article: insurgency mod

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  • ALT+F4

    #31
    OK, now that I HAVE gone back to the game to check out the points we're debating let me add:



    1) Unlimited Sprint. Does seem to be the fact. Except for the time I encountered stairs and stopped I must have assumed that the heavy breathing effect signalled the imminent end of Sprint time. Regardless, not only does it not bother me, I actually think I prefer it.



    2) The sights are still far too close to the perspective. I don't see this "problem." Compared to a variety of real firearms, they all seem correct to me.



    3) Crouching isn't toggled. You are correct, sir. As it always has been, apparently, now that I come to remember my initial confusion in games where it IS toggled. Rather than one way or the other I'd like it an option.



    4) Invisible Walls. I see the steps you're referring to and yeah, it's irritating at first, but barely more so than flimsy wooden doors that you can't blast open even with c4. This specific example is just a poor implementation of visible non-walkable space.



    Again, a bare HUD is not an appropriate "reality" effect unless you're able to call up the information that's usually displayed when needed.

    omgomgz wrote..

    PR guys exist for the sole purpose of preserving the reputation of the company and/or promoting their ideas and concepts.
    Not true. PR guys exist solely to maintain a wall of complete bullshit between the reality of their product and perception of it by the public. A more useless profession would be difficult to come by. Death's too good for them.

    Comment

    • e0ytk

      #32
      Mod's pretty fun, been playing it all day, only grip I have is that you should get a map to tell you where to find these objectives, in real life you have more than 30 seconds ( the load time) to figure the whole area out, I'm quite sure people really do use maps :P



      Also my one other complaint that no one except one person brought up is the insane amount of tking going on, now that's not the games fault but it is at the same time, the game needs some kind of punishment or ban option for repetative tking, all day not one single server did I not run into a crazy tking person who is purposfully making this mod less fun than it could be.



      Still, excellent Beta, waitin' on that patch :)

      Comment

      • Softy's 24/7 Fraggin

        #33
        Edited by [user="3670"] @ [time="1183775101"]

        INS owns. I find it's just the right blend of fast/tactical FPS play. If your rig can handle it I highly suggest downloading it. I can't wait for the patch to speed up outdoor FPS and turning all-talk off by default. The maps are beautiful, realistic and a bit confusing at first. Once you get the hang of the map it's a blast. I have been playing hit and run w/my AK all night. Movement and cover are very important in INS. Just take a moment to try single player and get your bearings before jumping into a server. A good squad commander and 2 helpers can win the game vs. 10 unorganized run-and-gunners. The game has plenty of beta bugs but damn, it's free and better than a lot of $40 games. Thank you INS team!

        Comment

        • ZEROarmy

          #34
          So far I think INS is great. Graphics are amazing for a mod, and the gameplay is pretty solid. Only main problem is that picking weapons/squad makes absolutely no sense at all. Overall it's an amazing effort for first release.

          Comment

          • ukHazard

            #35
            I have seen two issues, both in my first ever game of Insurgency, one minor and one major. Both have been observed and reported before.



            a) Minus score for killing Insurgents, while performing the Grenadier role.



            b), and more important, the crouch POV is completely off; worse than that even of CS Source when people couldn't be seen as well hiding behind boxes.



            I was crouched, zooming, and wondering why my shots weren't hitting anyone. Turns out that my Point Of View was incorrect; while I was able to see over the low wall I was behind, I shouldn't have been able to. That was why my bullets were going nowhere: they were ending up in the wall.

            Comment

            • V.C. Sniper

              #36
              Response to ur second issue, it's because the game simulate the bullet leaving the barrel underneath the iron sight instead of the iron sight itself. Thats why the bullets are hitting the wall. Realism FTW.

              Comment

              • zazenXhagakure

                #37
                Not when it ruins the game, and you have to think in some awkward backwards manner just to make things work. That feels like "broke" more than anything else.

                Comment

                • Softy's 24/7 Fraggin

                  #38
                  -my thought on some of the INS comments made above-



                  "..Unlimited Sprint."

                  -I hope this changes. sprint speed and handling feels correct, but unlimited top speed while carrying a m249 in your front pocket isn't consistent within the feel the INS movement suite.



                  "Again, a bare HUD is not an appropriate "reality" effect unless you're able to call up the information that's usually displayed when needed."

                  -perhaps the marines have the land-warrior system and can look in the helmet eyepiece to check ammo? but what about the insurgents? can they whip out a blackberry and check how many 7.62mm's are in the clip? the HUD shows where the commander is and where the player should go. players see the #of clips carried when they recharge a weapon but none of the INS guns have built in ammo counters or automatically reload.



                  "btw, killing people in ins is really easy once you camp like any 13 year old cs awp whore."

                  -I think he meant to say was "INS requires patience, tactical movement and situational awareness. running around gets you dead quick"



                  "I was crouched, zooming, and wondering why my shots weren't hitting anyone."

                  -INS bullets leave the barrel of the gun not the players eyes or the center of his chest. if you shoot a close wall the bullet hits a few inches below the sight because of the space between the sights and the barrel. You can have the sights and not the barrel over an object. You can see if this is happening by the bullet marks and flying rock chips.



                  "only grip I have is that you should get a map to tell you where to find these objectives, in real life you have more than 30 seconds "

                  -if someone playing the commander they "flag" the different areas of the map so you can find the cap zones w/the in game HUD. The whole idea is your squad is lost without command and control.



                  "the game needs some kind of punishment or ban option for repetative tking"

                  -i was on a sever with a TK plugin last night. Server OPs are starting to get somekind of mani-mod working.



                  i stayed up way too late playing INS last night.

                  Comment

                  • V.C. Sniper

                    #39
                    Edited by [user="255411"] @ [time="1183833941"]

                    zazenXhagakure wrote..

                    Not when it ruins the game, and you have to think in some awkward backwards manner just to make things work. That feels like "broke" more than anything else.
                    LOLZERZ a n00b can't handle realism. "ZomFG I need 2 thik and worc w/ohter ppl 7}{!$ g4m3 su><!!1 bOOO!11!!"

                    Comment

                    • sathanas

                      #40
                      Devs admit it's a bug and the "realism" of your bullets hitting below your ironsights didnt make it in because it's realistic, it made it in because they couldnt find a way to fix it quickly.

                      Comment

                      • -:Nighthawk:-

                        #41
                        I forgot to give a "thanks" to the Ins team earlier for their hard work on this mod, so there it is. :) We're all looking forward to seeing this game patched to the point we can focus on the gameplay elements more than the technical issues. Now on to the subject of "realism."



                        It would be fine for bullets to hit a few inches below your ironsights at close range... nobody has a problem with that in an FPS game, and yes we can see the realism factor in that, whether intentional or accidental.



                        That said, there are certain compromises that you must make as a game developer in making a video game that simulates reality. In real life, we don't all crouch at exactly the same height every time, and we tend to naturally adjust our posture to conform to our environment. If I'm out hunting and want to take a longer-range shot, I usually look around for a nearby stump, branch, or other object roughly within the right height range to help me stabilize my shot. These objects are never at exactly the same height, but I naturally crouch to the correct height so that I can rest my rifle over them and have a clean stabilized shot.



                        Now, when I enter the virtual combat environment, it really rips you out of reality to need to take a test shot to see if your barrel clears a particular object you're trying to shoot over. Which of us in reality would run up to a short wall, stick our barrel directly into the top of that wall, then think "well, I can see over it with my iron sights, so I'll just try the shot" and be surprised when we don't hit our intended target? It's silly, it isn't realistic, and it makes the computer interface much less seamless and much more impeding.



                        At that point you pretty much only have three options as a developer of rectifying the situation. You can A) design your environments to never feature walls that can be seen over but not shot over in any of the three positions, B) use dynamic heights for crouching and prone positions so the weapon rises to crest any near obstacle, or C) move the point of firing up to be exactly in-line with your sights.



                        It's pretty easy to see that option A would be a mapper's nightmare, where as option B could be a difficult undertaking for animators and coders alike. This is why most games choose to compromise a tiny bit of reality in where the bullets actually come from in order to give that much more seamlessness to the interface, which allows you to stay more immersed in the environment. Either has its downfalls, but I prefer sacrificing a couple of inches of bullet origin in order to avoid frustrating interface issues.

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