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Optimization (lower resource demand ofc), coop bot ai and pvp map balance is quite important to get right (both from general feedback and what I believe is success factors). Adding feature x or y should have lower priority.

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posted in Insurgency - General Discussion read more

One hand + taking out splint with mouth would be a cool animation.

posted in Insurgency - General Discussion read more

I agree molotovs should deal friendly damage but only punish thrower with initial damage. Flames should be visible not only audible - Thats probably a bug that will be solved over time. About reflecting damage, I am not a fan of that because I like the stress/ptsd effect of not wanting to hurt friendlies with a tk - In other words, it feels a lot worse to get a tk than dying yourself and thus is an interesting stress factor - On the other hand, I agree measures should be taken against trolls, but I prefer the vote kick to handle those instead of removing the fearful tk feature. But I have no better solution than yours.

posted in Insurgency - General Discussion read more

What OP suggests is quite logical though. When NWI made Ins2 they introduced voice commands and comm channels that would also be heard by the enemy if in close proximity. A realistic feature. What also applies in realistic scenarios is that you keep your voice down when close to enemies and use hand signals. Introducing a few of those (like stop and enemy close) would just complete the feature NWI introduced and would be a cool addition.

posted in Insurgency - General Discussion read more

@smoussie

Maybe its overly complicated to you. A few handsigns would have been handy (hahahaha) even in ins2.

posted in Insurgency - General Discussion read more

Yes, that would be cool, increases replay-ability.

posted in Insurgency - General Discussion read more

Rising Storm 2 Vietnam has a lot of maps and can be completely broken with players voting on preferred maps when all maps are available, because only a few popular maps keeps getting picked. Having a voting feature for maps should be a necessity imo, but being smart about it and introduce some sort of map cycles that ensures variety should be a necessity as well.

posted in Insurgency - General Discussion read more

@zayzek

It would be cool, at least the stop sign, and enemy ahead sign, as those are often practical in the game as well. Too many complicated commands would probably just be a resource eater for the devs at this point, most commands should probably be said in comm channel - And this comm channel should not be heard by enemy, as organized pvp teams use comm channels like that anyway, making it a great disadvantage to use in game comm channel for the rest- Or am I missing something(?).

posted in Insurgency - General Discussion read more

@jballou

I sincerely believe the game release date was rushed because of contract with Focus and that we will see a long time of updates with Sandstorm, though what these updates will consist of is anyones guess - I hope coop with focus on bot "ai", optimization and balancing of pvp maps will be mostly what they do in the update period. Nobody needs more guns or cosmetics above mentioned priorities (focusing on cosmetics and other extra features creates wow-factor short term that quickly dies off while ppl feel the game is not solid, so avoid that).

posted in Insurgency - General Discussion read more

@plppln

In the last game Ins2 it was different mechanics governing bot behaviour from what I have heard from other people (I have no insight into the actual code), for example even on brutal difficulty, bots would often use RPG if the bot with an RPG had visual of 2 or more players at once - This made your chance to survive a lot higher if you knew this, as you would constantly avoid being close to your teammates. Another feature from what I heard, was that bots prioritized to kill sniper players when far away, this meant that putting on a scope with higher magnification demanded that the player was much more careful when moving around too avoid far away bots - Maybe similar mechanics is at work in Sandstorm so that players with iron sights gets less punishment - Its a balanced feature if so in my book anyway.


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