Insurgency Review. Insurgency мышка идет вверх


: Group Announcements :: Insurgency

This update includes a new map, Linux support, new weapons, a new coop game mode, new AI, spectator improvements, grenade launcher sights, and more.

https://www.youtube.com/watch?v=QD5Nl1D1QQoThis update will be a large download because we have reworked our coop maps and merged them into our main maps. This means we now have support for Outpost Night, Hunt Day, Survival Day. There are now over three times the amount of cooperative scenarios, and the game takes up 1.5 gigabytes less space.

Insurgency is also being featured in the latest Humble Bundle[www.humblebundle.com]. If you are interested in further supporting us, you can donate to the bundle and select “Developers” and then “Insurgency” in the sliders below.

New Engine Features

  • SteamOS and Linux support
  • Added official Steam Controller profile

New Game Features

  • New Conquer Cooperative mode. Secure and hold three objectives, while seeking out enemy weapon caches to cripple their supply.
  • New navigation mesh spawning system allowing the game to have three times more coop scenarios while reducing the game by 1.5gb on your hard drive. New coop scenarios which were previously not supported include Conquer (day and night), Hunt (day), Outpost (night) and Survival (day).
  • All new AI behaviors including use of cover, retreating, weapon based stances, bipod usage, pistol swap, arousal system; improved combat logic, use of grenades and targeting system
  • New environment interaction features including sprinklers, breakable radios, cash registers, breakable pots, improved breakable vehicle windows.

New Maps

  • Kandagal.
  • Layout for Contact expanded, with day and night versions.

Weapons and Upgrades

  • Galil assault rifle.
  • Sterling sub machine gun.
  • Model 10 revolver.
  • Grenade launcher sights.
  • Extended magazines.
  • Updated M1 Carbine & L1A1 SLR models.
  • Updated first person pistol animations.
  • New M4A1, M16A4 & MK18 first person animations.
  • New Grenade, Molotov, C4 & IED first person animations.
  • 7x scope is now available on the M16A4 for the designated marksman.

Gameplay Improvements

  • Extended grenade functionality:
    • With cookable grenades, left click will release the spoon on the grenade and will start cooking immediately.
    • Right click will prime a grenade without cooking and the left mouse button can be used to start cooking.
    • Middle mouse button will prime a lob without cooking. Clicking either the left or right mouse button will begin cooking.
  • New C4 “plant” function.
    • Holding right click will stick the C4 to a surface you’re looking at if you’re close enough.
  • Improved blinding effect of flashbangs, they will also suppress enemies who are blinded.
  • New headshot sounds.
  • Updated Classic cooperative playlist’s starting supply and enemy strength to be more of a mid-way point between Elite and Hardcore.
  • New burned and blown-up skins for players who get killed in the corresponding way.
  • Laser sights and flashlights can now be used when using the underbarrel grenade launcher.
  • Lowered arm distance on launched smoke grenades.
  • Laser sight is now shown during the weapon draw animation.
  • Allow getting up from prone in water. In some rare occurrences a player could be stuck in prone underwater.

User Experience

  • Redesigned menu user interface
    • New Community menu featuring Insurgency social networks
    • New Help menu for customer support, mod making, and guides.
    • New Solo menu for creating offline games against bots.
    • Note: This is just the first small step towards overhauling all menus.
  • Improved in-game controller support:
    • Controller-specific recoil handling to make it more manageable.
    • Added bindable combined actions:
      • +stance: Press to toggle crouch, hold to prone.
      • +usereload: Press to reload, hold to use.
      • toggleprimarysecondary, togglemeleeexplosives for switching between those two weapon slots.
      • Updated default Xbox 360 controller binds.
  • Objective dock on the bottom of the screen better highlights the objective you are in.
  • When switching to a weapon or gear item that would otherwise put you over the weight limit, the previous item in the same slot is no longer sold when the purchase is denied.
  • Insurgent weapons now use the Security-style suppressors in coop.
  • End-game map voting now shuffles the map selection by default. Server admins can revert to the old behavior by setting sv_map_voting_shuffle to 0.
  • Added server cvar sv_alltalk_intermission so all talk at the start of the game and between rounds can be disabled (disabled by default in the Competitive Match theater).
  • Added server cvar sv_alltalk_endgame for doing the same when the game ends.
  • Workshop menu is now sorted alphabetically, separates published and subscribed files and is a lot more responsive.

Spectating features

  • Added x-ray overlay which can be toggled with the firemode key (default X).
  • Camera smoothing for the free fly spectator camera, disabed by default. To enable it enter the following commands. The amount of smoothing is configurable for every setting and the maximum banking angle can be adjust as well using spec_bank_angle (negative values make it bank in the other direction)
    • spec_interpolate 1 (smooths mouse movement)
    • spec_interpolate_position 1 (smooths out camera position changes)
    • spec_bank 1 (enables yaw-based camera roll)

Stability Improvements

  • Replaced Chromium HTML implementation with the one provided by Steam. This should resolve an issue that a limited number of users were having where the game would freeze on exit.

Bug Fixes

  • Fixed crouch and stand transitions when leaning.
  • Fixed grenade launcher not being dropped when a weapon with a grenade launcher was swapped with another.
  • Firefight will now trigger the hero cap voice over.
Full changelist here[newworldinteractive.com]. And check out our official roadmap[trello.com] to see what's in store for the future.

Enjoy, we'll see you in the servers.

steamcommunity.com

Insurgency v2.4.0.9 « Skidrow Reloaded Games

About This Game

Take to the streets for intense close quarters combat, where a team’s survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience. The follow-up game to the award-winning Source mod, Insurgency is highly competitive and unforgivingly lethal, striking a balance between one-life gameplay and prolonged action.

Features

  • Over 40 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.
  • 16 maps playable in day and night versions on various multiplayer and cooperative modes, ranging from environments in the Middle East, Africa, and Central Asia.
  • 7 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.
  • 5 cooperative game modes where you and your friends team up to complete mission-based objectives.
  • Free content updates that include weapons, game modes, maps, and new features.
  • Offline practice mode, playing with bots on all game modes.
  • Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.
  • Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.
  • Overhead map detailing objective and teammate locations.
  • Accumulate supply to customize and upgrade your gear, affecting your weight, stamina, and movement speed.
  • Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.
  • Highly immersive particle FX and audio to intensify the game experience.
  • Create custom maps and content using the Insurgency SDK and scripting system, and share them on the Steam Workshop.
  • Playable on PC, Mac OSX, and Linux with multiplayer cross-compatibility.
  • Dedicated Server Support for PC and Linux.

Multiplayer Game Modes:

Push — Three territorial objectives must be captured by the attacking team in sequential order. For each objective captured, they gain more reinforcement and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely. Once the third objective is captured by the attackers, a fourth cache objective must be destroyed, while the defenders have only one life to make a last stand.

Firefight — Three territorial objectives, one for each team, plus one neutral. Each team only respawns when they secure an objective. Secure all objectives or eliminate all enemy to win. Every life counts, making this a very suspenseful experience dependent upon teamwork.

Skirmish — In addition to three territorial objectives, each team has a supply cache to protect. Teams gain extra reinforcement waves until their cache is destroyed. When both teams have lost their caches and all reinforcement waves, it becomes a Firefight match.

Occupy — There is one central territorial objective in the area. The team that controls it does not deplete reinforcement waves. This gameplay in this mode is reminiscent to King of the Hill or “tug of war”.

Ambush — A high value target (“HVT”) must be escorted to an extraction point. It’s one team’s goal to make this happen and it’s the other team’s goal to stop this from happening at all costs. The HVT is only armed with a silenced pistol, but can pick up a weapon from a fallen enemy or teammate.

Strike — Three weapon caches must be destroyed by the attacking team to achieve victory. Destroying a cache earns the attackers more reinforcements and time on the clock. The defenders must retain at least one cache from being destroyed and eliminate the enemy team once their reinforcements run dry.

Infiltrate — The standard Capture the Flag mode, but with a twist. Your team’s goal is to take the enemy’s intel and return it to your base. Your team will only gain reinforcements when someone takes the enemy’s intel, or when an enemy stealing your team’s intel is neutralized. This mode requires very strong team coordination and strategy.

Flashpoint — One neutral territorial objective and two caches on each side. The goal is to secure the entire area, controlling the middle and destroying the enemy’s caches. Your team respawns when they secure the territorial objective or destroy a cache objective.

Elimination — In this single life mode, attackers must destroy one of two weapon caches, or eliminate the enemy team within the time limit. Defenders must kill all attackers.

Cooperative Game Modes

Checkpoint — Complete mission-based objectives in sequence against AI enemy. Each successful objective will respawn anyone who was eliminated along the way.

Hunt — Insurgents are dispersed in the environment, and your squad must eliminate all targets while locating and destroying the weapons cache. High on tension, with only one-life.

Survival — Play as Insurgents and fight against endless waves of progressively difficult Security enemies on night themed maps. Reaching safehouse objectives with your team earns you supply to purchase better weapons and spawns any dead teammates.

Outpost — Defend your supply cache against endless waves of enemy trying to destroy it. Each successfully defended wave will bring in reinforcements of your teammates.

Conquer — Capture the objectives in the area and defend them from enemy trying to retake them. Destroy enemy weapon caches to thin out their numbers.

skidrowgamesreloaded.com

Insurgency Review - IGN

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Think before you shoot. By Craig Pearson

Insurgency is smartly camped on a spawn point between two of the better online tactical shooters: Counter-Strike and Red Orchestra. Slower and more open than the former, but on a smaller scale (with more concentrated action) than the latter, it’s a great midway point that gives you more to think about during the action than simply shooting the other team, but also keeps its pace moving quickly enough that matches don’t turn into 45-minute slogs.

As you'd imagine with a game set in Iraq, Syria, and Afghanistan, the soundtrack is the crisp snap of modern weaponry. Developer New World Interactive has done a good job with those weapons: you don't just pick a class in Insurgency: after selecting a from the locals or the peacekeepers/foreign devils, picking a class and joining a squad, then you tweak your loadout through an impressively flexible system. You can snap off the optics and spend those supply points on an under-barrel grip and suppressor, making the rifle more controllable and quiet for sneaky close-quarters combat; or you could boost the optics and add weight to the barrel, creating a decent long-range rifle out of an M16A4. That spread of numbers extends to the rest of your equipment, so you could sacrifice a side arm and grab more grenades, creating intriguing little sub-classes that keeps both you and the enemy on your toes. It's a good system, yet there’s a huge and obvious flaw: you can't save your loadouts. It's incredibly satisfying to tweak your kit, but doing so each time you play is really clumsy

Death will come from dark corners, through tiny gaps, fired by unseen people. But that's okay. Insurgency’s a slow game, and it pushes you to aspire to join those hidden killers. Of the many modes and maps available (five and 12, respectively, which are mostly a set up for different territorial-control modes), most have a nice mix of open areas leading to buildings and back alleys. Thanks to a heavy emphasis on territorial control, there's a lot of movement, so I was never quite comfortable in any one position. I never found a corner in any of them that can't be flanked or sniped, which is smart level design that works to keep you edgy.

Though there is one huge flaw in the gunplay as well: headshots results in instant death, but the weakness of ankles and elbows also puts you in a lot of danger. I’ve killed a lot of people with a burst of fire aimed at a heel poking out from behind cover. Dying because you took a hit to the ankle almost literally shoots Insurgency’s real-world tactical vibe in the foot.

It's a strange design choice, because Insurgency otherwise gets a lot right: scoping raises your body slightly, and a lot of the cover has been designed to take into account that little adjustment, so you can hide and pop up just above the cover just when you're firing. You can adjust your mouse sensitivity for when you're zoomed in, enabling for twitch responses zoomed out, and slower aiming when you're iron-sighting or scoping. You can even add a little boost to your zoom by holding shift when you're not moving. You're not just aiming a crosshair, but balancing all those little tweaks on the fly. It's not quite Arma III-level control, but it doesn't need to be. It's a pleasant layer of thought on top of the usual mouse-clickery.

A well-laid-out floating UI helps to make sense of some complex game modes. My favourite is Search & Destroy, where the attackers are informed of potential positions, but there are more markers than real caches. Control points are used here to control your team's respawn, so you need to be in immediate and total control or you risk being overwhelmed by a more dominant enemy. You can easily follow friends with tracking diamonds floating on the screen, showing each player's position. Cache markers do the same for objectives. Both are subtle and unobtrusive, and make following the flow of the fight an easy task. In turn, that knowledge helps team play emerge without feeling forced. Perhaps I was just lucky in my choice of servers (or perhaps the community is so tiny that the only people playing are pros) but people I didn't talk to or order around knew exactly where to be, and by paying attention you'll start to recognise moments where suppressing fire is needed, or when it's best to toss a smoke grenade to mask a control point from the enemy or AI.

Oh yeah: the AI. Insurgency has a co-op mode where you clear the level of competent and sometimes-vicious bots, which is good practice. To their credit, I learned a fair bit about the art of concealing myself as I was playing against the automatons.

As I mentioned before, a lot of the map design has been measured to take into account how you use cover. That means the more successful spaces are the urban areas, where entire  games play out like those final, tense moments of a Counter-Strike match. I particularly enjoy District, where the corners are terrifying and even boarded-up windows can be knocked out and shot through. Here, and in most of the other maps, running is only an option if you're making a dash across an open area; the rest of the time you'll want to be bent double, sneaking, even crawling. Less exciting are the mountainous levels, where the clean lines give way to rolling terrain, which makes getting a grip of the angles a lot tougher. There's also one – Heights – that has a hideous amount of bloom.  It's blindingly ugly, though it's in the minority. Most are great places to spend 10 minutes of your time.

The Verdict

It’s impressive how “uncool” Insurgency is, in that it ignores the modern shooter trends. It’s slow, and methodical, and there isn’t a grindable unlock or weapon crate to be found. It attempts to make you think about every step you take and every slight weapon tweak, but the odd hitboxes and frustrating lack of saved loadouts undermines some of the good work.

www.ign.com

Insurgency on Steam

About This Game

Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience. The follow-up game to the award-winning Source mod, Insurgency is highly competitive and unforgivingly lethal, striking a balance between one-life gameplay and prolonged action.

Features

  • Over 40 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.
  • 16 maps playable in day and night versions on various multiplayer and cooperative modes, ranging from environments in the Middle East, Africa, and Central Asia.
  • 7 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.
  • 5 cooperative game modes where you and your friends team up to complete mission-based objectives.
  • Free content updates that include weapons, game modes, maps, and new features.
  • Offline practice mode, playing with bots on all game modes.
  • Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.
  • Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.
  • Overhead map detailing objective and teammate locations.
  • Accumulate supply to customize and upgrade your gear, affecting your weight, stamina, and movement speed.
  • Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.
  • Highly immersive particle FX and audio to intensify the game experience.
  • Create custom maps and content using the Insurgency SDK and scripting system, and share them on the Steam Workshop.
  • Playable on PC, Mac OSX, and Linux with multiplayer cross-compatibility.
  • Dedicated Server Support for PC and Linux.

Multiplayer Game Modes:

Push --- Three territorial objectives must be captured by the attacking team in sequential order. For each objective captured, they gain more reinforcement and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely. Once the third objective is captured by the attackers, a fourth cache objective must be destroyed, while the defenders have only one life to make a last stand.

Firefight --- Three territorial objectives, one for each team, plus one neutral. Each team only respawns when they secure an objective. Secure all objectives or eliminate all enemy to win. Every life counts, making this a very suspenseful experience dependent upon teamwork.

Skirmish --- In addition to three territorial objectives, each team has a supply cache to protect. Teams gain extra reinforcement waves until their cache is destroyed. When both teams have lost their caches and all reinforcement waves, it becomes a Firefight match.

Occupy --- There is one central territorial objective in the area. The team that controls it does not deplete reinforcement waves. This gameplay in this mode is reminiscent to King of the Hill or "tug of war".

Ambush --- A high value target ("HVT") must be escorted to an extraction point. It's one team's goal to make this happen and it's the other team's goal to stop this from happening at all costs. The HVT is only armed with a silenced pistol, but can pick up a weapon from a fallen enemy or teammate.

Strike --- Three weapon caches must be destroyed by the attacking team to achieve victory. Destroying a cache earns the attackers more reinforcements and time on the clock. The defenders must retain at least one cache from being destroyed and eliminate the enemy team once their reinforcements run dry.

Infiltrate --- The standard Capture the Flag mode, but with a twist. Your team's goal is to take the enemy's intel and return it to your base. Your team will only gain reinforcements when someone takes the enemy's intel, or when an enemy stealing your team's intel is neutralized. This mode requires very strong team coordination and strategy.

Flashpoint --- One neutral territorial objective and two caches on each side. The goal is to secure the entire area, controlling the middle and destroying the enemy's caches. Your team respawns when they secure the territorial objective or destroy a cache objective.

Elimination --- In this single life mode, attackers must destroy one of two weapon caches, or eliminate the enemy team within the time limit. Defenders must kill all attackers.

Cooperative Game Modes

Checkpoint --- Complete mission-based objectives in sequence against AI enemy. Each successful objective will respawn anyone who was eliminated along the way.

Hunt --- Insurgents are dispersed in the environment, and your squad must eliminate all targets while locating and destroying the weapons cache. High on tension, with only one-life.

Survival --- Play as Insurgents and fight against endless waves of progressively difficult Security enemies on night themed maps. Reaching safehouse objectives with your team earns you supply to purchase better weapons and spawns any dead teammates.

Outpost --- Defend your supply cache against endless waves of enemy trying to destroy it. Each successfully defended wave will bring in reinforcements of your teammates.

Conquer --- Capture the objectives in the area and defend them from enemy trying to retake them. Destroy enemy weapon caches to thin out their numbers.

store.steampowered.com


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