Ok, lets take this one piece at a time. I'm not picking on you specifically SnotRocket, but your post pretty much sums up the main points being made by a few people and I figure it's as good as any to use as an example.
Wow a ton of people here really hate the INS team. Honestly this forum has gotten worse and worse over the years. If it isn't RO, it's FLAME TIME!!!!
You sound like KrazyKraut. We have a right to be critical of the game. It is
not the be all and end all of games and it's certainly not worthy of the messianic status it's been given by certain members of the Ins boards. No-one here hates anyone, but at the same time we're not giving them a free pass. You of all people should know that the RO team copped just as much flak during RO's development. Even I know it and I've only been around since just prior to Beta 2. And lets not get started on the Ins boards. They're right up there with the CS boards for rabid fanboy population and crucifying the heathens who dare question the perfection of the "second coming".
SnotRocket said:
Really, grab an M4 (so you can see all around your point of aim) and fire just around a target. You'll notice that the hitboxes are very accurate and there is no issue with them.
If they're stationary, yeah. Hitboxes are great. As soon as they move though, it's on for young and old. The lag compensation skews the positioning and the boxes themselves start to overlap due to the movement. You stated in another post that shooting someone in the chest takes them down. Some of the time, yes. Plenty of times though, you'll shoot someone in the chest or head and nothing will happen. You can see players running around with bullet holes on the back of their heads, or over their hearts and yet they're happily running around like nothing's happened. This is a hitbox issue and it's inherent in all Source games. They chose to use the Source engine and now they'll have to deal with the side effects. Denying it sadly doesn't make it go away.
SnotRocket said:
And people here are complaining about the movement in INS? Have you EVER played RO? Due to the nature of the Unreal engine, the movement in RO is some of the clunkiest I've ever witnessed. INS feels much more like moving about in real life. I never have issues going where I want to go, and not feeling like a robot doing it.
RO doesn't feel clunky. A little unnatural perhaps, but smooth for all that. Ins movement IS clunky however due to a couple of bugs. Firstly, the size of the player's collision box is oversized, allowing a person to get stuck on objects they're not even close to, as well as to block a corridor that should be wide enough for three. Next, the lean doesn't perform a height check, so all it takes is a corpse on the ground or even a 5 unit high brush to block you from leaning. Third, the sprint key must be pressed after you're moving, otherwise it doesn't work. Not a big issue until you realise that sprint is interrupted by a perceived collision with anything, including a step and you have to re-press the button to continue. The result all this is a very clunky, jerky movement style that is quite disconcerting. The bugs are real and confirmed. Whether you choose to acknowledge them or not is up to you.
SnotRocket said:
And as to the suppressing fire issue, I think you must be the only person in the RO community who feels that it works. You seem to think the same actually, when you say that no one else uses suppressing fire. I've been here since beta 1.0, and I can tell you why no one uses it...
it doesn't work!
I can keep an area hosed with fire from an MG42, and a rifleman will simply duck behind cover, aim, pop up, and fire. Immediate accurate fire, and I'm dead. And if you think SMGs can do the job, you're insane. Trying to hose an area with a PPSH is impossible due to recoil, unless you are laying prone AND supported, it just isn't going to happen.
In RO, at the distances represented in Ins, supressing fire works. The furthest you're likely to engage anyone in Insurgency is 100m and that's only extreme instances. Usually it's 50m or less. Try supressing someone at that range and it works. People who stick their heads up lose them. In Ins however, I find it does nothing, as there's no way to know you're being shot at. The supersonic bullet sounds they added only seem to work when they're so close they've already hit you, but apart from that you honestly don't know someone's supressing you.
SnotRocket said:
Really people, grow up. Stop flaming this game because it isn't RO. I didn't like it during beta 1.0 due to the horrible FPS, crashing and TK issues, but with 1.1 the game feels good, plays smoothly, and has a fear of death unlike any other I've played (except maybe AA, but 10 minute rounds tend to do that). It isn't RO and that's fine, they are both enjoyable. I commend the INS team for releasing a high quality HL2 mod FINALLY, I've been waiting a long time for that.
As I mentioned already, we have better things to do than to hate on a game simply because it's not another game. Such a simplistic interpretation of our feelings makes no logical sense anyway. If we all hated it so much, we wouldn't play it would we? I wouldn't spend hours in game and on the forums attempting to recreate bugs and capture them in screenshots for the team to fix. The game has potential, but it's not there yet, not even close. The religious zeal that people seem to have when defending the game is astounding though. The ability to seemingly not notice or gloss over glaring problems is admirable, but it's also the equivalent of living in fairyland. If you really want to make the game as great as it potentially could be, then stop treating it as "perfect the way it is" and apply a critical eye for a moment. If no-one ever points out the flaws, they'll never be fixed and the game will fade back into obscurity, just like all the other high quality Source mods that have gone before (and yes, Ins is not the first Source mod with any sort of quality - try The Hidden: Source, Eternal Silence or Pirates, Vikings and Knights as examples).