What is Insurgency missing?

hey, what about get the game more bloody?
i mean, blow up the brain if gets an headshot, blow up the body if it gets nades out
lol

oh please no I don't want it really gore'ish or if it did have lots of gore I would like the option to turn it off.
 
I second that air_nith, let's focus on the substance of the game. the gameplay, not the looks. =-S
 
1. Melee Weapons
2. Better Chatbox (Like TF2 CS:S etc.)
3. Better Hitboxes.
4. More maps and weapons?
5. Achievents?
 
lol i mean beside the game play, maybe additional bloody makes the whole field even more realistic hahah
 
1. Melee Weapons
2. Better Chatbox (Like TF2 CS:S etc.)
3. Better Hitboxes.
4. More maps and weapons?
5. Achievents?

I'd be happy with better hit boxes. However I'd love the M240Bravo sweet sweet machine gun. Better sniper weapons (even though the marines don't need it).
 
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1. Melee Weapons
2. Better Chatbox (Like TF2 CS:S etc.)
3. Better Hitboxes.
4. More maps and weapons?
5. Achievents?


well your pretty close. From what I've been told by the development team, more maps, different weapons and achievements are apart of the beta 3
 
better hit boxs

I concur. Nothing is more frustrating than getting that perfect headshot only to see them run away. Personally, I know people like lots of different weapons, but this isn't counterstrike. I like the realism and kit loadouts. If anything, There should be more variety within the classes that is still realistic (e.g. engineer class I know FOR A FACT, the U.S. Marines use more shotguns than that god awful xm107). Using the G3 when the marines haven't even been issued it is kinda stretching it. If anything the marine snipers are famous for using the .50 cal sniper rifles before anyone else and we're using m14s? The training rifle? I think if the developers paid a little more attention to detail in typical kit load outs, then we would have the broad range of weapons and still have realistic loadouts.
 
Well with the .50 cal sniper rifle they would also need to modify the affect wound on the enemy since the .50 cal will blow off a gosh darn arm... I agree with you on most of what you said, but implementing the .50 cal would be unrealistic in these types of (small range) maps also with a .50 cal rifle there is usually a spotter tagging along with the person. So should they make a class "spotter" and him carry what? A small arm and a pair of binoculars... :P Sorry if this comes across as sarcastic that's not what I'm intending to do. More variety of weapons would really be nice even if they aren't completely realistic, I love your enthusiasm though.
 
Let's see...

1. Hit boxes
2. The RPG
3. The M203
4. Aiming Physics
5. Objects & Terrain


Hit boxes have been mentioned, so I won't beat a dead horse. However, I'd like to mention that I am very sick and tired of seeing barely the top of someone's head while they magically have a perfect shot of me. If your weapon model isn't clearing an object, it should stop your bullets.

The RPG: Never mind the ludicrous splash damage range, this thing needs to be nerfed in how it is used. Adjust the shot dispersion to 30-degrees if you don't bring up the sights and force the minimum arming distance to at least 15m like the M203 (if only for balance since the arming distance on the RPG is something like 75m IIRC).

The M203. I find this weapon irritating. I've learned how to hip fire it fairly well, but it's still more art than science. The switch from "rifle mode" to "M203 mode" should be as fast as the fire select switch (instantaneous). The sight on the damned thing should also be at least roughly accurate.

Aiming should be changed just a tad. Firing while moving should ruin your aim far more than it does currently. It should take just a bit longer to get a good sight picture for those long range precision shots. Changing this would have two effects: it would reward someone who actually stopped and took the time to aim and severely penalize acrobats who liked to jump around a lot.

The doors can be fixed very easily. Stairs, too. Simply place clipping fields at an angle by those sharp edges and the problem is solved. It would also be nice to see cars, trees, and buildings have collision boundaries that matched their physical dimension instead of making you guess how far around them you had to be to shoot. Irritatingly enough, I often see people shooting through dirt and sandbags while being completely hidden, then find myself having to get an arm's length away from a car to shoot around the magical car force field.

I have more gripes, but these are things I'm afraid will never be addressed, even in the "finished" product.
 
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I'd be happy with better hit boxes. However I'd love the M240Bravo sweet sweet machine gun. Better sniper weapons (even though the marines don't need it).

m240 AND the PKM will be added.

New models will be added,
new maps will be added, as well as a new theater, Kosovo.

New sniper rifles are not confirmed; however, I agree with Swat that the high powered rifles are not very effective in this game. The fog combined with the close range, mostly urban, warfare isn't exactly sniper territory. Marksman, maybe, but why not just a 2x scope? 6x magnification is just too much for these maps, besides the fog limits the range so much anyway, that I can usually use an m16 or SKS to pick off the same targets that sniper are picking off. a 2x scope would be perfect.
 
Let's see...

1. Hit boxes
2. The RPG
3. The M203
4. Aiming Physics
5. Objects & Terrain


Hit boxes have been mentioned, so I won't beat a dead horse. However, I'd like to mention that I am very sick and tired of seeing barely the top of someone's head while they magically have a perfect shot of me. If your weapon model isn't clearing an object, it should stop your bullets.

The RPG: Never mind the ludicrous splash damage range, this thing needs to be nerfed in how it is used. Adjust the shot dispersion to 30-degrees if you don't bring up the sights and force the minimum arming distance to at least 15m like the M203 (if only for balance since the arming distance on the RPG is something like 75m IIRC).

The M203. I find this weapon irritating. I've learned how to hip fire it fairly well, but it's still more art than science. The switch from "rifle mode" to "M203 mode" should be as fast as the fire select switch (instantaneous). The sight on the damned thing should also be at least roughly accurate.

Aiming should be changed just a tad. Firing while moving should ruin your aim far more than it does currently. It should take just a bit longer to get a good sight picture for those long range precision shots. Changing this would have two effects: it would reward someone who actually stopped and took the time to aim and severely penalize acrobats who liked to jump around a lot.

The doors can be fixed very easily. Stairs, too. Simply place clipping fields at an angle by those sharp edges and the problem is solved. It would also be nice to see cars, trees, and buildings have collision boundaries that matched their physical dimension instead of making you guess how far around them you had to be to shoot. Irritatingly enough, I often see people shooting through dirt and sandbags while being completely hidden, then find myself having to get an arm's length away from a car to shoot around the magical car force field.

I have more gripes, but these are things I'm afraid will never be addressed, even in the "finished" product.

From what I've heard RPGs will no longer be a class, but a weapon that is picked up from the map. So instead of one team having an imba weapon, both teams will (if the spawns for these weapons are balanced properly.) I agree with the nerf for the rpg, you should HAVE to use the sights.

"If your weapon model isn't clearing an object, it should stop your bullets."

I've also had the opposite effect, such as on trees and cars, where my weapon does clear the object, yet I can't fire. (I know you mentioned this)

Also I'm tired of 1-way windows. Where you can shoot in, but not out.
 
The Yeti : Also I'm tired of 1-way windows. Where you can shoot in, but not out.

Woh... Where are you seeing this? You need to tell someone cause that isn't allowed, I know there are the windows in Karkar by the conveyor belt, but those can no longer be accessed without the help of another person and that has already been dealt with.
 
The one way windows are also in our office map, I think office2? It's right at the b cap point. While technically not completely one way, I'd say they are about 75% one way in favour of INS, meaning marines take more damage than the ins behind it if shooting damage is equal. It is messed up.
 
Well with the .50 cal sniper rifle they would also need to modify the affect wound on the enemy since the .50 cal will blow off a gosh darn arm... I agree with you on most of what you said, but implementing the .50 cal would be unrealistic in these types of (small range) maps also with a .50 cal rifle there is usually a spotter tagging along with the person. So should they make a class "spotter" and him carry what? A small arm and a pair of binoculars... :P Sorry if this comes across as sarcastic that's not what I'm intending to do. More variety of weapons would really be nice even if they aren't completely realistic, I love your enthusiasm though.

Oh don't get me wrong, I'm NOT saying we need a .50 cal. All I'm saying is that there are plenty of weapons used by the marines, that if the developers paid more attention too, would increase the realism AND increase the variety of weapons without implementing unrealistic weapon loadouts (like a G3 or an AUG). I for one would drop this game if something like a .50cal was introduced. Memories of AWP nubs from CS:S still haunt me to this day.
 
Yeah, you guys have pinned down most problems with the game, but there are some issues that irk me. For instance, the shotgun: Many times I have gotten point-blank headshots, only to find that my target is perfectly fine.

Another weird thing that I've noticed (maybe their isolated incidents?): Prone, deployed MGs are resistant to explosions, as close as directly beside their head. Has this happened to anyone else?

The RPG should have a fire cone, instead of a straight flight. It would have to be a small fire cone, otherwise it would lose almost all worth, but it should still lose accuracy over the distances that many people are taking issue with. Another possibility would be to have drag or some other destabilization that happens after, say, 2 seconds of flight.

Also, is it just me, but are certain object bullet issues (like around cars), has anyone else seen 1-way barriers like that? Like, someone behind something can't shoot around it, but someone can shoot at them and hit them with no problem?
 
Ya Sanders I've noticed the car thing too. It is infuriating. As well, as much as the game likes to advertise that you can shoot under cars and the bullets will bounce up, I don't think that would work in sand bottom maps...if at all in other maps.

The prone thing kind of makes sense, because technically you would take less damage from a grenade by "HITTING THE DIRT." However, beside someone's head should be instant kill, for obvious reasons!

The RPG is effective to about 100m in real life, if I'm not mistaken, but effective fire distance is less than 50m for maximum penetration against a tank. Personally, I don't know why RPG's are used as anti personnel, considering they usually have a shaped charge warhead that is good for armor but almost useless for infantry. as well, they would usually penetrate an outer wall and get stuck on an inside wall and then explode, sending most of their energy into the wall instead of about a room, unless it uses older technology and will explode against the outside wall. Given this info a "cone of fire" doesn't make sense unless it were directed in front of the exploding warhead rather than all around it.
 

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