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Now we just need weapon bob, no auto zoom, separate zoom key (not binded to sprint), updated reloading and sprinting weapon animations (there's a custom UMP and ACR animations in the workshop, so something like that for all weapons). Among a few other weapon and class issues and we're sorted xD
Some of the jargon used in the OP like 'proprioceptive and virtual kinesthetic cues' may be lost on some people, or come accross unnecesserily technical; but this is the correct technical description that doesn't roll into pages of text explaining how this actually works more to-scale in offering a Player/Virtual Operator both more realistic feel and correct knowledge that he's actually firing from a position cover or concealment.
Tested and proven in simulators; would still be nice to see done right in Insurgency...
Personally I prefer games that offer more more attention to detail, quality, and form that follows function then incessant marketing diarrhea of new content like magical rewards, psychedelic paint jobs, and poorly executed game modes no one plays.
It seems to me most Tactical Realism Fans don't seem to tire of playing the same map or mission in a game if the game has enough depth of play and space for emergent game-play.
More polish over panacea is the track Insurgency seems to be on for the most part, but I'd like to see it done right with respect to cover/concealed fire position and player perspective -- this is as big a deal as iron sights vs cross hairs only were back in the day of arcade interfaces.
Thanks 44sunsets and again to all posting here that care about how leaning is executed in Insurgency -- and to NWI for making a game good enough where something like this can actually matter...
If the Developers are trying to nerf the firing from cover leaned position from being too effective; there are many better and more realistic ways to accomplish this...