Insurgency

Insurgency

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idc 2017 年 2 月 18 日 下午 12:24
Insurgency Sandstorm NEEDS more recoil and better gun mechanics
I'm getting sick and tired of how boring it is to shoot something in Insurgency. It's just too easy and COD-like. The recoil is honestly NOTHING. After 40 hours of gameplay, you will get used to it, and after almost 300 hours of gameplay for me, it is actually nothing. I don't even bother using Semi anymore because you can put much more rounds down range with Auto and still be shooting in the same spot. You can literally get more shots on target with auto than semi. All you have to do is pull down your mouse and all of your shots will practically be in the SAME ♥♥♥♥♥♥♥ SPOT. ITS ♥♥♥♥♥♥♥ BORING. I ♥♥♥♥♥♥♥ HATE IT. THE RECOIL IS TOO PREDICTABLE. Now please don't throw the "well guns don't recoil that much in real life tbh" because yeah, I know that, but in real life not ALL OF YOUR ♥♥♥♥♥♥♥ SHOTS will be in the EXACT SAME ♥♥♥♥♥♥♥ SPOT like in INS. Even the FAL and M14 EBR are easy to controll. The recoil needs to be upped MUCH more. For me personally, I fap to how recoil is done in Project Reality. You can still put shots accurately-ish on target with full-auto and controll your gun, but it will be a bit unpredictable and intense. For example, in INS the SKS literally only does ONE thing. Go a tiny bit up when you shoot. You can literally spam shots in the exact same spot with it and it feels un authentic and like you're playing COD. In PR, the SKS kicks up and to the right a bit. You can still spam shots on target kind of accurately, but there is a small screen shaking and unpredictability to it. When you're firing the SKS, every once in a while instead of kicking up and to the right it kicks up and to the left, making it a bit unpredictable and preventing you from putting every single piece of lead you have on the unfortunate soul infront of your barrel. There is also some screen shaking in PR. When firing in fully automatic, your screen will shake a bit. It doesn't really put your shots off-target, it justs add intensity to the firing. It makes you feel like you are actually firing a rifle and you are feeling the sheer pressure of your AKM firing 10 bullets a second / 600 rounds per minute. Even if extra recoil isn't added to INS sandstorm, some screen shaking will atleast make shooting intense and much more fun.







I would also like to suggest adding iron-sight sway to INS Sandstorm. I saw some gameplay of RS2:Vietnam and it looks pretty nice. I think it would suit INS well and prevent people from running a mile with heavy military gear and then instantly pour lead into people. Just my thought tho. Please drop your suggestions on this below.
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目前顯示第 151-164 則留言,共 164
The_masser 2018 年 8 月 15 日 上午 2:02 
引用自 のすつてんて
You are joking, right? Insurgency has the most ♥♥♥♥♥♥♥ recoil ever its unplayable I just got it for free and won't play again, literally retarded 2 shots from an Ak and Crosshair goes flying I feel like what you said is cynical asf
If you don't use a foregrip, maybe. You need to learn to control your recoil before trying to spray without one :3
Goat Walrus 2018 年 8 月 15 日 下午 2:03 
Squad M4 Recoil
https://youtu.be/Qd1wxsAh5n8?t=171

Insurgency M4 Recoil
https://youtu.be/paomKcTREoA?t=135

Escape From Tarkov M4 Recoil
https://youtu.be/XuTb19aR7ys?t=1869

I would have featured ARMA 3, but they don't actually feature the M4A1 in the vanilla game from what I could find.

Now EFT is typically regarded as the most realistic out of the three I listed, but it's also worth noting that the recoil system there automatically compensates for automatic fire while Suad and INS do not. Additionally, EFT allows for passive skill leveling that offers bonuses to recoil control and weapon mastey. It also has a modding system that allows someone to significantly drop their recoil already

Squad's recoil is actually a little less than Insurgency's from what I could observe...but due to the nature of how Squad plays, it doesn't need to be absurdly high. Most engagements take place anywhere from 80-200 meters, and even the slightest drift off target can result in a pretty far miss.

INS on the other hand has some pretty high recoil that requires a decent amount of mouse dragging to remain accurate when fully auto. Additionally hipfiring tends to throw your gun all over the place, and correcting it can lead to more error thanks to the free-aim system.

Now after playing INS Sandstorm Beta 1, I agree that recoil can be VERY forgiving when using a vertical grip / compensator combo. Weapons like the L85, AK-74, M16A2, and M16A4 were really easy to control and be accurate with with those attachments. Heavier weapons like the FAL, MK14, PKM, and M249 were more challenging and required more bursting.
idc 2018 年 8 月 20 日 下午 4:36 
引用自 Goat Walrus
Squad M4 Recoil
https://youtu.be/Qd1wxsAh5n8?t=171

Insurgency M4 Recoil
https://youtu.be/paomKcTREoA?t=135

Escape From Tarkov M4 Recoil
https://youtu.be/XuTb19aR7ys?t=1869

I would have featured ARMA 3, but they don't actually feature the M4A1 in the vanilla game from what I could find.

Now EFT is typically regarded as the most realistic out of the three I listed, but it's also worth noting that the recoil system there automatically compensates for automatic fire while Suad and INS do not. Additionally, EFT allows for passive skill leveling that offers bonuses to recoil control and weapon mastey. It also has a modding system that allows someone to significantly drop their recoil already

Squad's recoil is actually a little less than Insurgency's from what I could observe...but due to the nature of how Squad plays, it doesn't need to be absurdly high. Most engagements take place anywhere from 80-200 meters, and even the slightest drift off target can result in a pretty far miss.

INS on the other hand has some pretty high recoil that requires a decent amount of mouse dragging to remain accurate when fully auto. Additionally hipfiring tends to throw your gun all over the place, and correcting it can lead to more error thanks to the free-aim system.

Now after playing INS Sandstorm Beta 1, I agree that recoil can be VERY forgiving when using a vertical grip / compensator combo. Weapons like the L85, AK-74, M16A2, and M16A4 were really easy to control and be accurate with with those attachments. Heavier weapons like the FAL, MK14, PKM, and M249 were more challenging and required more bursting.

Woah damn. Nice reply. Real stuff. I made this thread a LONG time ago tho LMAO
they should change the aim mechanics, because its gonna to be like every multiplayer game- just casual iron-sight -style of aiming, no recoil and no challenge to kill someone. Just run&shoot&die. Red orchestra has some difficult in aiming and shooting for long range, but here nope - player dont even have to use 'stop breathing' feature for better shooting.

I have same 'asspain' in Battlefield 1, where long shooting is impossible- ridiculously easy to do.
ɃƵ Crazy Cat Lady 2018 年 8 月 22 日 下午 3:20 
You sound like one of those idiots who think hip firing is some impossible feat. Shooting a gun really isn't that hard. The problem with the game is you can kill someone by shots that are not critical, ie shots that scrape someones shoulder will kill them just as easy.
最後修改者:ɃƵ Crazy Cat Lady; 2018 年 8 月 22 日 下午 3:22
girthquake 2018 年 8 月 22 日 下午 3:24 
the shooting aint a problem in sandstorm. it's the quake-like movement that is going to make this game COD
ɃƵ Crazy Cat Lady 2018 年 8 月 22 日 下午 3:25 
Maybe you should try capping an objective, and be useful instead of just camping then?
girthquake 2018 年 8 月 22 日 下午 4:43 
引用自 Christian2222
Maybe you should try capping an objective, and be useful instead of just camping then?
who are you talking to?
ɃƵ Crazy Cat Lady 2018 年 8 月 22 日 下午 4:45 
引用自 toiletcleanerpro
引用自 Christian2222
Maybe you should try capping an objective, and be useful instead of just camping then?
who are you talking to?
Sorry, the op :P
The_masser 2018 年 8 月 23 日 上午 10:05 
引用自 toiletcleanerpro
the shooting aint a problem in sandstorm. it's the quake-like movement that is going to make this game COD
It's being nerfed afaik according to the devs by the second beta, keep up with their responses man, makes making an informed decision a lot easier.



引用自 Christian2222
You sound like one of those idiots who think hip firing is some impossible feat. Shooting a gun really isn't that hard. The problem with the game is you can kill someone by shots that are not critical, ie shots that scrape someones shoulder will kill them just as easy.
Hits the shoulder in this game on Source are only lethal with HP rounds, but otherwise I'm pretty sure it's 2-3 shots. The damage model they use is mostly accurate but as with most games, it's impossible to entirely emulate what it would be like to be shot in how it might affect someone, and imo would hinder the gameplay.



they should change the aim mechanics, because its gonna to be like every multiplayer game- just casual iron-sight -style of aiming, no recoil and no challenge to kill someone. Just run&shoot&die. Red orchestra has some difficult in aiming and shooting for long range, but here nope - player dont even have to use 'stop breathing' feature for better shooting.

I have same 'asspain' in Battlefield 1, where long shooting is impossible- ridiculously easy to do.
It isn't meant to be some super realistic FPS, if anything it's just gritty and hardcore. You die after very few shots, but that does not mean they are attempting to compete with Arma, Squad/Project Reality, Verdun, Post Scriptum or anything else with a focus on realism. They've carved out a little niche of their own in hardcore, frantic paced FPS where you can be absolutely wrecked by a better player based on better aim, awareness and map knowledge.
idc 2018 年 8 月 24 日 下午 5:13 
Stop reviving a dead thread
Sterling 2018 年 8 月 24 日 下午 5:19 
引用自 idc
Stop reviving a dead thread
You just bumped it, though.
Pat 2018 年 9 月 2 日 上午 7:07 
bump
ZenPhire 2019 年 11 月 17 日 上午 11:57 
This has been done already, been around a few years. Operator mod! Still in alpha and rough around some edges, but the core is solid because it's focused on tactical gameplay, not fluff or shine. A hardcore approach to tactical realism, based on real life shooting, little known but greatly loved.

The realism in the handling is also inspired by the frustration of every modern shooter game having negligible sway so that people can move and shoot nearly as accurately as if prone, and that recoil control-ability results in wildly unrealistic groupings.

The problem is, so many people try it and leave without adapting. I think the reason studios use the unrealistic handling mechanics is because players have a hard time adapting to it... I've even had veterans with plenty real life shooting experience jump in and complain that the sway is too high and unrealistic (if anything it's lower and I hope to bump it if players will allow)... why? Because even those vets are used to modern "tactical" shooters. Hell even few experienced shooters I collaborate with didn't really process it at first... To convince them, I had to get them to go out, buy a cheap laser sight, attach it to their fire arm, then try different positions and movements and record the laser movement on a target to watch back... suddenly it's "oh wow".

So why do even some realism fans reject it? It's a a combination of certain aspects of human perception, pared with the way sights mechanics are handled in games, as well as an immediate natural acceptance our body's natural instability vs a simulated instability in a game. I understand the instinct to reject it, but the only alternative is a cone of fire (ala counterstrike) and CSGO et all actually do that well and could be said to have much better tactical realism in this way (let me be clear, only in a very narrow aspect of this specific mechanic, so if you boiled down tactical realism into 100 features, CSGO would have this 1/100 thing right above most all others). Personally I don't like cones of fire, not for the randomness, but for the lack of feedback, that vicerally visual awareness of the instability. IRL even with high sway you can see the sway, and you can wait for a moment that feels right to pull the trigger... thus you increase your chances of making the shot. Feeling the right moment to pull the trigger is a big part of accurate shooting IRL.

RS2 and RO2 are better than most at this but not great (giving the appearance of significant movement sway for example, but it's more of an illusion AFAICT). Sandstorm and INS are pretty bad. Last I played Squad I was impressed with the sway over INS, but still saw much lacking. ARMA does an excellent job at this in most cases from my limited experience.

Recoil is a whole other matter, even many experienced shooters don't realize it's not hard to get an m4 to have downward recoil simply by changing how you shoulder it. And if you get it just right, there is VERY little visible recoil (vector delta / aim kick distance, analyzing using a laser and high frame rate video), but it depends on so much. I wish there was a game that modeled all the nuances of real life recoil and sighting (front post focus anyone?), but I'll take tactical realism in lieu of that (specifically, that if I empty a mag into a paper target in game, I should get a realistic spread as a result, and if I shoot in semi auto at different intervals (1 sec/shot, 5 sec/shot, etc), I should have respectively similar spreads as IRL (precision and accuracy)).

Operator goes about this by comparing in game shot distribution vs IRL distribution. IT's a holistic approach that is much more successful at nearing real tactical realism than just looking at gun specs and massaging data. I see a difference between real data based recoil (eg: take free recoil values or round kinetic energy and that is your recoil value scaled), and data informed design that is tested based on it's accuracy (have a realistic goal, and use data to inform a holistic approach to solving how to best model that and other goals in a consistent and accurate way). And when I say holistic, I mean not just consider the weapons stats like free recoil on wikipedia for deriving recoil values, or a postmortem tissue analysis of wound cavities for specific cartridges to determine a damage value. I mean for damage the need to consider the chance of maiming if a bone is shattered, the chance of critical organs being wounded and the effect. I mean for recoil the need to consider the kinesiology related to a body absorbing recoil, about the increase in stability and impulse if rone and the inverse effects standing. What's more about getting enough experiential knowledge from shooters who really know each weapon, combat medics who can attest the the immediate effect of gunshot wounds in the field. About vets who can attest the the effect of stress of your stability while being shot at, etc.


For me, the critical aspects of tactical realism is effective accuracy (sway & recoil), realistic incapacitation and injury (damage model), environment (barrier penetration, armor), and movement.

Operator works at the damage and armor by completely reworking the hitboxes and damage model to support a hugely more robust level of realism. Sadly injury (eg: critical leg shot prevents sprinting) is not possible without sourcemod and Operator has thus far managed to avoid sourcemod to maximize compatibility and longevity of the mod (as well as simplicity of setting up your own Operator server). The sway and recoil have been painstakingly been scrutinized and gone through over 20 very different paradigms, and 300 paradigm modifications and combinations for weapon classes from more than 5 years of effort to reach it's current level of tactical realism in sway and recoil. No paradigm is perfect, not least because there are major limitation in the INS recoil and sway systems, as well as simple bugs that complicate certain paradigms altogether. Movement in Operator has also been scrutinized for realistic speeds and their effect of sway (for example crouch movement (duck walking) has much more sway than standing movement, and you are really unstable right out of a sprint). A massive amount of detail and consideration. And improvement is still always sought after.

So if tactical realism really is your thing, try Operator total conversion mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1565227866

* Disclaimer: I work on Operator
最後修改者:ZenPhire; 2019 年 11 月 17 日 下午 6:17
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張貼日期: 2017 年 2 月 18 日 下午 12:24
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