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.
Évaluations des utilisateurs : Très positive (29,429 évaluation(s))
Date de parution: 22 jan 2014

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Recommandé par les curateurs

"An enjoyable team-focused modern military shooter with a flare for the realistic. A very tense and rewarding experience, not for the easily frustrated."
Lire la critique complète ici.

Mises à jour récentes Tout voir (153)

26 juillet

Update July 26th, 2015 Changelist



UPDATE 7/27: We're releasing another hotfix which resolves issues with the grenades, the radio background noise in VOIP, and adds an additional FOV option. You can look at the hotfix changes below:

Hotfix July 27th, 2015 Changelist

  • Fixed overlapping audio options for non-english localizations.
  • Fixed radio background noise and blip playing while the radio filter is disabled.
  • Fixed grenade gravity amount.
  • Added cvar cl_ads_weapon_fov_scale for controlling the size of the weapon while aiming down sights.
  • Fixed pvp_sustained playlist so that it does not force a mapcycle.
  • Updated Polish and Ukrainian localizations.
  • Fixed missing caps on player models in the training mission and Classic Coop.

UPDATE: We've just released a small hotfix that fixes sv_downloadurl, hollow heads in the competitive theater, M249 deploy height, and AKM being incorrectly referred to as a "battle rifle" in the kit menu.

We are releasing an update to the game that adds a new VOIP radio filter, changes to Hardcore and Elite Coop playlists, new animations, gameplay tweaks, bug fixes, and more. Full changelist can be found below.

Update July 26th, 2015 Changelist

Features
  • Added a radio filter for ingame VOIP, which can be toggled on and off in Audio Options.
  • Added option to disable HTML MOTDs in game settings, this prevents auto-playing video and audio MOTDs.

Map Changes
  • Heights & Station - Fixed the water causing issues with grenades and molotovs.
  • Market (Checkpoint) - Added cover at first spawn and some adjusted spawns.
  • Tell (Checkpoint) - Clipped problem area and adjusted several spawns.
  • Peak - Fixed an invisible wall in the center area.
  • Verticality - Enabled collisions for all jug props and removed the ones that would block the player.
  • Uprising - Fixed a few potential exploits and other minor bugs.
  • Station - Fixed an invisible wall.
  • Buhriz - Fixed minor graphical issues.
  • Sinjar - Fixed roof exploits and other minor bugs.
  • Market - Fixed player not able to block B Firefight when backing into the doorway.
  • Siege bug fixes:
    • Fixed Security able to access D Push before previous points are captured.
    • Fixed a small hole in the restricted area at the exit of INS Spawn.
    • Moved cache D Push a tad to protect it more from AT4 distance shots.

Gameplay Changes
  • In Hardcore Coop, Insurgent opponents are armed with paramilitary equipment, including heavy armor, AK74 with AP rounds, and incendiary grenades.
  • In Elite Coop, Insurgent opponents are armed with less sophisticated equipment, including AKM, Mosin rifles, MP40’s, and molotov cocktails.
  • Made tweaks to Outpost mode:
    • Cache health now resets on wave start.
    • Implemented VO for AI damaging the cache.
  • Reduced cost of Hollow Point ammunition by two supply.
  • You can now hear other players reload and crawl.
  • Grenade projectiles now deal direct impact damage if they come in contact with an enemy.
  • Reduced the bounciness of grenades.
  • Increased holster animation speed for all primary weapons except the M249, RPK, RPG and AT4.
  • Changed baseball slide animation to a slide on the knees.
  • Added the ability to lean with the RPG, AT4 and Knives.
  • You can now pick up a weapon from the ground if you are carrying the same type of weapon (eg. swapping an AKM for another AKM).
  • Added audio fade out during the death to spectator transition.
  • Leaning to the left while standing no longer exposes your leg so much and your character's head is at the same level as your view in first person.
  • Sliding now keeps you crouched if you used the toggle crouch key.
  • The size of the weapon is now kept consistent regardless of cl_ads_fov_scale setting.

Visual Improvements
  • New first person ready animations for the M16, M4A1 and MK18.
  • C79 optic is more aligned with the center of your screen on the M16/M4 and M14.
  • 7x Scope has been centered and moved closer to the screen on the M14.
  • M249 handle no longer moves during animations.
  • Laser and flashlight attachment on the M4 now mounts on the side instead of underneath so there are no clipping issues with the M203.
  • New third person reload, sprinting, crawling, leaning and firing animations.
  • World model of the M249 has moving parts during the reloads.
  • Bipods now deploy on world models.
  • The Security team’s holstered primaries hang in front of their character, simulating a three-point sling, while longer weapons hang over their shoulder, such as the FAL, L1A1, M14, M40, Mosin, SKS & RPK.
  • Insurgent team’s primary weapons holster on the left shoulder, or on their back when not wearing a backpack.
  • Both teams holster the RPG and AT4 on the right shoulder.
  • Added helmets to most Security team classes in coop.
  • Added helmets to most Insurgents in Hardcore Coop playlist.

UX Improvements
  • Updated Ukrainian and Polish translations (thanks to [UA] Nick919 and Kamil Stankiewicz)
  • Fixed scrolling on Workshop subscriptions list in-game.

Bug Fixes
  • Fixed various achievements not properly being triggered.
  • Fixed weapon world model collisions.
  • Weapons are no longer dropped in spawn zones. This was being abused by players suiciding at the start of the round to give their teammates weapons.
  • Fixed exploit used to see through walls with the knife.
  • Fixed bots flashbang responses not triggering properly.
  • Fixed bots in Occupy.
  • Changed Outpost HQ voice over at game start.
  • Fixed an exploit where using the knife could allow you to penetrate walls.
  • Fixed explosion crash for users in 5.1/7.1.
  • Fixed directional audio for proximity squad voices.
  • Local DSP effects are now correctly applied to proximity squad voice.
  • Fixed smoke grenades not always blocking line of sight for AI.
  • Fixed multiple engine exploits (thanks to Nathaniel Theis).
  • Fixed AI rarely talking in cooperative games.
  • Fixed an orientation issue with the M249 muzzle flash. A dirt particle associated with it would be shooting up in the air instead of forward. It was also affecting tracer round effects.

Modding
  • Switched over to the ISteamUGC API for managing Workshop content. This allows for addons of any file size and uploaders are no longer bound by a quota.
  • Uploading a map to Workshop no longer modifies the map file. The upload process will still automatically find overviews, loading background and map voting image but will no longer embed them in the BSP.
  • Unified the uploader for VPK addons and maps.
  • Added “Playlist” category to in-game uploader.
  • Theater scripts now load several of the sound scripts rather than having it in the game_sounds_manifest.txt, this allows theater mods to easily override most of the in-game audio.
  • M4 and M16 carry handle model are no longer shared between both weapons. M4 uses the “a_carryhandle_m4” model & the M16 uses the “a_carryhandle_m16” model. They also use their own diffuse textures respectively.
  • Added 3rd person model attachment system that can be used to add bonemerged model to a player model. This can also be used to create fallbacks when a gear item is not equipped (“fallback_for_slot”).
  • New attachment points have been created on player models to determine where they are placed when holstered.
  • Added several input and output events to the ins_rulesproxy entity.
  • Added Start Breakable flag to prop_door_rotating. This allows for L4D2/CSGO style destructible doors.

Thanks! Have fun! ːsecurityː

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25 juillet

Livestream with Tech Industry Guests



We are livestreaming today, Saturday July 25th, at 3:00 pm EST in a group stream with Insurgency fans from the tech industry. You can tune in to the livestream here.

Our guests today will be Kyle from the AwesomeSauce Network and Ed Crisler from Sapphire Technology. Both channels are computer hardware as well as gaming focused, and have already heard of Insurgency. While Kyle is a little more familiar, we’ll be showing Ed the ropes, and may be joined by a couple other guests as well. Special thanks to one of our dedicated players and beta testers Cellprocessing for helping us put this whole thing together and for playing with us today. Everyone is welcome to join us ingame, server IPs will be given out in the stream chat.

As always, I’ll be happy to answer any questions in the stream about Insurgency. :security:

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Articles

“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

À propos de ce jeu

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.
  • 4 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 --- Three weapon caches must be destroyed by the attacking team to achieve victory. Destroying a cache earns the attackers more reinforcements and time on the clock. The defenders must retain at least one cache from being destroyed and eliminate the enemy team once their reinforcements run dry.

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.

Elimination --- In this single life mode, attackers must destroy one of two weapon caches, or eliminate the enemy team within the time limit. Defenders must kill all attackers.

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.

Survival --- Play as Insurgents and fight against endless waves of progressively difficult Security enemies on night themed maps. Reaching safehouse objectives with your team earns you supply to purchase better weapons and spawns any dead teammates.

Outpost --- Defend your supply cache against endless waves of enemy trying to destroy it. Each successfully defended wave will bring in reinforcements of your teammates.

Configuration requise

Windows
Mac OS X
    Minimum
    • Memory:4 GB RAM
    • Graphics:DirectX 9 and Pixel Shader 3.0-compatible video card 512 MB or higher
    • Hard Drive:9 GB HD space
    • Processor:Intel® Core™ 2 Duo E6600 or AMD Phenom™ X3 8750 processor or better
    • OS:Windows® 8/7/Vista/XP
    • DirectX®:9.0c
    Recommended
    • Memory:8 GB RAM
    • Graphics:Video card 2048 MB or higher
    • Hard Drive:9 GB SSD space
    Minimum
    • Memory:4 GB RAM
    • Graphics:ATI Radeon HD 2400 or better / NVidia 8600M or better
    • Hard Drive:9 GB HD space
    • Processor:Intel Core Duo Processor (2GHz or better)
    • OS:MacOS X 10.6.6 or higher
    Recommended
    • Memory:8 GB RAM
    • Graphics:Video card 2048 MB or more
    • Hard Drive:9 GB SSD space
Évaluations intéressantes des utilisateurs
13 personne(s) sur 13 (100%) ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
51.1 heures en tout
Posté le : 31 janvier
Excellent jeux du point de vue "realiste" ! Travail d'équipe necessaire pour gagner, de la technique et de la tactique sont requise pour prendre l'avantage !

Recommander Pour les joueurs qui aime "stresser" !

Bonne chasse !
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
12 personne(s) sur 13 (92%) ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
29.3 heures en tout
Posté le : 13 juin
Si tout le petit monde du gaming s'accordera à dire que le FPS est bien un genre unique, doté d'une histoire des plus intéressantes, peut-être que certaines personnes ne conçoivent le shooter que comme un jeu bourrin où ça canarde sec, un peu comme dans Call Of Duty, par exemple, et ils ont le droit. Mais ont-ils exploré les autres voies du FPS, celle où la gâchette vive comme l'éclair est remplacé par nos sens les plus performants et une certaine démarche de tactique chirurgicale et implacable tel un guerrier de la Grèce Antique, entraîné aux arts les plus fins de la guerre ? Permettez-moi, chers lecteurs, de poser cette question aux joueurs quelque peu lassés par le gameplay plusieurs fois exploité d'un shooter plus typique, et de leur proposer en réponse de découvrir Insurgency, une expérience haletante, précise, et qui ne laisse pas la place à l'erreur la plus minime. Explications, donc...

Dans Insurgency, il y a plusieurs modes de jeu, tous plus captivant stratégiquement parlant les uns que les autres (Capture de points progressive, coopération,...), mais au final, ce qui attire vraiment avec cet indé, c'est l'immersion presque sans équivalence que nous procure le titre. Ayant pour cadre les conflits contemporains, le jeu nous met dans la peau d'un soldat des forces de sécurité, ou bien dans celle d'un membre de l'insurrection. Dans tout les cas, le gameplay est presque le même pour les deux équipes, mis à part l'armement et quelques autres caractéristiques que je reléguerais ici au second plan pour faire court.

Et donc, comme je l'indique clairement précédemment, l'immersion fait d'Insurgency une véritable tuerie pour tout les amateurs de réalisme et de sensation forte. Tout les éléments fondamentaux d'une simulation répondent présent, comme la vue qui se brouille quand les balles ennemies passent à trois centimètres de votre tête, votre personnage qui gueule comme pas possible, jurant à haute voix, paniqué,...

Et quelle ambiance ! Les bruits de coups de feu au loin, la fumigène qui accentue la peur de tomber nez à nez sur un adversaire lorsqu'il se dissipera, ou encore les avions qui passent au dessus du champ de bataille. Une grande réussite, de ce côté-là.

Le comportement des armes étonne beaucoup, également : que vous décidiez de jouer avec un fusil d'assaut ou bien un lance-roquette, vous allez devoir faire de vos outils de guerrier une extension de votre corps, une prolongation naturelle de votre âme, afin d'en saisir toute les valeurs, et d'être le plus efficace possibles sur le champ de bataille. Toute les caractéristiques d'une arme répondent présente : recul, porté, etc. Un bon choix est un choix qui s'avère utile dans une joute, et il va falloir savoir ce que vous maîtriser le plus dans le jeu.

Concernant les maps, non seulement elles sont très jolies, avec un design très varié selon les environnements (déserts, montagne, villes typiques du Moyen-Orient,...), mais en plus, elles sont pour la grande majorité d'entre-elles bien équilibré, et assurent des combats passionnants, où parfois, il sera nécessaire de revoir sa stratégie, car chaque cartes, qu'elles adoptent un style urbain ou plus naturelle, ne permettent pas une ligne offensive uniformisée, ce qui offre à ce shooter une rejouabilité au grand potentiel. Pas d'exagération au niveau des snipers, aussi. Les endroits où les tireurs d'élite peuvent s'installer sont relativement bien répartis, et les campeurs sont par conséquent assez absents de ce jeu. Une bonne nouvelle du coup, pour que l'ensemble ne soit pas entaché par ce problème, assez récurent dans d'autres FPS.

Pour répondre à la question des graphismes, le jeu est animé par le Source Engine 2013, le dernier en date, donc. Comme pour la quasi-totalité des produits qui l'utilisent, l'ensemble est relativement joli, mis à part quelques ratés de moindre importance, à peine remarquable. On a ici de belles textures, des effets de lumières vraiment pas mal, le tout soutenu par une optimisation qui fait que du bien aux gens qui ne disposent pas d'un PC dernier cri.

En conclusion, il semblerait que la période d'accès anticipé du titre lui ait beaucoup profité, et et permis d'attendre un build final des plus jouissifs. Insurgency est sans aucun doute une merveille du jeu de tir à la première personne, à la fois palpable pour les novices et pour les joueurs plus expérimentés. Il s'inscrit dans le style d'un Red Orchestra et fait très bien le boulot. Vous cherchez un FPS réaliste, rythmé, et qui sollicite au maximum votre vision et votre écoute ? Vous avez trouvé votre futur bonheur.

Note : 18/20
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
522 personne(s) sur 547 (95%) ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
11.1 heures en tout
Posté le : 13 février
Intense & Atmospheric // Attractive For Team-Players

+ Agreeable balance in multiplayer
+ The game's audio is superb and offers some of the better sound effects I've ever heard in a multiplayer FPS
+ Weapon-kit customization is excellent, intuitive and well-rounded
+ The game boasts a healthy variety of firearms, peripherals and equipment
+ Movement feels largely fluid and realistic (save for some hit-detection issues when entering doorways, but to this, one quickly adapts)
+ Menu interface is very minimalist and aesthetically pleasing
+ Multiplayer places an overwhelming emphasis on vocal communication and team synergy; while this can be problematic in a new server, it makes for an incredibly rewarding experience when you insert yourself into a competent group of individuals
+ Variety of entertaining game-modes (despite many large and glaring similarities between them, though this does not take much away from the game in my experience)
+ Seemingly realistic hit-detection and bullet-spread
+ There is no microtransaction or pay-to-win mechanic in this game, and the unforgiving gameplay makes the multiplayer entirely skill-dependent
+ All weapons and equipment are, for all intents and purposes, 'unlocked' from the outset; weapon selection is based upon selected class and available weight distribution, which appears to be more lax as your account accrues experience
+ Detail put into firearms is impressive
+ Very, very high replayability
+ Healthy, competitive player-base
+ No HUD, which lends a feeling of maturity to the experience
+ Night maps serve to give the existing map selection a greater measure of replayability, and add significantly to the level of challenge

- Quite a few bugs and glitches; this includes a handful of CTDs
- Environmental textures and visuals are lacking (though not drastically)
- Learning curve is initially a bit steep, and may deter more casual gamers
- In regard to night maps, night-vision is near mandatory (flashlights make you a prime target in a game that distinctly punishes such behavior), yet it sucks up a massive portion of your weight limit, severely hampering the usefulness of the rest of your kit; it seems to me that the weight of the item is unbalanced and punishes newer players to an inordinate degree

If you enjoyed this review, please follow my curator page. Also, feel free to join my group, LockeProposal's Big Day Out for discussion and announcements. Thanks for reading!
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2 personne(s) sur 2 (100%) ont trouvé cette évaluation utile
22.6 heures en tout
Posté le : 16 juin
Simulation poussé a l'extreme. Je conseil a tout les amateurs
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
2 personne(s) sur 2 (100%) ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
21.5 heures en tout
Posté le : 31 mars
Way better than "cs go", worth 40€/$
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante