• Insurgency - "Allahu Snackbar"
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[QUOTE=Destroyox;52983758][video=youtube;9AlWOkshyh4]https://www.youtube.com/watch?v=9AlWOkshyh4[/video][/QUOTE] Aren't those WWI Source maps? I've always hated them, absolutely no effort into making them authentic.
Been playing a lot of DoI recently, its a pretty fleshed out DoD in my opinion, but a tad too "realistic" for the game to really pick up. I can understand it comes from Insurgency which is very tactical and is supposed to be played smooth and steady but the world war 2 theme just doesn't match up too well with it. The multipalyer is insanely slow, literally each team camping eachother until someone gets shot, the DoD avalanche map (Salerno) is the best example, everytime I played it each team would just camp the shit out of the windows, if someone strayed into the middle of the map both teams would just light up on eachother until someone eventually pushes. As far as COOP goes, its insanely fun and addictive, but the AI support attacks like the artillery are sometimes insanely OP, I've had a game where the entirety of my team got knocked out because a strike came down so quickly everyone didn't manage to get into a building in time. And flamethrowers, those fucking flamethrower bots are the most annoying pieces of shit in the game. [editline]21st December 2017[/editline] But hey ho, I picked it up for £3 so I cant hold a grudge, I really do think the game has some immense potential, especially with all the DoD clones going about, but if they really want to imitate it they should seriously think about making the multiplayer less "realistic" and a little more arcade-y [editline]21st December 2017[/editline] [QUOTE=69105;52986505]have you played the alpha of DOI??? the grenade launchers were absolutely useless because it took like 20 seconds to draw it out and load a grenade. you had to wait for your dude to eject a round and load in a powder blank and it was just a mess. the other animations as far as i can tell haven't really been modified though DOI's full of problems, but it's biggest one is lackluster gameplay on an old as fuck engine. the game is fun in co-op, but the day of defeat style run-and-gun pvp is just abysmal. it doesn't work on a platform that's clearly meant to be a tac shooter INS' reload animations have never been a problem for me. sure, a real world operator would be really quick with magazine changes and wouldn't fumble around with their gun, but it's always been a golden rule in tactical shooters: reloading always takes a while, whereas transitioning to your backup weapon is near instantaneous. when in doubt, switch to your pistol. it's been that way since the ghost recon and rainbow six days. I remember when I used to play raven shield religiously, you'd get in a full-auto battle with someone and they'd accidentally reload and you'd switch to your pistol, take a knee and pop them in the chest while they're still slamming a magazine in. it's that way in insurgency too, and while some people don't like that it really does make a lot of sense. that being said, I totally agree that the mag eject animation should be even faster[/QUOTE] holy fuck, the reload animations in this game are painstakingly long, especially the Thompson, theres a random one where you knok the magazine against the gun and then whack it in, catches you off guard sometimes when your in the middle of a room reloading and theres some enemies in there with you.
On the contrary, I would argue DOI is plenty arcadey right now. The problem is that NWI thinks that this means they can interchange CQC maps and larger maps when in reality, the game is really built for large scale, so all the CQC maps end up being a clusterfuck like the new Flakturm (which you can't even use fire support on).
Is moving the mouse to look around suppose to be a little smudgy? As opposed to CSGO, where looking around is very sharp. (Sorry if that's a shitty description, I hope someone here knows what I'm trying to say)
[QUOTE=polarbear.;52996061]Is moving the mouse to look around suppose to be a little smudgy? As opposed to CSGO, where looking around is very sharp. (Sorry if that's a shitty description, I hope someone here knows what I'm trying to say)[/QUOTE] I think it has to do with moving your mouse first moving your gun, and then your head/body only after a certain number of degrees, if that makes sense.
[QUOTE=mastermaul;52986510]Aren't those WWI Source maps? I've always hated them, absolutely no effort into making them authentic.[/QUOTE] Project lead here, Screaming Steel is our new version of WW1: Source on the DoI branch of Source. None of the maps from WW1: Source have been ported over without being reworked, and theres only one map where you can still recognize the old layout. The maps shown in the video are also in a WIP state, so they’ll see visual improvements over time.
[QUOTE=polarbear.;52996061]Is moving the mouse to look around suppose to be a little smudgy? As opposed to CSGO, where looking around is very sharp. (Sorry if that's a shitty description, I hope someone here knows what I'm trying to say)[/QUOTE] INS' creator, Jeremy, iirc is also the project lead for red orchestra. If you've ever played that, the aiming is very similar: it has an aiming mode called free-aim, which essentially means when you move your mouse you move your firearm on the screen before you manipulate the torque on your body/head. It's never centered in the middle of the screen, so bullets are truly coming out of the barrel (or in the case of INS, the iron sights). the free-aim in INS and DOI is a lot better than most other games that have it because in other games the screen won't move until your weapon has reached the edge of its allowed movement/threshold. In INS you can at least continue to turn while your weapon is swinging around Obviously it isn't like that at ALL in the real world, but from a gameplay standpoint it makes it way harder to fire from your hip. personally I like how hostile intent does it, where your weapon is unable to fire when it's not shouldered and sighted up. It made a slow paced game even slower and tactics way more beneficial
[QUOTE=gnoob;52996069]I think it has to do with moving your mouse first moving your gun, and then your head/body only after a certain number of degrees, if that makes sense.[/QUOTE] [QUOTE=69105;52997099]INS' creator, Jeremy, iirc is also the project lead for red orchestra. If you've ever played that, the aiming is very similar: it has an aiming mode called free-aim, which essentially means when you move your mouse you move your firearm on the screen before you manipulate the torque on your body/head. It's never centered in the middle of the screen, so bullets are truly coming out of the barrel (or in the case of INS, the iron sights). the free-aim in INS and DOI is a lot better than most other games that have it because in other games the screen won't move until your weapon has reached the edge of its allowed movement/threshold. In INS you can at least continue to turn while your weapon is swinging around Obviously it isn't like that at ALL in the real world, but from a gameplay standpoint it makes it way harder to fire from your hip. personally I like how hostile intent does it, where your weapon is unable to fire when it's not shouldered and sighted up. It made a slow paced game even slower and tactics way more beneficial[/QUOTE] So it's intentional? That's pretty cool actually. As long as everyone else has it too, so no one's got an advantage against me.
The majority of free-aim things will move both gun and camera but at different speeds of one-another. The only one I know of that does the boxed aim dragging thing is Arma.
[url]http://newworldinteractive.com/insurgency-sandstorm-2018-update/[/url] So it looks like the SP/Coop Campaign won't make it on launch and they're focusing on MP first. Also, closed alpha sign ups are open. [url]http://insurgency-sandstorm.com/closed-alpha[/url]
Signed up, hope I get in. I really wanna try this one out.
[video=youtube;avJ50YRup0o]https://www.youtube.com/watch?v=avJ50YRup0o[/video] Car driving? In my Insurgency?
you can feel the ptsd
I'm a little surprised it's still only 16v16. Weren't they planning on making the maps bigger?
i'm not going to lie, while the game looks amazing that teaser was really really crappy and doesn't show any gameplay whatsoever aside from like maybe 5 seconds. for a multiplayer focused game, seeing as nwi postponed the single player aspect until probably another year, they should really be focusing on presenting multiplayer gameplay even in just a teaser. the maps are really well made and the world assets are top knotch quality, so you stick that in a great looking engine with a great looking renderer (ue4) then you have a good looking scene, but the fake not-actual-game animations are like 2002 quality and it's completely out of place fortunately NWI have a great product in the making so a good ad presence isn't needed to keep loyal insurgent fans appeased but if I were to show this to an outsider they'd just think it's another crappy medal of honor clone
[QUOTE=69105;53099492]i'm not going to lie, while the game looks amazing that teaser was really really crappy and doesn't show any gameplay whatsoever aside from like maybe 5 seconds. for a multiplayer focused game, seeing as nwi postponed the single player aspect until probably another year, they should really be focusing on presenting multiplayer gameplay even in just a teaser. the maps are really well made and the world assets are top knotch quality, so you stick that in a great looking engine with a great looking renderer (ue4) then you have a good looking scene, but the fake not-actual-game animations are like 2002 quality and it's completely out of place fortunately NWI have a great product in the making so a good ad presence isn't needed to keep loyal insurgent fans appeased but if I were to show this to an outsider they'd just think it's another crappy medal of honor clone[/QUOTE] DICE had it right since Battlefield 4, trailers are now compromised of at 90% pure lightly choreographed gameplay (at least when it comes to Battlefield).
Brand new footage! [video]https://youtu.be/P5lTA3e5cbY[/video]
lol at the contrived excuse he comes up with for the "twitchy" gameplay footage, especially how "it wasnt like that in the original as well.." fucking yes it is. Insurgency is twitchy as hell, helped along by hitscan and source engine oddities. It absolutely is about having peak twitch reflexes. Map knowledge is a no brainer like it is in every PVP shooter.
Unfortunately, it seems like he had original footage but none without his commentary over it.
[VID]https://i.gyazo.com/dd25a1aeeb5738cf3c723cfa16586e8e.mp4[/VID] Fuckin rolls up on me like a dog
i wonder why i see silhouette of the person tossing the grenade , optical camo ?
[QUOTE=Dwarden;53174142]i wonder why i see silhouette of the person tossing the grenade , optical camo ?[/QUOTE] He was moving up the steps and got shot
hmm, the compression on the gif must be then the cause
[VID]https://i.gyazo.com/ccb84ed98167b100d7f8bac2b4805aa4.mp4[/VID] Thoop, broke the dudes fucking neck
Can someone make a new thread? Otherwise I'll make one when I get home.
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