Insurgency: Sandstorm

Insurgency: Sandstorm

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Qc_Jcp313 Mar 31, 2019 @ 8:50am
grenade quick throw
it would be nice to have a quick throw option for grenades. every time i fall back in combat i have the reflex to throw a grenade but with such a long animation I almost always get killed even before throwing it.
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Showing 1-15 of 15 comments
Galileus Mar 31, 2019 @ 8:57am 
Just a tip: thats the point.
The developers have taken a weird stance towards realism. Some things in the game they've sacrificed for balance, others take a realistic stance.

Grenade time is one they've done better than most in terms of realism. Consider the steps of using an M67 fragmentation grenade: one has to pop the clip for the pouch, withdraw the grenade from the pouch, thumb the clip, twist/pull pin, "strike a pose," throw it, and get behind some sort of cover (or just down). In real life, it's a process that requires thinking, teamwork, and forethought, rather than just pushing "G," or whatever other hotkey one prefers.

Qc_Jcp313 Apr 1, 2019 @ 1:40pm 
yes but having the ability to do a bit quicker, close range throw by right clicking would be useful. The time you would save is the time to do an over hand throw. Also, speaking of realism, if I die after pulling the pin the grenade stops cooking. That's something I would like to see changed but it's not big of a deal.
Galileus Apr 1, 2019 @ 2:27pm 
Originally posted by Qc_Jcp313:
yes but having the ability to do a bit quicker, close range throw by right clicking would be useful.

Ability to instantly reload would be useful too. As would be god mode. Not necessarily in line with how the game feels, maybe.
I agree with this to a small degree.

Having it be maybe 30-40% faster would be nice.

Here's the problem: 40mm underbarrel grenade lauchers 1) are super fast to switch to, 2) are much easier to aim into windows, 3) have much better range, and 4) don't need to have spent multiple seconds being vulerable to be cooked because they explode on impact. Those 4 ways make them faaar superior to grenades. And far superior means OP.

I get that's how it works in war and reality. But in a game it's just a cheap and easy way to get kills relative to all the other methods. Almost as bad as the "newb tube" kills from RPGs that should be saved for later (when a truck or helo comes) but are usually wasted for K/D purposes instead of anti-vehicle.

So to make a compromise for gameplay, either nerf 40mm somehow, or buff grenades somehow.

Maybe make each 40mm cost an additional point. Or have weaker explosions vs infantry (reduced damage or reduced damage radius).

Something to reduce the cheap newb tube and 40mm kills.
Last edited by Maestro Con Queso; Apr 1, 2019 @ 4:28pm
Casual Sun Apr 1, 2019 @ 5:06pm 
Originally posted by Anime Stapler:
The developers have taken a weird stance towards realism. Some things in the game they've sacrificed for balance, others take a realistic stance.

Grenade time is one they've done better than most in terms of realism. Consider the steps of using an M67 fragmentation grenade: one has to pop the clip for the pouch, withdraw the grenade from the pouch, thumb the clip, twist/pull pin, "strike a pose," throw it, and get behind some sort of cover (or just down). In real life, it's a process that requires thinking, teamwork, and forethought, rather than just pushing "G," or whatever other hotkey one prefers.

Yeah, this is what makes the game feel wonky though. In the same game where you pretty much have to run and gun to even have a chance at clearing rooms, you've got low vaults which totally suck, kills forward momentum (and often times the player attempting it) and are easily avoided by crouch jumps (it's basically a required skill to bypass a movement mechanic... which is not good), and throwing grenades slows your character down.

So which is it? Is the game fast, is it slow? Is it smooth and arcade-like, is it clunky and realistic? The removal of jump throws and sprint throws is a strict negative as far as gameplay goes in my opinion, just because of how much it interferes with movement.



Originally posted by Maestro Con Queso:
I agree with this to a small degree.

Having it be maybe 30-40% faster would be nice.

Here's the problem: 40mm underbarrel grenade lauchers 1) are super fast to switch to, 2) are much easier to aim into windows, 3) have much better range, and 4) don't need to have spent multiple seconds being vulerable to be cooked because they explode on impact. Those 4 ways make them faaar superior to grenades. And far superior means OP.

I get that's how it works in war and reality. But in a game it's just a cheap and easy way to get kills relative to all the other methods. Almost as bad as the "newb tube" kills from RPGs that should be saved for later (when a truck or helo comes) but are usually wasted for K/D purposes instead of anti-vehicle.

So to make a compromise for gameplay, either nerf 40mm somehow, or buff grenades somehow.

Maybe make each 40mm cost an additional point. Or have weaker explosions vs infantry (reduced damage or reduced damage radius).

Something to reduce the cheap newb tube and 40mm kills.

Fair points, but you went way off topic.
Originally posted by Casual Sun:
Fair points, but you went way off topic.

What is this, politics?

Way off topic?

I gave a rationale for why to implement a premise of the original post. Hand grenade usage is waaay more risky than 40mm usage. Thus a reason for quicker grenade prep animation rather than just saying "it should be".

Depth does not equal off topic.
Last edited by Maestro Con Queso; Apr 1, 2019 @ 5:47pm
Hartford688 Apr 1, 2019 @ 11:17pm 
I don't understand.

If you feel 40mm are too powerful, how does making hand grenades more effective solve that?

40mm are limited by class. Boosting hand grenades will apply to nearly everyone and encourage even more nade spam.

You say you want to limit 40mm "noob kills" by Demolitions...by increasing grenade kills by everyone. Seems an odd solution to me.
Mox Apr 2, 2019 @ 2:03am 
What we need is an option to select the specific grenade slot directly instead of having to slowly cycle through different grenades before we get to the one we need, e.g. Press 6 for grenade slot 1, press 7 for grenade slot 2 and press 8 for grenade slot 3...
Hartford688 Apr 2, 2019 @ 2:13am 
Originally posted by Mox <<AD>>:
What we need is an option to select the specific grenade slot directly instead of having to slowly cycle through different grenades before we get to the one we need, e.g. Press 6 for grenade slot 1, press 7 for grenade slot 2 and press 8 for grenade slot 3...

Yes. And that may partly help the OP's problem. I've died too many times trying to select the right grenade type, and takes too much time.
Ben Apr 2, 2019 @ 8:17am 
It would be nice to shave a second or two off of reloading and nade tossing.
Originally posted by Mox <<AD>>:
What we need is an option to select the specific grenade slot directly instead of having to slowly cycle through different grenades before we get to the one we need...

I agree. I and others have asked for that in different threads. I even asked for how to do it via ini file edits.

NWI didn't answer of course. As is the norm. Hopefully this is in the next patch. But, if it is, why TF wouldn't they just say so?!?

Bravo, NWI! (That's sarcasm NWI)
Mox Apr 2, 2019 @ 9:14am 
Originally posted by Maestro Con Queso:

I agree. I and others have asked for that in different threads. I even asked for how to do it via ini file edits.

Yeah I know it's been asked numerous times.. And ignored!

I'm convinced it would be easy to do if we were only given a minimum of info. Surely UE must use a key bind system similar to source engine but without any direction it will be tricky to figure out.

Now why we have to cycle through the grenades rather than selecting the "grenade pocket" directly in the first place is beyond me...

"I need to fire a rocket at the technical... I wonder if that 2 meter long tube that shoots RPGs is in one of these little pockets on my west... Hmmm... No... Not here... Not here either... Oh wait... It's on my back... Silly me..."... I mean... Wtf were they thinking?
Originally posted by Mox <<AD>>:
"I need to fire a rocket at the technical... I wonder if that 2 meter long tube that shoots RPGs is in one of these little pockets on my west... Hmmm... No... Not here... Not here either... Oh wait... It's on my back... Silly me..."... I mean... Wtf were they thinking?

Indeed.

It's a sad joke that they couldn't spend the minimal time on this before it was full release, let alone now. It's also a sad joke that they couldn't throw us a bone and tell us how to do it via ini file edit until they fixed it.

Maybe they know how ridiculous this is and are choosing to avoid the topic entirely out of shame or something.

If it's not in the next patch, and the next patch isn't soon, I'll likely change my review to "not recommended".

Even DICE's rushed out the door battlefield games have separate buttons for grenades and rockets! I bet the previous Insurgency had this ability on its release date. If not... Wow...

And this is NOT a difficult or time-intensive fix! It's not AI. It's not a bug. It's a keybinding oversight to an already existing, already working game function.
Here is my unanswered request for the ini file editing band-aid.

https://steamcommunity.com/app/581320/discussions/0/1836811737980141335/

No developer response. Which didn't surprise me sadly.

I was surprised that an Unreal engine savvy gamer in the community didn't respond with help.
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Date Posted: Mar 31, 2019 @ 8:50am
Posts: 15