• Insurgency - "Allahu Snackbar"
    1,408 replies, posted
On a different subject, this game makes me miss Resistance and Liberation, shame the last patch it had completely broke the game for me..
[QUOTE=Pops;46693541]if it ends in nothing but bitching and whining, yes.[/QUOTE] So basically also ignore 100% of multiplayer games that have communities? [editline]12th December 2014[/editline] [QUOTE=69105;46698703]literally counter strike with iron sights[/QUOTE] So, a tactical shooter? Your point doesn't exist if that's the only metaphor you've got.
[QUOUTE] Update 12/12 Changelist Content New weapon: M45 for Security, M1911 for Insurgents. New PVP maps: Buhriz Night and Revolt Night. New Survival maps: Verticality, Sinjar and Heights. New Hunt maps: Buhriz and Revolt. Updated PVP maps: Revolt. Updated Survival maps: Market and District. Added foregrip upgrade for AK-74. Night vision goggles now show on character models in third person. Flashlight and laser sight added to sniper rifles and LMGs. Improvements Improved Survival mode. Added team icons to squad selection and scoreboard UI. Updated AI behaviors and visibility especially in night maps. Adjusted cost of night vision and added it to default loadouts in Hunt mode. If you pick up an explosive that can only be assigned to the first sub-slot, you will drop any other explosives that follow the same restriction. This prevents players from running around with RPG/AT4, RPG/C4, etc. If a grenade is dropped on death, friendly fire is redirected to credit the player who killed them instead. Grenades now deal direct impact damage. Fixed recoil so that it no longer slowly brings your view down with some weapons. Fixed pistol slide when you run out of ammo. Made laser sights less jarring when your weapon is blocked while aiming down sights. Added cvar cl_ads_fov_scale which allows a user to control the amount of “zoom” ironsights and reflex sights give you. Global ban system now applies to all servers, not just servers with matchmaking enabled. Removed cheat flag off of sv_memlimit. Also added sv_maxuptimelimit which defines the maximum uptime of a server (in hours) before it restarts. Bug Fixes Fixed matchmaking failing to find servers when too many maps were selected. Fixed M4A1 not having the EOTech and Elcan scopes in coop modes. Fixed weight assignment of weapon upgrades. Fixed some player data not being transmitted to SourceTV. Fixed toggling motion blur in advanced video options. Brightness adjustment for nightvision when using OS X, should be closer to Windows version. Map Updates Buhriz: Moved final cache Push to a more secure spot. Fixed steep displacement on the bridge near SEC’s spawn area. Contact/Siege: Increased fade distance of the planters in the main street. Fixed some sneaky spots throughout the map. District: Changes to prevent spawn camping in Push. Tweaked cover at front of the school. Heights: Fixed players getting stuck in a tree near A on Push. Ministry night/hunt: Tweaked lighting to make it more friendly for the NVG. Panj: Fixed players able to get stuck in a collapsed wall at firefight A. Peak: Improved collision model on rocks. Uprising: Fixed bug that allowed a player to leave the playable area. [url]https://steamcommunity.com/games/insurgency/announcements/detail/224383157903712444[/url]
by m45 i'm assuming they mean the MEUSOC pistol, not the m/45 smg. [editline]12th December 2014[/editline] also best part of the patch [quote]Updated AI behaviors and visibility especially in night maps. [/quote]
[QUOTE=BeardyDuck;46700576] also best part of the patch[/QUOTE] are you telling me that these AI RPG triple kills across half of the pitch black map weren't an intended feature? because they were fucking hilarious
[QUOTE=gk99;46700373]So basically also ignore 100% of multiplayer games that have communities? [editline]12th December 2014[/editline] So, a tactical shooter? Your point doesn't exist if that's the only metaphor you've got.[/QUOTE] no, i mean if it ends with him bitching and whining, then obviously stay away from the mode or the server. best thing to do with a game like insurgency is find a few people to play with so you aren't always having to pub with retards. luckily there is a fp group so the work is already done for us. yes, this goes for generally any game that has multiplayer.
[QUOTE=cdr248;46699465]wow you must have so many friends[/QUOTE] Call him dumb or an asshole or whatever but you can't deny that what hes doing is extremely effective. I wouldn't call it counter-strike with ironsights, because even CS is tactical and you can listen for shit like footsteps and theres a whole meta around that. With insurgency, for whatever reason footsteps are extremely quiet and almost impossible to hear, combine that with the ability to sprint (quickly if you don't bring much) and jump around corners and what you have is the perfect formula to always win against someone covering a corner.
[QUOTE=69105;46698703]pvp is glorious solely because the community is pretty much eating itself whole. now's the time to play the game because once you figure out the proper playstyle you'll realize insurgency is far from a tactical shooter and is literally counter strike with iron sights[/QUOTE] Well I know if I see your steam name in a server, I'll just quietly leave, because I don't like playing with people who aren't any fun.
[QUOTE=69105;46699142]you could spend thirty seconds trying to capture a point, but why stick around when your team is already capturing it? that's what makes me mad. if i'm a lone ranger on a point then obv i'll stick around until it's captured, but the second someone from my team gets on it then there's no reason to stick around. that time sitting around to capture the objective could be spent running to the next one it's not so much "skipping" as it is constantly being on the move[/QUOTE] And what about sticking around the objective to provide support to the one guy on the cap, who you'd otherwise be abandoning? It's sure as shit not going to be capped if an enemy happens to wander into the area and wreck him. [editline]13th December 2014[/editline] Oh shit, Buhriz Night? Sweet. Also, new weapons and AI fixing (I hope it's fixed) are great too. I just wonder if they patched the infinite weight glitch...
Pics of the new pistols: [t]http://i.imgur.com/rGzavbO.jpg[/t] [t]http://i.imgur.com/yN3Svyl.jpg[/t] Looks like the only difference is the skins.
the meusoc is just an updated m1911.
[QUOTE=realtaylers;46701280]Pics of the new pistols: [t]http://i.imgur.com/rGzavbO.jpg[/t] [t]http://i.imgur.com/yN3Svyl.jpg[/t] Looks like the only difference is the skins.[/QUOTE] I hope a nickel-plated pearl-grips M1911 skin is in the works.
[IMG]http://i841.photobucket.com/albums/zz337/R0N_photos/CQBP.jpg[/IMG] I thought the M45A1 was supposed to be Tan
a 1gb update what got added?
[QUOTE=Pops;46701871]a 1gb update what got added?[/QUOTE] [QUOTE=tailsdolll;46700530][QUOUTE] Update 12/12 Changelist Content New weapon: M45 for Security, M1911 for Insurgents. New PVP maps: Buhriz Night and Revolt Night. New Survival maps: Verticality, Sinjar and Heights. New Hunt maps: Buhriz and Revolt. Updated PVP maps: Revolt. Updated Survival maps: Market and District. Added foregrip upgrade for AK-74. Night vision goggles now show on character models in third person. Flashlight and laser sight added to sniper rifles and LMGs. Improvements Improved Survival mode. Added team icons to squad selection and scoreboard UI. Updated AI behaviors and visibility especially in night maps. Adjusted cost of night vision and added it to default loadouts in Hunt mode. If you pick up an explosive that can only be assigned to the first sub-slot, you will drop any other explosives that follow the same restriction. This prevents players from running around with RPG/AT4, RPG/C4, etc. If a grenade is dropped on death, friendly fire is redirected to credit the player who killed them instead. Grenades now deal direct impact damage. Fixed recoil so that it no longer slowly brings your view down with some weapons. Fixed pistol slide when you run out of ammo. Made laser sights less jarring when your weapon is blocked while aiming down sights. Added cvar cl_ads_fov_scale which allows a user to control the amount of “zoom” ironsights and reflex sights give you. Global ban system now applies to all servers, not just servers with matchmaking enabled. Removed cheat flag off of sv_memlimit. Also added sv_maxuptimelimit which defines the maximum uptime of a server (in hours) before it restarts. Bug Fixes Fixed matchmaking failing to find servers when too many maps were selected. Fixed M4A1 not having the EOTech and Elcan scopes in coop modes. Fixed weight assignment of weapon upgrades. Fixed some player data not being transmitted to SourceTV. Fixed toggling motion blur in advanced video options. Brightness adjustment for nightvision when using OS X, should be closer to Windows version. Map Updates Buhriz: Moved final cache Push to a more secure spot. Fixed steep displacement on the bridge near SEC’s spawn area. Contact/Siege: Increased fade distance of the planters in the main street. Fixed some sneaky spots throughout the map. District: Changes to prevent spawn camping in Push. Tweaked cover at front of the school. Heights: Fixed players getting stuck in a tree near A on Push. Ministry night/hunt: Tweaked lighting to make it more friendly for the NVG. Panj: Fixed players able to get stuck in a collapsed wall at firefight A. Peak: Improved collision model on rocks. Uprising: Fixed bug that allowed a player to leave the playable area. [url]https://steamcommunity.com/games/insurgency/announcements/detail/224383157903712444[/url][/QUOTE]
i feel like the ai got really wonked up in this new update, brutal got even harder and bots are headshotting more than ever.
[QUOTE=BeardyDuck;46701901]i feel like the ai got really wonked up in this new update, brutal got even harder and bots are headshotting more than ever.[/QUOTE] Well fuck, so much for a fix for the already-bullshit AI.
oh baby, the ak74 is loads better with the foregrip.
it's almost unfair how crazy the ak74 is now it has no recoil like the aks74u. it's pretty much the same gun except higher damage and range
Has anyone ever tried custom maps? I tried loading a few I got off the workshop (after finding out that I had to manually put them in the maps folder) using the console, and while the maps were fine, the UI and weapon spawning was horrendously broken. I tried the vietnam_b4 map and spawned with a scopeless, sightless M4 that auto-fired shotgun rounds.
If a grenade is dropped on death, friendly fire is redirected to credit the player who killed them instead. yessss
[QUOTE=ElectricSquid;46702267]Has anyone ever tried custom maps? I tried loading a few I got off the workshop (after finding out that I had to manually put them in the maps folder) using the console, and while the maps were fine, the UI and weapon spawning was horrendously broken. I tried the vietnam_b4 map and spawned with a scopeless, sightless M4 that auto-fired shotgun rounds.[/QUOTE] just go to a custom maps server and let it download the map.
calling a M1911A1 with a modified skin a M45 is kinda silly the M45 CQBP has enough visual and model differences to make it look significantly different for the end user, in a FPS.
i agree [img]http://i.imgur.com/DNSwpUj.png[/img] [editline]13th December 2014[/editline] even without the tan coloring, some of the parts for the m45a1 are wrong. [t]http://i.imgur.com/5PJlr64.jpg[/t] pretty sad they decided to just copy paste the skin and only change the colors.
really though, why would insurgents have 1911s and sf not? that gun is the screaming definition of america.
[QUOTE=Pops;46702665]really though, why would insurgents have 1911s and sf not? that gun is the screaming definition of america.[/QUOTE] actually, the m1911 was retired and a newer, updated version called the m45a1 (meusoc) was created. [editline]13th December 2014[/editline] but yea i have no idea why the insurgents have the m1911. [editline]13th December 2014[/editline] if anything, they should have more ww2-era weapons
Still waiting on the insurgents getting a Lee Enfield.
[QUOTE=BeardyDuck;46702673]actually, the m1911 was retired and a newer, updated version called the m45a1 (meusoc) was created. [editline]13th December 2014[/editline] but yea i have no idea why the insurgents have the m1911. [editline]13th December 2014[/editline] if anything, they should have more ww2-era weapons[/QUOTE] as with almost every other weapon i'll just wait for a good skin to come out. preferably a 1911 skin, ha, but then i'd have to get a skin for the 1911 so the insurgents have something different, something more communist-themed, which makes me wonder why the insurgents don't have tokarevs...
I think the game needs a little bit of revolving action...
Does this game's ammo counting track bullets used or magazines used? I could've sworn it was only magazines until I went on a server yesterday and had an argument over it and found out that the server we were on tracked bullets, even though I [I]swear[/I] that in past experience the game tracked magazines. (If you're wondering what I'm talking about, most FPSs give you a gun with a set amount of ammo, and if you reload without having used up the entire magazine first, the bullets left in that magazine are not thrown away but instead are magically put back into your ammo pool - that's what I mean by bullet tracking. When the game tracks magazines, which is how I pretty sure reloading works in reality, if you reload before you've used the entire magazine then the leftover bullets in the magazine you're throwing out are lost. You could technically fire no shots or only as many shots as you have magazines and run out of ammo this way.) Is it maybe a thing that certain servers have? Maybe a cvar or something?
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