Insurgency: Sandstorm

Insurgency: Sandstorm

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Buzztr0n Sep 18, 2018 @ 12:00pm
[COOP] Why encourage players to rush & solo ?!
As the title says. I feel like the low 5 minute timer and score points for capturing/destroying caches encourages people to rush and move in solo - to get the extra points.

So the game says that guy completed the objective, but the other one not just because he (as MG/Marksman/Demo/whatever) found a good position to provide cover - outside the capture zone or the weapons cache?

You constantly see people bunching up very badly in a small capture zone. People always rush towards the next capture zone, ignoring enemies left and right so the flanks are not secure at all. So others who need to resupply are left behind, as well as those who simply move slower and more careful - they are now on their own.

Due to the timer you can't wait for everyone to gear up at the ammobox and move as a team. Well, you technically can and I do, but the low timer often pushes you to move on quickly.

I'd prefer to see bonus points for everyone working on the objective, and a bit more time on the clock. Don't get me wrong, I am not saying 5 minutes is not enough to complete the next objective. The time pressure makes you go fast and play alot more risky instead of slow and more tactical though. Now of course it's the players fault to play like a rambo without any teamwork, but why should the game encourage such behaviour?
Last edited by Buzztr0n; Sep 19, 2018 @ 2:19am
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Showing 1-15 of 21 comments
Daimo Sep 18, 2018 @ 12:06pm 
Agreed. Many times I've seen/been the only person to capture the objective, everyone else respawns and bypasses me and as I go to resupply I go down.
Epic Fail Spy Sep 18, 2018 @ 12:12pm 
agree about the points, disagree that 5 minutes is not enough time. There were a couple guys who were friends teaming as commander/observer and took the full 5 minutes on every single point. It was excruciating.
Lightspeed Sep 18, 2018 @ 12:22pm 
I'm sure they'll bring in other modes for different kinds of play. But yes for now the way the game is setup, it definately encourages run and gun play.

Everyone's different, some want fast, some what to take their time...

Too much DOI for my taste but I feel like the devs like the faster play style, too influenced by COD and BF. Please don't go that route NWI, be different!
Last edited by Lightspeed; Sep 18, 2018 @ 12:23pm
AlphaMoon__ Sep 18, 2018 @ 12:24pm 
Maybe introduce a pure tactic coop mode, where everyone gets points for completing a task and bonus for surviving the final round with no casualty or an entire team. Also, remove the kill count, so people would not try to stand ahead of everyone else to increase their kill count.

I have fed up seeing people rushing to a capture point to get more kills and points, even if the commander has ordered a gun ship or a strafe run. It also bugs me off seeing multiple incendiary nades being thrown at a cache, or someone trys to plant a bomb while there is a guy next to him holding an incendiary nade...
Last edited by AlphaMoon__; Sep 18, 2018 @ 12:25pm
Buzztr0n Sep 18, 2018 @ 12:36pm 
Yeah a seperate mode would probably a good idea. Something similiar to BF's "casual & hardcore" settings. I guess the timer will be a editable setting anyway (well I hope so).

I know that rushing in can be fun and get you some badass moments, it just usually doesn't mix well with those who would prefer the tactical team approach.
Xamp Sep 18, 2018 @ 12:40pm 
What if the objective completed notification in the top left was gone? Nobody would get highlighted as being the one guy who's better than everyone else, so to speak. I know it wouldn't fix everything but i think it might discourage some selfish behavior.
Lightspeed Sep 18, 2018 @ 12:41pm 
Originally posted by GrassMudHorse:
Maybe introduce a pure tactic coop mode, where everyone gets points for completing a task and bonus for surviving the final round with no casualty or an entire team. Also, remove the kill count, so people don't rush to increase their kill count to fullfil their sort of sense of achievement.

I have fed up seeing people rushing to a capture point to get more kills and points, even if the commander has ordered a gun ship or a strafe run. It also bugs me off seeing multiple incendiary nades being thrown at a cache, or someone trys to plant a bomb while there is a guy next to him holding an incendiary nade...

Agreed, I posted something similar about secondary objective points to encourage other types of play rather then objective rushing for points.

Most guys that rush in for kills usually get killed off quickly so I'm not worried about rushers running for kills. If I take my time, I usually get more kills then the rushers since I stay alive a lot longer to kill more AI.

Right now everyone rushes to objectives for points, just make it less important and other roles just as important, that will help to balance point distribution and hopefully team play.

I also don't want guys just camping and doing nothing.


- Bring down the points for capping objectives.

- Give out at more points if kill side and back flanking AI, especially back flanking AI.

- Give out points if you’re outside the objective and kill AI trying to attack the objective. Should help distribute the team rather then all at the same spot.

- Give out tones of points for last man standing and capping, like a bazillion! Capping points could also be on a team alive %, whoever's left gets more points. If the whole team is still alive, capping gets a lot less points.

- Have a point slider system so if some guy just rushes and is far away from teammates then he gets less points for objective. The closer the team is together, the more points everyone gets.


Just throwing ideas out there, might be crap or might work out…
Last edited by Lightspeed; Sep 18, 2018 @ 12:45pm
OokerTheApe (Banned) Sep 18, 2018 @ 1:15pm 
the game works trust me if people worked as a team and "rushed" as a unit the timer would but some what something not to worry about.
Hodor Sep 18, 2018 @ 6:40pm 
This could be easily fixed by giving everyone points equally, no matter where they are.

That way commander can play his role and overwatch the battlefield instead of rushing and getting killed all the time. Snipers can be snipers, etc.

ChampagneAndOj Sep 18, 2018 @ 7:57pm 
The amount of people rushing in this game is ridiculous. Feel like it's causing more frendly fire and team killing than anything, and not by the people doing the shooting.

I've seen people rush in through doorways people are clearing, and actively shooting through, get shot in the back of the head, and flip because they got TK'd. Same goes for destroy objectives. It's either a molitov, incendiary, or mortar - and almost every time, they rush in and get TK'd.

I think it has to do with the "Run and Gun" aspect of the game at the moment (mentioned in another post I believe). You can sprint without needing to recover any. The pace is fast (which I enjoy), but too fast. No time is given to call supports, and for the most part, supoorts aren't needed.

Points for a single person completing objectives encourage it also. Idk.. If you give points to the entire team for something one person carried the team for, that one person won't see the benefit.
Buzztr0n Sep 19, 2018 @ 2:19am 
Yeah, yesterday I had my first try at Commander and it was so frustrating. There was so situations where I wanted to call fire support and couldn't because EVERYONE rushed forward to engage in cqc. There was other times where I called in artillery and informed all players via voice/radio two or three times that they need to slow down cuz of incoming fire. And of course most of them still moved forward and got injured...
Hodor Sep 19, 2018 @ 2:44am 
Originally posted by EzE:
Points for a single person completing objectives encourage it also. Idk.. If you give points to the entire team for something one person carried the team for, that one person won't see the benefit.


The worst part is capture time is less than the sprint time from one objective to another. And if you don't wanna mindlessly run together with the point grubs, you end up in some rear bot spawn and you can't sprint and reload at the same time to deal with this situation either.

They either have to triple the bot count and have most bots spawn at the objective itself or make capture points shared among all players to stop the bum rushers from making the game a boring running simulator.


=EBS= Hairy Frog Sep 19, 2018 @ 2:48am 
Another way to get a better gameplay : make the soldiers get deeply out of breathe after a 100m sprint basis, less if carrying more weight.
And make that lonely rushers can only meet their death at the end of the track. Running with a weapon in your hand should deny any chance to open fire first .... ♥♥♥♥ up the accuracy much more than actually, within the few seconds after you stop


Please the rush to CS
Last edited by =EBS= Hairy Frog; Sep 19, 2018 @ 3:25am
Kenn_Ethic Sep 19, 2018 @ 2:59am 
This sums up the flaws of Checkpoint mode and it shows. As I said in my own thread that they need to add in Conquer co-op mode because Checkpoint is more about speed-running.
Last edited by Kenn_Ethic; Sep 19, 2018 @ 2:59am
ProdigyXP Sep 19, 2018 @ 3:30am 
Originally posted by auric:
COOP is a shadow of its former self. What was once a good place to practice aiming and caution against challenging AI is a stupid arcade shoot em up.

Agree 100%. My friends and I absolutely loved the coop in the original. This feels like a COD knock-off to me.
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Date Posted: Sep 18, 2018 @ 12:00pm
Posts: 21