Once in a while the Rocket Barrage will simply fail to deploy. It will be called in and be confirmed, you'll hear the rockets being fired in the distance but they never arrive. I have no idea what causes it but it is super annoying to have your most powerful ordinance bug out, often.
Restricted areas really need a revision. Like you say, on some maps, areas close to the objective is out-of-bounds for some reason while others aren't.
Personally I'd like to see them, if not entirely removed, then at least massively down-scaled. Maps feel way smaller than they really are because so many routes are blocked off to restricted areas.
I get your point, I really do. I don't agree on it though. Doors in the game, much like real life, are bottlenecks. They are extremely dangerous to traverse through, and I think the game signals that well. Insurgency thrives on these realism elements to make the virtual battlespace feel a tiny bit more real. A map without doors, doesn't convey that.
Also, since when has map balance been a priority? Sinjar anyone?
Playing an observer isn't the most gratifying experience as it currently is. As a result, alot of people aren't interested in filling that role, often leaving the commander useless as well.
A way to combat this, could be to make the commander viable, when no one has picked observer. Of course this would have a downside to not be overpowered. For example, since the commander has to call everything in himself, the time it takes between ordinance calls could be increased by 50%.
Then a team with no observers could still get the benefits of fire support, albeit at a slower rate.
As the title suggests, is it safe to buy customization items without the risk of having it wiped with the release in 6 hours?
Or should I just wait the 6 hours for the "release" and buy items then?
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
Of course it doesn't feel good! You got smacked by a door! That hurts!
That's because you only have room for 1 grenade with the light carrier. Switching to heavy carrier will allow you to carry more grenades.
The current TTK is basically good for casuals and new players. In the old Insurgency, a good player with superior reactions and aim could dominate a server. And that is how it should be, in my opinion. Pure skill should always be rewarded.