Insurgency: Sandstorm

Insurgency: Sandstorm

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Lightspeed Sep 11, 2018 @ 2:21pm
Co-op/solo play feedback
Just wanted to keep adding to the co-op/solo feedback to keep pushing for more AI varied scenarios in coop and solo play.

Why is it important to the devs, to players, possible buyers?

People will say, just play multiplayer if you want variety or challenge… most of us will play multiplayer at some point but if you add many scenarios and randomness to single player and coop, you’re adding to your player base and thus people who will buy the game and for how long they will play it.

Obviously, the more scenarios and randomness, even if only slight changes as long as they are perceived by the player, would add so much more randomness to game play and replay ability. Which in turn would add so much value to the game and distinctiveness among many others out there.

For myself, if the game is always new and keeps me guessing, I won’t ever need a story mode or campaign as a single player. And it’ll keep me coming back for more with my friends or with strangers in coop.


Feedback and ideas:

Currently if you have a good coop team, the AI aren't much of a challenge. They are currently too predictable, too easy to setup for and to easy to run in when you know where all the AI spawn or come from.

Solo is somewhat challenging, still easy with AI teammates, I tend to kill my AI teammates or at least the commander and another teammate to make things harder.

Having various difficulty settings would be great, just as long as it’s not simply making the AI faster or aim better but by having more waves or various flanks after AI die. It would be great to battle longer for certain points. Have AI not just come from the front but also from the back as the team advances.

I’m sure as with anything there’s a limited amount of AI that can be on the map which is fine, just need to ad a variety of spawn AI locations.

***For Example; instead of both teams rushing to the objective, on some variations you could have AI hiding in various buildings or at various spots waiting to ambush. Keep the AI spawning in various rooms and buildings. Simply by having strategic variances would keep players guessing, not sure what’s coming or what they’re stepping into. It would help players be tactical rather then just memorising the 2 scenarios that come up and doing the same counters.

- The trucks drop us off, why not sometimes being dropped into an ambush, having an AI gunner setup waiting, and the human team having to use the trucks as cover… Another variance having the AI at some point blowing up the trucks with an rpg, forcing the team to move to other cover.

- Sometimes have AI close to the drop off point, hiding in buildings waiting to ambush, if human players rush by not investigating, then the AI would flank from behind or shoot from the buildings. This would force human players to question every time they start a map, what will I face, are they hiding in buildings, are they rushing to the objective, are they setup in ambush? It would slow rushers since they would get killed most of the time and it would demand different strategies.


Other ideas and wants:

- AI difficulty settings.
- Solo play with no AI teammates or chose how many I want.

*** Guerilla warfare mode where as you take objectives, let's say between 2-4 objectives, then AI enemies retake random points and you have to go back to recapture.

- Would like solo/coop survival mode:
Have predetermined areas to setup with ammo crate. Have waves upon waves of enemies, each gets increasingly more difficult. No call in support.

Same as above but you get to roam the map and pick a defensive spot, setup where you want your ammo crate and start once ready. Having to reload at an ammo crate adds more variance and strategy rather then just infinite ammo. Have a variety of AI attack paths.

- Stealth missions:
Have to infiltrate and kill AI quietly (must have silenced weapons), steal Intel or save pows
(in different buildings, blow up tech as objectives...
Could make so many versions of this.

- Would like trip wires available. Have AIs set traps or traps get set up as things happen. But also the ability to disarm them.

- AI suppression behaviour with gunner, not accurate but sprays areas to force human players to take cover, slow their adavance, maybe force them into a trap... Have a few setup here and there, again add randomness.

- Have AI hide and attack with knife.


Bugs/Fixes:

AI on truck mg swivel instantly or much too quickly.
AI awareness inconsistent, sometimes clueless of your presence. (Maybe add hearing sensitivity to AI...)

Last edited by Lightspeed; Sep 11, 2018 @ 3:32pm
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Showing 1-7 of 7 comments
=BB= Pudfark Sep 11, 2018 @ 2:35pm 
Really good observations...thoughts and well written. Pretty much agree with all of it...not sure about trip wires? I'm also hoping for more slots/bots in the newest version of UE4 coming in December....hope the Dev's take notice of this thread. :)
Thorstorm Sep 11, 2018 @ 2:51pm 
I just wish they'd add private hosting, we refunded last week for this reason, single player is nice and all but I'd like to play coop with friends not kids with anger issues.
Last edited by Thorstorm; Sep 11, 2018 @ 2:52pm
=BB= Pudfark Sep 11, 2018 @ 2:57pm 
Truthfuly,,,,me too ^^^^^^...seems we will all have to wait a little longer. :(
Lightspeed Sep 11, 2018 @ 3:29pm 
Originally posted by Sgt. Jefeon:
I just wish they'd add private hosting, we refunded last week for this reason, single player is nice and all but I'd like to play coop with friends not kids with anger issues.

Agreed!!!! Having our own private game would be awesome. I'm sure it'll come at some point...
For now we have to keep testing various things for the devs...
Nachos Sep 11, 2018 @ 3:40pm 
I can add to your list (mostly to add randomness)
Snipers and rpg camping on random roofs/windows
Bots stay inside random houses, not just at objectives
Bots should more stay behind cover and defend, not just run like headless chicken with no reason
Chance of being attacked from flank/behind by phone guy or small group of enemies.
Sharp shooting bots with fast reaction but not aimbot (devs already trying to make the right balance).
Increase time to cap objectives - with those changes more time may be needed.
Compared to source game here the coop maps are not linear, all the village is open, so objectives can be each time on different houses.
In general - less bots, harder bots

With those changes coop will be actually exhausting house to house fight even for good teams

Also, 1 life mode in coop may be good idea - less (and random) objectives with no player respawns, this should encourage teanwork.
Last edited by Nachos; Sep 11, 2018 @ 3:46pm
Lightspeed Sep 11, 2018 @ 3:51pm 
Good suggestions NachoS, makes me think to add another:

Select how many enemi AI and difficulty settings for custom coop

I like the one life mode and would like to add a revive capability of some sort, as long as no dismemberment happened or fatal headshot. Amyways a certain type of system would be cool for coop play.


Kiloton Sep 11, 2018 @ 3:51pm 
I like modular difficulty settings. AI response time/accuracy, wave size/frequency, and damage ratio. Would be great to have when we get custom servers.

And the return of Conquer with a little less Zerg rushing.
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Date Posted: Sep 11, 2018 @ 2:21pm
Posts: 7