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

they increase the size of the map and decrease the capacity of players, does the developers do not understand that this affects the style of the game?

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

2 months ago I created this topic and it had been 2 months since the game received no updates. All problems reported in the topic continue to exist in the game. I honestly did not like the choices made by NWI at all. After all this time playing insurgency source, playing sandstorm seems like I'm playing a shit version of any other random FPS game. This game is nothing I expected.

This game is a walking simulator that punishes who rushes and privileges those who camp.

The game's performance worsened after this patch ...

The choice for big maps was the worst thing NWI did in the game, slowed the game down and made the game totally lose the frenetic style of insurgency:
source.

I'm giving up participating in the development of the game and I'll order my
refund

I'm totally disappointed

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

I believe that NWI is giving a "shot in the dark" by changing the style of the game to adapt to the competitive with the base of players is very small and few are interested in the competitive. This was made clear in the insurgency source and was pretty obvious in the sandstorm beta where it is impossible to get a competitive matchmaking match.

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

@slazenger

@slazenger said in Playing ins:source since 2014 (4000 hours). Suggestion for sandstorm (TTK + AREA RESTRICTED + OTHERS):

@jensiii

this will also cut recoil out from the equation.

If you miss your first shot then it won't.

And yes, I'm talking about the rifles killing in 1 shot (like Insurgency2014 and Day of Infamy) because in your other post you thought I meant for all weapons ("pistol, smg, maybe even shotgun").

Which weapon properties are the one that stand out and how are they balanced to make different guns excel in different situations?

The mains is recoil/accuracy, magazine size, select fire, ironsights, weapon penetration through walls, rate of fire, weight and you could say barrel length too.

In Insugency2014, we have the:
M16 excelling at range because of the lower recoil, balanced by it being single fire and poor ironsights
M4 excelling cqb combat by being full auto and lightweight with ammo carrier, balanced by being more expensive and slightly more recoil so it isn't as effective at range.
L1A1 excelling at wall penetration to clear objectives because of bigger caliber, balanced by 20 round mag with high recoil and weight
MP5 excels at cqb and rushing because of the fast rate of fire while being lightweight with short barrel length, balanced by not killing in 1 shot because of lower caliber.

AKM being a general good weapon not excelling at anything specific, balanced by lowish rate of fire and supply cost which means you can use grenades instead
Ak74 excelling at cqb with full auto and being lighter weight with good ironsights, balanced by not being able to penetrate walls

None of these weapons are overpowered and unbalanced, unless you we're to be playing coop with unlimited supply points.

In Sandstorm we can see the overpowered weapon being the g3a3 which has higher damage (higher damage weapons being the guns people naturally choose)

I totally agree with you, weapons like mp7 and uzi are being underused due to lack of AP ammunition ...

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

The open beta will be playable until the game's release on 13th december

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

@cyoce said in Playing ins:source since 2014 (4000 hours). Suggestion for sandstorm (TTK + AREA RESTRICTED + OTHERS):

7.62 should be one hit against everything. 5.56 should be 1-2 hits against light and two against heavy. Then pistols/smgs should be 1 against no armor, 1-2 against light, and 2-3 against heavy.

I agree with you, but I do not think NWI's devs will change that. At the moment I am very dissatisfied with the decisions of the devs, I'm going to let the guys work and I only intend to play again in December

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

@geck0

@geck0 said in Playing ins:source since 2014 (4000 hours). Suggestion for sandstorm (TTK + AREA RESTRICTED + OTHERS):

@skynet said in Playing ins:source since 2014 (4000 hours). Suggestion for sandstorm (TTK + AREA RESTRICTED + OTHERS):

The gameplay in push and skirmish game modes is very slow compared to ins: source. I believe this is happening because the map is slightly larger and the objectives are scattered across the map. Changing the spawn distance to the objectives, especially in the push, and decreasing the time between the waves could leave the game more frantic.

I think an additional solution would be to increase the number of objectives. These maps are great and their size is one of their strengths. Some maps that won't be reasonable but most can easily have room for 1-2 more objectives. I love push too. The part I love most is the pitched fights that happen when around the objectives. I think more of that if the map allows for it for be an improvement.

I hope nwi develops smaller maps, as in ins: source. Large and open maps such as Crossing, hamper closed combat

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

@Ziggylata There is no sense in having restricted area in bot mode

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

@MarksmanMax After the last update came out I did some tests, playing localplay and pvp. I had the impression that when the enemies are distant, the players take much more to die, I believe that there are still problems with the hitreg


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