Best posts made by Skynet
posted in Insurgency: Sandstorm Pre-Order Beta - General Feedback read more

Hello, I am a casual insurgency player and I started playing the game in 2014. Most of my 4000 hours in the game were dedicated to PUSH mode, although I have dedicated myself to the competitive in recent months and also played THE DGL, by far my preferred mode is the push. Well, I've been eagerly waiting for the release of sandstorm since 2016 when it was first announced by nwi and finally here we are. As I am very fan of the game I would like to leave my opinion about some things in the game.

Here we go:

TTK

At first I would like to talk about TTK which is the thing that most disappoints me in the game.

When I started playing ins: source I was very excited about the game, TTK was what differentiated the insurgency from any other game I had played. The low time to kill is what makes insurgency unique in my perception, few games have fast, hardcore and tactical style like ins: source.

I know that you NWI guys are trying to make a competitive game, but with that change the game loses its essence, I defend the idea that the TTK should be equal to ins: source or at least, lower than the current one.

  • Weapons 7.62 - 1 hit for unarmored, 2 hits for heavy armor

  • Weapons 5.56 - 1 hit for no armor, 2-3 hits for heavy armor

Currently the snipers bolt action are broken, 2 chest shots to kill is ridiculous

Restricted area

Let's talk about the restricted area. I see that few people talk about it here in the forum, but this needs to be reviewed.

Push maps: The restricted area is very close to the objective for the defending team, not allowing players to advance and flank, while the attacking team has complete freedom to flank. I believe that the restricted area should be more flexible and further away from the objective for the defending team. This would make the game more dynamic and fun. I believe this can be done without leaving the protection of the spawn vulnerable.

Coop maps: I think there should be no restricted area in this mode, it is against bot, why remove players' ability to flank bots? It is totally annoying to flank and be blocked by the restricted area.

Firefight and skirmish maps: Restricted area is ok on most maps

It is a bit annoying to play and because I do not know the map well yet, enter the restricted area and the message appears on the screen, I believe that the limit of the restricted area should be added in the minimap, so that the players know how far we can go, just as it was done at ins: source

Volume sound control

Another thing that could be added in the game would be the volume control option of the voice to the character's voice.

I find the characters' cries when they are hurt a bit loud, the same happens when you get tired after running or when someone is flooding the radio chat: "radio", "I need the radio" all the time. With the option to lower that sound the gameplay would be less annoying

Another thing, I'm finding the footsteps much lower compared to beta # 1, sometimes I can not even hear the sound of steps due to overlap with the other sounds

Resuppy points

The resupply points for the push and skirmish modes are very high, I believe that the amount of points must be lowered, at the moment the player can equip all possible equipment of the "shop". I believe that increasing the cost of armor, just as it was done in competitive firefight would also be a good way to balance the game.

Slow gameplay

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.

Vehicles

Cars not very useful in the game, I believe that if you change the amount of shots to destroy them, they would be better. Example: 1 RPG shot to disable it, 2 shots to blow it up

MiniGun and Cannon helicopter support are very strong. Are you guys trying to make a competitive game? Nerf this suport option.

Votekick / vote mute

There are some trolls in the game, increment this option quickly

Optimization issues

Fps drops dramatically when I open my minimap with "TAB" key

I also believe that servers need to be optimized too, I'm playing with 60-80ms on servers that on ins: source would have about 20 ~ 30ms

Stuttering

My game is stuttering all the time after the last update

I have no idea how you guys are wanting to make a competitive, hardcore and realistic game at the same time, it does not make much sense in my head. But anyway do not forget the base of ins: source players before making any decisions. I also believe that we (players of the source) should be more priority at the time of your choice of developers in the development of the game than the possible new players that you can get in the changes in the game.

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

The time to kill must be lowered, to be the same as the TTK of the ins: source

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

The restricted areas on the push maps are totally unbalanced, you take a step and enter a restricted area, it is totally tedious to play like that. I believe that the restricted areas for the defending teams should be further from the objectives, allowing the defending team to flank. The gameplay will be more dynamic and fun changing it...

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

This @Benz is posting shit on all the topics that talk about TTK, my friend go play rainbow six / cod / bf, insurgency is not for you

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

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

what differentiates the insurgency from other games is the faster TTK, if it is to play with THIS ttk, better to play a BF OR COD

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

@jballou said in Restricted area on push maps:

It's a major issue in coop as well. I've had many sitautions where enemies have either chased me into the restricted area, I've needed to flank and had it restricted, or I've had one literally between my spawn and my objective in a straight line. Restricted areas are fine for balancing PVP in some situations, but they shouldn't be used as invisible walls. They should prevent spawn camping, not mask places in the map players want to use.

Another point that I believe is important, the restricted area limit should be added to the mini map, this change would make it easier for players to know how far forward they could go.

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

@ctbear1996 ins:source isn't hit kill for everthing... Actually on sandstorm nor sniper is killing with 1 chest shot

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

@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

@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

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.

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