Insurgency: Sandstorm

Insurgency: Sandstorm

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This is a really dumb idea, imo. Defenders cannot push forward too far beyond the objective in a giant open map. I tried to flank a sniper on the edge of the zone, get too close to him, and can't even fire my weapon at him because I move too far ahead.

I think the idea is to encourage players to stay near the objective and focus the action but it feels absurd to have big open maps and not be able to maneuver the way you want. A side effect of this is wasting portions of the map where little to no action will take place. Big wasted space.
Originally posted by BlackMilk:
In checkpoint the restricted zones are just silly. We can't be creative in routes approaching objectives but we can still respawn and get spawn killed by bots who just happened to wander into the area.

It's not saving players from said spawnkilling bots and it doesn't improve the (co-op) game in any way at this time. Too many restricted zones do nothing but close off parts of the map that players could use to their tactical advantage.
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Showing 1-15 of 28 comments
Lightspeed Sep 15, 2018 @ 3:22pm 
+1
Freeeeeeeeeeeeeeeeeeeeedoooooooooooooooooom!
Last edited by Lightspeed; Sep 15, 2018 @ 3:22pm
Coldsteel Sep 15, 2018 @ 3:31pm 
Well the downside is that you get spawncampers up the ass. Think, spawning and immediately getting blown up on a C4 or mowed down with a LMG.
Kiwijäbä Sep 15, 2018 @ 3:32pm 
Its not a bad idea, but right now many maps have them in very weird areas and they are too big.
Cryptocurrenstein Sep 15, 2018 @ 3:47pm 
Originally posted by Coldsteel:
Well the downside is that you get spawncampers up the ass. Think, spawning and immediately getting blown up on a C4 or mowed down with a LMG.

Yeah, I remember that being a problem in Insurgency. You'd have a point except even with restrictive zones there still exist funnels outside of spawns where it's really easy to say park a technical and waste half the opposing team as they walk down a hill. You don't always need to be close to exploit this.
Coldsteel Sep 15, 2018 @ 4:00pm 
Originally posted by Cryptocurrenstein:
You don't always need to be close to exploit this.
Well yeah people are often trying the shortest path and there's exactly 1 such path. You don't need to reach the spawn, you just need to cover a tiny patch of land that overlaps with that path. Still, you have an option to take a different path and bypass the camper. Not so much when you get attacked before you even leave the spawn area.
Intel Sep 15, 2018 @ 4:01pm 
the restriction needs to be further out from spawn zones. Nothing more annoying than spawning in just to move 15 feet into an enemy waiting for yall to respawn.
Senpai-Kun Sep 15, 2018 @ 4:01pm 
i think it needs to be even more apparent. in push im sick of spawning as a defender 100m away and the attackers have pushed past the objective. the aim of the game for attackers is to secure the defenders spawn routes to the obj rather than securing the obj itself.

same with defenders, rather than defending the area around the obj, most times people move waaay forward pretty much boarder line attacking the attackers spawns

the first game was lousy with this and this games not much better
Coldsteel Sep 15, 2018 @ 4:04pm 
Originally posted by a rogue noob:
the aim of the game for attackers is to secure the defenders spawn routes to the obj rather than securing the obj itself.

same with defenders, rather than defending the area around the obj, most times people move waaay forward pretty much boarder line attacking the attackers spawns
Uh yeah that's how it works? Your best bet at defeating the enemy is to make sure he never makes it to the battlefield in the first place. Simply fighting for the objective directly at the objective is a meaningless meatgrinder. The problem isn't that you get attacked before you reach the point. The problem is that you get attacked immediately after spawning.
Senpai-Kun Sep 15, 2018 @ 4:47pm 
Originally posted by Coldsteel:
Originally posted by a rogue noob:
the aim of the game for attackers is to secure the defenders spawn routes to the obj rather than securing the obj itself.

same with defenders, rather than defending the area around the obj, most times people move waaay forward pretty much boarder line attacking the attackers spawns
Uh yeah that's how it works? Your best bet at defeating the enemy is to make sure he never makes it to the battlefield in the first place. Simply fighting for the objective directly at the objective is a meaningless meatgrinder. The problem isn't that you get attacked before you reach the point. The problem is that you get attacked immediately after spawning.

im not saying you cant defend further up from the objective by line of sight, im saying it ♥♥♥♥♥♥♥ sucks spawning as a defender, making it halfway to the objective before getting shot in the back because the attacking team has pushed so far up

the aim of the game is to literally "secure the objective" not "secure the area approximatly 30m in front of the objective"
the frist game suffered from this more where the attacking team rather sit in direct line of sight of the defenders spawn rather than actually capping the objective, this is well documented. this game while marginally better still commonly suffers from this issue
Last edited by Senpai-Kun; Sep 15, 2018 @ 4:48pm
Senpai-Kun Sep 15, 2018 @ 4:59pm 
Originally posted by Coldsteel:
Originally posted by a rogue noob:
the aim of the game for attackers is to secure the defenders spawn routes to the obj rather than securing the obj itself.

same with defenders, rather than defending the area around the obj, most times people move waaay forward pretty much boarder line attacking the attackers spawns
Simply fighting for the objective directly at the objective is a meaningless meatgrinder. .

if its a choice between a meat grind on the objective or being killed 5 seconds out of spawn (and sometimes directly in spawn like on Crossing ect) ill choose the objective based chaos everytime
Intel Sep 15, 2018 @ 5:01pm 
Originally posted by a rogue noob:
Originally posted by Coldsteel:
Simply fighting for the objective directly at the objective is a meaningless meatgrinder. .

if its a choice between a meat grind on the objective or being killed 5 seconds out of spawn (and sometimes directly in spawn like on Crossing ect) ill choose the objective based chaos everytime
SAME. The spawn trapping in ANY game is highly irritable.
LazyAmerican Sep 15, 2018 @ 6:32pm 
It's just a bad idea in general. Why the **** do special forces delta bravo whiskey guys suddenly get thwarted cause "you're leaving the mission area!!"
Assblaster Sep 15, 2018 @ 6:39pm 
Chemical Weapons? A-okay!

Going out of bounds? How dare you.

I sure am glad these hardened insurgents are kind enough to obey ROE.
Last edited by Assblaster; Sep 15, 2018 @ 6:40pm
SlipperyGoose69 Sep 16, 2018 @ 12:32am 
i like it becaause it prevents spawn camping
Senpai-Kun Sep 16, 2018 @ 12:51am 
Originally posted by Seanicus:
Chemical Weapons? A-okay!

Going out of bounds? How dare you.

I sure am glad these hardened insurgents are kind enough to obey ROE.
wow its almost like its a game
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Date Posted: Sep 15, 2018 @ 3:20pm
Posts: 28