Insurgency - Mikee
We are livestreaming today, Saturday June 27th, at 3:00 pm EST with the SOCOM: Insurgency mod for Insurgency. Tune in and watch us here.



Today we’ll be checking out the SOCOM mod for Insurgency. I’ll be playing with the mod’s founder, redline, and talking shop about what they have planned throughout SOCOM: Insurgency’s development. We’ll be checking out classic SOCOM maps like Nightstalker, Desert Glory, and Crossroads. We’ll also play on a few regular Insurgency maps.



You can download the mod here on the Workshop and use its included custom playlist to find a server (it will show up underneath the official playlists in the play menu). Be sure to join up on the official Socom Source Steam group and website to stay up to date on events.

As always, we’ll be happy to answer any questions in the stream about Insurgency or the SOCOM: Insurgency mod. ːsecurityː
Insurgency - Mikee
We are livestreaming today, Saturday June 27th, at 3:00 pm EST with the SOCOM: Insurgency mod for Insurgency. Tune in and watch us here.



Today we’ll be checking out the SOCOM mod for Insurgency. I’ll be playing with the mod’s founder, redline, and talking shop about what they have planned throughout SOCOM: Insurgency’s development. We’ll be checking out classic SOCOM maps like Nightstalker, Desert Glory, and Crossroads. We’ll also play on a few regular Insurgency maps.



You can download the mod here on the Workshop and use its included custom playlist to find a server (it will show up underneath the official playlists in the play menu). Be sure to join up on the official Socom Source Steam group and website to stay up to date on events.

As always, we’ll be happy to answer any questions in the stream about Insurgency or the SOCOM: Insurgency mod. :security:
Insurgency - Mikee


On Sunday, June 21st the ESL is hosting its seventh community cup. Play will consist of 5v5 Firefight and every team, especially Summer Sale Purchasers, are welcome. Sign up to play here for this event. You don’t need to be European team to participate, but be aware that matches will be at EU friendly times and on EU servers. ESL hosts their community cups every week, and have more events, leagues, and ladders planned for the future. To stay up to date, be sure to join the Official ESL Steam group. And if you are a player without a team or just curious about the scene, the Insurgency pick-up games Steam group is an excellent way to meet new players. The competitive community does pugs almost every evening, so watch for events posted and join up in the Teamspeak at the following IP: 144.76.37.13:9989 Feel free to speak to anyone with red sergeant stripes or a blue Bromance clan crest to get started. You can also check out the WTFN community pick-up games at their Steam group here.

Insurgency ANZ, a competitive league composed of Oceanic Insurgency members, is currently hosting its third season of play with CyberGamer. Teams are competing in a 5v5 Firefight competition to prove they deserve to be first in Australia and New Zealand. A fourth season is also in the works, as well as State Championships to be undertaken between seasons. If you’re from Down Under, or a proud Kiwi, sign up on CyberGamer and register/join a team on the ladder here. Also check out Insurgency ANZ's official website and say hello on the community Teamspeak server by connecting to the following IP: http://ts.insurgencyanz.com.

If you aren't eligible for the Insurgency ANZ competitive scene, there are still plenty of Oceanic based public Coop and PVP servers to join, as well as the InsurgenZ zombie mod (by Mike Hawk) and a new mod still in alpha testing heavily inspired by the classic Half Life 2 mod The Hidden. In it, a team of survivors are attacked by ghostly specters armed with their own special abilities. Find out more about what Insurgency ANZ offers and check out those servers on the server list here.

The Digital Gaming League hosts Insurgency competitive matches and events for players around the world. On June 27th at 12:00 PM EST, the DGL will be hosting its very first 5v5 Firefight International Draft Tournament. Everyone is welcome and can sign up here. Teams will be picked about a week before the event. You DO NOT need a team to sign up. Team captains will choose from the player pool and then contact those players. The DGL’s Europe and North American 5v5 Firefight Seasons will be beginning the week of July 6th, so sign up now on http://www.thedgl.org. Please add DGL administrators Link or [FgC]Torix for more info.
Insurgency - Mikee


On Sunday, June 21st the ESL is hosting its seventh community cup. Play will consist of 5v5 Firefight and every team, especially Summer Sale Purchasers, are welcome. Sign up to play here for this event. You don’t need to be European team to participate, but be aware that matches will be at EU friendly times and on EU servers. ESL hosts their community cups every week, and have more events, leagues, and ladders planned for the future. To stay up to date, be sure to join the Official ESL Steam group. And if you are a player without a team or just curious about the scene, the Insurgency pick-up games Steam group is an excellent way to meet new players. The competitive community does pugs almost every evening, so watch for events posted and join up in the Teamspeak at the following IP: 144.76.37.13:9989 Feel free to speak to anyone with red sergeant stripes or a blue Bromance clan crest to get started. You can also check out the WTFN community pick-up games at their Steam group here.

Insurgency ANZ, a competitive league composed of Oceanic Insurgency members, is currently hosting its third season of play with CyberGamer. Teams are competing in a 5v5 Firefight competition to prove they deserve to be first in Australia and New Zealand. A fourth season is also in the works, as well as State Championships to be undertaken between seasons. If you’re from Down Under, or a proud Kiwi, sign up on CyberGamer and register/join a team on the ladder here. Also check out Insurgency ANZ's official website and say hello on the community Teamspeak server by connecting to the following IP: http://ts.insurgencyanz.com.

If you aren't eligible for the Insurgency ANZ competitive scene, there are still plenty of Oceanic based public Coop and PVP servers to join, as well as the InsurgenZ zombie mod (by Mike Hawk) and a new mod still in alpha testing heavily inspired by the classic Half Life 2 mod The Hidden. In it, a team of survivors are attacked by ghostly specters armed with their own special abilities. Find out more about what Insurgency ANZ offers and check out those servers on the server list here.

The Digital Gaming League hosts Insurgency competitive matches and events for players around the world. On June 27th at 12:00 PM EST, the DGL will be hosting its very first 5v5 Firefight International Draft Tournament. Everyone is welcome and can sign up here. Teams will be picked about a week before the event. You DO NOT need a team to sign up. Team captains will choose from the player pool and then contact those players. The DGL’s Europe and North American 5v5 Firefight Seasons will be beginning the week of July 6th, so sign up now on http://www.thedgl.org. Please add DGL administrators Link or [FgC]Torix for more info.
Insurgency - Mikee
UPDATE: We've put out a small update today (about 30 mb) that fixes some issues people were having with the game hanging on startup. It is clientside, so servers will not need to be restarted.

We are livestreaming today, Saturday June 13th, at 3:30 pm EST with actor Thomas Middleditch, best known for his lead role as Richard Hendricks on HBO’s Silicon Valley. Tune in and watch us play content from our new update here.



Middleditch is also known for his work in The Wolf of Wall Street, Jake and Amir, and Penn Zero: Part-Time Hero. He’s acted and written for various other movies and series.



Thomas Middleditch (middle) with the rest of the cast of Silicon Valley

It turns out that Thomas is a big time gamer and even streams regularly on Twitch. And he loves Insurgency. So we’re going to check out our new game modes Outpost, Strike, Elimination, and some other cool stuff as well.

As always, I’ll be happy to answer any questions in the stream about Insurgency. ːsecurityː
Insurgency - Mikee
UPDATE: We've put out a small update today (about 30 mb) that fixes some issues people were having with the game hanging on startup. It is clientside, so servers will not need to be restarted.

We are livestreaming today, Saturday June 13th, at 3:30 pm EST with actor Thomas Middleditch, best known for his lead role as Richard Hendricks on HBO’s Silicon Valley. Tune in and watch us play content from our new update here.



Middleditch is also known for his work in The Wolf of Wall Street, Jake and Amir, and Penn Zero: Part-Time Hero. He’s acted and written for various other movies and series.



Thomas Middleditch (middle) with the rest of the cast of Silicon Valley

It turns out that Thomas is a big time gamer and even streams regularly on Twitch. And he loves Insurgency. So we’re going to check out our new game modes Outpost, Strike, Elimination, and some other cool stuff as well.

As always, I’ll be happy to answer any questions in the stream about Insurgency. :security:
Jun 12, 2015
Insurgency - JBlum
We released an update for the game that adds new Coop and Multiplayer game modes, new animations, a new playlist system, gameplay changes, various optimizations and fixes. You can see the full changelist here in this announcement. This update might also cause some Workshop mods to be incompatible. Players, please unsubscribe and report incompatible mods in the meantime until the authors have time to fix them. Mod authors, please find out how to fix them at the end of this announcement.



In this update we introduce two new modes to the game and a redesign of an existing mode. New to our cooperative modes is Outpost, where players must defend a weapon cache from being destroyed by enemy Insurgents.

For Multiplayer modes, we added Elimination and a new version of Strike. Elimination is a one-life attack and defend mode, with one team attempting to destroy one of two enemy caches on the map.

Strike has been completely overhauled to become a sustained combat mode similar to Push. Both teams have several waves of reinforcements, while the attackers attempt to destroy three enemy weapon caches to win. The attackers gain more waves and time for each cache they destroy.

A new playlist system features official playlists as well as the ability for mod authors to create custom playlists and upload them to the Workshop. This will make it more effective for players to find the sort of experience they favor from Insurgency - whether that is the high tension of one-life modes, or the recurring epic battles of Push, or the very popular cooperative play.

The official playlists are:

Sustained Combat - Prolonged battles with lots of reinforcement waves for each team
Tactical Operations - Intense encounters where reinforcements are sparse or non-existent
Classic Coop - Coop as it was before this update
Elite Coop - More realistic and tactical
Hardcore Coop - More weapons and supply
Competitive Matches - 5vs5 Firefight

Multiplayer playlists are designed to bring similar modes within each. The new Strike mode is in the Sustained Combat playlist, as it has multiple reinforcement waves and longer rounds. Also included are Occupy, Skirmish, and Push.

Elimination is in the Tactical Operations playlist, as it is designed for a slower pace that tactical shooter fans crave. Ambush and Firefight also can be found as Tactical Operations.
We plan on playtesting and optimizing Elimination and Ambush as 5v5 competitive modes for our Competitive Matches playlist. For now, Competitive is 5v5 Firefight.

We’ll be testing these modes for different map configurations and general balance with the community, so please, join us in our regular beta tests by joining the Beta Branch Bunch and the Official Insurgency Community Group on Steam. We post Event updates whenever we test. You can find out how to download the beta version of the game here.

Workshop creators be advised: Because of changes made to animations, multiple Workshop weapon model replacements will be broken or not working properly. Textures should be fine. Please check your submissions and update your items according to the changes. We apologize for the inconvenience. These changes allow for easier modification of weapon models and animations. A guide on fixing weapon remodels can be found here.
Jun 12, 2015
Insurgency - Mikee
We released an update for the game that adds new Coop and Multiplayer game modes, new animations, a new playlist system, gameplay changes, various optimizations and fixes. You can see the full changelist here in this announcement. This update might also cause some Workshop mods to be incompatible. Players, please unsubscribe and report incompatible mods in the meantime until the authors have time to fix them. Mod authors, please find out how to fix them at the end of this announcement.



In this update we introduce two new modes to the game and a redesign of an existing mode. New to our cooperative modes is Outpost, where players must defend a weapon cache from being destroyed by enemy Insurgents.

For Multiplayer modes, we added Elimination and a new version of Strike. Elimination is a one-life attack and defend mode, with one team attempting to destroy one of two enemy caches on the map.

Strike has been completely overhauled to become a sustained combat mode similar to Push. Both teams have several waves of reinforcements, while the attackers attempt to destroy three enemy weapon caches to win. The attackers gain more waves and time for each cache they destroy.

A new playlist system features official playlists as well as the ability for mod authors to create custom playlists and upload them to the Workshop. This will make it more effective for players to find the sort of experience they favor from Insurgency - whether that is the high tension of one-life modes, or the recurring epic battles of Push, or the very popular cooperative play.

The official playlists are:

Sustained Combat - Prolonged battles with lots of reinforcement waves for each team
Tactical Operations - Intense encounters where reinforcements are sparse or non-existent
Classic Coop - Coop as it was before this update
Elite Coop - More realistic and tactical
Hardcore Coop - More weapons and supply
Competitive Matches - 5vs5 Firefight

Multiplayer playlists are designed to bring similar modes within each. The new Strike mode is in the Sustained Combat playlist, as it has multiple reinforcement waves and longer rounds. Also included are Occupy, Skirmish, and Push.

Elimination is in the Tactical Operations playlist, as it is designed for a slower pace that tactical shooter fans crave. Ambush and Firefight also can be found as Tactical Operations.
We plan on playtesting and optimizing Elimination and Ambush as 5v5 competitive modes for our Competitive Matches playlist. For now, Competitive is 5v5 Firefight.

We’ll be testing these modes for different map configurations and general balance with the community, so please, join us in our regular beta tests by joining the Beta Branch Bunch and the Official Insurgency Community Group on Steam. We post Event updates whenever we test. You can find out how to download the beta version of the game here.

Workshop creators be advised: Because of changes made to animations, multiple Workshop weapon model replacements will be broken or not working properly. Textures should be fine. Please check your submissions and update your items according to the changes. We apologize for the inconvenience. These changes allow for easier modification of weapon models and animations. A guide on fixing weapon remodels can be found here.
Insurgency - Mikee
We are releasing an update to the game that adds new coop and PvP game modes, new animations, a new playlist system, gameplay changes, and various fixes. Changelist can be found below.



Workshop creators be advised: Because of changes made to animations, multiple Workshop weapon model replacements will be broken or not working properly. Textures should be fine. Please check your submissions and update your items according to the changes. We apologize for the inconvenience. These changes allow for easier modification of weapon models and animations. A guide on fixing weapon remodels can be found here.

Update June 12th, 2015 Changelist

New Content
  • New Playlists
    • Sustained Combat - Many reinforcements, for epic combat
    • Tactical Operations - Reinforce by objective, or only one-life, for high tension
    • Elite Coop - More realistic and tactical load outs
    • Hardcore Coop - More weapons and supply
  • New Map: Tell (Night)
  • New Coop Mode: Outpost
    • Defend your team’s weapon cache against increasingly intense waves of enemies.
    • Added for Market, Verticality, Sinjar, Peak, Heights and Panj.
  • New Sustained Combat Mode: Strike
    • Three weapon caches which all must be protected or destroyed.
    • Added for Market, District, Verticality, Heights and Panj.
  • New Tactical Operation Mode: Elimination
    • One of the two weapon caches must be destroyed.
    • Added for Market, District, Verticality, Contact, Heights, Panj, Peak, Verticality, Revolt, Sinjar, Station and Tell.

Features
  • New playlist system allowing custom playlists to be created, shared and loaded automatically into the game’s matchmaking system.
  • Mode-specific dedicated server configs will no longer be overwritten with each update. The default settings for a mode are now placed in default_server_<mode>.cfg. If a server_<mode>.cfg exists, that is loaded instead.

Gameplay Improvements
  • Added scoring for kill assists and for each 10% contributed to an objective capture or reset.
  • Added objective point to defenders when capture progress is reset to 0% from 50% or more.
  • Disabled free-aim on all grenades.
  • Reduced sway penalties for suppression and low stamina.
  • RPK recoil increased slightly.
  • Improved consistency in deploy heights for bipods.
  • Removed FOV change from LMG bipods.
  • SKS position has been lowered to prevent the 7x Scope clipping into the first person camera.
  • Grenades and Molotovs are now aimable using the left hand.
    • The index finger points to just above center, allowing you to better judge where your grenades will go.

Optimizations
  • Reduced the networking overhead of each player.

Bug Fixes
  • Restored firing position and direction on M203 and GP-25.
  • Fixed bullets colliding with walls when you have your back to them.
  • Fixed spotting through foliage props.
  • Fixed bots seeing through foliage props.
  • Soft particle settings are loaded from video.txt now.
  • Fixed exploit that allowed clients to see sound names through geometry.
  • Fixed collision meshes on the FAL, L1A1 and AK74 world models.

Animation Updates
  • New first person animations for the M249 SAW.
    • Reloads have been made longer to help with balance.
  • New Draw/Holster animations for all primary weapons.
  • New Iron fire & Ready animations for the M40A1 and Mosin Nagant.
  • Increased the swing of the 3rd person knife attack.
  • Fixed a bug with the 3rd person rifle walk.
  • Reduced the backwards recoil of the SKS and AKS74u iron fire animations to prevent large sights clipping with the camera.
  • M14 EBR bolt locks back on empty.
  • Minor touch ups and bug fixes to various other animations.

Map Updates
  • Buhriz
    • Tweaked restricted zones a tad to avoid potential issues in the future.

  • District
    • Clipped railings in all stairwells to smooth out player movement.
    • Clipped wooden market stalls throughout the map to avoid players from getting stuck between them.

  • Heights
    • Reduced sun glow on day version to avoid players from getting blinded.
    • Removed invisible wall at the back of Firefight A building.
    • Fixed an issue where a player could clip through a wall near C Firefight.
    • Fixed several small issues throughout the map.

  • Market
    • Optimized several areas of the map to improve overall performance.
    • Added more cover around Security spawn.
    • Several gameplay adjustments at C firefight.
    • Fixed an invisible wall on the beach building at Security spawn.

  • Ministry
    • Fixed an issue where the player could get stuck behind some pallets.
    • Fixed player able to get stuck in the collapsed road at the front of Ministry.
    • Removed floating ammo box at the end of the parking in Checkpoint.

  • Peak
    • Fixed player clipping through middle structure when using iron sights.
    • Fixed a bunch of displacement seams around the center of the map.

  • Station
    • Adjusted a rock below the bridge to avoid players from getting stuck on it.
    • Removed a metal sheet near the end of river.
    • Fixed an overlapping displacement at Push C building.
    • Fixed several exploits throughout the map.
    • Additional clipping pass to smooth out player movement a bit more.
    • Fixed several small issues throughout the map.

  • Tell
    • Moved insurgent spawns back for Push objectives A and C.
    • Altered restricted zones for Push objective A which will curtail insurgent advancement.
    • Various implementations to alleviate some unfair spawn camping out of Security Push A spawn.
    • Opened up top of Push A building to allow projectiles to be thrown/shot from the approach to the objective.
    • Alteration of terrain and cover up to and around Push objective A for balance.
    • Added a route to Push objective B to mitigate chokepoint on right flank.
    • Removed a redundant route between Push objectives B and C.
    • Replaced a window en route to Push objective C with a door.
    • Increased cover on approach to Push objective C
    • Adjusted bounds of and increased cover and area within Push objective C.
    • Fixed an exploit where players could leave the playable area.
    • Fixed several smaller exploits and graphical issues throughout the level.
    • Aesthetic improvements throughout.

Modding
  • New playlist system allows users to create a total conversion with custom maps, content and theater scripts.
  • Added support for melee weapons that can consume ammo.
  • Added support for Firefight maps with an even number of objectives. This removes the middle neutral objective.
  • Sway speed for stamina and suppression can now be adjusted in the theater.
  • All primary weapons are now able to use any optic or scope.
  • Missing sight deltas have been created to accompany these. SEC weapons are able use the M40 Scope, INS weapons are able to use the Mosin Scope plus various other sights.

Thanks. Have fun. ːsecurityː
Insurgency - Mikee
We are releasing an update to the game that adds new coop and PvP game modes, new animations, a new playlist system, gameplay changes, and various fixes. Changelist can be found below.



Workshop creators be advised: Because of changes made to animations, multiple Workshop weapon model replacements will be broken or not working properly. Textures should be fine. Please check your submissions and update your items according to the changes. We apologize for the inconvenience. These changes allow for easier modification of weapon models and animations. A guide on fixing weapon remodels can be found here.

Update June 12th, 2015 Changelist

New Content
  • New Playlists
    • Sustained Combat - Many reinforcements, for epic combat
    • Tactical Operations - Reinforce by objective, or only one-life, for high tension
    • Elite Coop - More realistic and tactical load outs
    • Hardcore Coop - More weapons and supply
  • New Map: Tell (Night)
  • New Coop Mode: Outpost
    • Defend your team’s weapon cache against increasingly intense waves of enemies.
    • Added for Market, Verticality, Sinjar, Peak, Heights and Panj.
  • New Sustained Combat Mode: Strike
    • Three weapon caches which all must be protected or destroyed.
    • Added for Market, District, Verticality, Heights and Panj.
  • New Tactical Operation Mode: Elimination
    • One of the two weapon caches must be destroyed.
    • Added for Market, District, Verticality, Contact, Heights, Panj, Peak, Verticality, Revolt, Sinjar, Station and Tell.

Features
  • New playlist system allowing custom playlists to be created, shared and loaded automatically into the game’s matchmaking system.
  • Mode-specific dedicated server configs will no longer be overwritten with each update. The default settings for a mode are now placed in default_server_<mode>.cfg. If a server_<mode>.cfg exists, that is loaded instead.

Gameplay Improvements
  • Added scoring for kill assists and for each 10% contributed to an objective capture or reset.
  • Added objective point to defenders when capture progress is reset to 0% from 50% or more.
  • Disabled free-aim on all grenades.
  • Reduced sway penalties for suppression and low stamina.
  • RPK recoil increased slightly.
  • Improved consistency in deploy heights for bipods.
  • Removed FOV change from LMG bipods.
  • SKS position has been lowered to prevent the 7x Scope clipping into the first person camera.
  • Grenades and Molotovs are now aimable using the left hand.
    • The index finger points to just above center, allowing you to better judge where your grenades will go.

Optimizations
  • Reduced the networking overhead of each player.

Bug Fixes
  • Restored firing position and direction on M203 and GP-25.
  • Fixed bullets colliding with walls when you have your back to them.
  • Fixed spotting through foliage props.
  • Fixed bots seeing through foliage props.
  • Soft particle settings are loaded from video.txt now.
  • Fixed exploit that allowed clients to see sound names through geometry.
  • Fixed collision meshes on the FAL, L1A1 and AK74 world models.

Animation Updates
  • New first person animations for the M249 SAW.
    • Reloads have been made longer to help with balance.
  • New Draw/Holster animations for all primary weapons.
  • New Iron fire & Ready animations for the M40A1 and Mosin Nagant.
  • Increased the swing of the 3rd person knife attack.
  • Fixed a bug with the 3rd person rifle walk.
  • Reduced the backwards recoil of the SKS and AKS74u iron fire animations to prevent large sights clipping with the camera.
  • M14 EBR bolt locks back on empty.
  • Minor touch ups and bug fixes to various other animations.

Map Updates
  • Buhriz
    • Tweaked restricted zones a tad to avoid potential issues in the future.

  • District
    • Clipped railings in all stairwells to smooth out player movement.
    • Clipped wooden market stalls throughout the map to avoid players from getting stuck between them.

  • Heights
    • Reduced sun glow on day version to avoid players from getting blinded.
    • Removed invisible wall at the back of Firefight A building.
    • Fixed an issue where a player could clip through a wall near C Firefight.
    • Fixed several small issues throughout the map.

  • Market
    • Optimized several areas of the map to improve overall performance.
    • Added more cover around Security spawn.
    • Several gameplay adjustments at C firefight.
    • Fixed an invisible wall on the beach building at Security spawn.

  • Ministry
    • Fixed an issue where the player could get stuck behind some pallets.
    • Fixed player able to get stuck in the collapsed road at the front of Ministry.
    • Removed floating ammo box at the end of the parking in Checkpoint.

  • Peak
    • Fixed player clipping through middle structure when using iron sights.
    • Fixed a bunch of displacement seams around the center of the map.

  • Station
    • Adjusted a rock below the bridge to avoid players from getting stuck on it.
    • Removed a metal sheet near the end of river.
    • Fixed an overlapping displacement at Push C building.
    • Fixed several exploits throughout the map.
    • Additional clipping pass to smooth out player movement a bit more.
    • Fixed several small issues throughout the map.

  • Tell
    • Moved insurgent spawns back for Push objectives A and C.
    • Altered restricted zones for Push objective A which will curtail insurgent advancement.
    • Various implementations to alleviate some unfair spawn camping out of Security Push A spawn.
    • Opened up top of Push A building to allow projectiles to be thrown/shot from the approach to the objective.
    • Alteration of terrain and cover up to and around Push objective A for balance.
    • Added a route to Push objective B to mitigate chokepoint on right flank.
    • Removed a redundant route between Push objectives B and C.
    • Replaced a window en route to Push objective C with a door.
    • Increased cover on approach to Push objective C
    • Adjusted bounds of and increased cover and area within Push objective C.
    • Fixed an exploit where players could leave the playable area.
    • Fixed several smaller exploits and graphical issues throughout the level.
    • Aesthetic improvements throughout.

Modding
  • New playlist system allows users to create a total conversion with custom maps, content and theater scripts.
  • Added support for melee weapons that can consume ammo.
  • Added support for Firefight maps with an even number of objectives. This removes the middle neutral objective.
  • Sway speed for stamina and suppression can now be adjusted in the theater.
  • All primary weapons are now able to use any optic or scope.
  • Missing sight deltas have been created to accompany these. SEC weapons are able use the M40 Scope, INS weapons are able to use the Mosin Scope plus various other sights.

Thanks. Have fun. :security:
...