[QUOTE=krail9;46936854]why do you want another one set in the middle east?[/QUOTE]
Almost identical - post-soviet e.europe, cold war era and swat were among my top choices with zombpocolypse, future warfare sharing the bottom. The idea of a 20's era gangster game is intriguing, but I think NWI should use their already proven abilities to make another tactical combat game. A 20's prohibition era game feels like something a bit more cinematic, theatrical and slow compared to what insurgency is today.
[QUOTE=Drk;46937665]Whatever you do add more guns.
Insurgency was cheap as hell with guns. Like [B]really[/B] fucking cheap.
And more maps for COOP. COOP was fun as hell.[/QUOTE]
Its up to 26 (24+ 2 RPGs) guns now. Arma 2 only launched with like 35.
It just feels like 26 is a pretty good number with those attachments too. I don't get the posts about limited number of guns.
To be honest I don't think more guns would improve matters unless they had different capabilities that could be balanced. Adding more 5.56 and 5.45 assault rifles would be pointless as they'd be basically identical in capabilities to existing guns (except in certain RL facets which wouldn't matter in-game); using a custom skin/model would be more appropriate if the end-user prefers that particular gun.
On the other hand, how would one go about balancing a PKM or M60 in a way that keeps them useful (i'm specifically thinking of cover penetration), when the RPK and SAW tear shit up real good already? RO proves nerfing then with massive recoil in hip-fire and no use of ironsights unless deployed proves to be no challenge for a player to compensate for.
That having been said, it would be rather interesting if we had M79s or some other modern equivalent. Have the demolitions require they trade their primary weapon for it, and in exchange they can have either a few more HE shots, or they can have both HE and smoke in decent quantity; perhaps even incendiaries.
I also feel the same about the amount of weapons. Sure, I love guns, but except for the recently introduced 1911/m45, there aren't many weapons I've been longing for. If anything, perhaps some smg with a higher firing rate than the mp40 for the insurgents (comparable to the mp5k) - mac-10 or some uzi perhaps? If a new weapon were to be introduced, it'd be nice if it brought some slightly new gameplay mechanic to it - like the AN-94 with its two-round burst.
I'd like an SVD
[QUOTE=MadPro119;46937744]Its up to 26 (24+ 2 RPGs) guns now. Arma 2 only launched with like 35.
It just feels like 26 is a pretty good number with those attachments too. I don't get the posts about limited number of guns.[/QUOTE]
Of course the total number is considerable, but when you play you really don't have the impression of being in front of a vast armory. At all. Three SMGs and two LMGs, for example, is really not enough. Same thing for shotguns, only two is cheap as hell, which is a shame since they really feel good in INS.
[QUOTE=MadPro119;46937401]You forgot about...
[B]SWAT CRIMINALS POLICE SWAT CRIMINALS POLICE SWAT CRIMINALS POLICE SWAT CRIMINALS POLICE SWAT CRIMINALS POLICE SWAT CRIMINALS POLICE SWAT CRIMINALS POLICE SWAT CRIMINALS POLICE [/B][/QUOTE]
I'm torn. I'd love a good SWAT/criminals style game to get all breach n' clear in, 1920's rum-running gangsters in suits toting automatic weapons while fighting cigar-smoking coppers would certainly scratch a badass itch as well, and I have a soft spot for games about guerilla conflicts in the spirit of Vietnam.
[QUOTE=Sgt Doom;46937835]To be honest I don't think more guns would improve matters unless they had different capabilities that could be balanced. Adding more 5.56 and 5.45 assault rifles would be pointless as they'd be basically identical in capabilities to existing guns (except in certain RL facets which wouldn't matter in-game); using a custom skin/model would be more appropriate if the end-user prefers that particular gun.
On the other hand, how would one go about balancing a PKM or M60 in a way that keeps them useful (i'm specifically thinking of cover penetration), when the RPK and SAW tear shit up real good already? RO proves nerfing then with massive recoil in hip-fire and no use of ironsights unless deployed proves to be no challenge for a player to compensate for.
That having been said, it would be rather interesting if we had M79s or some other modern equivalent. Have the demolitions require they trade their primary weapon for it, and in exchange they can have either a few more HE shots, or they can have both HE and smoke in decent quantity; perhaps even incendiaries.[/QUOTE]
as it is a lot of the guns handle very similarly. and the damage/recoil between a lot of them feels (or is) so similar that using one or the other makes virtually n odifference. some guns are cosmetically different than others with very few changes, so more guns that are just cosmetically different than others wouldn't be bad
i mean did we REALLY need an ak74 or an m4 when we already have AKs and an m4 knockoff? yeah, sure, why not, so long as you give me other guns that I don't need too
what about distant-future police
I wanna take down alien drug rings with laser rifles yes please I will take 20
I would seriously fuck with a RoboCop game where you just kill criminals. Doesn't really sound Insurgency-like, though.
What about Soviets in Afghanistan?
Only gun I want atm is the XM104 that was in the original mod. That would be pretty rad.
[QUOTE=Ignhelper;46937623]It'll be really interesting if they did some sort of SWAT game. It could be in the form of raids like the Bin Laden raid, where they go after some HVT, or in the form of a hostage scenario. And then throw in some sort of planning before the game starts, like payday. It'll be great.[/QUOTE]
Ever heard of Due Process?
[editline]15th January 2015[/editline]
[QUOTE=Drk;46937665]Whatever you do add more guns.
Insurgency was cheap as hell with guns. Like [B]really[/B] fucking cheap.
And more maps for COOP. COOP was fun as hell.[/QUOTE]
Holy fuck do I want more maps for this game.
bring back some maps from the mod
i've been playing it a bunch more and there are a few maps that i would love to wreck shit on.
[QUOTE=ElectricSquid;46942640]Ever heard of Due Process?[/QUOTE]
Due Process will solely focus on well planned breaches which dont take very long. I personally think that is a waste of that sick level generator, since I can imagine bigger levels to still work with that concept. But they really don't want it, probably not even as an option.
cold war
anyone remember Hostile Intent mod for half life 1?
I'd like to see em fix the game before moving onto new ventures. Buhriz's D cache is hilariously easy to destroy, spawn camping swings games massively, there's literally no penalty to entering restricted areas which allows people to set up spawn camping or hide in uncaptured objs so once they activate its almost impossible to stop them, they need to merge Sniper/DM into 1 class to cut down on attacking teams having a bunch of campers doing fuck all(besides most of the maps are far too small for snipers, so only make 1 or 2 available)
[QUOTE=Mezzokoko;46942987]Due Process will solely focus on well planned breaches which dont take very long. I personally think that is a waste of that sick level generator, since I can imagine bigger levels to still work with that concept. But they really don't want it, probably not even as an option.[/QUOTE]
They probably just want to avoid to just keep adding features so that they have an actual chance to release the game within a realistic timeframe.
[QUOTE=JerryK;46943272]cold war
anyone remember Hostile Intent mod for half life 1?[/QUOTE]
i still get together with a few people and we play it. it's unfortunate the 1.6 update killed it off faster than it should have
I still consider insurgency to be HI 2.0, although honestly if there was a cops vs robbers type scenario it'd be sweet as hell. my favorite HI maps were the home invasion/office invasion missions where a QRF, usually swat or FBI or whatever, are laying siege to a house or hotel. THOSE were the best missions in the game, but all of the HI maps are so good
[editline]15th January 2015[/editline]
[QUOTE=-nesto-;46943520]I'd like to see em fix the game before moving onto new ventures. Buhriz's D cache is hilariously easy to destroy, spawn camping swings games massively, there's literally no penalty to entering restricted areas which allows people to set up spawn camping or hide in uncaptured objs so once they activate its almost impossible to stop them, they need to merge Sniper/DM into 1 class to cut down on attacking teams having a bunch of campers doing fuck all(besides most of the maps are far too small for snipers, so only make 1 or 2 available)[/QUOTE]
agreed on map fixes: sinjar needs to be critically reworked more than anything, especially because it's such a popular map (who can join insurgents team the fastest simulator 2014). security need to be spawned closer to the hill on almost every single gamemode
too many snipers is a huge deal too. i sometimes have to play as a sniper on some maps just so we have one less. i don't mind it on security since sharpshooters are given an M16 to roll in close quarters (and the sks is just a beast in cqb too), plus everyone loves iron sight bolt actions, but when you HAVE to play that role just so your team has less people sitting on a corner of the map and ignoring objectives completely it's highly frustrating
it's a shame that community members like myself are so willing to criticize everything about the game but don't have the patience or knowhow to create content for ourselves. or god forbid server administrators who use custom maps (or rather refuse to change anything from the default settings) (or people that play them). I think with the age of matchmaking a lot of potential community members miss out on how great the game can be with a tight close-knit community of people that play on the same server
Sinjar is fine for Sec tbh. The problem is people don't like to spend supply on smoke grenades, so maps like Sinjar/Buhriz become join T the fastest because it's gonna be a shooting gallery. Once Sec gets the hill, they can spawn camp B, C, and D with ease(infact there's an out of map exploit right above the stairs leading to the bridge to C, allowing you to fire right into the C/D spawn without fear of return fire). The only thing that needs fixed for Sec is the fact that, if you know how, you can fire a RPG straight into the Sec team from the top of the hill at the start of the round. Tweak T spawns and give the approach to A more cover and the map will be fine.
I primarily play push so those issues may not be present in other gamemodes but currently alot of 1 sidedness on certain maps can easily be fixed.
if you play sinjar strike you'd seriously rage as security. security spawn in the same spot, but insurgents get spawned almost right in the middle of the map so essentially they have a ten second sprint to get to the crown of the hill. security is pretty much are JUST starting their climb at that point so they have absolutely no chance of getting up there even if they had all of the smokes in the world. usually once they do get up there though they usually start wrecking. which is fine since usually it's only like two security players versus a dozen insurgents at that point
sinjar's a great map but the spawnzones in a lot of the game modes are absolutely atrocious. i love sinjar firefight. i think it's one of the best firefight maps out there. once you get up the hill it's great. it's just the getting there that's the worst
oh wow
last night i got kicked from the server on the mod for having a damn good camping spot and camping campers.
just now i got votekicked from a server on the new ins for telling a kid he's bad at the game after he ran out of ammo (on a modded server that gives you extra mags with piss-easy bots) and tried to knife while he was surrounded.
i guess i'm too good for this game.
nwi, make the next one harder.
[QUOTE=Pops;46964195]nwi, make the [B]current one better for serious play[/B].[/QUOTE]
ftfy
So what happened to the competitive match?
I've been kicked from co-op games so many times for seemingly no reason. It's getting to the point where I check people's steam profiles while waiting to spawn to see if they have each other in their friends lists.
On another note, I'd love it if their next game had some legit co-op. Like, actual objectives and breaching rooms and shit. Some real Rainbow Six stuff, rather than just a bunch of AI spawning in between you and your next objective.
[QUOTE=Flumbooze;46967153]So what happened to the competitive match?[/QUOTE]
By tomorrow the buddy who does the hosting hopefully will be done with his uni stuff, so I should know more by then. If we're lucky we can have it this weekend. No promises though, since I don't have any alternatives, besides joining american east coast servers.
Finally got access to the eventserver today, working on prepping it up for proper matches. Also new datevotes.
24th January [Informative]
25th January [Useful]
31st January [Friendly]
1st February [Artistic]
edit: Can't get proper teamvoicechat to work, so I suggest that we will use Teamspeak for teamvoice and ingame-voicechat for squad communícation (if we make use of squads at all). Apart from that there is 1st-person only spec and no KD while being alive (scoreboard scumming still possible though, because the cvars won't allow alot of customization). Any more suggestions on what I should add/configure?
If you have rcon ability or the ability to generally change server settings, turn sv_alltalk to 0 and turn mp_voice_use_3d_voip to 0
problem solved. teamspeak works tho
I tried exactly that yesterday, and for some reason teams could still hear each other. The only difference with sv_alltalk being off was, that enemies were shown as blue, not as red. Might try again today if I find testers. However, using Teamspeak in combination with ingamechat allows us to extend communication to both individual and squadchat respectively. If we could get local-only work aswell, it'd be perfect.
edit: Alright got a couple of features up 'n' working. Have a list:
- Removed all suppresors
- Removed all optical sights for insurgents (except snipers and sharpshooters)
- Removed C4 for Security
- Created 4 Squads, with each a Specialist (Squad Leader), Rifleman, Breacher and a special role (AR, AT4/RPG, DM, Sniper)
Have been doing some playtesting with a few people, and I must say, that we had some more interesting rounds, especially when playing as Insurgent. Needs better testing with more people though.
Adress, for those who wanna hop on themselves sometime before event: 91.121.182.29:27225
Had quite a bit of fun testing the changes, makes rounds rather more tense than usual. Only downside is random pubbers tend to be rather confused, but that hardly differs from the norm by much.
Sorry, you need to Log In to post a reply to this thread.