@barryballsack There's certainly work left to be done, but I'm already in love with what's here. The fact that there's some actual nuance to gunplay already makes me like it more than Ins2. I love experimenting with different guns in different setups to find my favorites. Because of the AP rounds meta in Ins2, all the guns just felt like different skins with very minor differences in handling (In fact, I pretty much saw no reason to use anything besides the M16A4 and AKM all day), and it made pistols punch way above their caliber (seriously, a puny 9mm should not tear through armor like paper).
Right now, the MP7 w/ suppressor and extended mag is my baby. It reminds me of my Call of Duty 4 days where my favorite setup to use was a suppressed P90, rushing points and flanking enemies.
@marksmanmax The moment I read the OP gushing about Ambush, I pretty much immediately realized this was yet another "GIBS ME AMBUSH OR I WALK" thread.
There's nothing wrong with liking Ambush, but... can't you try out other modes even if your favorite isn't present? I'm sure even if the devs don't add it themselves, it will be modded in eventually.
Right now, the randomness of horizontal recoil makes it feel like either a foregrip or compensator is mandatory. It feels way more difficult than it should be to put accurate shots on target if you don't have at least one of these attachments.
Make it so there's some consistency to horizontal recoil so that it can actually be learned.
I mean, this is how it works in pretty much every first person shooter I've ever played.
Not that that's necessarily a good thing.
Don't name and shame. It's against forum rules.
Well that's just like, your opinion man. Much as I know everyone is going to want me hanged from the gallows for saying it, I'm actually enjoying Sandstorm more than the original. I like the fact that we don't have AP rounds turning everything into instagib lasers. I like that armor has a purpose now.
Please stop. Remove that stick from your rear end and just have some fun for once.
I'm getting really sick and tired of people getting upset over what happens during warmup even though it doesn't affect their stats at all. Everyone should know by now that warmup is basically a mess where people goof around for a few seconds. It's rarely an indicator of how the match is actually going to go. People usually quit screwing around and start taking the game seriously once warmup is over and the match begins proper.
Except there always has to be that guy who has to get butt hurt and vengeful over some playful trolling. Had a round where the first thing this player did was empty his M249 into me as soon as the round started because I killed him a few times with the shotgun during warmup (Which again doesn't matter because those deaths don't count against him and I stopped the TKing shenanigans as soon as the match started proper). FFS, people, have a sense of humor. Stop taking everything so personally all the time...
In fact, just get rid of pre-game warmup. With the number of times matches have devolved into childish bickering and back-and-forth team killing just because of some crap that happened during warmup that doesn't f*cking matter, it's just not worth it. I don't know what's happened to this community. It's nothing but trolls and people rage quitting now.
@alphaandomega The only thing I disagree with is adding aim punch. While I understand it's realistic that you'd flinch pretty hard if a lump of lead flying at supersonic speeds impacted your body, I feel like it'd lead to a Call of Duty 4 situation where the player who gets the first shot wins the fight 99% of the time because the player they're shooting at is now looking at the ceiling completely against his will. In that game, bullets aim punched you so hard that even if you reacted fast enough to return fire, it didn't matter, because your shots would fly right over the enemy's head.
I'd say all they need to do is add a tagging system similar to Counter-Strike, where players slow down when taking hits. More powerful guns tag more than less powerful ones, and holding certain weapons - like pistols - will cause you to tag less than when holding other weapons (Kinda makes sense, since a lightweight pistol wouldn't be as cumbersome to carry as a rifle).
Making bots act more like individuals is really hitting at the core of the AI's problem. Team maneuvers should be carried out in smaller groups, not by the whole team of bots. Furthermore, individual bots need some sort of self-preservation like finding cover, using cover, leaning, not walking in the middle of the road. If bots just behaved naturally, then NWI wouldn't have to up the bot difficulty by making their aim unreal.
You found exactly the right words to express my problems with the AI. It feels less like fighting people and more like fighting the Borg from Star Trek, the way they are able to perfectly coordinate with one another regardless of distance and regardless of whether they should have intel on the players' maneuvers or not.
(Plus, at least in Star Trek the Borg are usually easy to outmaneuver. Here, you just get a molotov dropped on your head from 50 meters away, causing you to die a horrible, fiery death. Borg drones with molotovs. There's a scary thought.)
I think they said something along the lines of wanting the security's vest not to be camouflaged so that their exclusive camo options don't give them too much of an advantage.