Joined
Last Online
Recent Posts
posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

First of all, thanks to all modders, without you the gaming industry would be a lot less colourful.
On Insurgency Sandstorm all I would ever need in mods:

ON PVP MODS/ADMINS:

  • A lot of modded pvp servers on the last game had implemented a kill registration feed - That is a horrible mechanic that makes the game cheesier and takes away depth. Visual confirmation by in-game inspection is so much cooler and makes the game much more hardcore - Please consider keeping this vanilla mechanic.
  • Please don't mod in extra points to the players, again it makes the game cheesy, as frags, rpgs and c4 will be raining everywhere and making it a RNG slaughterhouse.
  • The worst pvp aspect in ins2 was the underbarrel with HE rounds, that thing is extremely op if you know how to use it properly and got no place in any pvp gamemode, unless your goal is RNG chaos - > Look it up on youtube if you want to see single players ruin the whole enemy team with enemy team having no chance to counter - Consistently. It is just sad.
    SUMMARIZED PVP MODS:
  • No kill feed (cheesy)
  • No extra weapon points (RNG + cheese > skill)
  • Never allow HE rounds by underbarrel (gamebreaking)

ON PVE MODS:

  • If you have ever played the russian coop server BEF, you will know what PVE should be for the most difficulty loving gamers and also a place you will never return if you are not one of those. This server was amazing, and the only pve server I would ever need for a tough challenge. The difficulty was perfect, the enemies felt like terminators, you always played on insurgent side and really felt like the security bots had some crazy training. (If you have played games like Hollow Knight and prefer the area path of pain, Spelunky HD and prefer killing the devil or DOOM2016 and feel the itch to complete ultra nightmare and find the game unplayable from you bought it below nightmare you can understand the mindset of this type of gamer and maybe make nice pve servers for them?)
  • The modded servers with medics and huge loadouts were also very fun, but I know they will return if modders find the time, because all gamers into pve likes them:)
    SUMMARIZED PVE MODS:
  • Please bring back BEF coop server from Ins2 or make similar ones

SIDE NOTE:

  • An option to give modders money voluntarily should be incorporated in cooperation with the developers, modders deserve that. The Fallout 4 creation club is ok if modders have an option to release free mods (Enforced payments in modding is contradicting the spirit of modding imo)

OFF TOPIC:

  • A tip for the high difficulty loving gamers: My favourite singleplayer mod of all time : Try S.T.A.L.K.E.R. - Call of Pripryat with the latest version of Misery Mod, black road gamemode, you gotta rush the vanilla game first to have any clue what to do and need a ph.d. in making badly optimized games to run smoothly=)
posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

@Jarple

Hi, agree with your first 3 points, both inertia and tagging was present in Ins2, so I would be surprised if they dropped those.
Your point "Further weight impacts on acceleration, not max top speed" is very strange for me, it will both have the consequence of being a counter-intuitive mechanic as different weight loadout should lead to both different top speed and different acceleration. Both from a realism/intuition perspective and to reward players with a low weight loadout.

If you mainly play coop your needs regarding less weight impact will most probably be met by mods, as that was popular in Ins2 coop mods, in pvp "Further weight impacts on acceleration, not max top speed", seems like a strange decision that will badly impact pvp by giving much less reward for choosing a light loadout. So you want to be able to have the heavy guns, the heavy armor, the extra ammo and the same top speed? Why?

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

@abekrie
Bolt-action is not very good in cqb, even iron sight, I agree with that - better than pistol though.
Not saying it eliminates classes, just changes the weight towards less class specifications. Points are numerous already, many players with an offensive playstyle like me don't use armor or extra ammo in most cases anyway, because speed is so important for me- unless push playing where a bunch of frags is key where I want 2 frags in most cases.

Just saying with a system where you can flip away the long range scope, the new meta might be many more players using long range scope to both rule the open field and cqb, cqb bolt-action iron sight is one thing, semi-automatic a different story. I would probably put all points towards a mk 14 EBR high magnification scope, no armor, no extra ammo, no whatever to get that loadout and rush flanks + obj being happy with that in all situations - A lot of others might as well and the classes then be less significant, if that happens.

Maybe that does not matter, it would probably be a fun experience anyways - Who am I to judge. If a lot of players want this feature and more people enjoy the game - Cool. It could maybe be tested for an extended amount of time, then changed back if the impact is badly received, or then limited to coop.

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

Hi, I don't mean to duplicate my opinions, but I see the same aspects being discussed in both technical and general forum so I'll pasted in my reply from technical here, please correct me if there is a more preferred way to link threads dealing with the same apect :

"@pacalis said in Your sight needs to have a 1x sight feature no matter how much the zoom.:

Hi, the reason for not giving all these options in games (for example cs:go or Insurgency2014), is because it makes the game less gear choice dependent. A sniper is very lethal in bigger open areas, and the trade off is that in close quarters they are forced to use a pistol. Game becomes less class-dependent and because of that also less team-oriented and more all-round when introducing 1x sight feature no matter your scope. So when you choose to be a sniper oriented player, you know that you will be most effective on your team when covering the open grounds and trying to avoid cqb if possible. This balances the classes, or everyone would use a long-range scope, because of no drawbacks.

Also remember that you can switch weapon with the enemies you kill, so if you want to change role mid-game, you can time it with a kill. It is of course a question of taste, but personally I wish the game was even more class dependent to increase (and force) different types of play-styles."

As a complete side note, I see the realism vs gameplay argument used a lot across the forum, and it is very interesting dilemma, which I guess is impossible to fully agree on in either camp as we all have our own ideas of what realism means in a game. With that being said, I believe games in general (even Sandstorm) is so extremely unrealistic anyway, that I am not able to "feel" the realism no matter how hard a computer game tries to "behave" like the real counterpart, and therefore always argue for or against a statement based on what is added or lost in regards to gameplay. It should look real as far as graphics allow, and borrow weapon mechanics and such which mimics reality for sure, but gameplay wise? To a small extent, yes, but real warfare strategies are both tedious, boring, ptsd-stimulating and takes a huge amount of time to plan out from what I both have talked with military personnel and read about the subject, so the argument realism in itself should imho maybe be backed up by some game-play-enhancing points as well in order to open up for further discussion. I am aware several players may have real military experience, and they probably know what I'm getting at even if they might disagree (I'm not against realism in itself, by all means, but it's not exactly a precise milsim this game, and will never be - Which is great imo, as the semi-realistic 14 hour mission games out there is not for me anyway).

An example, but the list is practically endless. You are aware that US Forces used an estimated 250 000 bullets for each rebel killed (year 2005). This is of course partly because a lot of bullets are used in training, stored, lost etc, but also because the 4F strategy (find,fix,flank,finish) is so important in real warfare but does not stimulate fast or fun gameplay...

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

@maxxamann

You can choose to think about the game from another perspective if you want. I only play games to relax from real life stress and to have fun. If I lose or win a game it is because one team is better, but this is not stressful for me, it's normal. But I don't care much about coins/xp points.

For me it is just a game with cosmetics that means nothing else than giving some variety for players who play a lot of hours, and as an extra option to support the developers by being able to buy coins (from what I've heard being discussed as a possibility to be present in the final version).

Maybe try not to think too much about the cosmetics? It is just a fun addition, not meant as the reason to play by design. Very few gamers cares how other players look in the game except themselves, and we can only see ourself in the menu anyway. What matters for most people is how you play to help your team.

I try to enjoy the gameplay and be better at the game and have fun. Your skill development is the only real progression in games like this, and you will get better no matter what clothing you have. The points will get reset when the game releases anyway. If you really care about the looks of your character, maybe think carefully before you spend any coins after the release of the game and the reset of points, and try to get only one cool outfit for each side to make sure that you get what you want.

Remember that when it takes a long time to unlock a piece of cosmetics, the chance that you will look unique after many hours invested will be higher because other players can not copy your looks without a huge effort. This can be better in the long run for players like yourself who sometimes cares about the looks on the character. Some people play a huge amount of hours, so it is cool to have a cosmetics feature that is also fun for those players - Maybe even several years after release.

Insurgency2014 was never a level-up game, this was on purpose, because the developers wanted to make a game that was focused on player skill and not rewarding players with many hours in the game with any extra advantages other than their own skills (said in earlier interviews).

I think that this is the vision for Sandstorm as well, they [the devs] have also said, in the weekly Q and A on youtube, that they will try to avoid cosmetics options that give any significant advantage in the game. They have already removed black clothing options that was "too good" when hiding in shadows.

Hardcore games like this takes a long time to be skilled in for most of us, especially in pvp, I enjoy the ride and expect to invest many hours in the game to get skilled - The clothing gets unlocked by itself in time and is just a fun bonus.

This is just my opinion, and I understand if you see it differently.

No worries=)

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

@cveisman

Hi, the reason for not giving all these options in games (for example cs:go or Insurgency2014), is because it makes the game less gear choice dependent. A sniper is very lethal in bigger open areas, and the trade off is that in close quarters they are forced to use a pistol. Game becomes less class-dependent and because of that also less team-oriented and more all-round when introducing 1x sight feature no matter your scope. So when you choose to be a sniper oriented player, you know that you will be most effective on your team when covering the open grounds and trying to avoid cqb if possible. This balances the classes, or everyone would use a long-range scope, because of no drawbacks.

Also remember that you can switch weapon with the enemies you kill, so if you want to change role mid-game, you can time it with a kill. It is of course a question of taste, but personally I wish the game was even more class dependent to increase (and force) different types of play-styles.

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

@gedise

Hi, devs have mentioned in a weekly q & a video on youtube that all the cosmetic points will be reset upon release. They mentioned a tattoo reward or similar for beta players.

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

I had crashes to desktop in a lot of games (maybe 60%) but changing to borderless window mode stopped all crashes, and I played about 4-5 hours after changing with no crashes. That was on a MSI GE70 laptop though, but maybe worth a try -> Also I had all settings on lowest, with only 8GB RAM, RAM usage may be a bottleneck.

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

@cyoce

@pacalis said in Impossible bots detection capability in peripheral vision:

That could be a cool feature which would improve pvp tactics as well if used as a feature on both bots and human players (usually referred to as free look I believe). For example in Arma 3 or DayZ, you can hold down a button and then move your mouse to change the direction of your head/view but still be running in direction prior to holding down said button. This resulted in the ability to scan entryways, windows etc. but still run past it without losing momentum. I greatly appreciated that feature and would like to see it in games like Sandstorm.

In Sandstorm on the other hand, your view is locked in the moving direction, so that your character moves with it, also resulting in being unnatural detectable by other players as the human hunter brain is so sensitive to movement. Implemented in bots as well would again demand more work I would guess (maybe some debugging with bots wagging their head like chickens=D )

Just googled it, and other players have requested it as well in human players.

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

@go_coup

Hey, great post, a lot of interesting features that you are proposing. I think many of these additions are interesting/viable and some of them could be used with some tweaks, in some cases to accommodate the specific gamemode they are used within.

For example rolling while prone is a cool feature, making it a double (or even triple) tap of Q or E, could allow the ability to be able to lean while prone (leaning while prone is a nice feature in the game Post Scriptum) and still rolling in a different situation if wanted by double or tripletapping.

Camouflage on insurgents being better is great in coop, same with weaker weapons. In pvp balance is key to make a competitive game, and of course the aspect of not rewarding players who have played the game longer creating artificial unbalance due to unlocked gear.

Civilians is kinda controversial due to the horrible nature of real war and marketing problems, as it could bring negative attention to the game from media and make certain parents less inclined towards letting young ones play the game, but done right it is an interesting tactical aspect in coop. Even losing xp if civilians are killed could be a feature and games like the Payday series have plenty of civilians in their games without the media or sales being affected noticeably from what I have observed.

The developers have commented on the reason for not using traps/mines in pvp because of it being cheesy or a cheap option in pvp, but I think it works great in games like rising storm 2 Vietnam [RS2V] , and in pve it has only minor drawbacks if done right.

Also a lot of the features you propose in coop regarding a.i. would be elevating the experience to be more fun without being too difficult to achieve without a lot of coding on a.i. behaviour.

I agree that the problem of team-killing could use some more work, I think it is solved in a smart way in [RS2V] by giving the killed player the option to forgive/not forgive, and the consequence of not forgiving gives a longer cool-down period before respawning. There is situations where a teamkill is the result of someone not thinking, for example just running in front of a teammate firing an mg, and in those situations it is good to have the option to forgive when dying is the killed players own fault.

Hope your post gets a lot of up-votes and some attention from the developers. If they don't find the time to implement what they see viable before release, it is still a list they could consider evaluating post-release for future updates.


Looks like your connection to Focus Home Interactive - Official Forums was lost, please wait while we try to reconnect.