• Insurgency - "Allahu Snackbar"
    1,408 replies, posted
How many maps does this have
[QUOTE=Mr. Agree;43675424]How many maps does this have[/QUOTE] around 5-6 i think it might also depend on the gamemode
I have to play this in borderless mode because the game freezes after 5 seconds on fullscreen.. Also it crashes sometimes when I open up my inventory, really annoying
[QUOTE=tehMuffinMan;43667862]I'm also getting quite a bit of crashing to desktop without any error messages.[/QUOTE] The game seems to be pretty unstable at the moment.
Running in borderless window solved all of my CTD's, and I can stream and use spotify/skype/whatever.
[QUOTE=brainmaster;43676188]Running in borderless window solved all of my CTD's, and I can stream and use spotify/skype/whatever.[/QUOTE] Borderless stops the freezing, but opening inventory in training causes the game to just close
for some reason the launch trailer is funny to me :v:
RPG in close quarters is the only way to play this game [editline]27th January 2014[/editline] I don't get what the deal is but half the time when I try to record with shadowplay on this game, it puts it on some stupid resolution like 1920x540 this is literally the only game that does it
So whats the verdict on the game? Buy? Wait for updates¿
Buy. I've played it 8 hours in the last 2 days.
Reminds me of a faster paced Americas Army 2, or what AA3 shouldve been. Having great fun.
I wish the game had more brutal deaths like in RO2, with character screaming in pain and sometimes dying slowly.
[QUOTE=JohnnyMo1;43650831]I played this mod for a bit back when it first came out. I'm a sucker for the gunplay of games like this and RO. No crosshair, aiming deadzones, high recoil, fast-paced but deliberate. Can't stand games anymore where every gun is has no recoil, laser accuracy and no recoil, and everyone is a bullet sponge. Maybe I'll pick this up at some point. How big is the player base at the moment?[/QUOTE] The problem I find with games like this, where everything's pretty much one-hit kill, is when sighted in and stood still, your aiming is still laser-precise up until you fire. Games need a lot more weapon sway. Not to say, Brothers in Arms' motion-sickness inducing levels, but enough that you can't just fire one shot and kill a guy at 150m straight after a long run (Ideally it'd be like ArmA where the weapon's orientation when sighted is independent from your view, and also like RO2, affected by suppression, stance, stamina and how long you've been sighted). There'd be more emphasis on suppressive fire that way. It's part of the reason I really like Project Reality's deviation system, which would of course be better with animated sway, but it's engine limitations.
[QUOTE=Morbo!!!;43677836]The problem I find with games like this, where everything's pretty much one-hit kill, is when sighted in and stood still, your aiming is still laser-precise up until you fire. Games need a lot more weapon sway. Not to say, Brothers in Arms' motion-sickness inducing levels, but enough that you can't just fire one shot and kill a guy at 150m straight after a long run (Ideally it'd be like ArmA where the weapon's orientation when sighted is independent from your view, and also like RO2, affected by suppression, stance, stamina and how long you've been sighted). There'd be more emphasis on suppressive fire that way. It's part of the reason I really like Project Reality's deviation system, which would of course be better with animated sway, but it's engine limitations.[/QUOTE] Weapon sway is affected by how long you've been sprinting as well as your stance, though it could potentially be increased a bit. Suppression also causes a pretty huge amount of weapon sway.
Fun Fact - 13 out of the 19 Primary and Secondary weapons begin with "m"
I wish we had a new Day of Defeat or Resistance and Liberation on this engine.. including freeaim and damage. Fuck the particle effects would be so much win, imagine spraying down a house with an MG34 or 42.
[QUOTE=arthuro12;43679884]I wish we had a new Day of Defeat or Resistance and Liberation on this engine.. including freeaim and damage. Fuck the particle effects would be so much win, imagine spraying down a house with an MG34 or 42.[/QUOTE] Imagine spraying down someone with one of those and watch as they get ripped apart Fallout style
Fun game but I hope they patch the crashes soon.
[QUOTE=Orkel;43684291]Fun game but I hope they patch the crashes soon.[/QUOTE] A patch is gonna get pushed in the next couple of days that ought to remedy some of the crashing issues, though a lot of the crashes seem to have to do more with source than the game code, so they're working with Valve to get some fixes.
Awesome game, managed to get for like £3.77. It's worth more, even with it's content
[QUOTE=Mr. Agree;43684732]Awesome game, managed to get for like £3.77. It's worth more, even with it's content[/QUOTE] What!? I would so get it for that cheap. How?
Maybe I'm late to this, but what happened? Insurgency became a ~real~ game and is now distinct from the original free version (which people call Insmod now, apparently)?
[QUOTE=ElectricSquid;43686379]Maybe I'm late to this, but what happened? Insurgency became a ~real~ game and is now distinct from the original free version (which people call Insmod now, apparently)?[/QUOTE] Yep. The original Insmod team started the standalone version quite a while ago (had a kickstarter even)
[QUOTE=MadPro119;43684902]What!? I would so get it for that cheap. How?[/QUOTE] During the Beta and the Winter Sale it was only $5, that's when I bought it anyway The game is really fun and I forget it's a source game. I don't get to play it as often as I want to though.
[QUOTE=MadPro119;43684902]What!? I would so get it for that cheap. How?[/QUOTE] Some guy selling it for 4,50 euros. He's legit as I got my game from him, has plenty of good comments on his profile. I've added you on Steam
Coop reminds me of terrorist hunt from the rainbow 6 games
Hotfix just got pushed [quote] Fixes Non-official servers can now set up a Matchmaking server with "sv_playlist" (coop, tacticalop, sustained). Fixed Cooperative matchmaking and removed Outpost from it (until it is re-introduced). Fixed crash when attacking someone with a knife. Fixed crash when entering video options after changing resolution. Took measures against the scoreboard crash by adding some extra checks against invalid avatar images. Took measures against a map loading crash by validating the theater script before trying to set player speeds. Took measures against a server crash related to max entity usage by making sure ragdoll and marker entities get cleaned up a little better. The game now skips lag compensation on dead targets to save bandwidth. Fixed ConVarRef ins_achievement_allow_cheats spam on the server. Fixed weapon upgrade slots and pointers remaining after switching to an empty weapon slot. Addon models should no longer draw when the player is dead, spectating or invalid. Fixed a crash when loading a map without accompanying maps/[mapname].txt file, happening to custom mappers not familiar with our setup. Gameplay Improvements Reduced the damage weapon caches give off when they blow up. Improved the death scream first person / distance sound system. Slide now goes a little further, but a little slower so it’s a bit less jarring. Fixed bug in SND and Strike where the Sharpshooter class on the Insurgents would receive a machine gun. 12 players is the new default minimum for 2 extractions in VIP (“mp_vip_single_point_max”). Fixed collision issues in Siege near the Security spawn area. Fixed being able to walk through the pillar models in Market on a Linux server. Usability Enhancements Enabled multi language support in the engine. If you are interested in helping us localize your language, see this thread. Added voice volume slider. Matchmaking now tells you how many servers meet your criteria before you try and find a game. Inventory weapon now rotates slightly based on mouse position in the Kit Selection UI. Fixed chat text from being cut off. Better chat subtitles for voice commands. Fixed end-round lobby overlapping main menu and other menus. Teammate diamonds no longer suddenly disappear from the corners of your screen. If a new version comes out, it will now say “"Server is running different version of the game. Try updating or connecting to a more up-to-date server.” instead of “Server uses different class tables” so the average player is less confused. Fixed end of round lobby on non-widescreen. Fixed inventory screen on 16:10. New Features Added CRC checks when handling matchmaking to ensure purity in matchmaking servers. New main menu tracks. New Checkpoint feature where music plays if a counter-attack is started. Added “Contact Coop” into the official Cooperative map cycle. Added some new character variety for the Insurgents - new Fighter, Sapper and Machinegunner character skins. Updated some SDK maps: VIP and Push. Added srcds_run for Linux servers as a better option for running servers (supports auto-restart, debug log generation, etc.). Added stat logging for “round win” and “cache destroyed”. Training Level Improvements Made the frag grenade window hole bigger. Made the outside range targets pop when it’s time to shoot them. Increased the size of the explosion detection trigger in the dumpster to avoid grenades not triggering the scene. Fire multiple MoveTo events for the trainer to get back to the car during the second part of the attack. Fixed the ending events not triggering properly.[/quote]
Gonna leave the more tactical game modes until people actually figure out how to play this game tactically. Getting frustrated when the enemy has 2 locations secured, and the 3rd one is being capped but people are still sat miles away from anywhere, staring at a chokepoint.
I didn't think that this game had a thread guess i was wrong
I'd like to play this game, but it crashes just after 5 seconds of it being open.
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