[Game] Insurgency 2 - Kickstarter

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
Its not about if we have enough weapons in RO2 but are those weapons RU or GER made... In Insurgency 2 they can add whatever weapons they want.

I preferred INS1's stance on weapon additions. :p

Though yes, more weapons would certainly be nice.
 

GnaM

FNG / Fresh Meat
Feb 14, 2006
337
0
0
Didn't know they were at a playable stage, so I'm glad I stumbled across this. I have to say I'm a little befuddled by the new direction - you appear to play PMCs vs Insurgents and the classes are "Skirmisher, Grunt, Tank?" lolwut?

If the gameplay is good, it doesn't matter what they call their classes, but it definitely seems like a nod in the wrong direction.

Regarding weapon numbers, it would have been simpler from a development standpoint if they'd just gone US military vs insurgents. Then you'd basically just need an M16A4 and an AKM and that's it...worry about other weapons later.

I think people tend to get a little out of hand with the insurgent gun porn fantasies. While the have been occasions where PPSH's and Stg. 44's were found in insurgent's weapon stockpiles, that's the exception rather than the rule.
 

HeadClot

FNG / Fresh Meat
Dec 2, 2010
286
110
0
Utah, United States
Hey Guys,

I am just going to say that this game is great!

Keep in mind this is not a review - Just my personal opinions on the game.

I currently have a promo code that is good from the Kickstarter. I am buying my close buddies copies of Insurgency 2 whether they like it or not. I believe that strong in it.

As for the lack of weapons and such - Got to remember it is still in alpha so things may be added or taken away as needed.

The core game play that made insurgency great is still there in INS2.

Just none of the advanced features are there yet. There is a upgrade system for your weapons. However It is supply based.

~ HeadClot
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
I've tried it for a few minutes. In its current state it is clearly an alpha, so don't expect a near finished game. It feels considerably more unfinished than the INS mod did years ago.

I am getting mixed feelings from it. Seems to be realistic and geared for tactical play in some areas, but not in others. MP40s with ACOGs and suppressors were an odd choice.
 

Rattler

Grizzled Veteran
Dec 20, 2009
2,816
313
83
Why the third person/world weapon models are so damn low poly ? Its like we are in the 2000s lol..
 

GnaM

FNG / Fresh Meat
Feb 14, 2006
337
0
0
I've been playing this week, and it seems there's been an update since all those unrealistic vids were recorded. Movement is now very slow even with the light class (comparable to RO2 classic mode, or Rainbow Six Vegas wearing the heaviest armor) and recoil is high enough to make semi-auto preferable at medium and long range.

All in all, the core mechanics seem quite well polished, and the only downside to gameplay is that the maps are rather small to sustain a respawn gametype - it feels like you are always getting into the same firefights in the same locations, and whoever dies, they just respawn and run to the same location and have the same firefight over again. I feel a 1-life, round-based Plant the Bomb or DTAS gametype would go a long way to fix this...at least until some larger INS/RO-sized maps can be created.

It's also worth mentioning that as of the latest version there's not much difference in mechanics between regular and realism mode - meaning, the non-realism mode still has pretty realistic mechanics. The only major difference I notice is kill cams - movement and recoil and sway are still pretty spot on. They are also in the process of redesigning their class system to be more like a INF/Arma-style loadout system where classes are essentially just "loadout presets" which can be tweaked and customized before committing to the gear. This indicates to me that the devs have moved away wanting the standard mode to be balls to the wall arcade.

Furthermore, after making some comments on their forums, a dev instantly replied thanking me and asking for more feedback. This is in sharp contrast to certain other realism projects where the devs just ignore the community or lock threads which get under their skin. I'm optimistic that this project will continue to improve.
 
Last edited:

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
My impressions so far:

- Movement speed, at least as of last light, is rather good. Slower than RO2 and getting to a full spring take a few moments. It is not instant. It really facilitates slow and careful movement.

- Hit detection seems rather good. When I clearly hit them, they died.

- Damage is mostly 2-3 shots, often times one. MP40 takes more hits (obviously, 9mm SMG), so the damage system is proper for different weapons.

- Recoil is not overdone, but is present. Semi automatic is actually practical. The AKM has some recoil, but it still seems rather realistic. More than the M16, but nothing absurd.

- Guns sound loud and powerful.

- 3D scopes are excellent.

- Reload animations and are well done, though maybe a bit too slow.

- Firearm 3D models look excellent.

- Elimination game mode (no respawns) can be fun and tense. Works nicely on the small map I played.

- Weapon sway is present and not over done. Enough to prevent whack-a-mole gameplay but nothing frustrating or abnormal. Very nicely done.

- Freeaim is spot on, like RO1. Enough to make spraying from the hip a bit more difficult (I tried) but not enough to make it hard to maneuver your character. Very nicely done!

The bad:

- Odd firearm choices such as MP40s with rails, ACOGs and whatnot. Fun to use, but why not an Uzi or MP5? Full auto "M16A3". Could have just added in the C7A2 IMO. SKS with detachable magazine, Mini-14 ect. Point being, there are much better choices out there.

- The few maps I played are rather small. Looks like this will change in the future. Looking forward to playing on larger long range maps.

- The ACOG isn't an ACOG externally, but I assume this will be fixed in the future.

- Ragdolls which launch players into the air when hit occasionally. Obviously alpha build related bug.


Some odd decisions, but the overall game in its current state actually does feel tactical and realistic. I actually had fun playing it. I hope they continue to keep this more realistic pace/gameplay as it currently is and don't bother with an easier difficultly setting. The maps are extremely ugly even compared to the INS mod, but this should change in future builds.

Note that there is no specific theme, it is just random security forces fighting random insurgents. This can give more leeway for weapons and whatnot which is okay with me.

We might actually have a nice tactical shooter on our hands.
 
Last edited:

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
1,786
373
0
Goteborg, Sweden
Move while lean is sort of like 50% of the lean while standing still.

You cannot lean while prone atm. I am sure it will be if enough players want it though. Personally I am not sure if I want it as I fear it would result in worse game play if prone becomes too OP.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
I'll double check the lean while moving. It seemed like as you started to move you went to a standing position.

Prone leaning is an interesting subject. Is it practical and common in the real world?
 

GnaM

FNG / Fresh Meat
Feb 14, 2006
337
0
0
After playing Insurgency 2 for a few weeks, I played a game of RO2 "Realism" mode, and lord did RO2 feel preposterously arcade by comparison. It's great because while INS2's sprint is slower, it never takes on the sluggish feeling of RO2's classic mode...this probably has to do with better control when you're walking, and better sense of acceleration when sprinting.

I also think the freeaim in INS2 is WAY better than in RO2. Your point of aim isn't locked to the exact center of the screen, yet point shooting also doesn't have the excessively imprecise "limp noodle" feeling of RO2. INS2 feels much more intuitive with its point shooting...shots generally go where you expect them to, or can be 'walked' on target very naturally if they don't.

It just feels much closer to my experiences point shooting IRL (in paintball and laser tag), whereas point-shooting in RO2 and other free-aim games tends to feel like I'm wrestling an artificial, convoluted, and intentionally counter-intuitive system designed to turn point-shooting into a complete and utter dice roll.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
I actually find INS2's free aim to be difficult to use to hit targets while point shooting, though that is a good thing. At the same time, it is possible to walk the fire onto the target. I also much prefer the free aim in INS2 to RO2/RS. I think they got this down perfectly.

I also agree about the sprint, it is much better. Movement isn't as clumsy either.

Suppression is done nicely, nothing artificial and gamey like RO2, yet it makes return fire a bit more difficult.

It still needs lots of work and needs to drop the secondary game mode/difficulties and just focus on realism. Finally, they need to make the next weapons more sensible. The MP40 with ACOG already scared off one potential customer (not me). :p
 

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
Hmm you guys have gotten me interested in this game, though I only moderately enjoyed the mod. How big is the community atm? (player counts I mean)

Kinda a shame it's modern setting though, very bland IMO. (it's fun in Project Reality but that's the one exception for me, and there mostly because PR has actually interesting scenarios, like IDF vs. Hamas)
 
Last edited:

lazerBAR

FNG / Fresh Meat
Dec 19, 2009
219
6
0
You guys have convinced me to pre order this, I played the original like mad and loved it. Also does this have 3D VOIP?
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,440
538
0
Hmm you guys have gotten me interested in this game, though I only moderately enjoyed the mod. How big is the community atm? (player counts I mean)

Kinda a shame it's modern setting though, very bland IMO. (it's fun in Project Reality but that's the one exception for me, and there mostly because PR has actually interesting scenarios, like IDF vs. Hamas)

About 1 server populated, sometimes 2. Setting is fictional.