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Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 14:01
by Spuz36
Good work on the patch Devs, its nice having a little upgrade to change the atmosphere now and then. New sounds are excellent. Think I heard a Cobra strafing on Muttrah and it sounds epic, like WHAP WHAP WHAP WHAP WHAP, then you get the little pepper on impacts where he is shooting. Hellfire launch sounds kinda like a M203 being launched. More a pop than woosh. LAT does sound nifty now. The one explosion I heard was a LAT hitting the Cobra

Bringing up the new chopper hit points. It was nice seeing the chopper struggle to stay up but gravity took over and he went down. Believe the pilot and gunner lived, before being tracked down...
3 APCs for MEC on Muttrah is interesting, more hellfire fodder. If they team up though, gotta look out.
Just got a nice widescreen, so it looks nice, and the sounds to compliment. Feels like you are really there, guess that's what we are aiming towards

Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 14:49
by alexaus
dont understand giving Russia T90s on fools road
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 15:15
by DankE_SPB
so chechens with tanks is alright but russian army isn't?? it was wrong before, now its ok
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 15:16
by ExoDuUs
Played a bit more today and on Insurgency was laughing out loud at the civis ability to surrender. [rightclick whn unarmed] we lined up and did a ''mexican wave''

as well as worshipped a guy who shot a stryker with an RPG and killed it.
edit: also noticed no more sniper kit arguements! which is a big plus for me admining. Now theyre all in INF squads getting involved and using the autosniper rifle. lol
Alot of people saying the kit selection thing is a bad thing. I disagree on the basis that it stops the kit change while down in the field, I used that exploit alot but it was not realistic at all.. telling squad members to shoot you move ur kit 20m away then revive so you could change to medic or officer.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 15:30
by MANoWAR.U51
Bisshop wrote:Oh yeah, another bad change is the RPG change.
That thing uses HIGH EXPLOSIVE rounds you know.
And the penetrating rockets from the Apache have a 4 times bigger splash?
Come on, those RPGs send shrapnel flying for over 20 meters, not just 6!
well i am pretty sure that the regular version (PR Insurgets) uses a mono shaped charge and the mordernized (PR Russian Forces) uses the tandem shaped charge. They are not so effective against Infantry.
But i still have to agree, i played some INS rounds with the RPG. I positioned myself on a rooftop and encountered some hostiles on foot in close proxity on open field. I took my time and shot a rpg directly under his feets. After the smoke calmed i saw that Guy still running arround. I prepared another well aimed shot and send it again under his feets. That Guy was still intact and running happily arround.
Another Situation was a MG Humvee with a active and not hiding Gunner. Again i was in a higher Position and shot well aimed DIRECTLY into the Gunner. Humvee and Gunner both was still full operational after the hit and had the chance to leave.
I am ok with the reduced Accurancy so you have to take time for your shots and/or move into the close of your victim. But for me that is enough Balance. The nonexistent Splash Dmg is atm a pain in the *** and has nothing to do with the real deal of this Weapon System.
EDIT: for clearance the shaped charge are designated as HEAT (Anti Armor, Shrapnels up to 15ft in rl, used ingame) but are very different to the rare used HE Rounds (Anti Personell, Shrapnels up to 30ft and more in rl, not modelled)
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 15:37
by mosinmatt
The insurgent RPGs are definitely borked all up. Don't even do any damage to anything anymore.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 15:43
by =]H[= BrewCrew
I just want to suggest a stragety used by insurgents..
Squad up with a few civilians & have your guns hunker down in some cover watching over your civi's while they dance in the street. Once US puts their gun away to arrest your civi - LITE EM UP. The easiest US Soldier to kill is the one without a gun. Use civilians as your cover.
Adapt & overcome, Insurgent weapons really do suck
BrewCrew Over & Out.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 16:49
by RHYS4190
only thing that i resent is the removal of the zoom on the vehicle mounted 50cal's but i guess there was a reason for it ,other then that great job.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 16:53
by Thirdeye|Josh
'J.Burton[EEF wrote:;1059933']Video 1 - If you think about it, from the distance the camera is to the target, it's going to look accurate, but if you were much closer you would probably see they're fairly spread out.
Video 2 - .. you don't even see the impacts (fail)
Video 3 - Meh - That video is mixed some are dead on, others are spread out..
Anyway to draw this to a close, the way the hydras spread/act in flight is IMO very very accurate to how they are IRL. Just remember they are unguided, so they will never be uber lazor weapons which hit every target spot on..
This looks exactly like our ingame Hydras.
YouTube - Apache AH-64 Destroys Car - Nosecam
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 16:54
by Airsoft
I like the stop to the spam before the round 'affirmative' 'no' But not a fan of unable to choose kits before round or alive
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 17:28
by fact(n)
something I really appreciate with this patch: we have to manually do the respawn. That avoids the unsolicited respawn at every possible location but the one you may really want.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 17:35
by White Rock
Love the new AR system, it's great.
I get the medic changes, they're ok.
PLA and GB gun sounds are very well made. I always thought those sounds are a bit lacking.
Collaborator is still useless, i wont be playing insurgents anytime soon.
Taliban are even better then before with the new changes so Taliban maps are really fair.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 17:54
by spawncaptain
Love everything but the new RPG damage. Come on, even western APC can be disabled by one or two RPGs.
Maybe it's because the majority of the [R-DEV]s are from either US, Canada or GB?
Anyway, love the rest. Had a nice round on Muttrah where a couple of squads fired at a low and slow flying Huey, seriously damaging it. A few minutes later, I saw that the pilot managed to land that helicopter on a nearby rooftop. Very nice!
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 18:02
by Maverick
NyteMyre wrote:3 things I can instantly think of:
1. You can't choose a weapon during mission briefing, and that's quite anoying.
2. Rally points still get destroyed when enemy is nearby. The number of enemies has even been reduced to two. I still can't understand this change. Isn't it possible to just disable the rally point when there's a bunch of enemy nearby, but they still have to destroy it by hand?
It's very annoying for both sides:
- As attacker, you don't know if you have destroyed the rally point if there is one
- As defender, some ignorant troops walking by can overrun it.
3. Headshot still don't kill
3. Headshots don't kill... Are you serious? I mean come on. You get one kill for them to get revived, then shoot them one more time(Within a min. ) and they're DEAD.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 18:33
by Alex6714
Maverick wrote:3. Headshots don't kill... Are you serious? I mean come on. You get one kill for them to get revived, then shoot them one more time(Within a min. ) and they're DEAD.
I think his point is that with a bullet in your head being revived is the last thing youll be doing.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 18:47
by KarateDoug
Head shots don't kill?! Why not? Doesnt make much sense to me.
This new RP over running thing is quite annoying. I hide my RP's well and in pretty far away areas and still yesterday i had about 15-20 overruns. That was incredibly annoying and fails to make any logical sense to me. If someone could please explain what the logic behind that is I'd love to hear it.
IMO Qwai is very unbalanced when playing as an American, but I've heard others say it's unbalanced as Chinese so who cares either way. I just don't understand how 3 strykers heavily firing onto 1 enemy apc does not even get the thing smoking or at least crippled. IRL the tires would've been flattened at least. That was an annoying experience. And yes I understand that the strykers only have 50 cals.
On a positive note. The new sounds are sweet. I like the Heli damage effects. Im enjoying the M4 and the auto rifle and the 2 player RP setting.
Still i dont understand the RP over running logic.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 18:52
by krekc
insurgents are now little more than cannon fodder, it's difficult enough when the server is full of twats that will only play on the coalition side, but now you've castrated the insurgents - ripped their bollox off completely. "insurgency" will just die out and spare we the adopt and over come rubbish, may as well make it co-op against bots so all those team swapping twats can feel great but not at others expense..
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 18:55
by Rudd
krekc wrote:insurgents are now little more than cannon fodder, it's difficult enough when the server is full of twats that will only play on the colliation side, but now you've castrated the insurgents - ripped their bollox off completely. "insurgency" will just die out and spare we the adopt and over come rubbish, may as well make it co-op against bots so all those team swapping twats can feel great but not at others expense..
I think ur exagerating. The Insurgent team is still fun to play, you just can't expect to go toe to toe with another squad and win with brute force.
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 19:06
by KarateDoug
krekc wrote:insurgents are now little more than cannon fodder, it's difficult enough when the server is full of twats that will only play on the colliation side, but now you've castrated the insurgents - ripped their bollox off completely. "insurgency" will just die out and spare we the adopt and over come rubbish, may as well make it co-op against bots so all those team swapping twats can feel great but not at others expense..
Insurgents have always been a horrible faction and now it has become even more of a reason to leave someones server. If I'm gonna waste my time playing an entire round than you better believe I'll take my chances as a faction with at least half a chance of doing anything good. I'd have more of enjoyable time running in a 6 man squad led by a 5 year old whos mic is on voice activation.
Just cause the enemy team is stupid enough to not be able to find enough caches to win doesn't mean that the insurgents actually did anything good, they just managed to slowly take the tickets away from the enemy to cause a "win". The guns were useless before and now they have been made even more useless by the onset of a progressively more failed bullet deviation and a RPG that ha been turned into a useless thing unless you can manage to actually get close enough to the enemies humvee/rover/trans truck. Does anything kill a tank? Besides Chuc and Big Red.
IMO you guys do great work, but dont you want this to be fun for both teams?
Re: FIRST IMPRESSIONS:v0.86
Posted: 2009-06-20 19:10
by marcoelnk
thats all that has to be said :
CONGRATS to another very successful release.