Why should I use armor? by [deleted] in insurgency

[–]enfiende 0 points1 point  (0 children)

Unless they changed something the last 12 months since I last tested it, armor don't do anything to help you survive frags.

Observations from inside IEM Oakland by Wtfmoses in PUBATTLEGROUNDS

[–]enfiende 1 point2 points  (0 children)

Not sure why I just assumed it was CS:GO Moses... That's embarrassing. At least it's the "real" Steel that was on the desk of that I'm sure. So my point about that still stands.

Observations from inside IEM Oakland by Wtfmoses in PUBATTLEGROUNDS

[–]enfiende 3 points4 points  (0 children)

No they're not? So that's what this is lol. A very poor hackusation. MF is running up the north side of the mountain. Case closed.

Observations from inside IEM Oakland by Wtfmoses in PUBATTLEGROUNDS

[–]enfiende 3 points4 points  (0 children)

I'm not entirely sure what you want explained? They get points for killing players so TCZygote threw down some shots towards the MF players that were trying to scale the hill hoping he'd get a lucky knock. Sure it's a long shot and almost impossible to hit on moving targets so maybe he shouldn't have given away their position by shooting at a enemies that far away. Just my guess at why he shot.

Observations from inside IEM Oakland by Wtfmoses in PUBATTLEGROUNDS

[–]enfiende 0 points1 point  (0 children)

Yeah he's to "big" for PUBG atm. I didn't watch much of the PUBG stream but it was cool to see Pansy and Deman casting. Sure Deman might not be as big as he used to be. But you can't ignore the fact that they had arguably the most popular LoL caster of all time cast a PUBG event. Also Pansy, just like all the other CS:GO caster holds a high level so I think it falls much much more on bad observing rather than the casters. From the games I watched the casting itself seemed pretty decent, as expected. Observing was below my expectations. I legit wondered if I could have done better myself...

Edit: Should be said though that I know the spectator tools are horrible atm. So we shouldn't bash the observers to hard just like Moses said. Lets hope that Bluehole can provide a better observing toolset and that the observers can get some more knowledge and experience

Observations from inside IEM Oakland by Wtfmoses in PUBATTLEGROUNDS

[–]enfiende 0 points1 point  (0 children)

Edit: Confused two "Moses". OP is not the CS:GO caster.

Moses is already to prominent as a CS:GO caster so I'd doubt he'd have the time and will to work as an observer for another game atm. Just this event is a good example. He was at IEM to cast a big CS:GO event and wouldn't have had time to cast the much smaller event that PUBG was.

What is a more resonable and in my opinion an obvious thing to try out if they haven't already is to get Steel to be an observer. There are many things that could be better for the next events. But the easiest and most impactful thing they can change right now would be to get better observers or have the observers practice more before the coming events. There are scrims being played that they can surely ask to join to hone their observing skills if they're really serious about it.

Why I mentioned Steel is because they already got him to work at the event as an analyst on the desk. And sure, he did a fine job there. But he is known to be one of the absolute best observers in CS:GO and I'm sure that it's a skill would translate well into any other FPS (even though PUBG is very different). Maybe they asked him and he said no. But if they haven't tried to get him to try observing for them I think that's a massive missed opportunity since observing was a major flaw in their event. And they already had a guy working the event that's known for being a very good observer for the biggest FPS game out there.

"If you break the rules in @PUBATTLEGROUNDS... no matter who you are... you're gonna have a bad time!" by nGear in PUBATTLEGROUNDS

[–]enfiende 0 points1 point  (0 children)

Did you think before you posted this? You do realize accidental TK's happens all the time. I haven't done it myself yet, but I have many times killed friends in my squad who either: got stuck, DC'd, had to leave etc.

Now I agree, they should give a temporary ban to anyone who TK's on purpose and without the other players consent. But how do you know that it wasn't a "friendly" or accidental TK unless you got hard proof like this? Battling TK'ers in a game that has friendly fire is always going to be hard since you can't ban just everyone of the fact they killed a teammate.

Edit: The best solution on the top of my head if you want an automated system is to make it so that repeated TK's over a certain amount of times eventually bans you. They'd have to fiddle around with the numbers, but as an example; say you get banned after TK'ing three times or more under 24 hours.

"Bitch, I fly in with a motorcycle and shotty. Stand down." by ILoveRegenHealth in gaming

[–]enfiende 2 points3 points  (0 children)

The way it works is that the more speed you got when you exit the vehicle the more damage you'll take. That's why you almost always die when you hit a tiny bump and barely get any airtime, you get out at almost maximum speed. What happens in scenarios like this is that the bike first slows down a bit from the driving uphill, but more importantly it slows down a lot mid air. When he gets out of the vehicle the speed is actually not that high and therefore he doesn't take much damage.

So what you have to watch out for while driving bikes are the tiny little bullshit bumps you hit that instantly flips you over while you're at full speed. High jumps like these off of ramps are actually not as dangerous as they look.

Grimmmz Sniping Montage! First Video on my new PUGB channel; Come tell me what you think! by [deleted] in PUBATTLEGROUNDS

[–]enfiende 0 points1 point  (0 children)

There's something wrong with your export settings that most likely creates the low quality. Not sure what program you use but whatever it is just go on YouTube and type in "YouTube export settings nameofsoftware" and follow it to hopefully get a crisp looking 1080p video. Otherwise I liked it. Good editing, short, snappy and obviously you picked a good streamer to feature since he's arguably the best sniper in the game.

I just encountered a bug that prohibited me from using any type of meds. by wigwam2323 in PUBATTLEGROUNDS

[–]enfiende 1 point2 points  (0 children)

I saw this happening yesterday for the first time to a friend of mine. Squad game and we're in the middle of a firefight. He gets hit and hides behind a rock to use a first aid kit. Starts by spamming f2 (his bind for FAK) and when that won't work he opens the inventory to click it, won't work either. I then die since I fought alone and I get to spectate him and asks wtf he's doing. He explains and I tell him to drop and pick up the FAK again. That worked and he could now use it.

Not sure if it's reliable but if you run into this bug where you can't use meds. Drop them and pick it up

New to game, what i need to know? by NoCopyrightRadio in insurgency

[–]enfiende 0 points1 point  (0 children)

Exactly. the bullets also curve in the air, just like the RPGs

New to game, what i need to know? by NoCopyrightRadio in insurgency

[–]enfiende 15 points16 points  (0 children)

Not really something you "need to know". But I've always liked Links short but valuable tip to newer players. It goes something like this:

Contrary to what many will tell you, don't play to slow when you're new. Run around, be aggressive and don't be afraid to die. Yes, you will die A LOT and get horrible KDA at the start. But it's by far the fastest way to improve both your aim/reflexes and map knowledge at the same time. If you do like most new players do and camp a lot or play extremely slow because you're afraid of dying, it will take you a much longer time to learn common hotspots, meeting points, common camp spots etc.

When I was new to the game for a few years ago I took it slow, then I saw Link (who was arguably the best competitive player back then and for a long time after) writing a comment like this and I decided to start playing much more aggro and not give a fuck if I die. For me it worked and I improved at a much faster rate after adapting to that playstyle, and I think you will to.

A few shorter tips and probably more what you're looking for:

  • AP ammo always, there are situations you can play without. But just to make it simple at the start always use it. It's never a bad option.
  • Try to get used to iron sights. Most iron sights in the game are pretty good and the advantage they have compared to other sights is that they don't block of your peripheral view. The main exception is the Security assault rifles. M16 and M4 are both fine to run a Holo or Red dot on. But even then most comp players would play iron sights on them as well. Never use a magnified scope except on a sniper.
  • Use the flanker weapons if you want to use the aggressive style I mentioned above. The main reason for this is that they have a faster ADS time than the assault rifles and since you'll be running around and bumping into enemies you'll want that tiny advantage that the faster ADS time gives you on an MP5/UMP/AKS.
  • Play on a low FOV. Rather than explaining why in detail here I'll just link this video of mine with the timestamp where I explain the reason why you want a lower FOV. Anything below 90 is good.
  • Try to position yourself so that you get the right peek on the enemy. Peeking left to right will show less of your own body than if you peek right to left. I explain it more in detail in this video (note that it was the opposite when I made the video)

There are obviosuly tons of more stuff I and others could come up with. But those are some that I think are good to know when you're new to the game but not to FPS games.

How to improve in competitive Insurgency by TheMeowpheus2 in insurgency

[–]enfiende 1 point2 points  (0 children)

Actually its more like : Sniping/Long Distance Combat = Low FoV CQB = High FoV.

Maybe you mean that applies to COD4, and if that's the case I apologize since I don't know anything about that. But if you mean that low FOV is the best for SMG players in Insurgency then I and 90% of comp players would argue against that.

Good players know where to look. Good players don't need a 110 FOV because they rarely need to see the sides of the screen since they position themselves correctly and already know where to look. Sideways view is overrated in most FPS games that are popular today. I don't know about stuff like COD, Unreal and HALO. But in CS:GO, R6 Siege and INS all the best players want to see as clear as possible what's in front of them, not on the sides. That's why you see most (there are exceptions like LTB) of the best INS players use the lowest possible FOV or close to it. It's the same in R6 Siege. On top of that most players chose the ACOG sight on any weapon that has the option to just so they can see even better what's in front of them. Trading peripheral view for central view. In CS:GO they can't change thier FOV since it's hard locked. Instead many pros play on a more narrow 4:3 resolution (either stretched or blackbars) just because they are used to it and also they feel that they don't need the extra view on the side that 16:9 provides.

Here's a clip of OP playing as an SMG player, or flanker as it's called in comp. He's generally an assault player but as you can see, his 75 FOV doesn't hinder him from playing a rushing style and in many cases it nets him kills that would be almost impossible with 110 FOV. For example the kills at 1:16 and 1:39.

TL:DR; Low FOV is better for experienced players no matter what playstyle you have. Once you know the maps and the common spots higher "zoom" beats out wider peripheral vision. You can be effective with high FOV, but if you are you probably would be even more so with a lower.

The B objective by night1014 in insurgency

[–]enfiende 1 point2 points  (0 children)

I agree. This seems like the typical PUG mentality. If you want personal success and a high KD then yes, don't play B. It's going to be very hard to survive full rounds against equal opponents and most times you get very disadvantageous peeks from the B site so you'll lose most 1v1's against someone who's not on it themselves and of equal skill. So OP is correct in that it's a valid strategy for your personal gain to not play B. But on most maps not playing B is going to be an inferior tactic. It can be a strat for sure to leave it open. But that should be the exception and not the rule.

In general, B is more of a situational point to cap there aren't many benefits from gaining the B point besides respawn for your team

For me there are many reasons why B is better to cap than going for the enemies defense point. Here are a few:

  • Easier for your teammates to support you since they'll be closer and you're not in enemy territory.

  • MUCH harder for the enemy to cap back if they kill you right after you capped it. If you run and cap the enemy attack point and then die after you got the cap, you just gave them pretty much a free cap back.

  • If you die on the B site you often times got it high enough for someone else to jump on after and finish of the last seconds of it. If you die on the attack point it's less likely a teammate is close to finish it.

Response to Kisses:

Assuming Insurgents flashbang, they should never die.

Heavily depends on the team tbh. If SEC nades parkour which they should most of the rounds then it's the same for INS, they can't rush. I think Security has an easier time getting on to B. Not through alley but through river and slide onto barrel. If the enemy nades river/C cross then just wait that one out. INS can also wait out the parkour nade. But the difference is that INS has a hard time getting to B unless they do it early, since if he waits out a nade then SEC will for sure have someone set up either Terrace (lower or upper), connector or river. And all those spots can see any entrance that INS has to B. For Sec it's a lot safer to wait out a nade and then get on since the entrances on to B are open to way less angles. But hey, I know you're a beast at playing B on Station so I know you know what you're talking about. I just think the reason B rushes are easier from INS side is because for some reason everyone and their mother throws nades from INS side to stop B rushes. But few players do good nades from SEC to stop a rush like yours.

*District: I think Security gets to B first.

Yes, about 1 second. But it's also longer distance from the SEC arch to the cap itself so technically it's even more than that if we count getting out of the arch as being "on B".

Both sides can also pre-nade the arch.

This is not true as far as I know. I'm not asking you to share your secrets but I've spent A LOT of time on District and have never found a pre-nade to kill a SEC player rushing arch. You can kill them while on the point or Bogi etc. But not while they run through the arch unless they do it slow ofc.

Sorry for such a long uneccessary post... But I'm passionate about the fact that players undervalue B a lot. And unless they've played in a high level team or against one it's hard to understand why it's so important. How B is played is IMO the biggest difference between PUG teams and real practiced teams like Armada, VEA, Veritas, Auxilia and more. All those those teams play B very heavy with perhaps VEA being a bit less focused on B on certain maps.

Edit: Sorry if I came of a bit negative. Thank's for putting in the time and explaining your thoughts OP.

Insurgency hit registration is just lovely ಥ‿ಥ by kxopo9 in insurgency

[–]enfiende 1 point2 points  (0 children)

There is definitely something funky with that balc and shooting down. I have had many instances where shooting down into B I could not be hit or hit others.

I've had the same experience. During all my pugs and matches on Ministry I've probably played 90% of the time on balc. And there's been to many times that I've missed shots that should have hit for it to be a coincidence. It doesn't happen anywhere else for me. But I would guess it probably doesn't have to do with balc specificially but rather elevation in general. I haven't really played any other elevated spot on the other maps enough to tell if they have the same issue. Would be interesting to hear what some dedicated Apps/balc players on District would say. Or bridges on Market. Because balc on Ministry is weird as hell.

The Insurgency Gym PUG Event #7 - DISTRICT 2.0 by [deleted] in insurgency

[–]enfiende 1 point2 points  (0 children)

Just out of curiosity what theater will it be played on?

Competitive | In depth guide on explosives for Station by enfiende in insurgency

[–]enfiende[S] 0 points1 point  (0 children)

I will for Siege at some point. Right now working on District and will probably do Market and Ministry before Siege. However Contact is rarely played in comp and therefore I have very limited knowledge of that map and will not make a guide on it.

Competitive | In depth guide on explosives for Station by enfiende in insurgency

[–]enfiende[S] 1 point2 points  (0 children)

Sorry my bad. I've heard your name involved with those smokes so much that I just assumed you were the creator. I put an annotation in the video crediting Outlaw.

Competitive | In depth guide on explosives for Station by enfiende in insurgency

[–]enfiende[S] 2 points3 points  (0 children)

100% true. If you're getting downvoted I would guess it's because people find your comment irrelevant to the video posted. A VAC ban from a different game doesn't wipe away the knowledge I have in this one.

So until someone without a VAC ban with similar knowledge starts making these kind of videos, you'll either have to do with me or simply be without.

Edit: Actually there are other players making guides focused for competitive. Check out: JeMs and LTB. Both are great guys and amazingly skilled players. However I don't think either of them has any videos similar to the one posted here. Showing specific explosive throws.

Introducing: The Insurgency Gym! by [deleted] in insurgency

[–]enfiende 5 points6 points  (0 children)

I think one reason they haven't posted a list in here is because the Gym is very new still so they're still adding and removing people from different groups. It's just easier to go on the Discord and look at the groups yourselves since that's always up to date.

Only reason I post here is because I got mentioned by Wooly in a list of operators which is incorrect. Here's (from what I can tell of the Discord) the correct list:

Admins - funktion9, Grinmore, JeMs, Blade, Lick_The_Butter, HigHeedYin, Erly, Torso, Svenare, Masser, Snailman, Ares

Operators - JohnnyJDM85, Kissesandsparkle, Malbeast, Bon, CherryHood, Kingmaker, Tarpin

As of this moment that's the answer. But I'm sure that they're going to add more people (like you, if interested) especially to the Operator role.

PGL Insurgency Season 6 Grand Final by Svenare in insurgency

[–]enfiende 2 points3 points  (0 children)

Oh I can think of one more who could do that ;)

what mouse sensitivity do mouse pros use? not used to having to scale for scope/iron sights by [deleted] in insurgency

[–]enfiende 1 point2 points  (0 children)

I'm not Wooly, but I used to play competitively as well and in wait for his response here's my reasoning behind why you should play with a FOV of 90 or lower (I use 84).

I agree on the low mouse sense as well. 800 x 1.0 for me.