Insurgency

Insurgency

791 ratings
The Complete Insurgency Guide
By BurntCornFlakes
This guide explains everything from game modes, to weapon attachments. If you just bought the game, take a look at this guide before playing! Now includes descriptions on teams, squads, classes, weapons, attachments, game modes, co-op, maps, achievements, controls, menus, and more.
 
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Intro (Please read)
Last updated: 12/22/2014

IMPORTANT: I am now very, very busy. This guide will probably be outdated when you read it. Most of the information should still be useful, but weapons costs and other small details may be incorrect.

Now that that's over with, hi there! Lots of new players have joined the game and have no idea what's going on. This guide is to help you new players understand what's what before you get into any actual battles.
The Menu Screen
The main menu has two major choices: Play Now and Training. The screenshots in this section are a bit out of date, but the info is still good.



Clicking training mode brings you to a tutorial level, complete with target practice, an explanation of all the controls and game play objectives, and a little taste of vs. AI game play. The player is guided along by an instructor throughout the whole level, complete with awesome voice acting.



Clicking play now brings you to a second menu with five options, Multiplayer, Custom servers, Cooperative vs AI, Server Browser, and Practice. Servers can hold 16, 24, or 32 players.


The Multiplayer section lets you join a random server running a selection of the 8 game modes available. You can select which game modes and maps to play, as well as the max amount of players and a couple game settings.





The Custom Servers section lets you join a random server using custom content or rules. You can choose the game modes, max players, and games settings, but not the maps.






The Cooperative VS AI section lets you join a random co-op game with other players. You can choose the maps and game modes.





Practice mode launches a singleplayer game that you can play before getting into an online battle. This mode places bots on your team, as well as the enemy team, similar to TF2 or Black Ops.






The server browser is quite simple to use, and contains non-official servers with custom maps, options, and game modes. To join a server, all you have to do is double click on the server name. However, some servers might be password protected (shown by the little yellow lock symbol), and you cant join unless you have a password. You can change the results of the server browser by clicking on any of the buttons near the top. If you have another friend playing, all you have to do is go to the "Friends" tab and double click on the server. You can also change the results by name (by clicking on "servers"), amount of players (by clicking on "Players"), etc.

Beta Branch
The beta branch of insurgency is used to test out new additions or changes to the game before an official update. Anyone can opt into the beta branch and test out the changes, but there are usually very little players on. The developers hold testing events every once and a while for players to give them some feedback, and help test out stability.

To opt into the beta branch, right click insurgency and navigate to properties > betas > beta branch. Then click on the drop down menu, and select "Beta - beta branch". Leave the password section blank. Insurgency should then update and a [Beta] tag should appear next to its name in your game library. To change back to the normal game, follow the same steps, but choose "NONE- Opt out of all beta programs".

Playing on the beta branch restricts you to beta branch servers. If you try to join a normal server, you will be kicked back to the menu screen.

Game Mechanics
Supply system:
Gaining supply points depends on the game modes you are playing. All players earn supply at the same time. These points are used to equip more expensive weapons or equipment.

Adversarial match (Flashpoint, Firefight, Infiltrate): Players start with all supply points, and do not gain more.

Sustained combat (Skirmish, Occupy, Push): Players receive supply points after each round ends.

Tactical operations (Strike, Ambush): Players start with all supply points, and do not gain more.

Weight system:
Everything players equip has a weight attached to it, which is shown by the weight bar on the bottom of the loadout screen. Having an RPG, heavy armor, or an LMG will cause the bar to fill up very quickly. If the bar fills up, you have gone over the weight restriction and must equip different items.

Voice chat system:
Everyone, including the enemy, can hear you from a distance. Only people in your squad can hear you anywhere on the map. When you die, only other dead people can hear you. Some servers have changed the settings so everyone can hear each other, or everyone on a team, etc.

Health system:
Damage you take from any source does not regenerate and there is no way to regain any health. Damage taken in spawn is reduced, but still hurts. Friendly damage taken from explosives is reduced slightly and explosives do not work in spawn.

Ammo system:
The amount of ammo that can be held is dependent on your chest carrier/rig. More information on this can be found in the 'Attachments, Armor, Vests, and Explosives' section.

Reloading before a magazine is completely empty sends that magazine to the back of your magazine rotation. You will use the magazines that have more bullets first. The ammo counter on your HUD will only reduce when you completely empty a magazine. If you reload too often, you may find yourself using half filled magazines when you don't expect it.

Weapon pickups:
Picking up weapons will only give you the ammo that was left in the gun. You can not pick up any ammo from other dropped weapons, even if it is the same type of gun. The weapon you pick up will have the attachments that the previous user put on it.

Team balance:
This is a bit of an odd topic, but i thought i should address it here. Obviously the teams have different weapons, but they also have different costs for their weapons. For example, Insurgents have a free AK-47 and lower cost for ammo types, while Security has free light armor and chest rig.
Picking a Team, Squad, and Class
You will be automatically assigned to a team when you join a server. If you wish to switch teams, hold "Tab" on your keyboard, and click on either "Join Security" or "Join Insurgents".

A menu should pop up as soon as your game loads, showing the different classes. Each team has one big squad with 8 slots, and two smaller squads with 4 slots each. Click the name of one of the classes to choose it. When in the spawn, press "F" to get to the weapons select menu. When outside spawn, you can also press "M" to get to the weapons select menu, but it will not change until you enter the spawn area again and hit the "Resupply" button in the menu.
Each class has a couple assigned weapons that can only be used by that class slot.

Squad leaders: There are two squad leaders on each team. A squad leader is almost the same as any other class, except he can mark which objective the team should focus on, and can place small markers to show where a smoke, frag, player, or C4 is needed. (This is done by holding c and using the radial menu).

Being a squad leader doesn't mean you have to do anything. But if you do, it could lead your team to victory.

CLASSES

Security:
  • Specialist (Squad leader):
    Primary: M590, MP5K, Mk18
    Secondary: M9, MAK., M45A1
    Explosive: AN-M14, M18 smoke, M67 frag, M84 flash, P2A1
    Explosive 2: M18 Smoke, M67 frag, AN-M14, M84 flash
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor, M203 smoke

  • Rifleman:
    Primary: M16A4, AC-556, M4A1
    Secondary: M9, MAK., M45A1
    Explosive: M18 smoke, M67 frag, M84 flash
    Explosive 2: M18 smoke, M67 frag, M84 flash
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: None

  • Demolitions:
    Primary: M16A4, M4A1
    Secondary: M9, MAK., M45A1
    Explosive: AN-M14, AT4, C4, M67 frag
    Explosive 2: AN-M14, M67 frag
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor, M203 HE, M203 smoke

  • Designated Marksman:
    Primary: M14 EBR, M40A1, MINI-14
    Secondary: M9, MAK., M45A1
    Explosive: AN-M14, M18 smoke, M67 frag
    Explosive 2: AN-M14, M18 smoke, M67 frag
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor

  • Support:
    Primary: M14 EBR, M249
    Secondary: M9, MAK., M45A1
    Explosive: M18 smoke, M67 frag, M84 flash
    Explosive 2: M18 smoke, M67 frag, M84 flash
    Armor: Light, heavy
    Ammo: Rig, carrier

  • Sniper:
    Primary: M14 EBR, M16A4, M40A1
    Secondary: M6, MAK., M45A1
    Explosive: AN-M14, M18 smoke, M67 frag
    Explosive 2: AN-M14, M18 smoke, M67 frag
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor

  • Recon (Squad leader):
    Primary: AC-556, MP5K, M4A1, UMP-45
    Secondary: M9, MAK., M45A1
    Explosive: AN-M14, M18 smoke, M67 frag, M84 flash
    Explosive 2: AN-M14, M18 smoke, M67 frag, M84 flash
    Armor: Light, heavy
    Ammo:Rig, carrier
    Special attachments: Suppressor

  • Breacher:
    Primary: M590, MP5K, MK18
    Secondary: M9, MAK., M45A1
    Explosive: AN-M14, C4, M67 frag, M84 flash, M18 smoke
    Explosive 2: AN-M14, M67 frag, M84 flash, M18 smoke
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor

  • Engineer
    Primary: M590, MP5K, UMP-45
    Secondary: M9, MAK., M45A1
    Explosive: AN-M14, C4, M18 smoke, M67 frag, M84 flash
    Explosive 2: AN-M14, M18 smoke, M67 frag, M84 flash
    Armor: Light, heavy
    Ammo: Rig, carrier

Insurgents:
  • Specialist (Squad leader): AKM, AK-74, FAL, M1A1
    Secondary: M9, MAK., M1911
    Explosive: F1 grenade, M18 smoke, M84 flash, Molotov
    Explosive 2: F1 grenade, M18 smoke, M84 flash, Molotov
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor, GP-25 smoke

  • Militant (Squad leader): AKM, AKS-74U, MP40, AK-74
    Secondary: M9, MAK., M1911
    Explosive: F1 grenade, M18 smoke, M84 flash, Molotov
    Explosive 2: F1 grenade, M18 smoke, M84 flash, Molotov
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor

  • Fighter: AKM, AK-74, SKS
    Secondary: M9, MAk., M1911
    Explosive: F1 grenade, M18 smoke, M84 flash, Molotov
    Explosive 2: F1 grenade, M18 smoke, M84 flash, Molotov
    Armor: Light, heavy
    Ammo: Rig, carrier

  • Striker: AK-74, MP40, M1A1
    Secondary: M9, MAK., M1911
    Explosive: IED, F1 grenade, Molotov, RPG-7
    Explosive 2: F1 grenade, Molotov
    Armor: Light, heavy
    Ammo: Rig, carrier

  • Sapper: MP40, TOZ
    Secondary: M9, MAK., M1911
    Explosive: IED, F1 grenade, Molotov
    Explosive 2: F1 grenade, Molotov
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor, GP-25 HE, GP-25 smoke

  • Bomber: AKM, M1A1, MP40, TOZ
    Secondary: M9, MAK., M1911
    Explosive: IED, F1 grenade, Molotov
    Explosive 2: F1 grenade, Molotov
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: GP-25 HE, GP-25 smoke

  • Sharpshooter: FAL, MOSIN, SKS
    Secondary: M9, MAK., M1911
    Explosive: F1 grenade, M18 smoke
    Explosive 2: F1 grenade, M18 smoke
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor

  • Machine Gunner: FAL, RPK
    Secondary: M9, MAK., M1911
    Explosive: F1 grenade, M18 smoke
    Explosive 2: F1 grenade, M18 smoke
    Armor: Light, heavy
    Ammo: Rig, carrier

  • Sniper: FAL, MOSIN, SKS
    Secondary: M9, MAK., M1911
    Explosive: F1 grenade, M18 smoke
    Explosive 2: F1 grenade, M18 smoke
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor

  • Scout: AKS-74U, M1911
    Explosive: F1 grenade, M18 smoke, M84 flash, Molotov
    Explosive 2: F1 grenade, M18 smoke, M84 flash, Molotov
    Armor: Light, heavy
    Ammo: Rig, carrier
    Special attachments: Suppressor
Weapons
On to the weapons! Which is what I bet a lot of you came here for, unfortunately I cant give you actual damage amounts and rate of fire and whatnot, but i can tell you what I know.

First off, each team has unique guns that can only be used on that team, with the exception of the pistols (M9, MAK.) which can be used on either team, but only by the specialist class. Buying items and weapons costs supply, which your whole team gets from capturing points, and winning matches. When you get supply, you will hear a sound effect and it will show your supply on the bottom of you HUD.

*Note: Magazine size is the default amount in your magazine when you press reload, however, in some guns, you can add one more round to the magazine by pressing reload again.*
Security:

Primary
    M16A4 [cost: 1]: Assault rifle
  • Fire modes: Burst, semi
  • Attachments: Foregrip, holographic sight, flashlight, heavy barrel, hollow point, armor piercing, 2x red dot scope, C79 scope, suppressor, laser sight, M203 He, M203 smoke
  • Magazine size: 30 +1
  • Weight: 3.26 kg
    Mk18 [cost: 2]: Assault rifle
  • Fire modes: Auto, semi
  • Attachments: Foregrip, holographic sight, flashlight, heavy barrel, hollow point, armor piercing, 2x red dot scope, C79 scope, suppressor, laser sight
  • Magazine size: 30 +1
  • Weight: 2.88 kg
    UMP-45 [cost: 2]: Sub machine gun
  • Fire modes: Auto, semi
  • Attachments: Holographic sight, flashlight, hollow point, armor piercing, 2x red dot scope, C79 scope, suppressor, laser sight
  • Magazine size: 30 +1
  • Weight: 2.53
    MP5K [cost: 2]: Sub machine gun
  • Fire modes: Auto, semi
  • Attachments: Holographic sight, flashlight, hollow point, armor piercing, 2x red dot scope, C79 scope, suppressor, laser sight
  • Magazine size: 30 +1
  • Weight: 2.03 kg
    AC-556 [cost: 2]: Carbine
  • Fire modes: Auto, semi
  • Attachments: Foregrip, holographic sight, flashlight, heavy barrel, hollow point, armor piercing, 2x red dot scope, C79 scope, red dot, suppressor, laser sight
  • Magazine size: 20 +1
  • Weight: 2.91 kg
    M14 EBR [cost: 3]: Battle rifle
  • Fire modes: Auto, semi
  • Attachments: Foregrip, holographic sight, heavy barrel, hollow point, armor piercing, 2x red dot scope, C79 scope, suppressor, laser sight, bipod
  • Magazine size: 20 +1
  • Weight: 4.1 kg
    M590 [cost: 2]: Shotgun
  • Fire modes: Semi
  • Attachments: Slugs, flashlight, foregrip, holographic sight, 2x red dot scope, laser sight
  • Magazine size: 6 +1
  • Weight: 2.54 kg
    M249 [cost: 3]: Light machine gun
  • Fire modes: Auto
  • Attachments: Hollow point, armor piercing, holographic sight,2x red dot scope, C79 scope
  • Magazine size: 200
  • Weight: 7.5 kg
    M40A1 [cost: 3]: Sniper rifle
  • Fire modes: Bolt
  • Attachments: Armor piercing, 2x red dot, C79 scope, holographic sight, MK4 scope, suppressor, bipod
  • Magazine size: 5 +1
  • Weight: 6.57 kg


Secondary

    M9: Pistol
  • Fire modes: Semi
  • Attachments: Suppressor, flashlight, laser sight
  • Magazine size: 15
  • Weight: .95 kg
    M45A1: Pistol
  • Fire modes: Semi
  • Attachments: Suppressor, Flashlight, Laser sight
  • Magazine size: 7 +1
  • Weight: 1.1 kg

Insurgents:

Primary

    AKM [cost: 0]: Assault rifle
  • Fire modes: Auto, semi
  • Attachments: Hollow point, armor piercing, kobra sight, PO 4x24 scope, red dot scope, laser sight, flashlight, GP-25 HE, GP-25 smoke
  • Magazine size: 30 +1
  • Weight: 2.93 kg
    FN FAL [cost 3]: Assault Rifle
  • Fire modes: Auto, Semi
  • Attachments:Hollow point, armor piercing, kobra sight, PO 4x24 scope, red dot scope, laser sight, flashlight, bipod
  • Magazine size: 20 +1
  • Weight:4.2 kg
    AKS-74U [cost: 2]: Sub machine gun
  • Fire modes: Auto, semi
  • Attachments: Hollow point, armor piercing, kobra sight, PO 4x24 scope, red dot scope, laser sight, flashlight
  • Magazine size: 30 +1
  • Weight: 2.21 kg
    MP40 [cost: 2]: Sub machine gun
  • Fire modes: Auto
  • Attachments: Hollow point, armor piercing, kobra sight, PO 4x24 scope, red dot scope, laser sight, flashlight
  • Magazine size: 30
  • Weight: 4.02 kg
    SKS [cost: 1]: Semi automatic rifle
  • Fire modes: Semi
  • Attachments: Hollow point, armor piercing, kobra sight, PO 4x24 scope, red dot scope, laser sight, flashlight
  • Magazine size: 20 +1
  • Weight: 3.85 kg
    M1A1 [cost: 1]: Semi automatic rifle
  • Fire modes: Semi
  • Attachments: Hollow point, armor piercing, kobra sight, PO 4x24 scope, red dot scope, laser sight, flashlight
  • Magazine size: 15 +1
  • Weight: 2.41 kg
    TOZ [cost: 1]: Shotgun
  • Fire modes: Semi
  • Attachments: Slugs, kobra sight, red dot scope, laser sight, flashlight
  • Magazine size: 30 +1
  • Weight: 3.82 kg
    RPK [cost: 2]: Light machine gun
  • Fire modes: Auto
  • Attachments: Hollow point, armor piercing, kobra sight, PO 4x24 scope, red dot scope,
  • Magazine size: 75 +1
  • Weight: 4.83 kg
    MOSIN [cost: 3]: Sniper rifle
  • Fire modes: Bolt
  • Attachments: Armor piercing, 2x red dot, 7x scope, kobra sight, PO 4x24, suppressor, bipod
  • Magazine size: 5 +1
  • Weight: 4.11 kg

Secondary

    MAK.: Pistol
  • Fire modes: Semi
  • Attachments: Suppressor, flashlight, laser sight
  • Magazine size: 8 +1
  • Weight: .73 kg
    M1911: Pistol
  • Fire modes: Semi
  • Attachments: Suppressor, Flashlight, Laser sight
  • Magazine size: 7 +1
  • Weight: 1.1 kg
Optics, Attachments, Armor, Vests, and Explosives
Optics


Security:
  • Holographic sight [cost 1]

  • Red Dot sight [cost 1]

  • 2x Red Dot scope [cost 2]: 2x magnification

  • C79 scope [cost 3]: 3.4x28 magnification

  • MK4 scope [cost 4]: 8.7x magnification

Insurgents:
  • Kobra sight [cost 1]

  • 2x Red Dot scope [cost 2]: 2x magnification

  • PO 4x24 scope [cost 4]: 4x24 magnification

  • 7x scope [cost 4]: 7x magnification

Attachments

  • Flashlight [cost 1]: Will blind other players.

  • Foregrip [cost 2]: Decreases recoil. Increases sway.

  • Heavy Barrel [cost 1]: Decreases vertical recoil and sway. Increases lateral recoil.

  • Slugs [cost 2]: Shotgun only, uses a single slug instead of the default buckshot. Accurate at very long ranges.

  • Suppressor [cost 3]: Reduces amount of noise and amount of muzzle flash. Slightly increases lateral recoil. Reduces bullet penetrations on SMG's. Does NOT reduce range.

  • Laser Sight [cost (3 sec) (4 ins)]: Places a laser sight to assist with hip fire. Does NOT actually effect accuracy/recoil. Can be seen by enemy players.

M16A4:
  • M203 HE [cost 4]: Breacher only
  • M203 Smoke [cost 2]: Breacher, Specialist

AKM:
  • GP-25 HE [cost 4]: Bomber only
  • GP-25 smoke [cost 2]: Bomber, Specialist

Ammo Types

  • Tracer [cost 0]: Tracer rounds have no special effect on penetration or damage. Insurgents tracers are green, security tracers are red.

  • Armor Piercing (AP) [cost (3 sec) (2 ins)]: Increases damage to armored areas. Does slightly less damage to unarmored areas. Penetrates objects (such as wooden boxes) more effectively.

  • Hollow-Point (HP) [cost (4 sec) (3 ins)]: Does more damage to unarmored areas (limbs are usually 1 hit kills). Penetrates objects (such as wooden boxes) less effectively. Does less damage against armored areas.

Armor

    Light armor [cost (0 sec) (2 ins)]: Soft body armor. Protects chest and torso. Increases protection against non AP low velocity (SMG, AR) rounds. Slightly decreases player movement.
  • Weight: 2.5 kg
    Heavy armor [cost (2 sec) (3 ins)]: Plate armor. Protects chest and torso. Increases protection from all rounds (AP, HP). Decreases player movement greatly.
  • Weight: 7.5 kg

Ammo Vests/Holders
    Chest rig [cost (0 sec) (1 ins)]: Increases ammo.
  • Weight: 2.2 kg
    Chest carrier [cost (3 sec) (ins 2)]: Increases ammo and grenades.
  • Weight: 5.0 kg

Explosive

    M18 Smoke [cost 1]: Creates a smoke cloud for a short amount of time.
  • Max ammo: 3
  • Weight: .54 kg
    Flash [cost 1]: Blinds enemy for a very short amount of time.
  • Max ammo: 3
  • Weight: .24 kg
    M67 Frag [cost 2]: Creates small explosion that does not go through walls. Can be cooked and will still explode if user dies while cooking. Can be thrown farther than C4.
  • Max ammo: 3
  • Weight: .41 kg
    AN-M14 Incendiary [cost 3]: Creates a fire for a short amount of time.
  • Max ammo: 3
  • Weight: .91kg
    Molotov [cost 2]: Creates a fire for a short amount of time.
  • Max ammo: 3
  • Weight: 0.3 kg
    C4 [cost 4]: Creates large explosions that can go through walls. Used to destroy caches.
  • Max ammo: 1
  • Weight: 1.89 kg
    RPG/AT4 [cost 6]: Shoots a rocket across the map. Semi- accurate.
  • Max ammo: 1
  • Weight: 7.73 kg/6.72 kg
Controls, Selection Shortcuts
Helpful Shortcut Keys: Because everyone likes shortcut keys!

Kit selection: M
Squad selection/map: ,
Scoreboard/team selection: . or TAB (hold)
Toggle (floating) HUD icons: /
Developer console: ~

Keys New Players Never Know but Should Know

Switch fire modes: X
Walk: ALT
Radial command menu: C
Toggle flashlight/laser: G
Use/Pick up weapon: F
Microphone: K
Server chat: Y
Team chat: U
Game Modes
There are currently 6 multiplayer game modes, and 2 co-op game modes. Before i describe each individual one, here are some things you need to know.

Important Info

Points: To capture a point you must stand inside its radius for a certain amount of time. It will be captured faster the more friendly players you have inside. If one player from each team is inside at the same time, the capture meter will stop. If 2 players from insurgents and one player from security were in a point, the meter would fill to the end, but would not capture until the security player leaves the area, or dies.

Caches: You must use either 1 C4, 1 rpg, 1 incendiary/Molotov, or 2 frag grenades. You can NOT destroy a cache by shooting it, knifing it, or humping it (contrary to popular belief.)
Tip: To increase chances of destroying cache, throw your c4 as close to it as possible. If it is too far away, it will not blow up.

Game Modes



Adversarial match
  • Flashpoint: There are 5 objectives, A, B, C, D and E. Each team must defend both of their caches (A & B or D & E depending on team), destroy the enemies cache, and capture C.

  • Firefight: In this game mode, there are 3 points around the map. One point is captured by each team at the start of the match, and one point in the center is neutral. To win the game, you must capture all 3 points.

  • Infiltrate: Each team must protect their intel, while also capturing the enemies intel. Picking up the enemies intel or killing the enemy carrier grants your team a respawn wave.

Sustained combat
  • Skirmish: In this game mode there are 5 objectives. 3 of these objectives are points that must be captured, and 2 are caches that must be destroyed (one cache per team). If your teams cache is destroyed, your reinforcements are cut off as well. You must destroy the enemies cache, and capture all the points to win. Alternatively, you can exhaust their supply, and eliminate all enemies.

  • Occupy: Each team must fight for one point at an equal distance from the spawns. Capturing does not give either team waves, but instead does not negate waves of the team holding the objective. The game ends when one teams reinforcements are depleted, or the time runs out. Whichever team is holding the point when the time runs out, wins.

  • Push: Push is a mode taken directly from the original mod, and also played on the same maps. In order to win, the "pushing" team must capture 3 objectives spread across the maps. The defending team must hold these objectives at all costs. When the pushing team captures an objective, it provides them with more time, and more waves to complete the game. I believe there are currently only two maps that use the Push game mode, Heights, and Buhriz, but more are on the way.

Tactical operations
  • Strike: In this game mode, one team must protect a randomly placed cache, while the other tries to destroy it. There are no respawns. Either team can win by destroying the entire enemy team.
    Tip: When on the attacking team, if a teammate searches a room with a "?" above it, the symbol will either disappear if there is no cache, or change to a letter (A,B,C,D) depending on its location. Also, the defending team cant destroy their own cache, so placing a c4 on your own objective and waiting for the enemy is a perfectly valid (and hilarious) strategy.

  • Ambush: Depending on the map, one team must escort a "VIP" to the extraction point (most times there are two points), while the other team needs to stop them at all costs. The VIP is chosen from random and is restricted to a silenced pistol, but can pick up dropped guns with the "F" key.
    Tip: Extraction only takes about 2 seconds, so if the VIP wants to run out of cover for it, it might just work. Or, it could♥♥♥♥♥♥off the whole team. Either one.

  • (REMOVED) Vendetta: Each team must hold an objective in the center of the map. There is only one point, and the game is over if everyone on one team is killed.
Co-op
Co-op includes three game modes, Checkpoint, Hunt, and Survival. Outpost has been replaced by Survival

Checkpoint: The checkpoint game mode involves attacking points one by one, either capturing or destroying objectives.

Hunt: In the hunt game mode, players must eliminate all hostiles on the map, and destroy a randomly placed cache. The amount of enemies varies on the server.

Survival: This game mode requires players to run to different caches, or "safehouses" in order to upgrade their equipment, while being hunted down by enemies. The game runs for as long as you can survive.This game mode is unique form the other two because you play as the Insurgents, instead of Security.
Maps
A couple maps have been removed by the developers and will be back after they fix them up. These maps are not included in this list. Co-op maps are slightly different than the normal maps, and have some blocked off areas.


Siege




















Peak




















Market




















Heights




















District




















Ministry




















Contact




















Buhriz




















Revolt




















Sinjar




















Panj




















Uprising




















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Achievements
This should be all of the current unlockable achievements.



Bodycount I
: Kill 100 players of the opposing team



Bodycount II: Kill 250 players of the opposing team



Bodycount III: Kill 500 players of the opposing team



Bodycount IV: Kill 1,000 players of the opposing team



Bodycount V: Kill 2,500 players of the opposing team



Bodycount VI: Kill 5,000 players of the opposing team



Bodycount VII: Kill 10,000 players of the opposing team



Bodycount VIII: Kill 25,000 players of the opposing team



Bodycount IX: Kill 50,000 players of the opposing team



Bodycount X: Kill 100,000 players of the opposing team



Ground Control I: Capture one control point



Ground Control II: Capture 10 control points



Ground Control III: Capture 50 control points



Ground Control IV: Capture 100 control points



Ground Control V: Capture 500 control points



Ground Control VI: Capture 1,000 control points



First Blood: Get the first kill in a round



First Blood 2: Blade Reckoning: Get the first kill in a round with a knife



All In: Capture an objective with your entire team



Silent But Deadly: Knife 5 enemies in 1 round



Head Hunter: Get 5 headshots in a row



Air Tight: Successfully defend all caches in strike



Hurt Locker: Survive a C4 blast



Recruited:Complete the training course



Aced It!:Complete the training course in less than 16 minutes



War Hero: Be the Most Valuable Player



War Hero II: Become the MVP 10 times



War Hero III: Become the MVP 25 times



War Hero IV: Become the MVP 50 times
Co-op Achievements

Bodycount I (Coop)
: Kill 100 players of the opposing team while playing in cooperative mode



Bodycount II (Coop): Kill 250 players of the opposing team while playing in cooperative mode



Bodycount III (Coop): Kill 500 players of the opposing team while playing in cooperative mode



Bodycount IV (Coop): Kill 1,000 players of the opposing team while playing in cooperative mode



Bodycount V (Coop): Kill 2,500 players of the opposing team while playing in cooperative mode



Bodycount VI (Coop): Kill 5,000 players of the opposing team while playing in cooperative mode



Bodycount VII (Coop): Kill 10,000 players of the opposing team while playing in cooperative mode



Bodycount VIII (Coop): Kill 25,000 players of the opposing team while playing in cooperative mode



Bodycount IX (Coop): Kill 50,000 players of the opposing team while playing in cooperative mode



Bodycount X (Coop): Kill 100,000 players of the opposing team while playing in cooperative mode



Ground Control I (Coop): Capture one control point while playing in cooperative mode



Ground Control II (Coop): Capture 10 control points while playing in cooperative mode



Ground Control III (Coop): Capture 50 control points while playing in cooperative mode



Ground Control IV (Coop): Capture 100 control points while playing in cooperative mode



Ground Control V (Coop): Capture 500 control points while playing in cooperative mode



Ground Control VI (Coop): Capture 1,000 control points while playing in cooperative mode



First Blood (Coop): Get the first kill in a round while playing in cooperative mode



First Blood 2: Blade Reckoning (Coop): Get the first kill in a round with a knife while playing in cooperative mode



All In (Coop): Capture an objective with your entire team while playing in cooperative mode



Silent But Deadly (Coop): Knife 5 enemies in 1 round while playing in cooperative mode



Head Hunter (Coop): Get 5 headshots in a row while playing in cooperative mode



Hurt Locker (Coop): Survive a C4 blast while playing in cooperative mode



Decisive Victory: Buhriz: Successfully complete the cooperative checkpoint mission of Buhriz



Decisive Victory: Contact: Successfully complete the cooperative checkpoint mission of Contact



Decisive Victory: District: Successfully complete the cooperative checkpoint mission of District



Decisive Victory: Heights: Successfully complete the cooperative checkpoint mission of Heights



Decisive Victory: Market: Successfully complete the cooperative checkpoint mission of Market



Decisive Victory: Ministry: Successfully complete the cooperative checkpoint mission of Ministry



Decisive Victory: Peak: Successfully complete the cooperative checkpoint mission of Peak



Decisive Victory: Siege: Successfully complete the cooperative checkpoint mission of Siege



Decisive Victory: Complete: Successfully complete all cooperative checkpoint missions



Clean Sweep: Ministry: Successfully complete the cooperative hunt mission of Ministry



Clean Sweep: Heights: Successfully complete the cooperative hunt mission of Heights



Clean Sweep: District: Successfully complete the cooperative hunt mission of District



Clean Sweep: Uprising: Successfully complete the cooperative hunt mission of Uprising



Clean Sweep: Contact: Successfully complete the cooperative hunt mission of Contact



Clean Sweep: Complete: Successfully complete all cooperative hunt missions
Workshop Mods
With the addition of the workshop, players can now upload mods for others to download. You can change everything from weapon skins, player skins, and sound files. Everything you download is client side, meaning only you can see it.

Mods that give you an unfair advantage (such as custom skins that make players more visible) are considered cheating.

Now it's time to shamelessly advertise my skin! :)


http://steamcommunity.com/sharedfiles/filedetails/?id=302593220
Currently in Beta
This section is for maps, weapons, and game modes that are currently being tested in the beta branch. When/if these items get put into the game, I will move them to the correct section in this guide.

*Please keep in mind that the descriptions of these may not be 100% up to date. The beta is always changing.*


Game Modes

None

Maps

None

*To connect to maps without a server on the beta branch, type "map <mapname> <gamemode>". For example, to connect to market in firefight game mode type "map market firefight".*

Weapons

None

Attachments

none

Coop

None

Menus

None
Tips & Tricks
In this section, I am just going to list some strategies and tips I use. Hopefully you will be able to use some of these to your benefit.

  • Health does not regenerate and can not be replenished. You can take fall damage, so be careful on rooftops and such.

  • Learn the maps. The best way to improve your skills is to learn the most common camping spots, and how to get around them. If you play enough you will learn the safest path to take at the beginning of the game to flank the enemy from behind. Learning the maps is the key to being on top.

  • Laser sights and flashlights can be seen by the enemy. Using a flashlight can help you see enemies hiding in dark corners, but it also makes it very easy to see your location all the way across the map.

  • Armor slows you down depending on what kind you have, the same with what weapons you use. Having no armor and light weapons makes you run much faster than your teammate, and allows you to rush objectives. Doing this lets you get to a position before the enemy team expects you there, making it very easy to cut them down before they even realize you are there.

  • Always have a sidearm. Pistols don't cost much and can save your life when you run out of ammo. I would especially recommend having a pistol when using a sniper rifle, or a weapon with a smaller sized magazine.

  • Use cover. The most important thing about this game is to be careful. Leaning out of cover gives the enemy less to shoot at, while you can see everything. Leaning is unproportionate, meaning the player leans further to the right than the left. It's not a huge difference, but it's something to keep in mind.

  • You can re-bind any key using the developers console (~ button). To do this type "bind <key> <action> without the quotes. For example: to re-bind the key N to resupply your inventory, type in "bind n inventory_resupply". To kill yourself when you press K, type in "bind k kill".

  • If you know a camper is around the corner, but don't know exactly where, throw a flash grenade, frag grenade, or C4. At this point you have two choices, rush in and try to shoot him, or wait him out as he unloads his magazine into the empty doorway. When you move in, always check the corners first.

  • The key to pushing forward on larger maps is smoke grenades and teamwork. Work with your team to cover an area with smoke, while also pushing up on the other teams flank. If done correctly, you can take the objective even if one group fails.

  • Grenade launchers have a minimum arming distance and wont work at short distances, so you can't blow yourself up. Unexploded grenades still do impact damage on direct hits.
Final Whatchamahoozit
Thanks to everyone for the support with this guide, I hope it helped.

Lastly, thanks to the developers for making this awesome game! I'm really glad I got to help out and see it develop.

If you enjoy the music in this game please support the artist/composer by purchasing the album on BandCamp: http://richdouglasmusic.bandcamp.com/album/insurgency-soundtrack
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183 Comments
Strawberreeeee Aug 19 @ 3:32pm 
Just started playing this out of boredom of everything else and the menu looked so much cleaner back then. It's a cluttered mess now but hope things get better in Sandstorm
GreenGert Jun 22 @ 6:02pm 
Devs are worthless. They still havent fixed saving key bindings... after 4 years. Pathetic.
Majestic Feb 6 @ 4:42pm 
Ah darn I really like the old menu screen
BurntCornFlakes  [author] Feb 6 @ 5:53am 
lol, nah
A. Max. * Feb 6 @ 5:32am 
Is this guide the reason why you're NWI steam forum admin? :P
BurntCornFlakes  [author] Feb 5 @ 6:55pm 
The menu was reworked many times during development, the screenshots in this guide are old.
Majestic Feb 5 @ 6:47pm 
Did they change the look of the menu screen or something?
フランシ / Furanshi Sep 25, 2017 @ 5:41am 
Very helpful! Thanks!
A. Max. * Aug 26, 2017 @ 1:02pm 
OLD!
ThePotatoTurtle Aug 4, 2017 @ 12:52pm 
nice guide m8