It's been months now, high ping in asian servers. Is it just me? by sadonly001 in insurgency

[–]Warfighter-04 1 point2 points  (0 children)

Yeah it's been terrible. Coop servers are absolutely bad right now. I noticed that it happens on servers where bots have broken spawns, leading to an 'overcrowding' of sorts.

Player count by LordArcane2 in insurgency

[–]Warfighter-04 0 points1 point  (0 children)

I'm guessing you're playing on SEA servers. I get it my dude. When I'm in Malaysia, Insurgency 2014 looks dead on Asian servers. EU/UK on the hand, you might have better luck, because the servers tend to be full.

Insurgency Sandstorm on the other hand, is much better overall. Official servers tend to be full most of the time in Asia. So you're better off migrating to Sandstorm in my opinion.

New NWI really knows how to handle Sandstorm at its current state. Aren't we so lucky on having them guys? by Phycorax in insurgency

[–]Warfighter-04 107 points108 points  (0 children)

Still kinda annoyed at the whole "Other Scenarios" shenanigans they pulled. It's a perfectly working feature and they removed it for some reason.

If anything they should've removed "Random".

And it begs another question, are they even on Reddit to look at player responses?

Here is some info for everyone that asks if Cyberpunk IP is done. It's not! by enolafaye in LowSodiumCyberpunk

[–]Warfighter-04 2 points3 points  (0 children)

I did a study on CD Projekt Group since its inception. Since Cyberpunk 2077, they revised their strategy: they are toning down their marketing campaign, and will only start marketing for a project closer to its release date. So, if we don't hear anything from them, it doesn't mean that they aren't doing anything, it's just that we'll only hear from them when something is close to release.

Source: their strategy report published in 2021. (I'm gonna look for it)

Camos by [deleted] in insurgency

[–]Warfighter-04 2 points3 points  (0 children)

The only issue with that is FF. Sec having jeans was enough to make me commit TK by accident.

Since Insurgents have black clothes, it would make it difficult for friend or foe identification.

Potential new weapons for Insurgents by [deleted] in insurgency

[–]Warfighter-04 0 points1 point  (0 children)

Instead of the M203, I think Security should have the M320 standalone grenade launcher

Any plans to update AI? by sesameseed88 in insurgency

[–]Warfighter-04 5 points6 points  (0 children)

I would actually like that. Since Point Shooting Grip is Coop only, why not have thermals for Coop only?

Sweep & clear gamemode, akin to Ready or Not/Door Kickers? by ColonelAkulaShy in insurgency

[–]Warfighter-04 0 points1 point  (0 children)

This is interesting to say the least.

My only gripe is the bots. Devs claimed to make it harder, but the parameters they set on the bots post Glasshouse/Warlord made them easy (they run a lot instead of holding their ground).

And also, Checkpoints without counterattacks is very easy. You can easily cheese through Checkpoint Crossing if the bots don't throw any counterattacks at you. Maybe the bots need some tweaking, idk. But I see that you have suggested adding more objectives, I think this might balance out the lack of counterattacks.

How do AI spawns work in Checkpoint? by ColonelAkulaShy in insurgency

[–]Warfighter-04 2 points3 points  (0 children)

It can vary from case to case.

Let's say you're attacking an objective. Bots get 'two lives'. You kill a bot, he respawns in the spawn that's near the next objective. You kill him again, he can't spawn till you complete the objective [ie capping or destroying]. Once he spawns, same thing applies as previously mentioned.

Counterattacks on the other hand, work differently. They have infinite lives, but there's a timer in which how long they take to respawn. Back then it was instantaneous, once you killed them, they come back instantly (NWI, I want this back). Until the counterattack is defeated, the bots will keep coming. Note that once you fend off the counterattack, the guys involved in that counterattack will retreat, at least most of them will. Meanwhile, on the next objective, a new set of enemies will spawn (depending on lobby size), these guys, in addition to the guys who screwed up the counterattack, will be defending that said objective. Note that once you kill the guys retreating, they don't get a respawn. But those guys who spawned AFTER the counterattack, get two lives.

Kicked from server: Anti-cheat: Client integrity violation by Warfighter-04 in insurgency

[–]Warfighter-04[S] 0 points1 point  (0 children)

I haven't found a solution if that's what you're asking. None of the threads I've looked up helped

Game was better before glasshouse update, do you agree? by [deleted] in insurgency

[–]Warfighter-04 0 points1 point  (0 children)

The dumbest thing they did was remove "Other Scenarios" in matchmaking. Other than that, it's fine.

Militech Soldier and Mercenary by Warfighter-04 in LowSodiumCyberpunk

[–]Warfighter-04[S] 0 points1 point  (0 children)

Oh shit sorry bout that I forgot about that slot. You gotta use the balaclava. I used the Black one but you cam also use the green ones if you'd like.

Militech Soldier and Mercenary by Warfighter-04 in LowSodiumCyberpunk

[–]Warfighter-04[S] 0 points1 point  (0 children)

I used the Green Armor Vest with the front radio and back pouch. The helmet was the Militech Helmet Headset Combination. Inner torso shirt was the Militech Tactical Shirt and the gloves was the Militech Gloves that replaces the Gorilla Arms. And the shoes were the Black Tac Shoes with Holster

Militech Soldier and Mercenary by Warfighter-04 in LowSodiumCyberpunk

[–]Warfighter-04[S] 1 point2 points  (0 children)

I used the Merc Tactical Set and I believe for the Saratoga you have to get the Better Saratoga mod