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posted in Insurgency - General Discussion read more

@MarksmanMax Have you seen the marksmanship of the players in this game? 30 rounds in no way means 15 kills. In theory maybe but iv watched people dump a mag at one bot and still not hit let alone kill it. Nor does it account for getting a bot in your face and putting maybe 3 extra shots into it while you panic. Considering you start off with a whole loadout, armour, carrier etc and people still manage to run out of ammo and die means something like a bone stock AKM would be more than fair enough. Especially since people very rarely use iron sights.

posted in Insurgency - General Discussion read more

@AncientHoplite

This is what I like to do sometimes. But the extended mag is better really.

posted in Insurgency - General Discussion read more

While the QBZ sounds fucking solid and is a pleasure to use the VHS-2 sounds really underwhelming. Performs well but just sounds so weak. If that makes any sense at all. I would love to hear the VHS-2 get a beefier bang similar to the QBZ.

posted in Insurgency - General Discussion read more

I wouldnt even mind if the players corpse and kit was retrievable. However it could easily mean deliberatly splitting up the team to retrieve more usable weapons.

Also, AKs are vastly more available than a Nagant. Its the most produced firearm in history after all. I wouldnt even mind if security got an AK since thats what lots of security forces in that part of the world would be using. I just think the Nagant makes the game artificially hard for no meaningful reason other than 'It was a cool idea and we thought we would test it'. And it is a cool idea, maybe just not the Nagant.

posted in Insurgency - General Discussion read more

Youre very right. My mistake the A4 would make more sense.

posted in Insurgency - General Discussion read more

Honestly its a little bs. Insurgents, give AKM 3 mags, Security M16A2 3 mags. This would balance out far far better and give everyone a fighting chance

posted in Insurgency - General Discussion read more

I would love to see a couple more options for snipers as I think mid range semi auto sniping is the way to go in this game. At least in COOP.

An SR25 would be nice to see but there is already the EBR for a 7.62 offering. Perhaps instead of the M16 in the sniper class there could be a MK12 Mod 0? The cosmetic changes wouldnt be much work (speaking as a modeller). Slightly higher muzzle velocity and locked to semi.

What about an option for match grade ammunition? could be 1 or 2 points and gives higher muzzle velocity and penetration? This would be sniper specific of course.

Oh yeah, and why does the L85 cost so much?

posted in Insurgency - General Discussion read more

Surveys are an easy and effective way to get feedback and suggestions from the active community. I can only see good coming from it. Though I would still love a Galil.... 😛 Oh and the SKS back as a weapon for the rifleman class with insurgents...

posted in Insurgency - General Discussion read more

Instead of a resupply crate after every objective allow players to refill ammo/consumables (maybe not grenades/rockets etc) from backpacks. Youre being deployed via a truck so a large pack like that makes no sense unless it could be used for something.

Using packs could also mean potentially ditching it at an objective allowing for faster movement and a resupply point when running low on ammo, then picking it back up to move to the next objective. Or if you are so inclined allow buddy mags letting other team members resupply from the pack on your back, if they use the same calibre/weapon. Of course using packs would come with a weight cost associated with it meaning you are almost guaranteed to be over the limit until its empty or off.

Ditching supply crates could also mean the introduction of medic class/medical supplies like IFAKs and larger medical consumables. Maybe even a medic class capable of carrying multiple kits etc. This could also mean an addition of bleed out mechanics where you could die from trauma unless you apply a kit to stop said bleed.

So many possibilities could come from removing the crates and letting people carry the ammo they need for the whole round. Potentially swap classes from a destroy able ammo dump objective for example.

posted in Insurgency - General Discussion read more

This I think it one of the core problems with COOP at the moment. Ill make a few points and encourage a discourse of fors and againsts.

I think at the moment the teams we have at the moment make the game too easy. Rather than making the bots more difficult I think the teams should be smaller. Having a meaningful impact in a game with 8 or more players is hard and most of the time its 2-3 players that carry the rest.

Honestly its enough that we have to compete against the bots let alone against the team to do well and get points. I think smaller teams will encourage slower more meaningful team work and a lot more fun. I know that the games iv enjoyed the most are the ones where its been me and 3 others. Nearly out of ammo, trying to make it through this wave to get to the next objective. Potentially smaller teams could mean the introduction of medics or maybe wounding mechanics.

Smaller teams would also mean team composition would be more important. Do you take the two slots it needs to call in support or do you forgo that to get more utility in the team? etc etc.

At the very least I would like to see this as an option in the setup menu. I think this would really add some depth to the game and allow teams to gel more and learn to work together.