles ( On / Off )
  • Time Limit / Score Limit
  • Number of Rounds
  • Objective Order ( Linear / Random )
  • Total Number of Objectives
  • Objective Capture Time
  • Respawn Wave Time / Number of Waves / Number of Lives
  • Friendly Fire ( On / Off )
  • Team Kill Punishment ( On / Off )
  • Health ( 50% / 100% / 200% )
  • Body Armor ( Off / 50% / 100% )
  • Health Regeneration ( On / Off )

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

I can reload faster in real life but I think slow reload promotes team play.

You must rely on your teammates to cover you because you are vulnerable while you are reloading.

If you can reload very fast , your teammates do not have to cover you while you are reloading.

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

Developers should remember what made Insurgency 2014 great but Developers should add new features.

If you take away fast TTK from Insurgency , what will make this game different from other Military Shooters ?
( Call of Duty , Tom Clancy's , Battlefield , Counter Strike , and etc. )

Insurgency 2014 was very unique because of the fast TTK.

A Military Shooter without uniqueness cannot survive because there are so many other competitors.

Sandstorm should keep the unique TTK from the previous title but Sandstorm should add new features such as =

  • Air support
  • Beginner friendly co-op
  • Competitive multiplayer for veterans
  • Drivable vehicles
  • Expansive maps
  • Fascinating character customization
  • Genuinely authentic audio design
posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

You are wrong , there are three schools of thought here.

(1) I disagree with this.

(2) I disagree with this.

(3) Developers should remember what made Insurgency 2014 great but Developers should add new features.

If you take away fast TTK from Insurgency , what will make this game different from other Military Shooters ?
( Call of Duty , Tom Clancy's , Battlefield , Counter Strike , and etc. )

Insurgency 2014 was very unique because of the fast TTK.

A Military Shooter without uniqueness cannot survive because there are so many other competitors.

Sandstorm should keep the unique TTK from the previous title but Sandstorm should add new features such as =

  • Air support
  • Beginner friendly co-op
  • Competitive multiplayer for veterans
  • Drivable vehicles
  • Expansive maps
  • Fascinating character customization
  • Genuinely authentic audio design
posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@shadoware said in 32 vs 32 game modes ?:

Many players makes the game more chaotic.

We are still in Beta = We can scrap out things that didn't go well.

My proposal = Let us choose max player count before queuing

  • 32 vs 32
  • 16 vs 16
  • 8 vs 8

My opinion = The size of Sandstorm maps seems like they were designed to accommodate 32 vs 32.

If 32 vs 32 mode is not very popular = we can scrap it out before the release.

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

@staryoshi06

It takes time for your computer to read files from SSD and bring the assets to the graphic card.
The game must prepare all sections of the map even if the players rarely use them.
If the game does not want to load the sections of the map the players rarely use = Those sections must be shrouded in black fog or white fog. + Those sections must be restricted with invisible walls.
What's the point of making a huge map in the first place if there are invisible walls all over the map ?
What's the point of making a huge map in the first place if the map is covered in white fog ?
The developers' time and effort of making a huge map just went to waste.


As I said before , I am not here to talk about how graphic cards work.
If you want to know about how graphic cards work , do your own research.
As I said before , my point is that these Sandstorm maps are designed for large player count.
Sandstorm maps are huge but we have only 16 players per team.
Insurgency 2014 maps are fine with 16 players per team because Insurgency 2014 maps are small.
Sandstorm maps are much bigger than Insurgency 2014 maps = Sandstorm maps need way more than 16 players per team

  • Small Map + Small Player Count = Good

  • Big Map + Big Player Count = Good

  • Small Map + Big Player Count = Too Chaotic

  • Big Map + Small Player Count = Feels Empty

Considering the size of Sandstorm maps , we need at least 32 players per team.
Big Map + Small Player Count = You have to run through empty ghost towns without any fights.


My proposal = Let us choose max player count before queuing

  • 32 vs 32
  • 16 vs 16
  • 8 vs 8
posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@hustlehard said in 32 vs 32 game modes ?:

Maybe 16v16, because I feel like 32v32 would be a huge pain in the ass to optimize.

PlayerUnknown's Battlegrounds is compiled with Unreal Engine 4.
UE4 can handle up to 100 players.
64 players won't be a huge pain in the ass.

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

@staryoshi06 said in 32 vs 32 game modes ?:

@nick-kim Have you ever heard of an LOD system?
The graphics card only loads whatever you need to actually see.

Let me explain how it works.

Level of Detail vs. Video Memory

For speed reasons, the graphic card need to keep all needed assets for LOD in ram at once.
The graphics card prepares all the asset even before those assets are on your screen.
Mipmapping is a type of LOD for textures.
Mipmapping is handled by the GPUand is seperated from LOD which is concerned with meshes.
In general, meshes take up video memory.
MipMapping can be affected by a LOD setting if there is no separate Mipmap size/distance setting.
For example = Closer than distance x, the highest resolution texture is used, between distance x and y, a half size texture is used, between y and z a quarter sized texture is used, and beyond z a 1/8th size texture is used.
Even if the assets are not on your screen yet, the assets are being prepared in graphic card ram.
The graphic card prepares all the assets even before being used and LOD changes the texture size of those assets based on the distances.

[ TLDR ] Bigger Map = More Processing Power Required


However , I am not here to talk about how graphic cards work.
My point is that these Sandstorm maps are designed for large player count.
Sandstorm maps are huge but we have only 16 players per team.
Insurgency 2014 maps are fine with 16 players per team because Insurgency 2014 maps are small.
Sandstorm maps are much bigger than Insurgency 2014 maps = Sandstorm maps need way more than 16 players per team

  • Small Map + Small Player Count = Good

  • Big Map + Big Player Count = Good

  • Small Map + Big Player Count = Too Crowded

  • Big Map + Small Player Count = Feels Empty

Considering the size of Sandstorm maps , we need at least 32 players per team.
Big Map + Small Player Count = You have to run through empty ghost towns without any fights.


My proposal = Let us choose max player count before queuing

  • 32 vs 32
  • 16 vs 16
  • 8 vs 8

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