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.
用户评测: 特别好评 (29,418 篇评测)
发行日期: 2014年1月22日

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"An enjoyable team-focused modern military shooter with a flare for the realistic. A very tense and rewarding experience, not for the easily frustrated."
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7月26日

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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7月25日

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:

2 条留言 了解更多

评测

“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

关于这款游戏

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.

系统需求

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
有价值的用户评测
187 人中有 169 人(90%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1,247.3 小时(记录在案的)
发布于:2月8日
看我的游戏时间就行了~
这篇评测是否有价值? 欢乐
61 人中有 61 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
0.9 小时(记录在案的)
发布于:3月30日
说实话第一次听说这款游戏是用起源引擎制作的我十分吃惊,从半条命系列到求生之路,传送门再到暴乱,我们能见证起源引擎长足的进步。游戏的画质做得还不错,光影效果一般化,可能制作组更多想去向写实方向设计,建模中规中矩,大体能算得上真实。
我对这款游戏的第一映像就是写实,并且在真实感与游戏性的平衡上,他做的很出色,游戏背景设置在经典的混乱不堪的中东地区,经典却又显得有点老套的反恐题材。人物的装
备携带受点数和重量限制,这一设定杜绝了某些射击游戏里遍地高达的局面,使游戏更加贴近真实的战争,枪械的射击手感上也更加写实,不管是枪口的跳动还是后坐力的表现,
都是经过精心设计的,后坐力很贴近现实中一个体格强健的士兵对枪支后坐力的控制力,玩家在压枪时可能比起其他主流射击游戏要费点劲儿。同时游戏也有着较为完全的战术动作与姿势的设计。
其实我感觉官方可能更多地想让玩家去实现团队配合,根据游戏背景来说,美军应该为陆战队,按照陆战队的编制,在一个64人的游戏里,差不多能满足1个排加2个步兵班的玩家
共同作战,游戏也限制了同一兵种的人数。如果玩家有意,完全可以按照真实的军队编制,结合常识性的战术只是,来一场紧张而又惊险刺激的模拟战斗
通俗一点说,这个游戏我个人感觉像arma系列那样强调了真实性和战术思想,又结合当下时兴的快节奏射击游戏简单易上手的优点。
游戏的地图不知道有没有经过精心设计,但是比较写实地还原了中东地区的地形以及建筑特色。
令人略微有点失望的一点是玩家们似乎大多只是把占地和市民召唤系列的打法继续带到了暴动里,网上“能开镜的cs”“真实版占地”的言论屡见不鲜,也有玩家将游戏玩法简洁
为见人开瞄准。当然我并不反对这种玩法,这毕竟是一种休闲娱乐的一种方式,也能让游戏紧张刺激,但是既然制作者们给我们了一个体验真实战争的平台,无脑突突突也有经典
的占地市民召唤,何必将所有射击游戏都当成无脑突突突呢。但是我能看到玩家们意识的转变,游戏的节奏明显要慢于传统突突突,玩家们也更多开始细心思考战术。

我很期待着暴动的改进,和玩家意识形态的改变。这篇评测可能包含了较多的个人看法,如果造成了您的不愉快,请和我联系,表达您的看法。我会很高兴能交到新朋友。
另外似乎游戏目前在制作上有些小问题,我个人是每场游戏玩到20分钟左右一定会崩溃,我的另一朋友是照死里掉帧,也有朋友反映其他问题。希望制作方能不断完善。也有可能
是我电脑或者设定的问题吧。
总之我个人还是比较推荐这款游戏的,他就像初升的太阳,但阳光还需冲破乌云,才能在丰富多彩的大地上熠熠生辉。
这篇评测是否有价值? 欢乐
29 人中有 29 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
59.1 小时(记录在案的)
发布于:6月6日
如果你喜欢拟真的第一人称射击体验,紧张的战斗气氛,但又希望容易学习上手,那insurgency叛乱绝对适合你~

这个游戏最出色的是它拟真的战场气氛~而不是枪支弹道数据有多和现实接近。极其出色的枪械音效,重机枪开火时枪支后座力抖动配上真实的枪声,被压制时候的视野模糊和人物的咒骂喊声,被困烟雾中的不知所措,,夜战中的火光从身边呼啸而,过适时响起的战斗BGM,这些绝对能让人感受到战场的紧张和这个游戏的魅力。

游戏以中东地区的战争场景为背景,游戏同样是像其他拟真的射击游戏那样,没有准心,雷达小地图和弹药数量的显示,负重也会影响人物的速度,在爆炸物面前装备防弹衣仅是纸片对折而已。PVP和PVE都有多种游戏模式,多兵种的配合,提供多种现实中的枪支和配件组合,丰富战术战斗的多样性。(遗憾是小队长的作用没有更多展现,,霰弹枪的应用非常少)

Insurgency叛乱是最出色的起源引擎FPS游戏之一。游戏总体美工出色,游戏画面总体呈冷色调,,光影效果令人满意,给人真实的感觉。枪模制作十分的精细(工坊有的做的更好。。。),开火过后枪口的白烟,,子弹壳落地的声音,都体现出制作在细节上的用心。游戏大多是中型地图为主,也许是为了优化,地面材质略显粗糙(工坊有部分高清材质),但这些并不会影响游戏的总体视觉效果。经过多次的游戏大更新,人物动作和贴图都有很大的改善,火焰和烟雾的效果也比以前好得多了。不过有烟雾还依旧会出现穿墙的情况,对于人物左右侧身时候的动作我就这个表情 (o.O)

自从游戏进慈善包以后,,接触国内玩家大大增加,现在也有不少亚洲服务器,网络效果也比较理想,不必要为网络延迟和人数担心。支持创意工坊,有各式各样自定义的地图,人物模型和武器模型,也有不少国内粉丝制作的作品,不容错过。

PS: 游戏官方中文有弹出程序的BUG,可以订阅创意工坊的量子中文包,或者使用默认的英文版。
这篇评测是否有价值? 欢乐
15 人中有 14 人(93%)觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
13.6 小时(记录在案的)
发布于:5月8日
红管玩家玩这个游戏表示压力不算太大,但就地图来说要比红管小很多,多为近距离交火,转角遇到爱的情况比较多,还有该游戏的BOT AI 好评,虽不说十分聪明但至少不会让人觉得无聊,感觉COOP比PVP要难些
这篇评测是否有价值? 欢乐
12 人中有 12 人(100%)觉得这篇评测有价值
有 2 人觉得这篇评测很欢乐
41.6 小时(记录在案的)
发布于:2月24日
《Insurgency》,这款游戏在不久前还是free game,并且有着极低的评分。而很快他就变成了一款价值15刀并特别好评的游戏。
入这个游戏的理由很简单,起源引擎,而Source引擎的特点就是低硬件要求。事实上在玩CSGO时我就期待有一款游戏,可以具备Source引擎与不错的题材,现在他就来了。
《Insurgency》的定位是模拟现实,所以删去了所有的UI界面以及准心。这也是Source引擎游戏中少有的支持机瞄与shift奔跑的游戏。从实际游戏效果来看,优化的确是不错,即便是中低画质也可以得到较好的视觉效果。但相比于CSGO,后者也是神级优化,《Insurgency》则要在模型细节与人物动作的顺畅度上打折不少,物理效果则是几乎没有。
从游戏性上来说,其拟真程度介于COD与AA3之间,相当于COD的真实模式。但没有AA3复杂的弹道系统,甚至也没有COD的随机落点,没错,《Insurgency》的弹道设定是指哪打哪,这不免有点让人感到遗憾,同时也间接加快了游戏的节奏。
值得庆幸的是,游戏中可以搜索到很多亚洲服务器,著名的量子等。而游戏中的PVP勋章系统的积分在PVP服务器中同样有效,这对于天朝玩家而言还算是一个不错的福音。PVE服务器也同样火爆,事实上AI训练模式官方最近才加入进来,创意工坊也早就有了大量的PVE地图。
总体而言,这款游戏像是一款CSGO版的AA3,官方也在努力更新,值得一试。
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