[QUOTE=69105;46611972]I like strike if you have a coordinated attack team. It can be a great payoff
FUCK sinjar though. Sinjar period is one of the worst maps ever thanks to the god-awful security spawn. Everyone stack to insurgents because they know they can get a good few kills in while security are forced to climb up an impassable mountain. It's good on firefight though since everyone is given a fair chance thanks to the improved spawn locations
I hate playing on pubs with that map in rotation because everyone votes sinjar and then storm to insurgents. If you want to play a crappy deathmatch game there's a lot less respectable games out there[/QUOTE]
Sinjar sucked hard back in the mod days, however it's such a good feeling if you manage to win the map with a good Security team.
[QUOTE=ElectricSquid;46617357]That is pretty annoying, yeah, but I love how they made it actually [I]dark[/I] - both flashlights and NVG are useful, unlike plenty of other games that have both but are perfectly navigable because their levels are less than well-lit.[/QUOTE]
not for nothing, if you can't see on a night map without nvg or a flashlight
you might need glasses
of course, this also depends on the map, panj for example is pitch fucking black so nvg on that map i can understand
most of the rest of them though you don't really need it, there's a lot of illumination going around.
A few more questions that popped up after playing a lot of checkpoint today:
-does smoke obscure the AI's vision at all? same with flashbangs
-is there any reason to actually have a suppressor when fighting the AI?
[QUOTE=Watevaman;46626211]A few more questions that popped up after playing a lot of checkpoint today:
-does smoke obscure the AI's vision at all? same with flashbangs
-is there any reason to actually have a suppressor when fighting the AI?[/QUOTE]
Yeah grenades works against the AI. Same goes to the suppressor, if you are playing coop (Like Hunt) and you don't want a lot of AI looking for you then use it.
People use attachments as snackbars?
Why?
flashbangs work on ai, you can see them with their hands up to their face because they got blinded. smoke works to an extent, they can still randomly decide to shoot through the smoke and hit your head if you shoot through it.
[editline]3rd December 2014[/editline]
[QUOTE=Moustacheman;46626339]People use attachments as snackbars?
Why?[/QUOTE]
because foregrip + x2 red dot is amazing.
Hah, I don't use attachments for either side. I just rock armour and grenades.
iron sights are best
Compared to the EOtech or Aimpoint I'd rather take ironsights, it's a different story on the insurgent side though.
The Kobra is much less vision obscuring as its American counterparts.
I always use the red dot if the weapon allows. I don't like any of the insurgent sights, so I rock those naked (well, I use the foregrip). Depending on the map I'll use the 2x red dot, but I don't like to.
[QUOTE=Trebgarta;46627648]Debatable[/QUOTE]
While it is a matter of opinion, I can tell you in my 400+ hours of playing the iron sights are bar none the best once you get used to them and those points could be spent towards better equipment
The worst sights are the ones on the FAL and M14 and M249 since they take up all of your peripheral. the m14 isn't too bat but the front sight is way way too far away. it makes it hard to use the middle blade for shot alignment
The only sight I really frown upon is that insurgent PO scope. that is literally the most obstructive, hardest to aim with optic ever
[editline]3rd December 2014[/editline]
the biggest problem with the optics in the game isn't that they're bad (especially the kobra, eotech and aimpoint) but the long range ones are underclassed by weapons that have irons or the earlier mentioned short-range sights. the long range scopes, even the 2x one, take longer to aim up with and the RT camera picture optic wavers around which makes it hard to align the shot. meanwhile guys with an eotech or iron sights have a weapon that sits perfectly still and they're perfectly aligned right on to you in less than a second and opening fire
If you have a long range optic you better not get seen while you're firing because otherwise you're dead by someone's ability to snapshot and your inability to even align one
when are they going to fix this shit
[t]http://cloud-4.steampowered.com/ugc/52119598859464159/7785501C4EB46B624683A5B679E1896C0937FC35/[/t]
I wish there were just a couple of more handguns in this game. I'd love something with a little more stopping power like the 1911 or a USP. Perhaps some tokarev or other older soviet pistol. Btw, anybody else find it weird that ins has an MP40 instead of, say, a PPSh?
[QUOTE=Anglor;46634900]I wish there were just a couple of more handguns in this game. I'd love something with a little more stopping power like the 1911 or a USP. Perhaps some tokarev or other older soviet pistol. Btw, anybody else find it weird that ins has an MP40 instead of, say, a PPSh?[/QUOTE]
Both pistols in the game only have a difference in firerate and magazine size. There is plenty of workshop subscriptions for pistols, if it is only about cosmetics for you. Pistols work better for security, because the insurgents don't get Light armor for free and rarely have heavy armor, opposed to security.
[QUOTE=Mezzokoko;46635193]Both pistols in the game only have a difference in firerate and magazine size. There is plenty of workshop subscriptions for pistols, if it is only about cosmetics for you. Pistols work better for security, because the insurgents don't get Light armor for free and rarely have heavy armor, opposed to security.[/QUOTE]
True, but as I said, I'd like a more powerful handgun as a viable secondary more than a weapon skin. In some situations I feel like the M9 doesn't cut if the ins are carrying armor and your primary is out. A high powered handgun could have a higher supply cost or something.
[QUOTE=Anglor;46634900]I wish there were just a couple of more handguns in this game. I'd love something with a little more stopping power like the 1911 or a USP. Perhaps some tokarev or other older soviet pistol. Btw, anybody else find it weird that ins has an MP40 instead of, say, a PPSh?[/QUOTE]
Not particularly, considering the cache of STG-44s the Syrians are using, and the Lee-Enfields they were using in Afghanistan when we got there.
What would be nice is if they updated the weapons so we could get things like the MK46 or MK48, the M110 SASS, HK 416; these guys are "security contractors" they should have more than just whatever the US Army issues.
Insurgents could definitely get an RPD and PKM, DP 28?, G3 PPSh/PPS43, Lee Enfield, Mauser 98k, M16A1, Tokarev, Browning Hi Power, P38, Beretta M9 clone,1911 clone, etc.
Example:
[img]http://i.telegraph.co.uk/multimedia/archive/01405/Swat-Valley_1405333c.jpg[/img]
[img]http://i.usatoday.net/news/_photos/2011/03/07/talibanx-large.jpg[/img]
What this game obviously lacks is an MG42 or it's derivative.
[QUOTE=Awesomecaek;46636128]What this game obviously lacks is an MG42 or it's derivative.[/QUOTE]
Could give the contractors an MG3, and maybe even and M60E4.
[QUOTE=MAC21500;46636996]Could give the contractors an MG3, and maybe even and M60E4.[/QUOTE]
And good ol M42 to the insurgents!
Oh damn, I totally forgot about this thread. Should've figured that it would be more active after the Humble Bundle sale.
I just joined the group so hopefully I'll be able to play with you dudes soon.
[QUOTE=MAC21500;46636996]Could give the contractors an MG3, and maybe even and M60E4.[/QUOTE]
i'd be content with a full size mp5 and/or more handguns
Yeah the MP5K seems a bit silly, atleast one different pistol for each side would be perfect though.
But what we really need is the PKM, not sure on security side though.. 240' would be a good match!
night missions would be great if the suppressor didn't alert every bot on the map and you could actually stealth it
Yeah, I wish the bots were less like aimbots.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=348964771]Someone managed to make playermodel replacments for the Security.[/url]
[IMG]http://cloud-4.steampowered.com/ugc/23972101212016996/7DCC106931F40713B3DA133BE9FA18586BB604CE/637x358.resizedimage[/IMG]
Aren't those the guys from CS:GO? Why've they got the mushroom heads?
[QUOTE=YourBreakfsat;46642200][url=http://steamcommunity.com/sharedfiles/filedetails/?id=348964771]Someone managed to make playermodel replacments for the Security.[/url]
[IMG]http://cloud-4.steampowered.com/ugc/23972101212016996/7DCC106931F40713B3DA133BE9FA18586BB604CE/637x358.resizedimage[/IMG][/QUOTE]
It is time for the cheeki breeki modelpack now. Make it happen.
won't work on sv_pure servers
yeah, those custom models only work on probably like 10 servers in the whole game
[editline]5th December 2014[/editline]
[USMC] servers are sv_pure 0 iirc so you can use them there, plus their servers are usually always occupied
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