I've played 5 hours of the new iteration of Insurgency. Considering that I had 800+ that were actually logged and at least 800 more (that weren't logged because this was inbefore the new steam GUI with the fancy tabs along the top) in the INS mod, I've put a bit of thought into what I like in the new game.
The loadout screen is really cool! It's sort of like CS in the sense that "buy" equipment at the start of the map which can be changed each round or upon entering the spawn area. The base weapons (excluding the sniper rifle) are free. Additionally, your team earns "supply" contrary to CS where each player earns money. Each point of supply allows you to be modifications, and while you do have the option to remove mods, there is no way to refund supplies that have been spent. This means that you really need to pick which weapon you want to use for the entire map. If you stray from that weapon, you'll be stuck with the most basic components; however, all the weapons are effective in themselves.
The new maps are fun. Most of the maps are really fun, and easy to navigate from the first time you launch. They feel very much the same as other source-based games' maps, but some offer more open areas. The maps are still rather small, the biggest of which probably being the return of Buhriz. That said, the maps are really dependent on the game mode.
The respawns suck. I know that they are intended to encourage players to live longer, but for most neanderthals that means camping. The camping in this game isn't as devastating as it is in other games such as CS, unless you're playing a gamemode other than "push" (one team attacks while another defends.) The problem with the "contact" and "skirmish" gamemodes is that each team is allotted 0 or 2 respawn waves at the beginning of each round depending on the gamemode, respectively. 3 or 5 capture points will be contested over by the two teams; however, with each capture, the attacking team earns a respawn wave. Therefore, when your first 2 attempts to take the center point are beaten back, you are suddenly relying on the handful of guys who were too scared to move up to begin with. Their complete lack of situational awareness contributes to your lengthy wait time before they realize that everyone else is dead and that they can now get out of the corner that they were hiding in whilst banging their head against the walls.
In conclusion, I felt that the push game mode was the only one worth any amount of time (even if there are few maps which support it), so the pros and cons have sort of evened out for me. For the Alpha version of the game, I'd give it a 7/10. I hope that continuing development shows promise. That said, the development has led to knives being reintroduced!
Pictured below is Zeak finding out the knives have been reintroduced.
The loadout screen is really cool! It's sort of like CS in the sense that "buy" equipment at the start of the map which can be changed each round or upon entering the spawn area. The base weapons (excluding the sniper rifle) are free. Additionally, your team earns "supply" contrary to CS where each player earns money. Each point of supply allows you to be modifications, and while you do have the option to remove mods, there is no way to refund supplies that have been spent. This means that you really need to pick which weapon you want to use for the entire map. If you stray from that weapon, you'll be stuck with the most basic components; however, all the weapons are effective in themselves.
The new maps are fun. Most of the maps are really fun, and easy to navigate from the first time you launch. They feel very much the same as other source-based games' maps, but some offer more open areas. The maps are still rather small, the biggest of which probably being the return of Buhriz. That said, the maps are really dependent on the game mode.
The respawns suck. I know that they are intended to encourage players to live longer, but for most neanderthals that means camping. The camping in this game isn't as devastating as it is in other games such as CS, unless you're playing a gamemode other than "push" (one team attacks while another defends.) The problem with the "contact" and "skirmish" gamemodes is that each team is allotted 0 or 2 respawn waves at the beginning of each round depending on the gamemode, respectively. 3 or 5 capture points will be contested over by the two teams; however, with each capture, the attacking team earns a respawn wave. Therefore, when your first 2 attempts to take the center point are beaten back, you are suddenly relying on the handful of guys who were too scared to move up to begin with. Their complete lack of situational awareness contributes to your lengthy wait time before they realize that everyone else is dead and that they can now get out of the corner that they were hiding in whilst banging their head against the walls.
In conclusion, I felt that the push game mode was the only one worth any amount of time (even if there are few maps which support it), so the pros and cons have sort of evened out for me. For the Alpha version of the game, I'd give it a 7/10. I hope that continuing development shows promise. That said, the development has led to knives being reintroduced!
Pictured below is Zeak finding out the knives have been reintroduced.














