Small bit of feedback-- Especially in coop, getting insta-killed by a door being kicked does not feel good
From the realism perspective, in a game where getting double tapped by 5.56 NATO rounds is a survivable thing, being in the path of an door flying off of its hinges shouldn't be an instant death.
From a gameplay perspective, instant door deaths are untelegraphed, provide no opportunity for counter play, and given the claustrophobic nature of the maps, altogether unavoidable (especially in coop bot matches). This mechanic just feels bad and is right up there with getting hit from a molotov thrown from 500+ yards away by a bot who just so happens to know you're prone in a room with no direct line of sight.
I'm all kick-in-the-door style adventures, but I think some kind of knockback or stun would be a little more appropriate****
(that is, unless it's established that security and the insurgents NEVER skip leg day and can leg press a train, then I'd buy that they'd be able to Sparta-kick anyone to death with a single blow)
****As someone familiar with games development and UE4, I say this full well knowing that designing, implementing, and balancing a new player state is, to say the least, not an easy task to do. Whatever the fix is, I'd like to mostly just point out that as a player, instant deaths to door kicks are not fun to play against
When the first Standalone version of Insurgency came out, I absolutely fell in love with the coop mode. Something about the linear (albeit, slightly open) routes of the maps funneled players together and subtly encouraged teamwork, moving cover to cover and leapfrogging. Even with a team of random players on a random server people seemed to know how to work together and it made for some incredibly fun times.
Overall the map design of INS:S feels way different than the first standalone game. In the coop modes, maps feel way more open and like you can get hit from any side-- understandably this is more realistic, but as compared to the first game:
-It feels like I have less awareness of my teammates at all times, which deeply hampers any kind of spontaneous teamplay
-In every coop map, there's little to no strategic positions to hold where I can support my teammates by providing overwatch with an MG or sniper rifle
-Maps are way less linear now, and while I'm all for open map designs, it means that my team of random players tends to split up and charge onto the objective on their own. This would be totally fine if each "route" to the next objective provided some kind of opportunity to cover one another but for the most part, coop feels like a solo mission where I don't shoot a certain amount of people
-Due to the more claustraphobic nature of the map design, holding a position during a counter attack feels more like sitting inside the corner of a room and shooting any bot that happens to come inside of it (compare to point C of Burhiz of the first standalone Insurgency game, where everyone on your team would aim out of windows to cover 4 potential routes to the objective you have to hold)
Overall I understand that INS:S may be going for more realism but so far the open map design doesn't feel like it encourages teamplay like the original standalone game did, nor does it really provide any opportunities to do so
As far as a stun state would go for getting a door to the face, I'd be curious how gameplay would feel if, as a placeholder, NWI were to use the same 'Flashbanged' state and then reorient the player in a random direction. This would give the door kicker an advantage over the kickee in that the kickee can't just immediately open fire and waste anyone coming in through the door (without at least risking hosing any nearby teamates down with bullets), but it also doesn't completely remove agency from the kickee and allows for either a teammate to save them from the breacher(s).
I'd also be a fan of leaving the insta-death mechanic in the game as is, but requiring the use of an explosive to do so (either a door breaching charge, c4, or an M203 impact), which suddenly really incentivizes keeping your breacher or demolitions alive (yay teamwork!)
Small quality of life bug that was introduced with the last patch:
When attempting to type in a message using all-chat or team-chat, the text box is now de-selected by default, preventing you from typing any message until you manually mouse over and select the chatbox.
- Enter typing mode by hitting the all chat key (I have mine bound to Y)
- Observe that you can still move using WASD, but cannot turn using the mouse
- Observe that typing doesn't add any characters to the chat box
- Observe that the UI mouse has now appeared on the screen and can be controlled by the mouse
- Move the mouse cursor over to the chat box and click to be able to type
- Type out a message and hit enter to submit the typed message
I wouldn't call this game breaking but this has actually gotten me killed a few times or prevented me from typing a warning to my teammates, which got them killed. This behavior was definitely not in the last patch (maybe it was something introduced with 4.20 engine update?)