Insurgency Mod

Mommadeez4u

Bastard coated bastard w/ bastard filling
Mar 26, 2005
4,043
913
608
Washington, DC
#1
hey retarts,

I'm obsessed with the Insurgency Mod-- great game. I have pestgaming.com's Insurgency server bookmarked and I NEVER see players on there. Let's get a game up!

My sniper rifle+your allah-loving head=fun time for all.:action-sm
 
Jul 26, 2005
10,362
1
0
Central PA
#2
hey retarts,

I'm obsessed with the Insurgency Mod-- great game. I have pestgaming.com's Insurgency server bookmarked and I NEVER see players on there. Let's get a game up!

My sniper rifle+your allah-loving head=fun time for all.:action-sm
Beta 2 out this week.
 

Mommadeez4u

Bastard coated bastard w/ bastard filling
Mar 26, 2005
4,043
913
608
Washington, DC
#4
WoooOOOOO000T

Official Changelog For Insurgency Beta 2

Changes to the VGUI/HUD:
• Allegiance screen implemented: Selection screen (Team, Squad and Class, with 3D visualization of the player model and weapon selected).
• Armory screen implemented - now able to select multiple weapons for certain Classes and customize your character's appearance.
• New overhead map implemented - displays your Objectives and the position of your team mates.
• New HUD elements that will help you navigate to the Objectives.
• Objective HUD indicator - at a quick glance, shows the location and status of the objectives, as well as the position of your Squad Leader. It can also be turned off by default, and access it only when it's needed.

Weapons:
• New weapons: AKS-74U, M4 with Forward Pistol Grip, Al-Kadesiah, SKS.
• Certain classes now have multiple weapons to choose from in the Armory screen.
• M203 now reloads all the 40mm grenades on Marine's load-out.
• M249 skin/model updated.
• FNFAL has been renamed to L1A1, since it is a semi-automatic model.
• Movement speed with iron sights fixed.
• Aiming with all weapons has been fixed.
• Weapon: recoil, damage, POA, POI have all been tweaked.
• Fixed the bug where grenades sometimes didn't make sound after bouncing off objects
• A primed grenade will now explode if you die.
• Class load-out adjusted.
• Damage system has been improved.

New Features:
• Insurgency will now support third-party TK protection systems, and will come with one in the default installation.
• Re-Styling and re-skinning throughout the game.
• Commander promotion system. Commander is no longer a different class.
• You no longer have to hit the forward key before being able to sprint.
• New Class Added: Sergeant/Militant - With access to better weapons and equipment, this class will be good for experienced players that can turn the tide of the battle. Their loadout will allow them to lead a squad of 4 men to the frontline and provide them with cover fire and smoke screens. They will be able to choose between the M4A1 with vertical grip and the M4 with Aimpoint (USMC) and the AKS74U or FNFAL (Insurgents). There will be 4 Sergeants/Militants in every 16-players team.
• Fast Switching. You can use the number keys to change your weapon.
• New tips added to the map loading screens.
• Added 2 short Intro videos.

New Loadouts:
The objective of the new loadouts is to reflect realistic loadouts as much as possible while keeping gameplay interesting. Attention has been paid to all recommendations given by the INS community on "realistic loadouts" topics, especially from those of you with combat experience. Cooperation between classes will be basic to provide covering fire and smoke curtains, etc.

Reduced: 80% of original size [ 718 x 589 ] - Click to view full image


Squad Layouts:
The layouts of the squads have been changed. They still retain the distinction between "Assault Team" and "Specialists Team".




MAPS:
• All the maps have been revised and tweaked wherever necessary.
• New Map: INS_Samawah - night urban map.
• Improved spawn protection areas where necessary.
• INS_Haditha - New underground environment, many new pathways.
• INS_Hillah - many improvements.
• INS_Karkar - Expanded tunnel system near Bravo. Multiple pathways now to Charlie.
• INS_Sinjar - Alpha & Bravo areas completely redone.

The following is a description of all major improvements/changes in the existing maps:
Due to the amount of changes done to the maps, we thought the best would be to get the level designers themselves to write a list of their changes. This is the result smile.gif

Ramadi:
• Several performance tweaks to increase framerate.
• Spawn protections for USMC and INS

Karkar:
• Added extra tunnels for objective B and a sniper position near USMC spawn.
• Improved spawn protection at USMC start position.

Almaden:
• Added USMC spawn protection and clipped some balcony's that were exploited.

Baghdad:
• Removed a sign reading "Allah" from the map.
• Smoothed movement throughout the map.
• Removed some artificial barriers (invisible walls).
• Better placement of some props.

Haditha:
• Added major underground route from team spawns to objective B.
• Smoothed movement throughout the map, no more getting stuck on objects you shouldn't.
• Better placement of props to encourage street engagements.
• Revised all objectives for better defense.
• Players are now protected against spawn killing.

Sinjar:
• Spawn protections.
• Extra clipping to help smooth out movement in certain places.
• Objectives are better recognizable and make more sense.
• Revised the 'bridge base(Bravo)'. It's now also possible to access it.
• Performance increase overall: also in and around the village.
• Added more exit routes from the bunker.
• Objective Delta is now the Radar Station.
• Relocated some spawnpoints to avoid spawn camping.
• Added a new route to objective Alpha.
• Added ambience sounds.

Hillah:
• Spawn protection entities.
• Added buildings in front of the ins spawn to block a direct line of sight and to prevent camping the spawn exits.
• Added a 2nd floor room in the ins spawn to kill anyone attempting to spawn camp (only accesible by ins team)
• Modified the route leading directly to Alpha from the ins spawn
• Added a shop that can be entered next to Alpha on the ins side
• Tweaked cover at Alpha
• Added a shop that can be entered next to Alpha on the USMC side (a lot further from the objective than the one opened for the ins team)
• Modified the mall interior (looks more mall-like now)
• Tweaked cover at Bravo and added more tree plant pot things.
• Changed the shop near the mall exit leading to Charlie. Boarded up a lot of the windows and added a delivery truck and crates to act as cover.
• Created an exit from the car part leading up to the terrace where Charlie is.
• Tweaked cover at Charlie.
• Added a 2nd floor to the shop next to Charlie overlooking the objective.
• Added some signs on the walls at Charlie to block the direct line of sight when in the new 2nd floor room.
• Tweaked the left USMC exit so that the enemy is a sitting duck if they come anywhere near it.
• Tweaked cover all over the map (this list will be 5 pages long if i wrote all the changes).
• Added more detail to the whole map (another 5 pages if I write all of it).
• And just because ritual noticed it, I removed the slide, added a VW van and added nice yellow lines to the carpark.

Other Fixed Issues:
• The scoring system should now work properly.
• Player viewheight is fixed.
• Fixed loading Screen shows map info of LASTMAP instead of NEXTMAP.
• Fixed the bug where dead players/bodies could capture objectives.
• Fixed spawning inside other players.
• All objectives are now listed in the commander's menu.
• Fixed several reported crashes.
• Grenadier is now scoring correctly. No more negative points for kills.

Known Issues:
• The objective indicator system does not allow the compass to be hidden. The "Cycle Indicators" key will only alternate between displaying the new objective indicators permanently and display them only when needed.
• There might be some small inadequacies between the compass and the new indicator system.
• Under some resolutions, text on the loading screen might appear slighly offset. However, it's still readable (only last letter partially affected).
• Loading VGUI might not be used sometimes when changing maps.
• Commanders are not able to resign. They will have to wait until the end of the round.
• Players are able to reload while sprinting - this feature will be removed in a future patch. New animations are being done (next incremental update) to show that sprinting cancels your reload process. Until then, this feature could cause strange bugs -disappearing rockets or ammo- because it's hard for the player to tell when the reloading process has been completed in the heat of the battle. Hence, we decided to let people reload while sprinting to prevent those bugs from happening.
• Bipod deployment on some surfaces/locations might fail and require several attempts.
• RPG Rockets can still sometimes go through player models and/or some objects.
• Some objects like scaffoldings on some maps are inmune to bullet penetration.
 

The Sarge

Guess who.
Jul 24, 2005
4,455
9
453
Germany.
#5
'bout friggin' time. I'll have a 4-day weekend this Thanksgiving and a least one of the days I'll be on playin' this mo' fo'.
 

cleft_pallet

Head Muckety Muck
Apr 23, 2005
444
0
316
Ohio
#7
I may give it a shot. I didn't care for the first release. But, I'll give it another try.
 

EvilHomerJ666

Registered User
Oct 16, 2006
906
0
0
Spencer, NC
#8
And of course they missed ANOTHER release date. Server files still aren't out so I am not sure how much of a guarantee it is that the Beta 2 client files will be out Wednesday.
 

cleft_pallet

Head Muckety Muck
Apr 23, 2005
444
0
316
Ohio
#9
Client files are for tomorrow, and they will be ready. Server files were intended for yesterday but we thought there was no harm in doing a little fine-tuning ourselves in our test server to make sure there are no major first-minute bugs like in the past. We were having some issues with the well-know classic "server crash at mapchange". This morning the issue seems to have been solved.

Beta 2 is finished, and its only a matter of hours before release of server and client files.
 

WaddleDoodle

Creepy? We're the CIA. It's what we do.
Mar 15, 2005
601
0
0
Arlington, VA
#10
Oh goody, right in the middle of the heavy game release season. Crysis, COD4, Mass Effect.....or a beta. Hmm.
 

Mommadeez4u

Bastard coated bastard w/ bastard filling
Mar 26, 2005
4,043
913
608
Washington, DC
#11
My thoughts:

The game kicks ass when you have:

1. a good commander-- someone who knows the map, who is on the mic constantly directing fire and movement (without being an asshole), someone who is constantly setting the appropriate checkpoints and pushing people to move forward from cover to cover.

2. People who know what the fuck they're doing- know your weapon and its role in the squad. SAW operators set up for covering fire as well as to suppress the enemy while you move forward. Grenadiers know how to launch a fucking grenade and when. Snipers find their spots and pick off enemy guys...

when everyone is talking and working as a team (and owning the enemy) it's a fantastic game.

Here is a GREAT gameplay tip sheet:

Windburn's Gameplay & Commander's Guide
 
Jul 26, 2005
10,362
1
0
Central PA
#12
My thoughts:

The game kicks ass when you have:

1. a good commander-- someone who knows the map, who is on the mic constantly directing fire and movement (without being an asshole), someone who is constantly setting the appropriate checkpoints and pushing people to move forward from cover to cover.

2. People who know what the fuck they're doing- know your weapon and its role in the squad. SAW operators set up for covering fire as well as to suppress the enemy while you move forward. Grenadiers know how to launch a fucking grenade and when. Snipers find their spots and pick off enemy guys...

when everyone is talking and working as a team (and owning the enemy) it's a fantastic game.

Here is a GREAT gameplay tip sheet:

Windburn's Gameplay & Commander's Guide

agreed. really the only thing that killed the game for me in beta1 was the bugs and also the way that the servers assign classes. I hated getting stuck with sapper on the big open maps like sinjar.
 

Mommadeez4u

Bastard coated bastard w/ bastard filling
Mar 26, 2005
4,043
913
608
Washington, DC
#13
That's when you just go crazy with the knife... hole up in some weird corner and knife guys like a lunatic. Also, when beta is released if you're cooking a grenade, if you die the grenade is released and will explode--- great for those allah akbar suicide runs.
 
Feb 20, 2007
1,082
0
141
#15
it comes out Wednesday, they have great timing. Also we haven't really tried to get the pestgaming server going too much until the new patch comes out, but yes it is a great game.
Ahhhhh no d/l yet :( I was gonna set it up in the morning.
 
Jul 26, 2005
10,362
1
0
Central PA
#22
I'll have a pest download soon. Fileplanet is the only place i can get it right now and they are capping bandwidth.
 

Mommadeez4u

Bastard coated bastard w/ bastard filling
Mar 26, 2005
4,043
913
608
Washington, DC
#25
Im getting some weird stuff at map changes, other than that no probs. what are you seeing server side?