• Insurgency: Sandstorm
    242 replies, posted
Do you have High-Quality optics enabled? If you disable it, it changes the dual-rending scopes to a COD-Like zoom-in instead. It's in the graphics options I think.
What's the deal with all the UE4 games running like total ass?
I guess new engine means people are still coming to grips with all the intricacies since they don't have a ton of experience with it.
Super tactical operating https://files.facepunch.com/forum/upload/1717/75e4cd4d-99fa-4043-8d73-829960819e19/20180901012621_1.jpg
Those are courtesy of @The Vman I think.
I'm trying to rationalize something and it baffles the fuck out of me. This is the Security Forces optic selection https://puu.sh/BnJs2/e5488adcd8.png This is the Insurgents https://puu.sh/BnJSR/cae0870d0d.png Tell me why the fuck the Insurgents get the ACOG, and the Security Forces are stuck with the C79? I know some of the devs are Canadians but seriously nobody willingly uses a C79 other than the MG version which is actually quite decent. The rifle version is just utter garbage.
Damn, I'm really salty because Beta 1 ran really well for me yet Beta 2 runs, I'm not kidding here, at about 5-15 FPS average and is unplayable for me. No idea what happened. Tried everything. Let's hope NWI can pull some miraculous optimization magic and help me out here. I wonder how the gameplay changes feel. I was especially interested in trying out the new drum magazines and ADS time
The only thing I can think of, if your settings and launch flags etc. are correct, is to make extra sure the game is running in fullscreen exclusive.
thing is it also doesnt look that great. everyone screeches when you point that out because muh tech demo and omg UE4 is so powerful what the fuck are you talking about <insert marketing hype here> but in actual practice most UE4 titles so far are either on ridiculously small environments and very, very mercenary with its use of assets, or actual games like Squad with large environments, it necessarily has to look like shit because otherwise it slows to a screeching halt. My question is what was wrong with UE3? It looks great and performs great and surely any dev working with UE knows it far better than they know 4. I doubt it has technological limitations that impede the development of current gen games, since nothing of note has happened. I get that you have to bite the bullet at some point and move onto newer stuff that will have a longer shelf life, but if you cant promise good performance on current hardware, what the fuck is the point???
Ironically, the only company I'm willing to excuse the push for high end graphics and visual appearance is DICE with their Battlefield series. The problem they're facing though is lack of quality gameplay. The Frostbite engine is a work of art, but its being used for horribly designed games with no room for expansion into new possibilities. Hell, I think if EA let go of DICE we'd get better games on the Frostbite Engine... Frostbite has its differences from UE4, but at the very least, at least in my case, it has never performed as terribly as this game has. Which is upsetting considering I want Insurgency to succeed. Its base gameplay mechanics + sound are nothing to scoff at. (Just uh, don't try to pick grenades up, or expect to vault on the first try)
I actually managed to get it to around 50-60 FPS on average by resetting my graphics settings a few times and changing everything until something clicked. I still stutter like hell though around random spots in the map, but at least it's playable. Kinda miss bullet types, in Beta 1 I didn't mind but now I find myself having to put compensators and foregrips on everything with full auto on in order to kill people. Burns through ammo like hell but in INS2 I could just take a few loadout point hits and take AP bullets, and not have to use full auto. Still interested to see if anything changes from here on out to release
I think ammo types are planned, I'm 90% sure that bolt-action sniper rifles have AP bullets by default from some patch notes I saw.
I don't know how Day of Infamy is now, but when I last played it wasn't too fun being commander. You had to be in direct line of sight of where you wanted to call arty and it wasn't like RO2 where you could bring down the little floaty arrow thing to pinpoint the exact spot. Sometimes you wouldn't even realize you called arty on yourself due to a piece of terrain being in the way. You also died a lot trying to get it called in. Hopefully it'll be more akin to RO2 / RS2 where there's a map you can call it in based on that. I hope they fix the lighting issues because it looks like shit. Also I hope the backblast can be deadly.
Uh no, you still need line of sight but now you get a visual marker that confirms where it's gonna land. Playing commander is stupid fun in this game though since you get so many different call-ins.
Can you select the angle at which the a-10 strafes? otherwise it's going to be rather useless in tight space maps
The visual marker is a godsend. I literally got kicked from so many games from teamkills because a tiny portion of a window was in my way when calling in airstrikes. Also, they wiped my Beta 1 characters and I was an invisible terrorist for a few games so that's unfortunate
You can't but it feels like they tightened the area of effect. Also, I can almost swear that it tries to aim for visible targets.
completely dumb thing to ask but how fashionable / tacticool your character can be?
Pretty damn tacticool. Security forces can go full operator.
You can go full tacticool for the security guys, and full cheeki breeki or allahu ackbar for the insurgents. Working on completing my tracksuit right now :v
I figured as much, and I think EA made the right decision considering Unreal Engine's flaws here and there. The multi-purpose engine that Unreal is will inevitably cut back on things that could otherwise improve or make the experience you'd get on something more specialized like the Frostbite Engine. Despite this rather obvious flaw that specialized engines have (less flexibility for complete overhauls from their original purpose) I think Frostbite would still be a very useful tool for something like the Project Reality team from Battlefield 2. The community for Project Reality is pretty sizable, but I fear its been diminishing due to games like Squad and now Insurgency Sandstorm. The BF2 Engine is OLD, but nonetheless one of the best Battlefield experiences modded or not. I may also be a bit bias against Epic Games my account was deactivated cause I connected to a Fortnite server while Mac Address spoofing (completely unaware that VPNs or MAC spoofing is not allowed...) Not even a god damn warning. There goes my investments on the market place.
Maybe I'm blind but is there no adjust darkness option? I can't find it for the life of me and I swear I'm dying a ton due to it because enemies are too dark in the shadows.
The game has great sound design like the original, but I'm yet over how good the weapon animations are. They're so smooth and chunky with the weight of a real gun behind them. I love it. I got this game on a whim, mostly because I liked the original. The new game seems faster than the original, but I'm still enjoying it. I just set the graphics to low and I've been able to run the game fine, but I still don't like what optics do to your framerate so I tend not to take any magnified optics. Same as the original I still am annoyed by the whole free aim thing, but I like the rest of the game enough that I can tolerate it. Matches live or die by your team, and I've had both completely idiotic teams that mic spam like you would expect in a COD game, and teams where everybody was communicating and we got shit done. I don't know what they can do to fix that though, because that's not really the devs fault.
You can turn off the optic zoom (called a 3d scope) in the options. The problem is the game renders twice, one for the outside area of the scope and for the inside. I forgot what the option is called though, sorry.
Also double tap reload to speed reload is such a good shooter idea I wish every game did it. Ditto for the hold R to check your magazines. I always thought it was silly that in "realistic" games with no HUD you had less an idea of your ammo than you would in real life, but this totally solves that issue.
I'm pretty happy with the two mechanics, but I wish there was a slightly more obvious indicator that you're reloading faster at the beginning of the animation for it. The magazine check also feels a tad too awkward. The lack of anything moving, but hearing sound sorta removes you from the immersion for a moment. I really like the way Rising Storm 2: Vietnam handles it. Pull the mag outta the gun and "check it." Wouldn't mind a combination of the two; Pull mag out and look at it, then pat self for mag count.
I'm not sure the Insurgents are exactly combat ready with arms like this https://i.imgur.com/MdNMP8h.jpg Also, did anybodies framerates change with the newest 1.5 GB patch this morning? I can actually play the game now with very few stutters, it's amazing. Having played a lot of rounds today made me realize that I absolutely love playing commander on Security, but on Insurgents the class feels really weak besides the chemical mortars. I haven't even tried using the drones since Beta 1. Did they change them or are they still redundant?
genuine nigerian pirate insurgents, courtesy of NWI
Are you kidding? It's super fun being an insurgent commander. The rocket barrage obliterates anything, you get 5(!) mortar strikes, drone bombers, chemical mortars. He's relentless.
Rocket barrage a.k.a. fuck everything in this particular grid square, it's lovely fun.
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