Hello everyone!
This is the official changelog for Insurgency: Modern Infantry Combat Beta 2. Please keep in mind that we are not being exhaustive - there have been many smaller changes implemented, bugs that have been fixed, etc.
We hope you'll like the new features and improvements! We are sure that Beta 2 will provide a more enjoyable experience than previous releases.
Insurgency: Modern Infantry Combat Beta 2 Changelog:Changes to the VGUI/HUD:
• Allegiance screen implemented: Selection screen (Team, Squad and Class, with 3D visualization of the player model and weapon selected).
• Armory screen implemented - now able to select multiple weapons for certain Classes and customize your character's appearance.
• New overhead map implemented - displays your Objectives and the position of your team mates.
• New HUD elements that will help you navigate to the Objectives.
• Objective HUD indicator - at a quick glance, shows the location and status of the objectives, as well as the position of your Squad Leader. It can also be turned off by default, and access it only when it's needed.
Weapons:
• New weapons: AKS-74U, M4 with Forward Pistol Grip, Al-Kadesiah, SKS.
• Certain classes now have multiple weapons to choose from in the Armory screen.
• M203 now reloads all the 40mm grenades on Marine's load-out.
• M249 skin/model updated.
• FNFAL has been renamed to L1A1, since it is a semi-automatic model.
• Movement speed with iron sights fixed.
• Aiming with all weapons has been fixed.
• Weapon: recoil, damage, POA, POI have all been tweaked.
• Fixed the bug where grenades sometimes didn't make sound after bouncing off objects
• A primed grenade will now explode if you die.
• Class load-out adjusted.
• Damage system has been improved.
New Features:
• Insurgency will now support third-party TK protection systems, and will come with one in the default installation.
• Re-Styling and re-skinning throughout the game.
• Commander promotion system. Commander is no longer a different class.
• You no longer have to hit the forward key before being able to sprint.
• New Class Added: Sergeant/Militant - With access to better weapons and equipment, this class will be good for experienced players that can turn the tide of the battle. Their loadout will allow them to lead a squad of 4 men to the frontline and provide them with cover fire and smoke screens. They will be able to choose between the M4A1 with vertical grip and the M4 with Aimpoint (USMC) and the AKS74U or FNFAL (Insurgents). There will be 4 Sergeants/Militants in every 16-players team.
• Fast Switching. You can use the number keys to change your weapon.
• New tips added to the map loading screens.
• Added 2 short Intro videos.
New Loadouts:
The objective of the new loadouts is to reflect realistic loadouts as much as possible while keeping gameplay interesting. Attention has been paid to all recommendations given by the INS community on "realistic loadouts" topics, especially from those of you with combat experience. Cooperation between classes will be basic to provide covering fire and smoke curtains, etc.
Squad Layouts:
The layouts of the squads have been changed. They still retain the distinction between "Assault Team" and "Specialists Team".
MAPS:
• All the maps have been revised and tweaked wherever necessary.
• New Map: INS_Samawah - night urban map.
• Improved spawn protection areas where necessary.
• INS_Haditha - New underground environment, many new pathways.
• INS_Hillah - many improvements.
• INS_Karkar - Expanded tunnel system near Bravo. Multiple pathways now to Charlie.
• INS_Sinjar - Alpha & Bravo areas completely redone.
The following is a description of all major improvements/changes in the existing maps:
Due to the amount of changes done to the maps, we thought the best would be to get the level designers themselves to write a list of their changes. This is the result
Ramadi:
• Several performance tweaks to increase framerate.
• Spawn protections for USMC and INS
Karkar:
• Added extra tunnels for objective B and a sniper position near USMC spawn.
• Improved spawn protection at USMC start position.
Almaden:
• Added USMC spawn protection and clipped some balcony's that were exploited.
Baghdad:
• Removed a sign reading "Allah" from the map.
• Smoothed movement throughout the map.
• Removed some artificial barriers (invisible walls).
• Better placement of some props.
Haditha:
• Added major underground route from team spawns to objective B.
• Smoothed movement throughout the map, no more getting stuck on objects you shouldn't.
• Better placement of props to encourage street engagements.
• Revised all objectives for better defense.
• Players are now protected against spawn killing.
Sinjar:
• Spawn protections.
• Extra clipping to help smooth out movement in certain places.
• Objectives are better recognizable and make more sense.
• Revised the 'bridge base(Bravo)'. It's now also possible to access it.
• Performance increase overall: also in and around the village.
• Added more exit routes from the bunker.
• Objective Delta is now the Radar Station.
• Relocated some spawnpoints to avoid spawn camping.
• Added a new route to objective Alpha.
• Added ambience sounds.
Hillah:
• Spawn protection entities.
• Added buildings in front of the ins spawn to block a direct line of sight and to prevent camping the spawn exits.
• Added a 2nd floor room in the ins spawn to kill anyone attempting to spawn camp (only accesible by ins team)
• Modified the route leading directly to Alpha from the ins spawn
• Added a shop that can be entered next to Alpha on the ins side
• Tweaked cover at Alpha
• Added a shop that can be entered next to Alpha on the USMC side (a lot further from the objective than the one opened for the ins team)
• Modified the mall interior (looks more mall-like now)
• Tweaked cover at Bravo and added more tree plant pot things.
• Changed the shop near the mall exit leading to Charlie. Boarded up a lot of the windows and added a delivery truck and crates to act as cover.
• Created an exit from the car part leading up to the terrace where Charlie is.
• Tweaked cover at Charlie.
• Added a 2nd floor to the shop next to Charlie overlooking the objective.
• Added some signs on the walls at Charlie to block the direct line of sight when in the new 2nd floor room.
• Tweaked the left USMC exit so that the enemy is a sitting duck if they come anywhere near it.
• Tweaked cover all over the map (this list will be 5 pages long if i wrote all the changes).
• Added more detail to the whole map (another 5 pages if I write all of it).
• And just because ritual noticed it, I removed the slide, added a VW van and added nice yellow lines to the carpark.
Other Fixed Issues:
• The scoring system should now work properly.
• Player viewheight is fixed.
• Fixed loading Screen shows map info of LASTMAP instead of NEXTMAP.
• Fixed the bug where dead players/bodies could capture objectives.
• Fixed spawning inside other players.
• All objectives are now listed in the commander's menu.
• Fixed several reported crashes.
• Grenadier is now scoring correctly. No more negative points for kills.
Known Issues:
• The objective indicator system does not allow the compass to be hidden. The "Cycle Indicators" key will only alternate between displaying the new objective indicators permanently and display them only when needed.
• There might be some small inadequacies between the compass and the new indicator system.
• Under some resolutions, text on the loading screen might appear slighly offset. However, it's still readable (only last letter partially affected).
• Loading VGUI might not be used sometimes when changing maps.
• Commanders are not able to resign. They will have to wait until the end of the round.
• Players are able to reload while sprinting - this feature will be removed in a future patch. New animations are being done (next incremental update) to show that sprinting cancels your reload process. Until then, this feature could cause strange bugs -disappearing rockets or ammo- because it's hard for the player to tell when the reloading process has been completed in the heat of the battle. Hence, we decided to let people reload while sprinting to prevent those bugs from happening.
• Bipod deployment on some surfaces/locations might fail and require several attempts.
• Some objects like scaffoldings on some maps are inmune to bullet penetration.
Of course, we have also added:
• [URL=]Real time weapon change[/URL](tm).
• [URL=]Giant enemy crabs[/URL].
• The occasional easter egg.
See you in Beta 2 really soon!
Posts
Cant watch youtube videos at work. But in my expirience they never said it in a convincing matter. I've seen the videos of the real thing on youtube (humvees being blown to pieces) and they scream that shit like they want me here in the states to hear it.
I can't decide if that was hilariously terrible or terribly hilarious.
I'd say terribly hilarious. The "Allah Akbar" bit during the blooper reel made me do a spit take.
A Red vs Blue style "War in Iraq" show based on this mod would be great.
Why do you all release in november? Assholes
3ds friend code: 2981-6032-4118
So until a hot-fix is out, don't expect the servers to stay up when the map changes.
Too bad, since Beta 2 has so many improvements otherwise.
Nevertheless, I downloaded it and played a few maps. I don't know, but something is gone for me. I don't feel the same love for it anymore. Everything is just so clunky and awkward in terms of control. I think COD4 and TF2 have spoiled me greatly. Unfortunately, it looks like I won't be going back to this game. Maybe I'll try it again in a few days, give it a full weekend. But yeah, that spark has died for me.
Torrent
http://forums.insmod.net/index.php?showtopic=13502
Getting 400+kb/s on a torrent I'm not technically supposed to use? Fuck yeah. Thanks.
Glee!
Edit: I'm going in!
Um.....how about no? -I- and I alone will choose what class I want to play as. It's stuff like this that makes people use the third party mods that ruin the server stability, because some people don't want to play a throwaway round on every map that counts against your score. It's in the same vein that TF2 players hate about autobalancing you in the middle of the match and hands you a loss after you worked so hard to win. =\
You know what i hate about this game? Forcing you to use the fucking RPG. Fuck that.
The guns feel horrible. Huge recoil. I know it's trying to be realistic and stuff, but I seriously doubt that shooting at the sky after the third round is realistic. I'd like to think that the gun could be at least held pointing forward, even if horribly inaccurate. Also I completely hate the way classes work: Sometimes you end up with a weapon that you don't really like at all and you're forced to use it. At least give me the option of using a normal gun instead (AK or M16) with any class. Also I don't like that crouch is not a toggle (there must be an option I missed here?). Not sure what to think here :? I like realistic shooters but this didn't really give me a good first impression. Any tips?
Yea they changed the way some of the guns fire, it feels horrible now, and I hate the way you're forced to use a weapon you don't like (usually the missile launcher). But you can always drop the weapon and pick one off a dead body, and you get used to the guns eventually. I hope they change it, but all in all this is one of my favorite mods for any game ever.
In the advanced settings of the multiplayer tab choose alternate stance mode. You can also set your default fire mode, I have mine set to semi-auto.
Also, the RPG is godly in the right hands.
Actually that recoil is new. It had recoil before but apparently they kicked it up a few notches.
The game can be fun. Still a bit too rough though. Let's hope they can fix the more frustrating things soon.
Oh, thanks! That helped a bit. Still can't get quite used to the movement (it feels a bit clumsy), but being able to toggle crouching helps quite a bit to survive. And the default fire mode thing helps... until you're dealt a Machine Gun and have to reset the fire mode to kill every time you spawn. Should be able have a different one for those.
I can't remember why I stopped playing INS. I think mainly because I was best as the Grenadier, and at the time they had the negative point bug, so i'd always end up at the bottom of the score. That and I'd constantly get stuck with the RPG.
Anyway, now that TF2 is starting to lose its appeal I'll fire up INS again.
Although, I was on a very well organized team on the USMC side, we were only able to win on Almadan once! This during a round when we had 40 respawns left going towards Charlie.
I really like how they tweaked this map and made a lot of the capture points double caps, and how you can actually block someone from capping.
Kudos to the Insurgent team.