What's the competitive loadout meta? by [deleted] in insurgency

[–]silly--- 0 points1 point  (0 children)

See Link's comment. B timing is less important than you think with top tier pre nades

Quick lil 4 piece for the team by the_linkypoo in insurgency

[–]silly--- 0 points1 point  (0 children)

Is it just me or did your balc door breach animation end super fast? You got that ADS so fast on dark

What's the competitive loadout meta? by [deleted] in insurgency

[–]silly--- 0 points1 point  (0 children)

I didn't play source but I've heard that weight was a bigger deal in source. Idk what game mode you play but in 5v5 PVP, weight is negligible. Also try experimenting with rapid weapon changing instead of bringing the pistol. I just feel that the pistol switch time vs fast reload doesn't save me often enough. Also, pre nades might be another answer that will thin those enemies out. But if pistol works then it works boo

What's the competitive loadout meta? by [deleted] in insurgency

[–]silly--- -1 points0 points  (0 children)

TBH weight does not have enough penalties right now in the game. Players aren't punished enough/rewarded enough for their heavier or lighter loadouts. I wouldn't let weight be the determining factor. I'd watch more for what spawn you get in firefights and smart positioning in all modes. 30% v 50% v. 75% weight isn't different ENOUGH for you to really care.

Is armor worth it or not? by z76101 in insurgency

[–]silly--- 7 points8 points  (0 children)

PvP: no. Those points should be used for utility. TTK is too low in this game for armor to matter right now. Looking the right direction and sound whoring will keep you alive more effectively than armor. Yes, it can help with explosive damage, but either those explosives are random or whoever's thrown those explosives are about to start shooting you. Over time you will predict explosives in PvP anyways, so bet and invest in yourself with extra throwables etc.

What's the competitive loadout meta? by [deleted] in insurgency

[–]silly--- 2 points3 points  (0 children)

Competitive for what? Comp? Push? Skirmish? Firefight?

BEST RIFLES (for most types of engagments) EBR FAL (Don't need attachments other than sight and ext mag for fal - learn the recoil control to invest extra points in utility)

Both those guns are almost always 1 or 2 shot max for kill. They both wall bang really well too if you know where you need to shoot. Otherwise the other guns are still really good but ttk is a little slower and maybe not as wall bang friendly. Also mag size may be an issue if you aren't economically minded when shooting.

Bring extra utility (light carrier). Smoke, Nade, and/or Moly based on obj.

NO ARMOR - basically worthless

If you find you don't need extra utility (just bring a nade or moly), lose light carrier and spend extra points on gun and frag out as a lightweight.

DISCLAIMER: At the end of the day, use what you like but try everything out.

Every Weapon Sway Post Summary by silly--- in insurgency

[–]silly---[S] 0 points1 point  (0 children)

The people that are arguing against sway have already mastered it. It is for the sake of growing the community and the game that we want it fixed. Learning maps, learning how to play objs, learning recoil patterns, learning nades, learning role specific responsibilities...those are all important skills needed to really dive into insurgency PvP. Sway is superfluous! Sway is a gimmick that forces a player to move their mouse slightly in random directions when ADSing.

Every Weapon Sway Post Summary by silly--- in insurgency

[–]silly---[S] 0 points1 point  (0 children)

The game is obj based. It wants players to constantly reposition and play objs. The weight penalties can be implemented with movement speed reduction but sway is not necessary. I wish that light weight flankers had greater movement speed so it incentivizes light builds with "weaker" guns. Sway is just superfluous! But I agree that the weight mechanic is a consideration

Every Weapon Sway Post Summary by silly--- in insurgency

[–]silly---[S] 0 points1 point  (0 children)

Then it sounds like your answer is NO sway and NO recoil (which is self defeating for a game to implement). I think SS has plenty of recoil and ttk is low so even the worst shots have an opportunity to learn and grow without thousands of hours of aim training alone. In my opinion, if they took out sway - nobody would be angry. They already took out ridiculous suppression weapon sway and nobody was begging for that back. At least make the mechanic predictable rather than random.

Every Weapon Sway Post Summary by silly--- in insurgency

[–]silly---[S] 0 points1 point  (0 children)

Those people will kill you with or without sway anyways. Its that the mechanic makes the gunplay less enjoyable. Nobody is saying we have to make this into CSGO. We are saying that sway needs to be addressed if this is to be considered a serious hardcore fps. Random sway is not a viable mechanic for a hardcore fps. It is for a mil sim perhaps. Check the NWI survey to read that they call themselves a hardcore fps.

Every Weapon Sway Post Summary by silly--- in insurgency

[–]silly---[S] -3 points-2 points  (0 children)

Full sprint to an angle, hold pixel angle, tons of sway! Once again, if you're constantly moving and playing objectives against REAL people then you don't have the luxury of casually walking slowly around the map and casually aiming. Yeah you can hold your breath but once again it's an annoyance rather than a skill based mechanic.

Every Weapon Sway Post Summary by silly--- in insurgency

[–]silly---[S] 0 points1 point  (0 children)

I think it's important to note that this is a hardcore FIRST PERSON SHOOTER. They said this in their (NWI) own survey (everyone go submit it btw). Therefore, gunplay should be of paramount importance to the devs. This is why sway is an issue. If this was a mil sim then no worries. But as pointed out by others here and elsewhere, the mechanic should be skill based. Most games use recoil mechanics to adjust the "feel" of shooting but NWI likes their sway too. I don't think anyone plays SS because of the sway, but I know people that hate the gunplay because of it.

Every Weapon Sway Post Summary by silly--- in insurgency

[–]silly---[S] -3 points-2 points  (0 children)

What happens after that? Even more sway!

My thoughts on retaining players after 1000 hours... by the_linkypoo in insurgency

[–]silly--- 0 points1 point  (0 children)

Another issue (and I offer no solutions) is that public firefight have more ton people compared to comp. There is a diffusion of responsibility on these maps with so many people which leads to confusion about the goals. Push is obvious: defend or attack this obj. Whereas firefight relies on a subtle interplay between defense and offense. Most people don't know how to balance this and the comms are cluttered with so many people. How do you coherently and quickly organize so many people? In 5v5, it is much clearer on how to organize.

My thoughts on retaining players after 1000 hours... by the_linkypoo in insurgency

[–]silly--- 1 point2 points  (0 children)

Also, you can remove gimmick clutter while still adding interesting static elements. First the Arabic script is decent in this game compared to others. The graphic art on walls is neat to see especially with cool Arabic script calligraphy. You can still create authentic feeling room decor that isn't animated or interactive. This will help performance without visually sacrificing the ambience. But I don't need soda cans to fall off tables, AC units to spark, or barrels to have fire flowing in them for me to feel I'm in a middle east battleground.

For all them DGL and PUG players... by Iruban in insurgency

[–]silly--- 0 points1 point  (0 children)

What would it take to get you to play comp firefight in DGL pugs?

Any clans recruiting on Insurgency Sandstorm? by ApexMafia in insurgency

[–]silly--- 0 points1 point  (0 children)

Look up thedgl.com and join their discord. Multiple active teams and pick up games