Insurgency: Sandstorm

Insurgency: Sandstorm

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Sandstorm Co-op for Dummies
Von ado
Yet another Co-op guide for Insurgency: Sandstorm. Written by someone who pretty much only ever plays Co-op.

A sequel to my previous Insurgency guide, "Insurgency for Dummies".
   
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Co-op
This guide focuses on Co-op, so here it is.

Co-op is the cooperative mode of Insurgency: Sandstorm, where players must work together to complete objectives. Players fight against AI enemies that simulate regular players and have the ability to throw grenades, flank, breach, fire suppressively, and call fire support.

One notable feature in Co-op (Hardcore and technically Outpost excluded) is the increased supply and wider selection of weaponry and attachments.

So far, there are four permanent Co-op gamemodes:
  • Checkpoint, the "original" mode where players must push through several objectives on a map.
  • Hardcore, a difficult version of Checkpoint with numerous gameplay changes, most notably the removal of the player's loadout on death. Instead of spawning with the selected loadout, dead players respawn with a bolt-action rifle, and must resupply at one of only two supply crates on the map. Supply is also decreased.
  • Outpost, where players must defend a point from seven waves of enemies. Players start off with four supply, which increases by two with each wave. Some waves are special waves that spawn specific types of enemies en masse, such as suicide bombers and RPG-wielding enemies.
  • Survival, where players must capture a random series of checkpoints across a map before holding one final point for a helicopter extraction. The starting loadout is just a handgun; randomized primary weapons can be picked up from weapon cases at every objective.

There are three types of objectives on Checkpoint and Hardcore:
  • Capture points that must be captured by players. Once the objective is captured, either the next objective will appear or a counterattack will be initiated.
  • Caches that must be destroyed. Approaching caches will provide the option of planting an explosive (C4 for a Security cache, IED for an Insurgent cache), after which players must get to a safe distance so the one who planted it can detonate it. Grenades and incendiary grenades will also destroy caches. These objectives will never initiate a counterattack.
  • Final objectives, always capture points and usually in some sort of building. Final objectives will always initiate a longer counterattack upon capture.

Counterattacks are enemy attacks that usually occur after an objective is captured. They go on for roughly two minutes (three on the final point), and generally consist of waves of enemies attempting to rush the point, often paired with enemy fire support, RPG strikes, or grenades. Obviously, players have to hold the point and prevent it from being recaptured by the enemy.
Gameplay Tips
  • Push up and play the objective. Lots of people say you should stay back and fire semi-automatic. While this is a good strategy on some maps, don't get used to this. Unless you're playing Marksman or Gunner, or advancing is too dangerous, you're much better off actually pushing forward and playing the objective, especially if you're playing Breacher or using a close-range loadout.
  • Don't blindly rush in. You don't know if the room you're rushing into is going to have four enemies in a blindspot. Enter slowly, keep your weapon ready, check your corners, use grenades for rooms with possible enemies that you can't safely shoot, and wait for your team to back you up if you have to. Also remember that doorways are also known as the "fatal funnel" because it's essentially a compact area with no cover that's framed so the other guy knows exactly where to shoot; if you're in a doorway, either pull out to cover or take everyone out as soon as possible. And as the loading screen says, don't ♥♥♥♥♥♥♥♥♥♥ (block the doorway), unless you're content with being a shield for the rest of your team.
  • Don't go lone wolf. Unless your team is legitimately terrible—not just low-levels or whatever, I mean they have no idea what they're doing at all or are deliberately screwing around—you should always be a team player. For example, as Marksman, don't just perch up somewhere high and pick off random enemies; actually cover your team's advance and take out potentially troublesome foes such as enemy Gunners, Demolitions, or Marksmen. Likewise, stay reasonably close to your Commander as an Observer, and cover them. And help capture objectives, too. Basically, don't just rush ahead for kills. Remember, your K/D does not matter.
  • Try to avoid suppressive fire. It's said that American soldiers use a thousand rounds per enemy, but you only carry six mags. Enemy AI barely registers suppressive fire; all they really do is go prone, and they still occasionally do that without being suppressed anyways. Whether you're a Gunner or a Rifleman with a drum mag, don't waste ammo. Aim to kill.
  • Always pick up grenades. Being dropped weaponry, dropped grenades don't take any supply, and they're very common. Dropped Molotovs or incendiary grenades are especially helpful for denying enemy access to the point during counterattacks, and they can be used to destroy caches if you're in a rush. Even flashbangs, one of the most common dropped grenades, can be used to stun enemies in a room before charging in; just be careful to not flash teammates, which is far too easy to do.
  • Use smoke grenades properly. Throwing a smoke directly on someone's position is about as effective as trying to spit at them through your screen. Smoke obscures your movements, so use it when you have to cross a street or duck away from a firefight. Of course, you should also make sure you aren't obscuring someone's shot from a good position.
  • If someone is destroying a cache, don't try to join in. Too often do I see two people planting at a cache, or someone throws an incendiary grenade at someone who's planting. You look like an ass if you almost teamkill someone because you wanted an assist. If someone's dealing with a cache, unless they clearly don't know what they're doing and/or they need help (e.g. they don't know you can plant explosives on the cache and they're looking for dropped grenades, like the original cache strategy on the original Insurgency), you're better off vacating the area or covering that player, since enemies can still kill whoever's planting. It's happened to me once.
  • When someone plants on a cache, get out of there. Caches are very simple points. When you hear a teammate mention something about blowing something up or getting out of the area, do it. Don't loiter around or try to plant another bomb. They might not wait for you.
  • Never teamkill for any reason. I once got teamkilled by someone while defending a final objective because they were Marksman and they wanted my Honey Badger. We almost lost. If you teamkill, you decrease the trust between you and your team, and you increase the chance that you'll get kicked.
  • Don't rush into fire support. Too often do I see players run headfirst into an area targeted for a strafe or an artillery strike. Then they take damage or die and wonder what happened. If a Commander calls fire support on a target to clear it out, wait until it's over. Observers should warn their teammates of the danger if the flare is difficult to see. This, of course, does not apply to minigun support, since that just flies over.
  • Don't rely on the technicals. Technicals are very fun vehicles with heavy machine guns that you can drive around and shoot enemies with. But they're also usually crewed by enemies, and the maps often limit you from taking them everywhere, and the enemies can man the gun as well as you can, and they're also massive targets that explode. On objectives where you can actually effectively fire and hit enemies, or defend a chokepoint or funnel, sure, bring the technical. But if you find it's useless, leave it or destroy it.
  • If you're playing a Rifleman-type class, actually play it. Bring a grenade launcher or a rocket launcher as Demolitions. Work in tandem with your Commander as Observer. Use fire support and cover your team as Commander. If you don't want to do any of these, play Rifleman.
Loadout Tips
  • Don't rely on flashbangs. While flashbangs are very common drops from dead enemies, and they have the ability to stun, the stun effect is minimal and usually wears off by the time you make contact with them. Most of the time, you'll just end up flashing yourself or a teammate. Unless you're pinned down and you have no other options, or you're about to breach a building, forget the flashbangs.
  • Don't rely on your sidearm. Even in Survival. Yes, it's very fun and unique, and I do it sometimes too, but I also bring a primary with me or pick one up off a dead enemy. That Desert Eagle is powerful and effective until you're getting sprayed by five enemies and you don't have cover. 85% of the time, your sidearm is your backup weapon for when you don't have time to reload.
  • If you don't need a laser sight, you don't have to bring one. Those two supply points are better used for other attachments, such as a suppressor, a foregrip, an underslung weapon, or sights. Also note that AI can't see the laser, but other players in PvP probably will, so if you're just using Co-op to practice, start by ditching the laser.
  • Ditch the armor, bring a Light Carrier if you want. Armor is entirely useless in this game. It only decreases explosive damage and time-to-kill on some weapons (most being low-caliber guns you probably won't encounter too often anyways, like pistols). You don't need that extra weight. As for the Heavy Carrier, that just adds extra magazines and a grenade slot, and while it's somewhat useful for Demolitions if you're bringing a rocket launcher or a grenade launcher, most other classes probably won't survive long enough to use the extra magazines or grenades the Heavy Carrier provides. It just slows you down, anyways. Unless you're playing Gunner or Demolitions, you seriously don't need a Heavy Carrier. Speed counts.
  • Bring a gas mask. Gas masks protect players from chemical gas strikes and have the added bonus of silencing the player's coughs in smoke, preventing enemies from detecting them. They're one supply for Security, and they're free for Insurgents. If you don't take one, don't get mad when gas drops down and you die 30 seconds into a counterattack. Of course, this is somewhat different at night, where it's entirely okay for you to bring night vision goggles instead; just try to avoid the gas clouds if that's called in. You can still bring a gas mask, though: just make sure you have a flashlight on your gun or are fine with not really seeing anything.
Fire Support Tips
This also applies to PvP, I think.

Using Fire Support
  • Never strike an objective you're attacking. While explosive artillery or chemical gas clearing an objective may sound ideal, this can delay an advance and can easily result in teamkills. Plus, most points are situated inside buildings, making fire supports mostly useless. However, if you choose to strike an objective, choose something light and quick, like strafes or bomber drones. Don't call a rocket barrage and expect your team to wait for it to pass.
  • Never use smoke artillery. Smoke artillery is practically useless. While smoke can disorient enemies and prevent them from locking onto your teammates from a distance, they usually wear gas masks after the strikes, and they'll still find their way through the smoke. Smoke grenades are common enemy drops, and you should use those instead. If you want to use smoke artillery anyway, use it against wide open areas your team crosses where enemies might be able to fire at you.
  • Learn to aim the Security aerial strafe. Steam guides for this can be found fairly easily. From what I remember, the strafe goes 90° from where you aim it in a "T" shape (the strafe itself being the top of the "T"), but you can aim its direction if you call it in then turn as your Observer requests it. Or something like that.
  • Keep powerful fire supports for the final objective, or at least just when you really need them. Powerful supports include Security's helicopter supports and Insurgents' chemical gas. Explosive artillery, mortars, strafes, and drones are also pretty good, though these can and should be used before the final point. This doesn't mean you should keep all your good supports for the final point, of course; if you have to use them early, do so.
  • Squeeze as much time and effectiveness out of supports as possible. I was once on a Hideout match where the Commander called for minigun helicopter support before we even started capturing the objective. Needless to say, we almost lost. I actually think it was the same match as the Honey Badger teamkill. If you're, say, going to be using supports like helicopters on the final objective, squeeze as much time out of it as possible. You'll need it.
  • Aim the attack helicopter like you'd aim artillery. Never act like it's minigun support and aim it right at the center of the point. This can and will result in teamkills, because (just in case you didn't know) the attack helicopter fires its entire salvo of rockets directly at the area where you aim it. This happens a lot with new Commanders.
  • Never use support on indoor maps and areas until you're outside. Almost every type of fire support relies solely on the target being outdoors. Maps such as Ministry are entirely indoors aside from the final point or two, and even then almost all of the enemies come from indoor areas during the counterattack. If the fire support obviously won't work where you are, there is absolutely no reason to call it in. Artillery won't hit someone in a basement.

Countering Fire Support
  • Kill the enemy Commander or Observer. Keep an eye out for an enemy with binoculars that might be far from the battle, or listen closely for someone very loudly calling for fire support or speaking to "station" or whatever; they're very distinct voice lines. See them? Kill them. Killing Observers will prevent enemy fire support from being called (provided you do so before they finish the call), and killing the Commander will end the fire support. If you can't kill them, at least suppress them, because from what I've heard, suppressing an Observer that's calling in fire support will force them to redo the call, giving your team some more time to close in.
  • Never go outside during enemy fire supports. As mentioned previously, fire support counts on you going outside and exposing yourself to them. Stay away from windows and doorways, especially during enemy Security helicopter supports.
  • Shoot at enemy helicopters if you can. Shooting at enemy helicopters, whether with a rocket, machine gun, or even just a rifle, actually suppresses it and makes it leave slightly faster. This doesn't mean you should run outside and expose yourself to fire all the time, though. If you can safely take shots at the helicopter, and you have enough ammo to burn, do it.
10 Kommentare
HELLIOX 12. Juni 2022 um 16:51 
Very important pro tips you forgot to mention about Hardcore checkpoint:
Since the HUD is VERY limited, you can't see friendly tags with the blue diamond, so team damage and teamkills is very frequent in Hardcore, so USE THE MAP A LOT to know which team you're in from the start of each match, and use the map to be aware of: where the objective is, where to go, where the teammates are positioned when getting into the objective to avoid accidental team killing, and so on. Insurgents wear civilian clothes with either jet black or any other flashy colors, while Security wear formal camouflage uniforms like a proper soldier/operator. so use the map frequently with the TAB button and lock on the opposing team only.
ZCW 9. Juni 2022 um 19:19 
Add one more, don't stand in front of friendlies with a shotgun, sniper, or rpg...
Kizu 9. Juni 2022 um 8:56 
@nik
Maybe in normal checkpoint it's fine where players can run 100 miles per hour with full gear and where AI is dumbed down but in Hardcore it's totally broken.

Sometimes it seems that smoke (barrage) lasts for 10 years meanwhile for AI the smoke is gone and that's why they mostly tap through it
xPumaFangx 9. Juni 2022 um 6:52 
Nik Is correct on smoke in PvE. The reason why some people feel that the enemy might see them. Is because they are making too much noise. Duck down get your cqc weapon out. Be it pistol, knife, or shot gun. Go to town.

I want to add in that using the proper scope and weapon for what you are trying to do. If you are shooting at a enemy who is far away. With your shot gun, pistol, or smg. You are failing. Which most players know. What they do not know. Is that you should not use a laser site to shoot at people who are also really far away. You might hit that person. But you will not see who they are. Hence you might be shooting at a team mate. A laser site is only good if you do not want your rifle to take up half of your screen. Which is a easy fix by keeping your screen pointed slightly down.

I find that I am fighting in close ranges, and mid ranges.
Crow 8. Juni 2022 um 9:24 
No, the AI does not see through the smoke. They will literally walk through it blindly and let you massacre them, stop pushing this narrative about smoke.
BirdOfPray 7. Juni 2022 um 11:49 
Using smoke on PvE only blinds you and AI always see through it.
Kizu 5. Juni 2022 um 3:56 
One thing i have to point out that even most high level players are too dumb to use a class how they are supposed to. (For example a demolition just using an SMG and nothing else)
Marksman Max 5. Juni 2022 um 1:21 
Armor in Coop is easily worth using, as it makes much more of a difference at range. Even Light Armor stops most battle rifles from one-shotting you, and Heavy Armor in particular is extremely useful for those random wallbang shots.

@Bohan the "prone to avoid gas" trick no longer works.
Snoop Sloth 27. Mai 2022 um 17:19 
I want those cache points and I'm gonna get them. My monkey brain only sees a grain of dopamine and nothing else. Also M+F1 on the cache instead of malding about damage. You respawn after the objective, but we don't like number under deaths. We are all monke in the end. :lunar2020gigglemonkey: :DSTpoop: :lunar2020gigglemonkey:
Bohan 21. Mai 2022 um 17:45 
One thing worth mentioning is that you can prone to avoid gas if you opt not to bring a mask. Also, playing with your team is good, but grouping too tight is bad. The more people in a room, the higher the chance of a single RPG taking everyone out. Great guide!:Ocelot: