QuaunautThe longest seven days in history...Join Date: 2003-03-21Member: 14759Members, Constellation, Reinforced - Shadow
edited July 2007
<!--quoteo(post=1637136:date=Jul 2 2007, 07:48 PM:name=R_e_n_e_g_a_d_e)--><div class='quotetop'>QUOTE(R_e_n_e_g_a_d_e @ Jul 2 2007, 07:48 PM) [snapback]1637136[/snapback]</div><div class='quotemain'><!--quotec--> What most people fail to realize with locational damage and realistic shooters is that "deaths" actually signify your <b>incapacitation</b>, not necessarily your "clinical death". And believe me a shot to the foot would shatter your footbone plate pretty easily, incapacitating you pretty damn good (and until they implement some sort of complex injury-accruement system, a "death" is the best way to convey this concept). <!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, I realize that quite well. But I can also tell you a shot to your foot won't incapacitate you. Considering my grandfather's best friend(met him at a reunion) literally had his leg shot off, and he still hobbled back to a place where he could get taken care of, I would expect similar here. Even if I was effectively useless without it, I want an option. Not just to die because they can't control model clipping through a wall.
Once again: A shot to my foot won't kill me. A shot to my ankle, won't kill me.
If you want realism, you need to try a bit harder than quake at 120ups with reskinned railguns.
I do agree with renegade, but I'm partial to Quaun. I think you should be forced prone if you're shot in the foot or shin, etc. If you're shot in the arm then your weapon should sway more. I think coding a small diagram of your character somewhere to indicate where you've been shot would be fine. I'm all in favor for how it is now, but if they were to make it more in depth I would support it.
edit: The question you have to ask yourself is if you want to run around unable to hit anything or prone 24/7, or if it would quickly turn irritating. :3
- no kill messages. i can see why they tried to do this, but this is a game after all - U.S. support guy's helmet looks like a turban from a distance. Tk'd those guys a lot :E - Push gamemode (attack vs defense) doesn't work, as they've got realistic damage/weapons with videogame objectives (i.e. hold open ground for 10s and you claim that part of town). put the 2 together and you can easily have defenders being able to hold off several times their number in attackers.
but they do a lot of things well:
- polish. compared to other b1 HL2 mods. yes it needs a lot more work, but stuffs the other HL2 mods. - immersion. the props and sounds are -amazing-. this game looks better than BF2. - smoke grenades that are actually useful?! - slow pace of combat means you don't have to worry about the dodgy Source netcode.
now for screenies:
<a href="http://myweb.tiscali.co.uk/jelston/1.jpg" target="_blank">defending an objective</a>
<a href="http://myweb.tiscali.co.uk/jelston/3.jpg" target="_blank">pushing up with one of me arab mates</a>
If you want to know what the combat/atmosphere is like, i've put up a <a href="http://myweb.tiscali.co.uk/jelston/insurgency.avi" target="_blank">27Mb movie</a> that shows the goodness of a newly released mod when no-one has any idea where you're shooting from <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
Wait, so everyone is saying exactly what I said (including Haze), but I got called pessimistic for it? ###### you all, pessimists. Can't do anything but piss all over a mod that took a lot of effort, huh?
<!--quoteo(post=1637203:date=Jul 3 2007, 12:54 PM:name=lolfighter)--><div class='quotetop'>QUOTE(lolfighter @ Jul 3 2007, 12:54 PM) [snapback]1637203[/snapback]</div><div class='quotemain'><!--quotec--> Wait, so everyone is saying exactly what I said (including Haze), but I got called pessimistic for it? ###### you all, pessimists. Can't do anything but piss all over a mod that took a lot of effort, huh? <!--QuoteEnd--></div><!--QuoteEEnd--> Its called criticism, deal with it.
I installed insurgency and booted up, saw a very nice background image for the menus; seems promising. I play around with the config a bit and join a game. After spending ages loading on my macbook I get asked to join a team, i press auto assign and i just get stuck with a camera view. After checking the scoreboard everybody was stuck on the unassigned team and nobody could join, I guess this was a bug thats being fixed in the 'upcoming patch'. My framerate was also terrible, all of the settings were on recommended but it seemed to be about 2-5 fps. My laptop can run CS:S fine on these same settings at about 60-80 fps. I decided to put my res to 800x600 and ALL of the settings to the bare minimum, I got about 10 fps. After joining this new server and finally getting in a team I walked along and saw this guy shooting at me, I shoot him and get done for team killing and then shortly after kicked from the server. By this time I was really frustrated so I quit the game and uninstalled. Normally I have alot of tolerance for source mods but my laptop just cannot run this game. I might try it again when I either have a better PC or the team optimize the graphics for lower spec'd computers.
+ The splash screen is nice. It's a painted portrait of a US soldier on one side of the wall and an Insurgent on the other. Like that bit in <i>Face Off</i> with Nicholas Cage and John Travolta. + The music seems suitable enough. Sounds military, epic, gets me slightly pumped. + I load a map. The load screen has a layout view showing the objectives. I like. I read the info. - A message says the map has finished loading. I wait... I wait some more. Apart from the 'map loaded' message there's still no visual difference. Only thing is I can now hear gunfire so I now the map has loaded and I'm in it. I try restarting the game. No, same problem. I minimise out and check the INS forums. Turns out there's a stealth arrow I'm meant to press that is more of a chevron than an arrow and it's greyed out so just looks like it's part of the background. I'm dismayed when I press it and I'm taken to a menu. - I press 3 for autoteam. Then I'm given a team menu BUT NOT TOLD WHICH TEAM IT IS. I'm appalled at this oversight and wonder what sort of ripshod quality control process this has gone through. - I'm shown a list of names, some are obviously player names and some are class names, but there's no image to tell me what weapons the 'sapper' carries. I choose him anyway to find out. - I get a shotgun. Model looks okay, so I move off but I don't know where I'm going. There's a flying "H" over my head but it's so unintuitively designed I have no idea what it stands for. I think to myself if you're going to have a minimal HUD, what icons you do have MUST be intuitive, and wonder what the **** a giant H is supposed to mean. - I spend a few minutes going the wrong direction and see someone running past me in the opposite direction, so I realise I've taken a wrong turn and follow him. I finally see people dying in front of me so I know I'm somewhere semi-important. Maybe I'm wrong. Maybe we all just randomly converged on the same corner of the map. All I know is I wish I had a minimap so I could tell either way. - I hear American voices telling me they're reloading, so I know I'm close. I think how stupid it is to shout out to everyone in the world "I'm going to be unable to fire for the next 1-3 seconds, so now is your time to attack". - I take cover behind a truck. I get stuck in the truck and can't move. - I'm like this for 10 seconds until by some stroke of luck I clip back out but facing the wrong way and in the open. I see a sandy-coloured guy who looks like he's wearing a helmet. He looks like the Marines in the screenshots I saw so I shoot him. He dies. And I get shot in the back. - I realise the guy I shot was just an insurgent wearing a turban but skinned to look the same colour and shape as the Marines. I shed a tear in honour of another shoddy design decision. - I respawn AND AM KILLED INSTANTLY FOR NO REASON. No gun was fired. I wonder briefly why I'm still playing this. But I question this thought, maybe I'm just being <i>pessimistic</i>. Maybe it's too much to ask that I spawn correctly and without having to wait 60 instead of 30 seconds. I wonder if I play this game for a year how much 30 second spawn times will add up to in wasted hours of my life. - I play a few maps, but I realise that DESPITE TELLING THE GAME TO PLAY NO IN-GAME MUSIC, my preferences are ignored and the menu music plays well into the beginning of the round, smothering any telltale sounds like footsteps or gunfire and totally destroying the immersiveness. - Some of the maps are horrendously optimised, but some are done well. Why didn't the better mappers check the other official maps? This just comes off as being rushed. - One map has a spawn with a single exit only large enough for one person to pass through. I ask myself "Isn't this THE MOST BASIC LESSON IN MULTIPLAYER LEVEL DESIGN?" and conclude "Yes, yes it is." It just takes one griefer to block the doorway and this map falls at the first hurdle. Again, I ask why the more experienced mappers didn't help out, I also wonder who the hell playtested these maps. Maybe it was blind quadruple amputees... - The taliban caves map is REALLY badly designed. I thoroughly unenjoy exiting the Marine spawn via its only exit that faces onto a mass of sniper windows. I die repeatedly upon spawning and 'despairquit' the server. Later I return to the same map and am auto'd onto the insurgent team. This time I thankfully have two spawn exits, but that sadly consist of long straight tunnels with stupid sandbags at the end that seem impossible to jump. Again I wonder how this map passed QC, and wished there was some way of punishing those blind quadruple amputee playtesters... Perhaps they've been punished enough. - I've personally had enough punishment. I call it a day and exit <i>Insurgency: Modern Infantry Combat</i>. I may return tomorrow in the hope I can find a map with decent gameplay. If I do my diary will continue.
P.S. I found out the big giant H is actually some form of military insignia denoting rank. It's basically your captain, the guy you're supposed to follow. Considering this is pretty important I can't help feel it could be more prominent and not a semi-transparent grey icon on a grey background that vanishes under the brightness of the reflection of the Iraqi sun to be found on virtually every outdoor surface you encounter in the game.
<!--quoteo(post=1637321:date=Jul 3 2007, 09:51 PM:name=Crispy)--><div class='quotetop'>QUOTE(Crispy @ Jul 3 2007, 09:51 PM) [snapback]1637321[/snapback]</div><div class='quotemain'><!--quotec-->- I press 3 for autoteam. Then I'm given a team menu BUT NOT TOLD WHICH TEAM IT IS. I'm appalled at this oversight and wonder what sort of ripshod quality control process this has gone through. - I realise the guy I shot was just an insurgent wearing a turban but skinned to look the same colour and shape as the Marines. I shed a tear in honour of another shoddy design decision. - I respawn AND AM KILLED INSTANTLY FOR NO REASON. No gun was fired. I wonder briefly why I'm still playing this. But I question this thought, maybe I'm just being <i>pessimistic</i>. Maybe it's too much to ask that I spawn correctly and without having to wait 60 instead of 30 seconds. I wonder if I play this game for a year how much 30 second spawn times will add up to in wasted hours of my life.<!--QuoteEnd--></div><!--QuoteEEnd-->
- It tells you what team it is at the top. If you're the marines it lists it as the marines, but if you're the insurgents it lists it as some sort of small arms something or another. The title though really needs to stand out, but that entire menu needs to be changed in the first place.
- I don't find it very difficult to tell the insurgents from the marines after a short time of playing. At first you mistake the turban for a helmet, but afterwards you quickly recognize either or and your TKing is cut down on severely. Only at far distances is it difficult to tell who is what, and, generally, that's the way it is in real life as well. As the game is aiming for realism I don't really mind having to think for a second if that's an enemy or a friendly a mile away.
- Telefragging in some maps for 32 player servers usually kills off one unlucky player. Yeap, bad and rushed map design flaw.
I think the game is fun to play around with when you get your bearings and figure out some of the maps, as well as what objectives are where, which direction the enemy typically comes from, what are the best tactics for clearing this, and when you get a team that tries to work together vaguely. It's very fun when that happens. Recently today I joined a server full of clueless new players, and luckily the commander spot was open. I jumped into it, set a waypoint and took charge of my team. Surprisingly, <u>everyone</u> listened to an extremely fine point. I was soon directing who to move up to what piece of cover and when, where the SAWs need to lay covering fire, what I need my sniper's covering, etc. I was most likely just blessed with 15 other fellas that want to play a team game and don't mind listening to someone direct them where to go. Needless to say, I had a blast, and Insurgency really shines when squad play begins to arise on servers. A small squad of two to four players can easily annihilate more half of the opposing team without breaking a sweat, simply because all areas are covered and you're moving together as one small ass kicking unit.
If you're someone who likes the realistic tactical shooters, stick your neck out and try to get past the bugs to get into the core gameplay of the game. If you're frustrated, I certainly don't blame you. The one thing this beta lacks is polish and optimization, and it's full of annoying bugs and map flaws. But I would most certainly keep my eye on the mod and come back when it's received a patch or two, because it's seriously a blast to play.
My suggestion to you is to make friends quickly and stick together from server to server. It's fun to play as a squad. You get stuff done. One squad against one entire disorganized team can typically win the game against the disorganized team, and I mean that with 100% honesty, no joke, no lies, no embellishments.
just to add- you need a damned super computer to run this game.
my specs of 3700+, 1GB RAM and and 256Mb 7900GT @1024x768 on lowest detail settings (no AA/AF etc) chugs at about 10fps when im outside. inside is fine- 120fps+ but im stuffed as soon as i step outside.
<!--quoteo(post=1637359:date=Jul 4 2007, 11:16 AM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Jul 4 2007, 11:16 AM) [snapback]1637359[/snapback]</div><div class='quotemain'><!--quotec--> just to add- you need a damned super computer to run this game.
my specs of 3700+, 1GB RAM and and 256Mb 7900GT @1024x768 on lowest detail settings (no AA/AF etc) chugs at about 10fps when im outside. inside is fine- 120fps+ but im stuffed as soon as i step outside. <!--QuoteEnd--></div><!--QuoteEEnd-->
More RAM, seriously. Put in another gig and the game will run fine.
"A proper interactive UI has been designed and most of the code has been done, we simply did not have time to finish it before we released. Expect a really sexy and functional team selection, class selection and customize menu soon." <a href="http://forums.insmod.net/index.php?showtopic=5806&hl=" target="_blank">2d-chris (Dev Moderator)</a>
<!--quoteo(post=1637359:date=Jul 4 2007, 02:16 AM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Jul 4 2007, 02:16 AM) [snapback]1637359[/snapback]</div><div class='quotemain'><!--quotec--> just to add- you need a damned super computer to run this game.
my specs of 3700+, 1GB RAM and and 256Mb 7900GT @1024x768 on lowest detail settings (no AA/AF etc) chugs at about 10fps when im outside. inside is fine- 120fps+ but im stuffed as soon as i step outside. <!--QuoteEnd--></div><!--QuoteEEnd-->
Mine ran fine, maybe due to an extra gig of RAM, but the rest of my setup nearly matches yours.
<!--quoteo(post=1637362:date=Jul 4 2007, 02:42 AM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Jul 4 2007, 02:42 AM) [snapback]1637362[/snapback]</div><div class='quotemain'><!--quotec--> More RAM, seriously. Put in another gig and the game will run fine. <!--QuoteEnd--></div><!--QuoteEEnd-->
Didn't even see that, but my experience proves his theory.
<!--quoteo(post=1637364:date=Jul 4 2007, 02:59 AM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Jul 4 2007, 02:59 AM) [snapback]1637364[/snapback]</div><div class='quotemain'><!--quotec--> i was under the impression that RAM, as a rule of thumb, only improved loading times. <!--QuoteEnd--></div><!--QuoteEEnd-->
+ There are elements I enjoy. After I grapple with how much it pisses me off not knowing who killed me, it does intensify the situation a bit. It's like taking your first steps in a single player game where there are no mid-level saves and the game defaults to hard mode - frustratingly challenging. I like the smoke grenades but then the GUI steps in again and selecting them is a ######. One tick of my mousewheel doesn't directly correspond to one scroll on screen. The interface also seems to indicate I'm about to pull out a HE grenade and I pull out a knife. Talk about Russian roulette. The insurgent weapons are woefully underpowered compared to the US Military. Considering they also are defending in most of the maps I wonder if I might have actually stumbled upon a decent design decision. I consider drawing a dot in the middle of my screen to compensate for the lack of crosshair and rampaging through the map with an AK firing from the hip, but decide against it. Crouching seems to work well enough at catching everyone who strafes round corners in iron sights off guard so I stick with that.
I try to find a map that's fun and balanced offline so I can look for it online...
<b><!--coloro:Lime--><span style="color:Lime"><!--/coloro-->Almaden<!--colorc--></span><!--/colorc--></b> is decent and has a simple layout. It also scales well and could probably be played with as little as 4v4 teams. Quite well optimised.
<b><!--coloro:Lime--><span style="color:Lime"><!--/coloro-->Baghdad<!--colorc--></span><!--/colorc--></b> looks solid enough and is well optimised.
<b><!--coloro:DarkOrange--><span style="color:DarkOrange"><!--/coloro-->Haditha<!--colorc--></span><!--/colorc--></b> was looking good until I found out you could jump inside the US spawn. Otherwise good.
<b><!--coloro:DarkOrange--><span style="color:DarkOrange"><!--/coloro-->Ramadi<!--colorc--></span><!--/colorc--></b> the same until I found a two-man boost into the Insurgent spawn. This is odd since there's spawn protection on the other side so obviously some effort was made.
<b><!--coloro:Red--><span style="color:Red"><!--/coloro-->Sinjar<!--colorc--></span><!--/colorc--></b> I was wrong about. It actually has more than one spawn exit for Insurgents but both are one man wide. You can also walk straight into the spawns as a Marine, but I doubt you'll be getting that far. You see, the Marine spawn is overlooked by a massive cliff. And that's where the Insurgents start. It's so bad the Insurgents have actually set up a <i>camp</i> as their <i>spawn</i> so they can <i>spawn</i>... <i>camp</i>... The performance issues and low FPS on this map are the only things that keep the Marines alive long enough to get to the foot of the cliff, where they promptly perish. This is basically a massive box room full of props (some of them float above the floor). I had more fun playing fy_flasses on a 64 player server on a 56k. [/shudders]
<b><!--coloro:Black--><span style="color:Black"><!--/coloro-->Kafkar<!--colorc--></span><!--/colorc--></b> is the biggest abomination of a map I've ever seen. Rats probably made this map as a more effective method of propagating the Black Death, so avoid it like said plague. Marines spawn and after crossing a wooden bridge they emerge on a cliffside trainyard in front of an old mine. All the mine buildings overlook this area and the Marines have exactly 4 spots they can safely get to to shoot back. That's 4 spots the snipers have to cover. It's not like a DoD beach map where you spawn across a vast expanse of beachhead and the snipers actually have to look for you, it's like shooting fish in a barrel. On the other hand if your point/click adventure skills aren't up to scratch the same fate awaits you if the Insurgents are forced back to their spawn. Everyone's a loser.
What annoys me most about this mod is not that I don't enjoy it, I think I've come to grips with the fact I'm not a "realism-at-all-costs" junkie. The excruciatingly annoying part is that the sloppy interface and a couple of VERY poor maps really cast a shadow over the playing experience and people who angle towards the realism>gameplay side of the debate could well be put off by bad workmanship and lacklustre design. From what I can see it's really been let down by a rushed release that lets down the people who produced decent maps, props, textures, animations, sounds and so on for the mod.
P.S. Shockwave are you sure you beta tested this mod? I'm disappointed.
P.P.S. You don't need a super computer to run INS. I'm running it on XP at 1024x768 with a 3800XP, 2x512 paired Corsair Platinum RAM and an x1900 256MB. I average 50-100fps on the well optimised maps and about 10-40 on the badly optimised maps. Also stay away from 32 player servers, 24 is a decent number.
<!--quoteo(post=1637161:date=Jul 3 2007, 12:36 AM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Jul 3 2007, 12:36 AM) [snapback]1637161[/snapback]</div><div class='quotemain'><!--quotec--> I do agree with renegade, but I'm partial to Quaun. I think you should be forced prone if you're shot in the foot or shin, etc. If you're shot in the arm then your weapon should sway more. I think coding a small diagram of your character somewhere to indicate where you've been shot would be fine. I'm all in favor for how it is now, but if they were to make it more in depth I would support it.
edit: The question you have to ask yourself is if you want to run around unable to hit anything or prone 24/7, or if it would quickly turn irritating. :3 <!--QuoteEnd--></div><!--QuoteEEnd--> "Deaths" = incapacitation = to the point where game mechanics would have to change.
If you are shot in the foot you are injured, you are unable to continue active combat in any remotely normal way, and so the game just arbitrarily leaves that character for one that can run/jump/shoot normally again. The question is, quite fairly, does the player really want to quit the moment they are injured, whatever being injured really means. If the answer is an empathetic "yes" than fine, the current method works great, it does exactly what it's supposed to do, it keeps players from playing in boring game situations... That being said, say I'm shot and injured, but not finished off, and I know my opponents will be pushing to my position now that I'm apparently neutralized... maby I should just fake it, wait till they get there, and start shooting them from behind... Most games don't even give me that option, real soldiers did that in combat situations.
However, if we put that into the game we have the problem of ingame players ignoring real life considerations such as the characters desire to live. Why NOT shoot some guy when I'm injured? I get an easy kill! No down side. IRL it would mean giving away your position and your chance at remaining alive. Soldiers don't like being shot at by people who were playing dead.
To summarize, no matter what you do, realism in games is still stupid.
i was under the impression that RAM, as a rule of thumb, only improved loading times.
that said- the RAM i do have was like a £60 import buy from an American seller on EBay about 3 years ago... <!--QuoteEnd--></div><!--QuoteEEnd--> RAM improves loading times past a certian point... The difference between 2 gigs of RAM and 4 gigs of ram for example will be inconsequential except during large loads. The difference between 512 meg and 1 gig, is VERY large for most of todays games, and on newer games the difference between 1 gig and 2 gigs can be quite noticable.
Also, EVERYTHING caches to ram, so the faster your ram is at getting data in and out, the better your computer preforms period.
Crispy, there is free aim. Painting a dot on your screen would do nothing, and the insurgent weapons are not weaker than the Marine weapons.
And Swiftspear, how exactly would you suggest going about the "I'm injured" plan? If you get shot in the foot, nerf your speed. Okay. Well, what about the leg, when you can hardly walk now instead of hobbling about effectively? Will they just implement an animation for a person sitting on their ass that scoots around a little bit? And then what? Fool the enemy? How? The animation set would be memorized instantly, and the fact that you have your gun in your hands does little to conceal the fact that you're still alive.
<!--quoteo(post=1637428:date=Jul 4 2007, 10:17 PM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Jul 4 2007, 10:17 PM) [snapback]1637428[/snapback]</div><div class='quotemain'><!--quotec-->the insurgent weapons are not weaker than the Marine weapons.<!--QuoteEnd--></div><!--QuoteEEnd-->This is where I stopped paying attention to anything you say. Refresh your memory, please: (<b>Class</b> <!--coloro:limegreen--><span style="color:limegreen"><!--/coloro-->US<!--colorc--></span><!--/colorc--> / <!--coloro:red--><span style="color:red"><!--/coloro-->INS<!--colorc--></span><!--/colorc-->) <b>Commander</b> <!--coloro:limegreen--><span style="color:limegreen"><!--/coloro-->Scope + full auto/semi-auto, 30 mag<!--colorc--></span><!--/colorc--> / <!--coloro:red--><span style="color:red"><!--/coloro-->Semi-auto only, 20 mag<!--colorc--></span><!--/colorc--> <b>Shotgun</b> <!--coloro:limegreen--><span style="color:limegreen"><!--/coloro-->8 shots<!--colorc--></span><!--/colorc--> / <!--coloro:red--><span style="color:red"><!--/coloro-->7 shots<!--colorc--></span><!--/colorc--> <b>Sniper</b> <!--coloro:limegreen--><span style="color:limegreen"><!--/coloro-->20 mag then reload (no de-scoping between shots)<!--colorc--></span><!--/colorc--> / <!--coloro:red--><span style="color:red"><!--/coloro-->Reload and de-scope after every shot<!--colorc--></span><!--/colorc--> Those differences alone are enough to give you a clear picture. <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->And Swiftspear, how exactly would you suggest going about the "I'm injured" plan? If you get shot in the foot, nerf your speed. Okay. Well, what about the leg, when you can hardly walk now instead of hobbling about effectively? Will they just implement an animation for a person sitting on their ass that scoots around a little bit? And then what? Fool the enemy? How? The animation set would be memorized instantly, and the fact that you have your gun in your hands does little to conceal the fact that you're still alive.<!--QuoteEnd--></div><!--QuoteEEnd-->Ever played <i>Firearms</i>? Ever played <i>Deus Ex</i>?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What the hell is free aim?!<!--QuoteEnd--></div><!--QuoteEEnd--> I wondered too until my first run-in with an insurgent in close-quarters combat. Basically, when you're not holding your iron sights up, moving the mouse will aim your weapon to the side of your screen as your view moves. It's similar to the Goldeneye007 days, where in "aiming" mode (holding R button) you could still look left or right by moving your crosshair to the side and "pushing" the screen to the left or right, but in insurgency your view is moving whether or not the weapon is pointing to the edge of the screen yet.
It sounds really odd and useless ("what's wrong with normal FPS aiming?"), but in action it feels extremely smooth. It allows your turning speed to feel realistic without making aiming difficult in close-quarters, and it lends a little life to your first-person view. It's so intuitive that, in that first encounter, I was able to aim and shoot in a snap without knowing about the system beforehand. It felt like I just moved my eyes to my target and <i>willed</i> him dead with a sharp, vicious glance.
this mod isnt for <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->people who don't have an encyclopedic knowledge of the military<!--colorc--></span><!--/colorc--> if you dont know what a caption symbol is then you shouldnt be playing a military simulator, i think the game is rock solid, needs alot of improvements and additional content tho
downloading it right now, at 1.2 megabytes per second <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
See, the first release of dystopia didn't have a punishment system, so they did the smart thing and put team damage off by default. Now, in v1 of dystopia, there is a votekick system, so most servers have team damage on by default. In modern games, especially, having team damage without a punishment system is a bad idea.
Deliberate. The developer team didn't think to put a votekick option or a teamkill monitor that boots after so many kills. This release was incredibly rushed. Good mod, but incredibly rushed release. One thing that attributes to the rushed release is that all talk is defaulted to on - they were testing it to the last minute and chatting with eachother back and forth on each side.
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
None of these are showstopper issues for a first release. The last 10% of the testing always takes 90% of the time, it's much better for everyone to get the game out to a public beta so that hundreds of test hours can be racked up. Who cares if alltalk is default to 1, it's easy for serverops to change this.
Anyway, kudos to the insurgency team for a great release. Finally a HL2 mod that has stayed consistently over 1K players for the first few days after release. Lets hope it has the critical mass to develop a dedicated community.
Dystopia had several thousand players for a few weeks for it's V1 release, I think.
I'm a pessimist. I think after 2-4 weeks this mod will drop below 1000 players at peak. After that, it'll sit on about 200-500 for two more months and then end up staying at around 50-100. I think it's really sad that the developers chose to focus on such a niche playerbase with their futile attempt to pursue "realism" at the severe cost of gameplay.
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
Variety is very important and independent production of non-mainstream content is something I'm very very fond of. Most of my music comes from small independent labels and is targeted at small niche markets.
iirc, Dystopia did not have several thousand for a few weeks, but I could be wrong. And anyway, there's nothing wrong with being compared to Dystopia <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Comments
What most people fail to realize with locational damage and realistic shooters is that "deaths" actually signify your <b>incapacitation</b>, not necessarily your "clinical death". And believe me a shot to the foot would shatter your footbone plate pretty easily, incapacitating you pretty damn good (and until they implement some sort of complex injury-accruement system, a "death" is the best way to convey this concept).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, I realize that quite well. But I can also tell you a shot to your foot won't incapacitate you. Considering my grandfather's best friend(met him at a reunion) literally had his leg shot off, and he still hobbled back to a place where he could get taken care of, I would expect similar here. Even if I was effectively useless without it, I want an option. Not just to die because they can't control model clipping through a wall.
Once again: A shot to my foot won't kill me. A shot to my ankle, won't kill me.
If you want realism, you need to try a bit harder than quake at 120ups with reskinned railguns.
edit: The question you have to ask yourself is if you want to run around unable to hit anything or prone 24/7, or if it would quickly turn irritating. :3
some things im not fond of though, such as:
- no kill messages. i can see why they tried to do this, but this is a game after all
- U.S. support guy's helmet looks like a turban from a distance. Tk'd those guys a lot :E
- Push gamemode (attack vs defense) doesn't work, as they've got realistic damage/weapons with videogame objectives (i.e. hold open ground for 10s and you claim that part of town). put the 2 together and you can easily have defenders being able to hold off several times their number in attackers.
but they do a lot of things well:
- polish. compared to other b1 HL2 mods. yes it needs a lot more work, but stuffs the other HL2 mods.
- immersion. the props and sounds are -amazing-. this game looks better than BF2.
- smoke grenades that are actually useful?!
- slow pace of combat means you don't have to worry about the dodgy Source netcode.
now for screenies:
<a href="http://myweb.tiscali.co.uk/jelston/1.jpg" target="_blank">defending an objective</a>
<a href="http://myweb.tiscali.co.uk/jelston/2.jpg" target="_blank">close-range sniping</a>
<a href="http://myweb.tiscali.co.uk/jelston/3.jpg" target="_blank">pushing up with one of me arab mates</a>
If you want to know what the combat/atmosphere is like, i've put up a <a href="http://myweb.tiscali.co.uk/jelston/insurgency.avi" target="_blank">27Mb movie</a> that shows the goodness of a newly released mod when no-one has any idea where you're shooting from <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
Wait, so everyone is saying exactly what I said (including Haze), but I got called pessimistic for it? ###### you all, pessimists. Can't do anything but piss all over a mod that took a lot of effort, huh?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Its called criticism, deal with it.
I installed insurgency and booted up, saw a very nice background image for the menus; seems promising. I play around with the config a bit and join a game. After spending ages loading on my macbook I get asked to join a team, i press auto assign and i just get stuck with a camera view. After checking the scoreboard everybody was stuck on the unassigned team and nobody could join, I guess this was a bug thats being fixed in the 'upcoming patch'. My framerate was also terrible, all of the settings were on recommended but it seemed to be about 2-5 fps. My laptop can run CS:S fine on these same settings at about 60-80 fps. I decided to put my res to 800x600 and ALL of the settings to the bare minimum, I got about 10 fps. After joining this new server and finally getting in a team I walked along and saw this guy shooting at me, I shoot him and get done for team killing and then shortly after kicked from the server. By this time I was really frustrated so I quit the game and uninstalled. Normally I have alot of tolerance for source mods but my laptop just cannot run this game. I might try it again when I either have a better PC or the team optimize the graphics for lower spec'd computers.
P.S. I've read the manual prior to playing.
+ The splash screen is nice. It's a painted portrait of a US soldier on one side of the wall and an Insurgent on the other. Like that bit in <i>Face Off</i> with Nicholas Cage and John Travolta.
+ The music seems suitable enough. Sounds military, epic, gets me slightly pumped.
+ I load a map. The load screen has a layout view showing the objectives. I like. I read the info.
- A message says the map has finished loading. I wait... I wait some more. Apart from the 'map loaded' message there's still no visual difference. Only thing is I can now hear gunfire so I now the map has loaded and I'm in it. I try restarting the game. No, same problem. I minimise out and check the INS forums. Turns out there's a stealth arrow I'm meant to press that is more of a chevron than an arrow and it's greyed out so just looks like it's part of the background. I'm dismayed when I press it and I'm taken to a menu.
- I press 3 for autoteam. Then I'm given a team menu BUT NOT TOLD WHICH TEAM IT IS. I'm appalled at this oversight and wonder what sort of ripshod quality control process this has gone through.
- I'm shown a list of names, some are obviously player names and some are class names, but there's no image to tell me what weapons the 'sapper' carries. I choose him anyway to find out.
- I get a shotgun. Model looks okay, so I move off but I don't know where I'm going. There's a flying "H" over my head but it's so unintuitively designed I have no idea what it stands for. I think to myself if you're going to have a minimal HUD, what icons you do have MUST be intuitive, and wonder what the **** a giant H is supposed to mean.
- I spend a few minutes going the wrong direction and see someone running past me in the opposite direction, so I realise I've taken a wrong turn and follow him. I finally see people dying in front of me so I know I'm somewhere semi-important. Maybe I'm wrong. Maybe we all just randomly converged on the same corner of the map. All I know is I wish I had a minimap so I could tell either way.
- I hear American voices telling me they're reloading, so I know I'm close. I think how stupid it is to shout out to everyone in the world "I'm going to be unable to fire for the next 1-3 seconds, so now is your time to attack".
- I take cover behind a truck. I get stuck in the truck and can't move.
- I'm like this for 10 seconds until by some stroke of luck I clip back out but facing the wrong way and in the open. I see a sandy-coloured guy who looks like he's wearing a helmet. He looks like the Marines in the screenshots I saw so I shoot him. He dies. And I get shot in the back.
- I realise the guy I shot was just an insurgent wearing a turban but skinned to look the same colour and shape as the Marines. I shed a tear in honour of another shoddy design decision.
- I respawn AND AM KILLED INSTANTLY FOR NO REASON. No gun was fired. I wonder briefly why I'm still playing this. But I question this thought, maybe I'm just being <i>pessimistic</i>. Maybe it's too much to ask that I spawn correctly and without having to wait 60 instead of 30 seconds. I wonder if I play this game for a year how much 30 second spawn times will add up to in wasted hours of my life.
- I play a few maps, but I realise that DESPITE TELLING THE GAME TO PLAY NO IN-GAME MUSIC, my preferences are ignored and the menu music plays well into the beginning of the round, smothering any telltale sounds like footsteps or gunfire and totally destroying the immersiveness.
- Some of the maps are horrendously optimised, but some are done well. Why didn't the better mappers check the other official maps? This just comes off as being rushed.
- One map has a spawn with a single exit only large enough for one person to pass through. I ask myself "Isn't this THE MOST BASIC LESSON IN MULTIPLAYER LEVEL DESIGN?" and conclude "Yes, yes it is." It just takes one griefer to block the doorway and this map falls at the first hurdle. Again, I ask why the more experienced mappers didn't help out, I also wonder who the hell playtested these maps. Maybe it was blind quadruple amputees...
- The taliban caves map is REALLY badly designed. I thoroughly unenjoy exiting the Marine spawn via its only exit that faces onto a mass of sniper windows. I die repeatedly upon spawning and 'despairquit' the server. Later I return to the same map and am auto'd onto the insurgent team. This time I thankfully have two spawn exits, but that sadly consist of long straight tunnels with stupid sandbags at the end that seem impossible to jump. Again I wonder how this map passed QC, and wished there was some way of punishing those blind quadruple amputee playtesters... Perhaps they've been punished enough.
- I've personally had enough punishment. I call it a day and exit <i>Insurgency: Modern Infantry Combat</i>. I may return tomorrow in the hope I can find a map with decent gameplay. If I do my diary will continue.
P.S. I found out the big giant H is actually some form of military insignia denoting rank. It's basically your captain, the guy you're supposed to follow. Considering this is pretty important I can't help feel it could be more prominent and not a semi-transparent grey icon on a grey background that vanishes under the brightness of the reflection of the Iraqi sun to be found on virtually every outdoor surface you encounter in the game.
- I realise the guy I shot was just an insurgent wearing a turban but skinned to look the same colour and shape as the Marines. I shed a tear in honour of another shoddy design decision.
- I respawn AND AM KILLED INSTANTLY FOR NO REASON. No gun was fired. I wonder briefly why I'm still playing this. But I question this thought, maybe I'm just being <i>pessimistic</i>. Maybe it's too much to ask that I spawn correctly and without having to wait 60 instead of 30 seconds. I wonder if I play this game for a year how much 30 second spawn times will add up to in wasted hours of my life.<!--QuoteEnd--></div><!--QuoteEEnd-->
- It tells you what team it is at the top. If you're the marines it lists it as the marines, but if you're the insurgents it lists it as some sort of small arms something or another. The title though really needs to stand out, but that entire menu needs to be changed in the first place.
- I don't find it very difficult to tell the insurgents from the marines after a short time of playing. At first you mistake the turban for a helmet, but afterwards you quickly recognize either or and your TKing is cut down on severely. Only at far distances is it difficult to tell who is what, and, generally, that's the way it is in real life as well. As the game is aiming for realism I don't really mind having to think for a second if that's an enemy or a friendly a mile away.
- Telefragging in some maps for 32 player servers usually kills off one unlucky player. Yeap, bad and rushed map design flaw.
I think the game is fun to play around with when you get your bearings and figure out some of the maps, as well as what objectives are where, which direction the enemy typically comes from, what are the best tactics for clearing this, and when you get a team that tries to work together vaguely. It's very fun when that happens. Recently today I joined a server full of clueless new players, and luckily the commander spot was open. I jumped into it, set a waypoint and took charge of my team. Surprisingly, <u>everyone</u> listened to an extremely fine point. I was soon directing who to move up to what piece of cover and when, where the SAWs need to lay covering fire, what I need my sniper's covering, etc. I was most likely just blessed with 15 other fellas that want to play a team game and don't mind listening to someone direct them where to go. Needless to say, I had a blast, and Insurgency really shines when squad play begins to arise on servers. A small squad of two to four players can easily annihilate more half of the opposing team without breaking a sweat, simply because all areas are covered and you're moving together as one small ass kicking unit.
If you're someone who likes the realistic tactical shooters, stick your neck out and try to get past the bugs to get into the core gameplay of the game. If you're frustrated, I certainly don't blame you. The one thing this beta lacks is polish and optimization, and it's full of annoying bugs and map flaws. But I would most certainly keep my eye on the mod and come back when it's received a patch or two, because it's seriously a blast to play.
My suggestion to you is to make friends quickly and stick together from server to server. It's fun to play as a squad. You get stuff done. One squad against one entire disorganized team can typically win the game against the disorganized team, and I mean that with 100% honesty, no joke, no lies, no embellishments.
my specs of 3700+, 1GB RAM and and 256Mb 7900GT @1024x768 on lowest detail settings (no AA/AF etc) chugs at about 10fps when im outside. inside is fine- 120fps+ but im stuffed as soon as i step outside.
just to add- you need a damned super computer to run this game.
my specs of 3700+, 1GB RAM and and 256Mb 7900GT @1024x768 on lowest detail settings (no AA/AF etc) chugs at about 10fps when im outside. inside is fine- 120fps+ but im stuffed as soon as i step outside.
<!--QuoteEnd--></div><!--QuoteEEnd-->
More RAM, seriously. Put in another gig and the game will run fine.
<!--quoteo(post=1637359:date=Jul 4 2007, 02:16 AM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Jul 4 2007, 02:16 AM) [snapback]1637359[/snapback]</div><div class='quotemain'><!--quotec-->
just to add- you need a damned super computer to run this game.
my specs of 3700+, 1GB RAM and and 256Mb 7900GT @1024x768 on lowest detail settings (no AA/AF etc) chugs at about 10fps when im outside. inside is fine- 120fps+ but im stuffed as soon as i step outside.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Mine ran fine, maybe due to an extra gig of RAM, but the rest of my setup nearly matches yours.
<!--quoteo(post=1637362:date=Jul 4 2007, 02:42 AM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Jul 4 2007, 02:42 AM) [snapback]1637362[/snapback]</div><div class='quotemain'><!--quotec-->
More RAM, seriously. Put in another gig and the game will run fine.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Didn't even see that, but my experience proves his theory.
i was under the impression that RAM, as a rule of thumb, only improved loading times.
that said- the RAM i do have was like a £60 import buy from an American seller on EBay about 3 years ago...
i was under the impression that RAM, as a rule of thumb, only improved loading times.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's why you should always stay on top of them.
(thanks for the advice)
+ There are elements I enjoy. After I grapple with how much it pisses me off not knowing who killed me, it does intensify the situation a bit. It's like taking your first steps in a single player game where there are no mid-level saves and the game defaults to hard mode - frustratingly challenging. I like the smoke grenades but then the GUI steps in again and selecting them is a ######. One tick of my mousewheel doesn't directly correspond to one scroll on screen. The interface also seems to indicate I'm about to pull out a HE grenade and I pull out a knife. Talk about Russian roulette. The insurgent weapons are woefully underpowered compared to the US Military. Considering they also are defending in most of the maps I wonder if I might have actually stumbled upon a decent design decision. I consider drawing a dot in the middle of my screen to compensate for the lack of crosshair and rampaging through the map with an AK firing from the hip, but decide against it. Crouching seems to work well enough at catching everyone who strafes round corners in iron sights off guard so I stick with that.
I try to find a map that's fun and balanced offline so I can look for it online...
<b><!--coloro:Lime--><span style="color:Lime"><!--/coloro-->Almaden<!--colorc--></span><!--/colorc--></b> is decent and has a simple layout. It also scales well and could probably be played with as little as 4v4 teams. Quite well optimised.
<b><!--coloro:Lime--><span style="color:Lime"><!--/coloro-->Baghdad<!--colorc--></span><!--/colorc--></b> looks solid enough and is well optimised.
<b><!--coloro:DarkOrange--><span style="color:DarkOrange"><!--/coloro-->Haditha<!--colorc--></span><!--/colorc--></b> was looking good until I found out you could jump inside the US spawn. Otherwise good.
<b><!--coloro:DarkOrange--><span style="color:DarkOrange"><!--/coloro-->Ramadi<!--colorc--></span><!--/colorc--></b> the same until I found a two-man boost into the Insurgent spawn. This is odd since there's spawn protection on the other side so obviously some effort was made.
<b><!--coloro:Red--><span style="color:Red"><!--/coloro-->Sinjar<!--colorc--></span><!--/colorc--></b> I was wrong about. It actually has more than one spawn exit for Insurgents but both are one man wide. You can also walk straight into the spawns as a Marine, but I doubt you'll be getting that far. You see, the Marine spawn is overlooked by a massive cliff. And that's where the Insurgents start. It's so bad the Insurgents have actually set up a <i>camp</i> as their <i>spawn</i> so they can <i>spawn</i>... <i>camp</i>... The performance issues and low FPS on this map are the only things that keep the Marines alive long enough to get to the foot of the cliff, where they promptly perish. This is basically a massive box room full of props (some of them float above the floor). I had more fun playing fy_flasses on a 64 player server on a 56k. [/shudders]
<b><!--coloro:Black--><span style="color:Black"><!--/coloro-->Kafkar<!--colorc--></span><!--/colorc--></b> is the biggest abomination of a map I've ever seen. Rats probably made this map as a more effective method of propagating the Black Death, so avoid it like said plague. Marines spawn and after crossing a wooden bridge they emerge on a cliffside trainyard in front of an old mine. All the mine buildings overlook this area and the Marines have exactly 4 spots they can safely get to to shoot back. That's 4 spots the snipers have to cover. It's not like a DoD beach map where you spawn across a vast expanse of beachhead and the snipers actually have to look for you, it's like shooting fish in a barrel. On the other hand if your point/click adventure skills aren't up to scratch the same fate awaits you if the Insurgents are forced back to their spawn. Everyone's a loser.
What annoys me most about this mod is not that I don't enjoy it, I think I've come to grips with the fact I'm not a "realism-at-all-costs" junkie. The excruciatingly annoying part is that the sloppy interface and a couple of VERY poor maps really cast a shadow over the playing experience and people who angle towards the realism>gameplay side of the debate could well be put off by bad workmanship and lacklustre design. From what I can see it's really been let down by a rushed release that lets down the people who produced decent maps, props, textures, animations, sounds and so on for the mod.
P.S. Shockwave are you sure you beta tested this mod? I'm disappointed.
P.P.S. You don't need a super computer to run INS. I'm running it on XP at 1024x768 with a 3800XP, 2x512 paired Corsair Platinum RAM and an x1900 256MB. I average 50-100fps on the well optimised maps and about 10-40 on the badly optimised maps. Also stay away from 32 player servers, 24 is a decent number.
I do agree with renegade, but I'm partial to Quaun. I think you should be forced prone if you're shot in the foot or shin, etc. If you're shot in the arm then your weapon should sway more. I think coding a small diagram of your character somewhere to indicate where you've been shot would be fine. I'm all in favor for how it is now, but if they were to make it more in depth I would support it.
edit: The question you have to ask yourself is if you want to run around unable to hit anything or prone 24/7, or if it would quickly turn irritating. :3
<!--QuoteEnd--></div><!--QuoteEEnd-->
"Deaths" = incapacitation = to the point where game mechanics would have to change.
If you are shot in the foot you are injured, you are unable to continue active combat in any remotely normal way, and so the game just arbitrarily leaves that character for one that can run/jump/shoot normally again. The question is, quite fairly, does the player really want to quit the moment they are injured, whatever being injured really means. If the answer is an empathetic "yes" than fine, the current method works great, it does exactly what it's supposed to do, it keeps players from playing in boring game situations... That being said, say I'm shot and injured, but not finished off, and I know my opponents will be pushing to my position now that I'm apparently neutralized... maby I should just fake it, wait till they get there, and start shooting them from behind... Most games don't even give me that option, real soldiers did that in combat situations.
However, if we put that into the game we have the problem of ingame players ignoring real life considerations such as the characters desire to live. Why NOT shoot some guy when I'm injured? I get an easy kill! No down side. IRL it would mean giving away your position and your chance at remaining alive. Soldiers don't like being shot at by people who were playing dead.
To summarize, no matter what you do, realism in games is still stupid.
<!--quoteo(post=1637364:date=Jul 4 2007, 04:59 AM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Jul 4 2007, 04:59 AM) [snapback]1637364[/snapback]</div><div class='quotemain'><!--quotec-->
...really?
i was under the impression that RAM, as a rule of thumb, only improved loading times.
that said- the RAM i do have was like a £60 import buy from an American seller on EBay about 3 years ago...
<!--QuoteEnd--></div><!--QuoteEEnd-->
RAM improves loading times past a certian point... The difference between 2 gigs of RAM and 4 gigs of ram for example will be inconsequential except during large loads. The difference between 512 meg and 1 gig, is VERY large for most of todays games, and on newer games the difference between 1 gig and 2 gigs can be quite noticable.
Also, EVERYTHING caches to ram, so the faster your ram is at getting data in and out, the better your computer preforms period.
And Swiftspear, how exactly would you suggest going about the "I'm injured" plan? If you get shot in the foot, nerf your speed. Okay. Well, what about the leg, when you can hardly walk now instead of hobbling about effectively? Will they just implement an animation for a person sitting on their ass that scoots around a little bit? And then what? Fool the enemy? How? The animation set would be memorized instantly, and the fact that you have your gun in your hands does little to conceal the fact that you're still alive.
(<b>Class</b> <!--coloro:limegreen--><span style="color:limegreen"><!--/coloro-->US<!--colorc--></span><!--/colorc--> / <!--coloro:red--><span style="color:red"><!--/coloro-->INS<!--colorc--></span><!--/colorc-->)
<b>Commander</b> <!--coloro:limegreen--><span style="color:limegreen"><!--/coloro-->Scope + full auto/semi-auto, 30 mag<!--colorc--></span><!--/colorc--> / <!--coloro:red--><span style="color:red"><!--/coloro-->Semi-auto only, 20 mag<!--colorc--></span><!--/colorc-->
<b>Shotgun</b> <!--coloro:limegreen--><span style="color:limegreen"><!--/coloro-->8 shots<!--colorc--></span><!--/colorc--> / <!--coloro:red--><span style="color:red"><!--/coloro-->7 shots<!--colorc--></span><!--/colorc-->
<b>Sniper</b> <!--coloro:limegreen--><span style="color:limegreen"><!--/coloro-->20 mag then reload (no de-scoping between shots)<!--colorc--></span><!--/colorc--> / <!--coloro:red--><span style="color:red"><!--/coloro-->Reload and de-scope after every shot<!--colorc--></span><!--/colorc-->
Those differences alone are enough to give you a clear picture.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->And Swiftspear, how exactly would you suggest going about the "I'm injured" plan? If you get shot in the foot, nerf your speed. Okay. Well, what about the leg, when you can hardly walk now instead of hobbling about effectively? Will they just implement an animation for a person sitting on their ass that scoots around a little bit? And then what? Fool the enemy? How? The animation set would be memorized instantly, and the fact that you have your gun in your hands does little to conceal the fact that you're still alive.<!--QuoteEnd--></div><!--QuoteEEnd-->Ever played <i>Firearms</i>? Ever played <i>Deus Ex</i>?
I wondered too until my first run-in with an insurgent in close-quarters combat. Basically, when you're not holding your iron sights up, moving the mouse will aim your weapon to the side of your screen as your view moves. It's similar to the Goldeneye007 days, where in "aiming" mode (holding R button) you could still look left or right by moving your crosshair to the side and "pushing" the screen to the left or right, but in insurgency your view is moving whether or not the weapon is pointing to the edge of the screen yet.
It sounds really odd and useless ("what's wrong with normal FPS aiming?"), but in action it feels extremely smooth. It allows your turning speed to feel realistic without making aiming difficult in close-quarters, and it lends a little life to your first-person view. It's so intuitive that, in that first encounter, I was able to aim and shoot in a snap without knowing about the system beforehand. It felt like I just moved my eyes to my target and <i>willed</i> him dead with a sharp, vicious glance.
Accidental or deliberate ones?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Deliberate. The developer team didn't think to put a votekick option or a teamkill monitor that boots after so many kills. This release was incredibly rushed. Good mod, but incredibly rushed release. One thing that attributes to the rushed release is that all talk is defaulted to on - they were testing it to the last minute and chatting with eachother back and forth on each side.
Anyway, kudos to the insurgency team for a great release. Finally a HL2 mod that has stayed consistently over 1K players for the first few days after release. Lets hope it has the critical mass to develop a dedicated community.
I'm a pessimist. I think after 2-4 weeks this mod will drop below 1000 players at peak. After that, it'll sit on about 200-500 for two more months and then end up staying at around 50-100. I think it's really sad that the developers chose to focus on such a niche playerbase with their futile attempt to pursue "realism" at the severe cost of gameplay.
iirc, Dystopia did not have several thousand for a few weeks, but I could be wrong. And anyway, there's nothing wrong with being compared to Dystopia <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />