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posted in Insurgency - Technical Feedback read more

That's totally fine by me. I've mentioned that a few times as well. Even in COD if you shoot a bot, they stop firing and hold their shot limb in pain, or fall over from being shot, but then get back up and start firing again.
Same goes for the STALKER series, if someone gets shot, they react to being shot.
Still I maintain being shot in the chest needs to be an instant kill for at least 7.62x51 weapons, but even 5.56x45. Occasionally they might survive, if they weren't hit directly, but maybe from a weird angle, I can understand that.

posted in Insurgency - Technical Feedback read more

@Grave said in Increase weapon damage:

It is always one shot. It is high caliber and armor piercing, so there is nothing to stop it killing in one hit. Lower calibers can be stopped by armor.

Grab an M14 EBR and play with it. It's NOT always one shot kill to the chest. Let alone to the limbs. Not even in CQB.
Don't spread bullshit.

posted in Insurgency - Technical Feedback read more

@Grave said in Increase weapon damage:

@Sgt-Kanyo said in Increase weapon damage:

@Grave said in Increase weapon damage:

You can one shot enemies with a high caliber. . .

Oh wow so in a realistic game the .50 cal (that in real life penetrates APC armor) can actually kill a person in one shot? Thank you for that lol
Meanwhile bolt action sniper rifles and EBRs with their 7.62x51 round cannot kill in 1 shot.

Nope, you are just posting nonsense. The bolt actions kill in one shot.

Is that so?
Have you tried shooting at long range on the Precinct map for example? Or at the last checkpoint on Crossing? It's not always one shot. Hell, it's not even always one shot to the chest. And we're talking about 100-150 meters there. These snipers are designed to kill at much much longer ranges.
Same goes for the M14. The M14 doesn't even kill in 1 shot on shorter ranges all the time.

Seriously what this game needs is 2x the weapon damage it has right now.

posted in Insurgency - Technical Feedback read more

@Grave said in Increase weapon damage:

You can one shot enemies with a high caliber. . .

Oh wow so in a realistic game the .50 cal (that in real life penetrates APC armor) can actually kill a person in one shot? Thank you for that lol
Meanwhile bolt action sniper rifles and EBRs with their 7.62x51 round cannot kill in 1 shot.

posted in Insurgency - Technical Feedback read more

I understand, and that's a problem as well. But what I mentioned was a whole new problem, it just didn't deserve a new thread, so I mentioned it here.
It's basically for the player's footsteps, when you keep moving on said parts of the maps, there's no sound. Like you're levitating or something.

posted in Insurgency - General Discussion read more

That's the problem for me, that at range which I mentioned I was still experiencing instant hits. Like MarksmanMax said, it's very hard to tell when you "switch" to projectile based ballistics. Also the core idea of having 2 seperate is just messed up, let alone that for some reason it feels like, there's a gap there. Can't really put my hands on it.

As for DOI and Insurgency I feel those games were much more realistic (damage wise, tactics wise, bots wise, especially DOI). The hitscan there was a problem for me, but it was on the old Source engine. It's a miracle NWI managed to get that much out of it, so it was fine back then. I mean the Source engine is from HL2, so we can't expect proper realistic ballistics from it.

posted in Insurgency - Technical Feedback read more

Re: Increase the damage values

As mentioned in my old post a long time ago and mentioned in other posts as well, we'd really like to see increased damage values, since this just doesn't feel realistic at this time. Bots and players are acting like nothing happened, when they get shot. I mean this game is advertised as realistic, with low TTK (time to kill), but it honestly feels like COD singleplayer (instakill for headshots, but at least 2-3 shots to the chest with ARs) at this time, except the bots you shoot, do not react to getting shot other than a headbanging motion (like it was some weird rock concert).

Also there are some really weird damage values, that doesn't even make sense. For example the 7.62 rounds making the same damage as the 5.56, while it has been reported by actual people in battles, that 7.62 is much more lethal.
What I don't get it, is that in one of the updates, the SCAR-H was fixed so nicely, it was always 1 shot to the chest and the opponent was down, maybe 2 for the legs, and then another update came and it was switched back. An unarmored haji bot got a nice shot in the back, exactly into the spine and yet he does a flinch animation and keeps walking away like nothing happened.

Please do something about this, THIS is one of the reasons the old Insurgency was so good. Because it wasn't just about running around like a headless chicken. If you did, you died.

posted in Insurgency - General Discussion read more

That last picture is a very good representation of what I meant. Tracer round is there and yet the bullet already hit the target giving it some smoke.
I agree that Sandstorm doesn't have big areas, which really is a huge problem in itself. Like why would you ever use a sniper if it's CQB all the time. But I actually always try to take out the enemy from as far as I can (quite a few times from 100+ meters). At that range the projectile velocity matters. I guess I'm still hoping that bots won't be able to hit me from 100-150 meters.

Completely unrelated, I think the STALKER series has some amazing projectile system. The bullets come from the barrel, they have their own travel distance (when they start to drop), their own velocity and it can use tracer rounds (every one of them, or every 5, or switched off altogether, whatever you want). Haven't played ARMA too much, since it overcomplicates everything way too much for my taste.

posted in Insurgency - Technical Feedback read more

I didn't want to open a new thread about this, but missing footsteps are an issue on a lot of maps. Especially on elevation changes and sometimes water, you can't hear your own footsteps. A good example would be on Summit, when you move up the stairs inside the rock cave towards checkpoint D.
There are some others too. Would be nice if these were fixed, since they kill the immersion.

posted in Insurgency - General Discussion read more

Not gonna lie, I lost my faith in Sandstorm. The bots make the game unenjoyable, telling the team to slow down results in getting ignored or receiving a "git gud noob" and other remarks while you're actually the number one player with the most kills and save others from certain deaths. The TTK on the guns are just ridiculous, not to mention the shitfest of bugs.

Really it's this realism mode that could save it for me. And it's not like they need to do a lot here. Adding 2x more powerful weapons with much better penetration, where a .50 cal DOES actually find it's way through thin metal and that upon arrival into a concrete wall creates almost like an explosion on the other side, killing everyone behind it.
Maybe lose the whole checkpoint idea, but simply place weapon caches around the whole map (like in the old Insurgency's hunt mode) and make the team search for it house by house in a tactical manner. For example you get extra points for staying within a vicinity of another player. They could place hidden IEDs on the roads that explode on contact, but still somehow letting the player be able to see these.