IGN: Insain Bolt!
@MarksmanMax it's probably in there already (great OP btw), I'm just stupidly frustrated at the fact that the bots will still acquire you as a target and shoot you in the head with a greater accuracy and speed than I have ever seen in PvP. It completely breaks hardcore co-op when a random-number-generator suddenly decides that it's time for you to say goodbye to all your equipment that you only still have because you managed to fight your way through droves of the same bots that just one-hit-killed you.
I have two main complaints about the bots:
How goddamn hard can it be to keep them out of objectives that have been taken literal seconds earlier and spawn areas. This has been an issue since the technical alpha, the beta, and absolutely ever. It can't possibly be that hard to set up a restricted area for bots in which bots automatically leave and are unable to open fire while they're in that area. I've been killed in moments after respawning and moments after objective captures because somehow a bot made it's way into the point in the three seconds after which the point was taken. This is exacerbated in hardcore co-op as one assumes that anyone on the point moments after it has been taken would be a friendly, so you refrain from opening fire. Using simple logic to prevent yourself from accidentally killing your teammates shouldn't be rewarded by being boom-headshot'd by a bot who was hiding in god knows what corner of the point.
Please remove their aimbot and wallhack abilities. I have been killed countless times by bots who'd chase after me (probably alerted by gunfire or a voice-line), pop into the room and instantly shoot me. They don't look around to the room, they just boom-headshot me the instant I enter their FOV. Needless to say, this is extremely frustrating. Even on games where I clear every angle while I move around, I get killed by bots who come at me from areas which have already been cleared and instakill me as described above. It's completely ridiculous and feels game-breaking when you fight your way through four points with your loadout and then are suddenly reduced to a mosin because the bots have wallhacks
For the love of god, please fix the goddamn bots around spawns. This feels like negligence on part of the devs rather than anything that would be difficult to fix. Just set up a goddamn restricted zone in which the bots can't open fire and will automatically try to exit and the problem is fixed.
I agree, they certainly have potential against trucks (possibly helos if you can actually hit one consistently with that recoil), but the vehicles aren't very prominent in the game at this point, and in use in PvP mostly function as target practice on wheels rather than as well-integrated implements of battle.
That being said, I do hope that we'll see some more emphasis on the vehicles in Sandstorm, there's potential for good stuff there.
Now that we've had the time to play with the new guns a little, there is one question that nags my mind: What purpose do anti-material rifles serve in an infantry-based game like insurgency?
.50 BMG isn't really used against human targets in real life, given that you can take out such targets more than adequately with smaller calibers, hence the designation of being anti-material rifles, not anti-personnel.
As for use in Sandstorm; they're fun and loud as hell, but I don't see them offering any advantage over an M14 EBR or SVD in terms of lethality, as well as effectiveness of hitting targets through a single layer of wall, add to that the massive recoil, and there isn't really much reason to use the .50 BMG caliber rifles for anti-personnel purposes. Unless you intend to shoot your enemies through two or three layers of cover, at which point you'd presumably need wallhacks to even know their position behind those three layers of cover.
What do you think the role/purpose of the .50 caliber rifles is, what's the best way to use them, and what upgrades for these rifles would you like to see?
Personally, I think an explosive/incendiary-tipped bullet upgrade would be cool, and would increase the viability in use against infantry as you could deal fire or explosive splash damage.
Needless to say, that would probably run afoul of the Geneva convention, and isn't how this sort of ammo is generally used in real life scenarios, but this is a video-game after all and given the amount of killings by fire that happened in-game we already know there's no Geneva convention in the insurgency universe.
Fires from molotovs and burning vehicles should be extinguished by smoke, since the gas from the smoke grenade would cut off the oxygen from the fire which wouldn't allow it to keep burning the fuel. incendiary grenades would be exempt since the compound in those kinds of grenades contains an oxidant that allows for the reaction.
Of course the smoke grenade would need to be relatively close to the fire, optimally, the more engulfed by smoke the fire is the less it burns.
Hitreg seems to have improved greatly in co-op and PVP as of sometime today. TTK feels similar to INS2 now.
have a good evening
[TL;DR] TTK in local play is about the same as it is in INS2; I am near certain that the higher TTK is a result of bad hitreg, and not of OP heavy armor.
First of all, thanks to the devs at NWI for making this game. It still needs some work, but when it runs properly it's an absolute gem.
As of the time of writing I've logged more than 1.4k hours in INS2, and have been eagerly awaiting the release of Sandstorm ever since it was first announced that they're working on a sequel to INS2, because boy does INS2 deserve one.
What I'd like to talk to you, both the devs and other beta players about, is hitreg. In co-op and PVP I've noticed that often when using a bolt-action sniper rifle, even at close ranges when my reticle was right on the chest of the enemy when I fired my shot, it wouldn't register as a hit. The enemy wouldn't shout, there'd be no blood splattering, nothing (except for me usually getting killed soon thereafter). Given what I've read here, I'm probably not the only person who has experienced that. The same problems when using rifles, in semi or in full-auto, it often seemed like it took many more shots to put down an enemy than it did in INS2, e.g. a far higher TTK. Originally I thought this was due to heavy armor, but after the November 2nd hotfix and with the frame rate capped at 30 FPS I've been able to ADS and get into firefights and aim properly when taking shots without lagging (I'll spare you my complaints about lag as the devs are well aware thereof and this is still the beta anyway), I noticed that even when I should have clearly hit an enemy it didn't do much. With the lag "eliminated", I figured this must either be armor or hitreg, opting that it's probably heavy armor which is ridiculously unbalanced.
So today I loaded a match of checkpoint on local play and lo and behold, bots were dropping at a single bullet to the chest from an M24, 2-3 shots to the chest with an M16A4 would be enough to kill any bot I encountered, always.
This low TTK was consistent across pistols, SMGs and sniper/assault rifles. Obviously it takes a few more or less bullets depending on the gun and caliber, but TTK felt no different than it did from INS2, making semi-auto viable if not preferable to full-auto (semi-auto is next to useless in co-op and even more so in PVP because of the hitreg issues).
I encourage everyone to try this out for themselves, hopefully it will give you a better sense for what combat in Sandstorm is supposed to be like than online gamemodes have so far.
To the devs, I hope that you make lag and hitreg issues your top priority. I'm sure there'll be a lot of feedback regarding gameplay balance to come, both from me and from others, but I don't think we can properly judge the combat and gunplay with the current problems of lag, and especially hitreg as the TTK is completely distorted from what it's supposed to be.
Thank you and all the best.
A solid bump for this post. As a long-time (1.4k hours deep) insurgency 2 player, I also found the armor to be too powerful and not carry enough of a penalty to movement. I hope NWI will take into the consideration all the feedback they get regarding that matter, especially great feedback like this post here, and integrate that into sandstorm in as-balanced-as-possible way. I'd like to see pistols and small-caliber firearms becoming viable again, rather than everyone packing heavy armor and the largest caliber of gun they have access to.