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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.
Releasedatum: 22 jan 2014
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Recente updates Alles weergeven (88)

Main Menu Lockup Fix

24 augustus 2014

We have found a fix for the main menu freezing. We will eventually be releasing a patch that includes a fix for it. In the meantime, you can use the -nominidumps game parameter.



We believe the freeze is related to our new crash dump handler that uploads crash information to our servers. Doing the above will disable the crash handler, and prevent the freeze.

If the issue persists after doing the above, please let us know.

17 opmerkingen Meer informatie

Hot Fix August 24, 2014

24 augustus 2014

We are releasing a hot fix today to deal with some unexpected issues that came up with the last update. We have fixed a bunch of the more widespread issues with the patch, and are now focusing on resolving the issue some people are having with locking up in the main menu.

We wanted to get these changes out to you guys and let you know we are working on a fix for that too, and will release a hot fix for it as soon as it’s taken care of. If you are experiencing the issue, please help us debug it by posting additional information at this forum post.

In this patch we have also addressed a lot of the feedback we have received with regards to the AI difficulty. We look forward to getting feedback on these changes from more people, and are confident that players will notice a significant improvement in how the AI behave. They still sometimes see through objects in the world, however that’s the next thing our team will spend some time focusing on fixing with the AI in the game. We are also working out a better system for how the AI handle RPGs and will bring them back accordingly.

Fixes

  • Fixed common client crash relating to the firemode display.
  • Fixed server-side crash relating to the map voting system.
  • Fixed a server-side crash in stats system.
  • Fixed crash when an explosive from a disconnected player would be part of a chain explosion.
  • Fixed UI crash when the page up or down keys were pressed on some UI elements.
  • Fixed crash relating to global ban system.
  • Fixed crash relating to Steam tagging system after changing the level.
  • Graphics options menu will now behave correctly after pressing “Back” without applying a change.
  • Key bindings menu will now correctly apply changes when you exit the menu without pressing “Back” at the bottom of the bindings menu.

User Experience Improvements
  • The user is now presented with a message if they could not connect to a server due to version mismatch.
  • Vote options for bot count in Checkpoint have been tweaked to allow for a higher number of bots (added an option for 20 bots per objective).

Gameplay Improvements
  • Coop: Tweaks to bot vision, suppression and aiming.
  • Coop: Improved collision meshes for the reeds and cannabis plants on Panj to prevent bots from spotting players through them.
  • Hunt: Improved bot cache destruction response. Now they will come investigate from far away if they see the explosion.
  • Checkpoint: Increased the number of bots by default.
  • Exhausting grenades or RPGs will now adjust your weight correctly.
  • Doubled the maximum number of ammo types for theater modders.

11 opmerkingen Meer informatie

Recensies

“This game has me hooked and I see it as a proudly raised middle finger in the face of large developers who seem to completely ignore fairness and player equality in favour of potential income.”
9.0 – Hooked Gamers

“Insurgency is going to win fans for its gameplay. The action is highly competitive and focused. It brings me about as close to a real gunfight as I’ll likely ever want to get.”
75 – GamesBeat

“Insurgency is a well paced tactical shooter that's just a couple of big fixes away from competing with Counter-Strike.”
75 – IGN

Info over het spel

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 20 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.
  • 27 multiplayer and cooperative maps that take place in 12 distinctive environments ranging from Iraq to Afghanistan to Somalia.
  • 9 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.
  • Cooperative game modes where you and your friends team up to complete mission-based objectives.
  • 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.
  • Playable on both PC and Mac OSX and supports 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 --- In this attack and defend mode a weapon cache must be discovered and destroyed. There are three potential locations for the cache that the attacking team must get eyes on. The defending team must set up a strong defense, and perhaps even make use of a diversion to fool the attacking team into thinking the cache is somewhere that it's not.

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.

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.

Systeemeisen (PC)

    • OS:Windows® 8/7/Vista/XP
    • Processor:Intel® Core™ 2 Duo E6600 or AMD Phenom™ X3 8750 processor or better
    • Memory:4 GB RAM
    • Graphics:Video card must be 512 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 3.0
    • DirectX®:9.0c
    • Hard Drive:6 GB HD space

Systeemeisen (Mac)

    • OS:MacOS X 10.6.6 or higher
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:4 GB RAM
    • Graphics:ATI Radeon HD 2400 or better / NVidia 8600M or better
    • Hard Drive:6 GB HD space
Nuttige klantrecensies
7 van de 8 mensen (88%) vonden deze recensie nuttig
314 producten op account
13 recensies
22.6 uur in totaal
This game does what CoD and BF cannot do. Making a FPS that works in every way. Co-op is one of the best you can get. All communication options are available and difficulty is pretty high. AI is clever and does things I've never have seen before.
Geplaatst: 2 april 2014
Was deze recensie nuttig? Ja Nee
4 van de 6 mensen (67%) vonden deze recensie nuttig
171 producten op account
1 recensie
211.0 uur in totaal
beste shooter ooit
Geplaatst: 23 juni 2014
Was deze recensie nuttig? Ja Nee
1 van de 1 mensen (100%) vonden deze recensie nuttig
40 producten op account
5 recensies
5.9 uur in totaal
just no words :D
Geplaatst: 13 augustus 2014
Was deze recensie nuttig? Ja Nee
1 van de 2 mensen (50%) vonden deze recensie nuttig
73 producten op account
1 recensie
7.3 uur in totaal
Love this game!

I played Red Orchestra a lot and you can compare both of those games. This is more 20th century while RO is WW2. Very realistic, like it!
Geplaatst: 6 maart 2014
Was deze recensie nuttig? Ja Nee
1 van de 2 mensen (50%) vonden deze recensie nuttig
9 producten op account
1 recensie
22.8 uur in totaal
just feel the war....
Geplaatst: 9 mei 2014
Was deze recensie nuttig? Ja Nee
1,480 van de 1,566 mensen (95%) vonden deze recensie nuttig
237 producten op account
61 recensies
123.9 uur in totaal
Insurgency is a strange animal - a blend of various ideas characterized by other games like Counter-Strike, Red Orchestra, and the cult classic Firearms mod - that manages to do a very good job at providing a tactical, hardcore shooter experience.

On paper, Insurgency seems very normal - two teams, the classic push/conquest/objective style game types, and guns. However, that's pretty much all Insurgency has in common with its modern military shooter bretheren. Insurgency is mechanically a very different beast. Let's start with spawns - instead of having reinforcement pools like Battlefield or Red Orchestra, Insurgency uses spawn waves to regulate gameplay flow. It sounds weird, sure, but it works extremely well in practice.

Let's take a basic game mode, Skirmish. Five objective points, conquest style. Each team's closest points to defend are objectives that can be destroyed, which removes them from the map and tightens up the cap order. Each team starts with 2 spawn waves. These spawn waves kick in every 60 seconds or so. Anyone alive by then stays alive, anyone dead by the end of this timer comes back. Every time an objective is captured, another spawn wave is added to the capping team. This means that players are not only incentivized to do objectives in order to extend their own playtime, but it also increases the team's overall effectiveness. It also means that rounds can take a while or be over extremely quickly depending on the degree of teamwork and individual player ability to stay alive.

The other thing that this game does very well mechanically is its gunfights. In other tactical realism games like Red Orchestra or ARMA, an average engagement is a sniper fest - whoever sees 'em first ends it pretty much instantly. Now don't get me wrong, Insurgency has its share of ingloriously quick deaths and sniping corridors, but an average medium-range gunbattle can often devolve into a stand-up fight involving suppression, repositioning, and grenades, much like a real fight. Part of this is enabled by the fantastic sound design and particle effects - guns are spectacularly loud, a blinding amount of smoke and dust gets kicked up from fully automatic fire, and suppression effects seriously mess with a player's accuracy. Ducking away from a window to have a burst of automatic fire rip up where you were just seconds ago is quite unnerving. Insurgency also seems to be one of the few games that really understands that shooting a real firearm often results in a sort of almost-blindness from the muzzle blast and recoil, which makes attempting to shoot enemies less of a "line-up-and-click" moment and more of "frantically fire in their general direction and hope they don't shoot back". tl;dr: the guns feel realistic and meaty, and getting shot at is freaky.

With that said, however, I must be clear with you - Insurgency is NOT a game attempting infantry combat simulation like ARMA or Red Orchestra. The accuracy and damage dealt by the game's large selection of weapons is on par with those kinds of games, but this is also a game tuned for balance and fun. There isn't any superflous mechanics like changing the zeroing on your ironsights or wounding (like RO2 does), but it does make thematic concessions, like fully animated fire selector switches. The inventory and loadout system also emphasizes that it's still very much a game . The end of rounds gives your team Supply Points, which you can then use to build your character's weapons kit. You can equip armor to hopefully increase your survivability by a shot or two, attach a 4x scope to your SKS to plink at range with it, or shunt your points into a slow-handling rocket launcher, which is good for objectives and heavy suppression. There is no grindy metagame progression system like Call of Duty. It's just the loadout and inventory - all based on your team's performance in and out of rounds. Kind of like Counter-Strike!

As someone who cut their teeth on games like Red Orchestra, I can say this about Insurgency: it is NOT the most hardcore, realistic shooter I've played, but it is most definitely the most FUN I've had with a realistic team-based shooter! For an early access game, they have a very good product released as of this date (12/29/13). I haven't had a single crash yet, it looks amazing, and runs like a dream! They also have quite a selection of maps and well-balanced gameplay to top it all off. If what I've said sounds good at all to you, go on and get this game, even if it isn't on sale. It's worth it.
Geplaatst: 29 december 2013
Was deze recensie nuttig? Ja Nee