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I disagree. The majority of the maps are already designed to be so cramped, like I'm playing COD, despite the overall larger size.
Not true ARK same engine 1000s of dinos and 100 players and with no Bases 80-100 fps.
I believe Hardgore is talking more about the limited capabilities/experience of NWI, rather than the capabilities of UE4 itself.
Ahh makes more sense
It is probably the above coupled with objective layout and the wave respawn system which rewards playing fast. Unless your entire team is on the same page, you're better off playing fast and getting the next respawn wave if you die. If you go too slowly, you will just miss all the respawn waves a.k.a. chances to go do something/win/gather information/get on an objective before the enemy. Insurgency is really not a slow game. It's running and gunning sprinkled with good angles while defending and knowing when to momentarily stop and anticipate people instead of running into them. The way all the game modes work precludes usage of the entire map. You're pretty much beelining it between objective and spawn or are flanking the most used paths, even on large maps.
Sandstorm severely needs smaller maps imo.
If you haven't gotten it by now, the wave respawn system works worse with bigger maps compared to small ones, because the team gets so spread out and dies at uneven rates more often than in small maps with better defined encounter points that everyone gets to at closer to the same time whether they rush or go slightly slower. If Sandstorm had even larger maps, the first 4 people to get picked off would trigger a respawn wave. What if nobody else dies because they are playing differently? Then an entire wave has been wasted just to spawn 4 people, but wait. Immediately after those 4 respawn, the slower players reach an encounter point and get killed. Now another respawn countdown timer is triggered almost immediately after one just finished. Now we've wasted another entire respawn for like 4 or 5 players. It's barely been 2 minutes into the round and a team is already down 2 waves. Then there is another player or two that died right after that 2nd respawn wave, and they must sit there for seemingly ever because the map is so huge that nobody is near anything and it'll be awhile before they finally crawl up to where anything is happening, die, and trigger another countdown. One of the worst offenders for this right now is Security push border crossing. A sniper in the rocks can pick off 2 or 3 guys right out of the base. If another 2 people die to someone else, that triggers a respawn wave. The attackers run out of waves so fast just getting out the gate, even if individually, one player's route is safe and allows them to push up and actually fight, just a few players dying out of spawn ruins the team's chances because it uses up all the waves.
In other words: wave system does not work well with large maps, at least not how it's currently implemented. DOI's way around this was invasion mode, which just featured more waves and shorter countdowns.
Most maps are just too closed. A lot of places to go, but too many buildings blocking your vision.
On old insurgency you can be really effective while sniping.
Whoo remember PANJ?
Wide open map, almost base to base unblocked vision.
Most of maps (or at least some part of then) are a bit too closed for me.
Dont know why is this, but i REALLY enjoy the old maps a lot more.
They are a bit more objective, like CS or Battlefileld.
Talking about BF... The maps are HUGE, but you can really explore then in wide open, closed quarters, and you normally doing it ``flowing`` into the game. Maps on new version have rooms that no one go. They are there totally pointless.