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Psy890
Jan 18, 2005
Update Released!

quote:

New Competitive playlist featuring custom 5v5 Firefight gameplay designed specifically for high intensity competitive matches. This mode is in “beta” and will eventually feature a team vs team matchmaking and rank system. In the meantime, please give it a try and provide us with your feedback here.

http://steamcommunity.com/games/insurgency/announcements/detail/213130600438309970

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Renounced
Nov 8, 2005


POSTING ON THE INTERNET

I want this to be like COD:MW1 Hardcore TDM so bad. Anyone C/D if this mode is good or not?

Dvsilverwing
Jan 17, 2009

quote:

Flagged some ragdoll related cvars that made it easier to confirm kills as cheats.

This is something they should've just left unmentioned in the patch notes, and then laugh when people start posting on the forums asking why they were banned.

Mans
Sep 14, 2011

by Jeffrey of YOSPOS
game still owns very very much

still, i wished i knew what were the differences between the thousand AK variants

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".

Mans posted:

still, i wished i knew what were the differences between the thousand AK variants

I have no exact information, but the AKM is the basic rifle, with a relatively slow rate of automatic fire. The AK-74 fires a smaller round, but has a higher rate of fire. The AK-74SU (the short stubby one) fires the same round but has an even higher rate of fire (I think). Then of course the SKS, which fires the same round as the AKM, but is semi-auto only.

Technically I think the AKM and SKS round does more damage, but they perform about the same in practice. It all comes down to play style I think. I know the AK-74SU can be devastating with a fore-grip. Hardly need AP due to the high rate of fire leading to multiple hits at close range.

The real uber Insurgent weapon is an MP-40 with AP ammo though :ssh: Or maybe that's because it performs kinda like the MP-40 in Red Orchestra and my residual muscle memory is still there for that weapon.

Dvsilverwing
Jan 17, 2009

The Insurgency Wiki has pretty detailed stats on the weapons including their recoil, spread, damage, and damage drop over distance.

Lemon-Lime
Aug 6, 2009
New patch just hit with two new maps:

quote:

New PVP maps: Tell (Push, Ambush, Strike, Occupy); Station and Station Night (Push, Firefight, Ambush, Strike, Occupy)
New Coop maps: Tell (Checkpoint); Station (Hunt)
New Insurgent Gurkha knife
Updated Coop maps: Peak (Hunt); Heights (Hunt); Market (Hunt, Checkpoint); Revolt (Hunt)


Tell


Station

Features
Added support for Soft Particles (option to enable or disable in Video Settings). This effect improves the volumetric look of various kinds of particles including dust and smoke using a technique called depth feathering.
Matchmaking preferences are now saved from your last session.

Stability Fixes
Fixed some thread safety issues with the main menu HTML that was causing some rare startup crashes.
Fixed an animation-related Linux dedicated server crash.
Fixed a Linux dedicated server crash related to AI nav area checks in Coop.
Re-enabled render batching to improve stability on Revolt.

Improvements
Scope parallax effect has been adjusted so its quicker and never obstructs the center of crosshairs.
New sprint and crawl animations for pistols and grenades.
New knife animations.
In Push and Strike, each team will have access to different classes depending on if they are attacking or defending.
In Strike, both teams will know where the cache is located at the start of the round.
In Hunt, enemies are now more responsive to a cache being blown up, and hunt players at the end more consistently.
The matchmaking process will now ignore servers you have on your server browser blacklist.
Improved overview art for District, Market, Ministry, Revolt, Siege, and Uprising
Separate crosshair texture for Mosin 7x.

Bug Fixes
Fixed being able to skip the bolt sequence on a sniper rifle by hitting reload and quickly switching weapons.
Fixed 7x Scope not being visible on the SKS world model.
Fixed M40 crosshair rendering in front of lens.
Fixed restricted area at SEC spawn on Market skirmish.
Fixed Invisible wall in Sinjar and small displacement seam.
Fixed issue preventing direct impact damage from grenades from working.

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".

quote:

In Push and Strike, each team will have access to different classes depending on if they are attacking or defending.

Interesting. This could change the way a lot of the maps play out.

Mans
Sep 14, 2011

by Jeffrey of YOSPOS
Holy poo poo Tell is the craziest map.

Lemon-Lime
Aug 6, 2009

Mans posted:

Holy poo poo Tell is the craziest map.

In a good or bad way? I've not had a chance to play it yet.

Mans
Sep 14, 2011

by Jeffrey of YOSPOS
It's full of sharp ramps, there's tons of places to trickjump, a lot of areas where you jump from car to car to reach a place faster, tight corridors that end in giant open areas that tend to be the capzones. It's all over the place, it's a map made by M. C. Escher. It owns.

fennesz
Dec 29, 2008

Mans posted:

It's full of sharp ramps, there's tons of places to trickjump, a lot of areas where you jump from car to car to reach a place faster, tight corridors that end in giant open areas that tend to be the capzones. It's all over the place, it's a map made by M. C. Escher. It owns.

Sounds good. I always felt that the strongest maps in games like this were the ones with more options at your disposal instead of funneling you down one of two or three routes. Maybe I'll finally update this now! :v:

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".
So something is funky with the new class balance on Push. A lot of classes seem to be mislabeled or something. I'll pick Fighter but get the option for a Striker load-out. Or I'll pick Specialist and get a Demolitions load-out. Might correlate with the old class order in the squad menu, although I can't remember.

Kazinsal
Dec 13, 2011



I got some weirdness with classes last night on Push too. Picked Fighter, got Militant.

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".

Mans posted:

It's full of sharp ramps, there's tons of places to trickjump, a lot of areas where you jump from car to car to reach a place faster, tight corridors that end in giant open areas that tend to be the capzones. It's all over the place, it's a map made by M. C. Escher. It owns.

It's kind of a mess and a bit ugly. Maybe as I get to know it better I'll warm up to it. Part of the issue with free-form maps like this is that pubbies get lost and ultimately games kinda suck. Peak is a stripped down example of that, with no real "form" to the map. It sucks. Panj is technically a better map but suffers from a similar problem. It's good when people know what they're doing, frustrating when they don't. Tell has more interesting nooks and crannies, but the lack of "flow" to it will probably lead to a bunch of frustrating pubbie games. At least on Push. Actually I often forget that there are a bunch of game modes OTHER than Push since it's all I play, heh.

Tell right now feels like it needs to be fleshed out a bit. It's obviously a "game map", not something that shoots for a realistic feel.

The other new map, Station, seems like it could be a lot of fun in the future. It's a bit tighter and is definitely set up for Push. I still have to play both of them more before I make a final verdict.

Mans
Sep 14, 2011

by Jeffrey of YOSPOS
I know the Insurgent announcer says "keep martyrdom for later" but i simply can't unhear "save party-dome for later!"

Dvsilverwing
Jan 17, 2009

The party dome is only for winners.

Zuhzuhzombie!!
Apr 17, 2008
FACTS ARE A CONSPIRACY BY THE CAPITALIST OPRESSOR
Peak is a bad map in almost any capacity.

eonwe
Aug 11, 2008



Lipstick Apathy
people who did project reality mod making game called Squad

http://www.joinsquad.com

also vote for them on greenlight, tia

its gonna own

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".

Zuhzuhzombie!! posted:

Peak is a bad map in almost any capacity.

Seriously. What's worse is that every reiteration that "improves" it just makes it crappier. The problem with the map is that there is very little "flow" to it on a basic level. It's just a bunch of hummocky hills and trees with no interesting objectives. It might work better on firefight or something where you just roam the map, but on Push or any directionally-objective based mode, it's bad.

And after playing it a bunch, the new map, Tell, is really gamey, but kinda fun. I'm not totally excited about it versus the other maps, which feel a lot more real/tactical. But it gets the job done. The map design feels about a decade out of date though.

EDIT: Also, new guys please stop buying fancy optics for your gun before investing in frag grenades first please. So frustrated by seeing dudes getting up to a tight area and not being able to chuck a nade into the defender's position.

Mushball
May 23, 2012
Going overboard with weapon attachments has got to be the leading cause of losses on security. Fancy optics, a foregrip, and AP rounds on top of a pricey weapon like the M4 means your not going to have critical game winning gear like smoke grenades or C4/thermite when you need it the most.

Eonwe posted:

people who did project reality mod making game called Squad

http://www.joinsquad.com

also vote for them on greenlight, tia

its gonna own

I never played project reality before but this looks super cool and its definitely on my radar of tactical shooters to look out for.

Hexenritter
May 20, 2001


Mushball posted:

Going overboard with weapon attachments has got to be the leading cause of losses on security. Fancy optics, a foregrip, and AP rounds on top of a pricey weapon like the M4 means your not going to have critical game winning gear like smoke grenades or C4/thermite when you need it the most.


Tell that to the High Speed, Low Drag crowd. More gubbins on your gun means it's more tactical, right?

Note that I am a shameless gear whore IRL and have a $500 Eotech 552 holosight but no suitable rifle to mount it on.

Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer
Honestly, I think in CQB type situations, a 2x scope and front grip is quite necessary. I normally roll Marksman though so I'm used to hanging in the back with the M24 in either CQB kit or all the way in the back sniper-lite.

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".
Foregrips are nifty and help with recoil control and stability if you're a marksman. If you're NOT rolling marksman/sniper then there's absolutely no reason to take a 2x scope. It's a hindrance if anything. I see people trying to put 3xs and 2xs on the MGs and other rifles and they end up just doing terribly because you lose a good chunk of your peripheral vision.

For a sniper, an M-16 or SKS with a foregrip and a 2x scope is great for a mobile sharpshooter loadout. If I'm going "full sniper" then I'll go with a battle rifle and a 7x scope at the expense of armor and other stuff. The 7x might be overkill but it actually helps on some of the wide-open maps. I really don't bother with the Mosin or M24. Their advantages are slight and downsides are great unless you're a crack shot and your ping is great

Speaking of ping/servers, I really like the [2.FJR] server for Push. Great ping for the US east coast, no death messages or other funny stuff, and the server actually can handle the load. There are a few other "tactical" servers that are obviously overloaded, with everyone's ping jumping around, and players going janky everywhere. And the USMC servers keep adding more and more poo poo plug ins. I think right now they just added one that flashes "MAG AT XX%" on your screen after every shot because babies can't handle not knowing exactly how many rounds they have left. No thanks.

Major Isoor
Mar 23, 2011

Mans posted:

I know the Insurgent announcer says "keep martyrdom for later" but i simply can't unhear "save party-dome for later!"

I'm glad I'm not the only one who hears this! :D Similar to the Russians in BF:BC2 sounding like they're yelling "oh no, spaghetti!", I suppose

Hexenritter
May 20, 2001


Major Isoor posted:

I'm glad I'm not the only one who hears this! :D Similar to the Russians in BF:BC2 sounding like they're yelling "oh no, spaghetti!", I suppose

or "farty bear" in STALKER

Lemon-Lime
Aug 6, 2009
The M16's single fire doesn't require a foregrip at all, which means you can safely run the M16 with AP ammo and a RDS/Holo (because the ironsights suck) for cheap. If you want to sharpshoot with it, just upgrade the sight to a 2x.

(Also, why is burst fire on the M16 so bad? It's pure, unadulterated garbage. Tap firing on semi-auto fires faster with better accuracy and virtually no recoil. :()

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".

Lemon Curdistan posted:

The M16's single fire doesn't require a foregrip at all, which means you can safely run the M16 with AP ammo and a RDS/Holo (because the ironsights suck) for cheap. If you want to sharpshoot with it, just upgrade the sight to a 2x.

You're right that the M-16 doesn't really benefit from a foregrip (except in the sniper role). But autos like the AKM or M4 certainly do.The foregrip is mostly about steadying sway and controlling automatic fire. I find it a lot more controllable if you're firing from a crouched or standing position, and for some reason it also helps me with hip fire. It might be the way the free-aim weapon model moves with a foregrip versus without, and just personal habit.

EDIT: Also I use the forgrip on shotguns, I think because of the hip fire stuff. Hard to say but the shotty is cheap so I never have problems with other supply.

quote:

(Also, why is burst fire on the M16 so bad? It's pure, unadulterated garbage. Tap firing on semi-auto fires faster with better accuracy and virtually no recoil. :()

I just did a couple test runs and they have just about the same recoil if you fire "hands off". That is, just click fire and don't use the mouse to control the recoil. My bet is that you're probably compensating with muscle memory for recoil control for each click. When you're using the burst, that fouls it all up. It's not quite full auto, not quite semi, so it's hard to compensate for. I have the same issue and never use any of the burst fires.

Lemon-Lime
Aug 6, 2009

LogisticEarth posted:

You're right that the M-16 doesn't really benefit from a foregrip (except in the sniper role).

Honestly, I don't think it needs one even if you're using it as a DMR.

As for the autos, yes, absolutely, a foregrip is pretty much a must-have. My basic AKM loadout is foregrip + AP ammo because who needs optics on an AK, seriously?

LogisticEarth posted:

I just did a couple test runs and they have just about the same recoil if you fire "hands off". That is, just click fire and don't use the mouse to control the recoil. My bet is that you're probably compensating with muscle memory for recoil control for each click. When you're using the burst, that fouls it all up. It's not quite full auto, not quite semi, so it's hard to compensate for. I have the same issue and never use any of the burst fires.

Yeah, it's just massively easier to compensate for the recoil while mashing left click than it is to compensate for the recoil on the burst.

u fink u hard Percy
Sep 14, 2007

LogisticEarth posted:

Foregrips are nifty and help with recoil control and stability if you're a marksman. If you're NOT rolling marksman/sniper then there's absolutely no reason to take a 2x scope. It's a hindrance if anything. I see people trying to put 3xs and 2xs on the MGs and other rifles and they end up just doing terribly because you lose a good chunk of your peripheral vision.

Not with triple monitors! It's great watching other people, you'd be surprised how many people get killed by somebody wandering around outside the normal field of view.

Minorkos
Feb 20, 2010

whenever i die in this game, i play a drinking game where i take a swig every time the wanna-be stealth assassin m24 sniper guy i'm spectating misses an easy shot

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
So you died after one round? :rip:

I haven't played a lot of this game but is there any real advantage to getting AP or HP ammo? In co-op or competitive, time to kill seems so fast anyway I don't know if they have any effect worth the points. Maybe in pistols?

I have the same question about bothering with heavy armor, since again it seems like you kill and can be killed so fast, it's not worth the points. Light armor is good, though.

DoombatINC
Apr 20, 2003

Here's the thing, I'm a feminist.





AP ammo goes deeper through walls and defeats body armor faster. HP ammo doesn't work as well against walls or armor, but has a much greater chance to kill with a limb/glancing shot. AP is basically the accepted meta-game since it makes firing through cover easier and, like you said, the time to kill is already so low. Armor can (read: might) give you one or two 'gimmie' hits with non-AP rounds, rounds coming through cover or rounds hitting from long range, but it slows you down and so many fights in the game are up close with barrages of fire, so caveat emptor.

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".
In part it depends on the weapon you're using and how you play. With SMGs, AP is almost always a good idea as light armor provides some protection against pistol caliber rounds. With assault rifles and battle rifles it's more circumstantial. AP hits hard even against heavy armor. But at the same time a few repeated hits of standard ammo, or a torso and limb hit will kill too.

Heavy Armor vs. Light Armor is dependent on play style. I actually never prioritize light armor as most rifle rounds penetrate it anyway. Heavy armor will actually stop like 3-4 non-AP rifle rounds. But it also slows you down. If I'm running scout or sniper I don't bother with any until I get the rest of my wanted kit, and never go heavy. Security gets light armor for free so I always run it there.

Goredema
Oct 16, 2013

RUIN EVERYTHING

Fun Shoe
IIRC, light armor prevents you from just dying instantly if you're hit by the shockwave of a grenade. Without it, you apparently just keel over immediately if you're even vaguely within the blast radius.

Zuhzuhzombie!!
Apr 17, 2008
FACTS ARE A CONSPIRACY BY THE CAPITALIST OPRESSOR

LogisticEarth posted:

Seriously. What's worse is that every reiteration that "improves" it just makes it crappier. The problem with the map is that there is very little "flow" to it on a basic level. It's just a bunch of hummocky hills and trees with no interesting objectives. It might work better on firefight or something where you just roam the map, but on Push or any directionally-objective based mode, it's bad.

And after playing it a bunch, the new map, Tell, is really gamey, but kinda fun. I'm not totally excited about it versus the other maps, which feel a lot more real/tactical. But it gets the job done. The map design feels about a decade out of date though.

EDIT: Also, new guys please stop buying fancy optics for your gun before investing in frag grenades first please. So frustrated by seeing dudes getting up to a tight area and not being able to chuck a nade into the defender's position.

So far I think Tell is a really awesome map and is how other maps should have been at the start.

Also they hosed with the Buhriz SEC spawn, which is stupid considering that map is already heavily in favor of the Inurgents anyway. But whatever.

Antares
Jan 13, 2006

Which is the game mode where people don't spend their entire pointbuy on the biggest scope they can get for their class.

it's like hostile intent and firearms hosed and had some kind of genetically improbable retard baby

Antares fucked around with this message at 00:58 on Apr 26, 2015

Robot Randy
Dec 31, 2011

by Lowtax

Antares posted:

Which is the game mode where people don't spend their entire pointbuy on the biggest scope they can get for their class.

it's like hostile intent and firearms hosed and had some kind of genetically improbable retard baby

i always join 30 point loadout servers so i can make my weapons tactilol as heck

Hamlet442
Mar 2, 2008

Robot Randy posted:

i always join 30 point loadout servers so i can make my weapons tactilol as heck

I prefer these on co-op. There's no reason why I shouldn't have the choice to put whatever I want on the weapons I want. It's co-op. Now for MP, obviously you have to have play balance.

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Mans
Sep 14, 2011

by Jeffrey of YOSPOS
Push tends to force pubbies into grabbing some grenades after their first 2 waves are wiped without killing a single defender.

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