Insurgency: Sandstorm - NWI Alex
We are releasing a hotfix today to address some issues since yesterday’s patch. If you are still struggling with performance after ensuring you’re running in full screen and trying the new “Auto” video quality preset, please share your issues with us HERE.

Fixes
  • User Experience
    • Fixed “Reset To Defaults” being applied to all tabs, now only affects the currently selected tab.
    • Fixed the following being reset to default when switching between video setting presets.
      • Display Mode
      • Field Of View
      • Game Settings
      • Audio Settings
  • Movement
    • Fixed issue with toggle sprint input not always working reliably.
  • AI
    • Fixed an issue where bots would sometimes begin investigating gunshots when attacking an objective, leading them to be overly cautious when counter-attacking.
  • Ragdolls
    • Added a potential fix for T-posing ragdolls when ejected from vehicles.
--------------------------

Original September 13th patchnotes

We are releasing an update today to address issues and make some improvements since last week’s patch. If you are still struggling with performance after running the game in full screen with fine-tuned video settings, please share your issues with us HERE.

General Improvements
  • Video Settings Menu
    • Added Low, Medium, and High overall quality preset buttons that let players overwrite all settings and instantly apply them.
    • Added Auto quality preset button which runs a brief benchmark on the player’s system and applies suggested settings.
Gameplay Improvements
  • Game Modes
    • Respawn the defending team when an objective is captured in Push.
  • Player Movement
    • Slightly increase time player is frozen in place during door kicking.
    • Slightly increased weight of the following:
      • Light Armor
      • Heavy Armor
      • Light Carrier
      • Heavy Carrier
      • AT4
      • RPG-7
      • M3 MAAWS
      • Panzerfaust 3
    • Peeked open doors will open and close much further now when run into.
  • Weapon Balance
    • Underhand grenade lobs (right click) now apply more upwards force.
    • Players can now only equip one IED or C-4.
    • Players can now only equip one rocket launcher.
    • Reduced smoke grenade detonation time to three seconds.
    • Improved projectile speed for the Smoke Grenade Launcher upgrade.
    • Set arming distance for Explosive Grenade Launcher grenades to five meters (0.1 seconds in the air). Before this point, the grenade will not explode, but will still deal damage to whatever it impacts.
    • Improved FOV transition when zoomed in and becoming obstructed or unobstructed while using Low Quality scopes.
  • Visual
    • Fixed characters glowing in certain environments.
  • AI
    • Reduced zero times on bots so they get on target faster. Now averages 5 seconds at max range, 2 seconds at close range.
    • Bots can now lean out from cover and fire at enemies.
  • Spectator
    • Switch to a static fixed camera instead of a free-roam camera if there is no one left to spectate on a player’s team.
    • Switch to next available living player if spectating a dead player for more than two seconds.
Major Fixes
  • Fixed an issue with bullets where damage dealt could fluctuate from intended values, improving reliability of bullet damage calculation.
Fixes
  • User Experience
    • Fixed being able to vault through unbroken windows.
    • Fixed formatting and strings for loading screen scenario and gameplay rules.
    • Fixed an issue preventing ragdolls from showing up correctly when a player ejected a dead body from a vehicle seat.
    • Fixed an issue where vehicle acceleration audio was not heard correctly by any player other than the driver of that vehicle.
    • Fixed bus prop window not using the correct glass particle on break.
    • Fixed issue where destroyed vehicles wouldn’t destroy the characters upon exploding.
  • Stability
    • Fixed a rare server crash related to the Gas Mask.
    • Fixed a crash caused by AI path-finding in a Local Game.
    • Fixed a potential crash caused by render targets.
  • Weapons
    • Improved reliability of Gas Mask animations playing in first person.
    • Fixed an issue where incorrect explosives would be removed when downgrading the Ammo Carrier.
    • Fixed Smoke Grenade Launcher 40mm grenade not disappearing after exploding.
    • Fixed the handguard disappearing from the player’s weapon when using a Smoke Grenade Launcher on the AKM.
    • Fixed an issue with Security Demolitions bots dropping broken M4A1s.
    • Fixed an issue where it would be possible to deploy a Bipod on another player.
    • Fixed player’s view not aligning correctly when entering a vehicle turret.
    • Fixed an issue where equipping a grenade launcher would not allow a player to also equip a launcher.
    • Fixed an issue where a magazine could be scavenged from the same weapon that was picked up.
    • Fixed an issue where players could have two Primary weapons by picking up a weapon while using their underbarrel grenade launcher.
  • Fire Support
    • Helicopters can no longer take damage from friendly players.
    • Fixed an issue where pilot and gunner ragdolls were not destroyed when a helicopter crashed.
    • Fixed helicopters exploding in mid air if they were hit by a second rocket while already in their spinning state.
  • Voice Over
    • Fixed an issue where the Support Helicopter would continue playing voice over after it began to crash.
    • Fixed an issue with the “Incoming Rocket” VO response that prevented it from playing reliably.
    • Fixed an issue where the “Suppressed by Sniper” VO response would play if the shooter was too close to the player.
  • AI
    • Fixed an issue where bots would sometimes not engage players properly based on the weapon they were carrying.
    • Fixed bots with custom class cosmetics not working correctly.
  • Characters
    • Fixed an issue that caused the left hand to float with the weapon.
User Interface Improvements
  • Updated loading screen images.
  • Improved Scoreboard with new style and formatting improvements including new rank badges.
  • Added Current Objective display at the top of the Scoreboard.
  • Added Current Objective pop up on the left side of the screen when leaving a spawn area.
  • Added fading for Lesson hint pop ups and Current Objective pop ups.
  • Compass will now show when accessing the Comms or Fire Support radial menus.
Updated Content
  • Animation
    • Improved third person reload animations.
    • Added third person fire select animation.
    • Added weight shifting based on movement for third person.
    • Improved third person sprint animations for knives and grenades.
    • Improved third person look animations for binoculars, knives, and explosives excluding launchers.
  • Weapons
    • Added animations for deploying and undeploying the “Bipod Foregrip” upgrade.
    • Improved Mosin texture.
    • Improved all foregrip textures.
    • Improved binoculars overlay.
  • Customization
    • Improved “Buzz Cut” facial hair cosmetic appearance.
    • Improved “Mutton Chops” facial hair cosmetic appearance.
    • Improved “Hoodie” cosmetic texture masks.
    • Improved textures of Security character faces.
    • Improved textures of all Torso and Legs cosmetic items.
  • Textures & Props
    • Updated Fire Support call in confirmation marker.
    • Increased the size of tile bullet impact decals.
    • Improved bus prop windows smoothing for reflections.
Map Balance & Fixes
  • Farmhouse
    • Fixed several terrain and road misalignment issues.
    • Fixed decal bugs.
    • Fixed various dynamic prop issues.
    • Fixed various LOD issues.
    • Fixed various light issues on props.
    • Fixed a stuck spot/exploit.
    • Fixed Insurgent vehicle spawn on Skirmish.
    • Improved the lighting of various interiors.
    • Removed the restricted area from the balcony at objective A on Push Insurgents.
    • Made improvements to AI to have bots use cover more effectively.
    • Improved bot navigation.
    • Made various performance improvements.
    • Made various visual improvements.
    • Fixed miscellaneous bugs.
  • Summit
    • Revised Push Security scenario to improve balance.
    • Added a new alleyway near Push Security objective C to improve flanking opportunities for Security.
    • Moved objective A to the pool area and relocated the Security spawn on Firefight East.
    • Fixed various LOD issues.
    • Fixed a corner rock exploit.
    • Fixed Insurgent Fire Support mortars and rockets not landing in the correct location.
    • Fixed Supply Crates not becoming active on Checkpoint.
    • Improved bot navigation.
    • Made various performance improvements.
    • Made various visual improvements.
    • Fixed miscellaneous bugs.
  • Hideout
    • Moved Security Supply Crate on Skirmish.
    • Fixed bots spawning on a rooftop unintentionally.
    • Tweaked post-processing to reduce brightness.
    • Made improvements to AI to have bots use cover more effectively.
    • Improved various decals.
    • Made various performance improvements.
    • Made various visual improvements.
    • Fixed miscellaneous bugs.
  • Crossing
    • Added one-way exits for Security Checkpoint starting spawn.
    • Replaced destroyed fuel trucks with various other props.
    • Added better protection for objective B cache on Checkpoint Security.
    • Changed objective F to a capturable objective on Checkpoint Security.
    • Added a balcony to the final objective building for Checkpoint Security.
    • Improved bot navigation.
    • Made improvements to AI to have bots use cover more effectively.
    • Made various visual improvements.
    • Fixed several terrain issues.
    • Improved the lighting of various interiors.
    • Fixed road misalignment issues.
    • Fixed weapon cache overlapping with furniture on Push Security.
    • Fixed a spawn camping issue on Push Insurgents.
    • Fixed a small seam in the playable area.
    • Replaced broken bus prop with updated version on Firefight West.
    • Fixed miscellaneous bugs.

Insurgency: Sandstorm

Insurgency: Sandstorm, the third game in the series that began as a Source Engine mod in 2007, has been delayed. Originally planned for a September launch, Sandstorm's release was pushed back to December 12 as developer New World Interactive announced it need extra time to make improvements, upgrade to Unreal Engine 4.20, and 'deliver the best experience possible.'

In the meantime, I tried out the PvE mode in the Sandstorm beta. It's an objective-based horde mode in which players push across maps while battling scores of AI enemies and completing one of three objectives: capturing points, defending points, or blowing up enemy supplies. It's not as deep as a good Payday 2 mission, but it's not as simplistic as a Call of Duty Zombies match, either.

When it comes to combat, Sandstorm delivers that trademark Insurgency brutality with gusto, even in beta. The Insurgency series has always leaned towards realism where it could, and that continues here. An unthinking player will go down hard if they aren’t careful. Shotguns hit like a truck, even at ranges far beyond the standard videogame expectations. This dedication to realistic gunplay creates a distinct pacing in Insurgency where players might spend several minutes hiding in a corner, listening anxiously for footsteps, only to pop out and frantically deliver a headshot on a single enemy. A traditional horde mode pushes you to kill everything you see, but Insurgency’s realistic combat encourages avoidance-heavy play instead, setting it apart from many other horde mode games out there.

Combat clarity could be improved, however: the best shooters communicate heavily with their players by using identifiable silhouettes, smart sound design, and rich feedback to avoid confusing the player. The sound design in beta is a disparate mix that makes it difficult to tell if a friend or enemy is nearby, and that can be frustrating in a game so reliant on sound for positioning. Enemy silhouettes could be a lot clearer, and hit markers or hit sounds would make the combat more readable, though that might stray from the game’s attempts to feel realistic.

There are performance issues throughout, but New World Interactive’s delay will hopefully result in better optimization. Unfortunately, the AI is going to need a significant amount of work as well. There are moments where it can seem clever: planning an ambush or lying in wait in dark corners for unsuspecting players. At other times, an enemy might spin 180 degrees to pick players off across the map, or become so focused on one player that they completely ignore others and expose themselves for an easy kill.

It would be great if the AI was a bit more human-like, focusing on self-preservation and only possessing knowledge of what it could actually see and hear. Right now, the AI seems so stupid that it has to cheat to keep up, which can make combat encounters feel unfair.

Making progress

Sandstorm’s progression system is cosmetic-only. You earn cash by completing missions, and you can spend that cash to buy the cosmetics you want. It’s a fair, easy-to-follow system that rewards you without feeling exploitative. 

Gear customization is based on points, with a set amount of items you can carry, so if you want heavy armor and a modded shotgun, you might not be able to carry any grenades. This pick-and-choose system gives players the freedom to make interesting tactical choices right away, but it also means there are no new skills or tools that can be discovered later on. New World has made a deliberate choice with this system, and it might not satisfy everyone.

Despite the issues I encountered, Insurgency: Sandstorm is immense fun that manages to successfully differentiate itself from other horde mode games out there. If the lack of a progression system is a positive and not a negative for you, then there's little to worry about outside the AI and performance. Hopefully New World Interactive can polish it successfully in time for launch, with special attention focused on improving the bots.

Insurgency: Sandstorm - contact@rockpapershotgun.com (Dominic Tarason)

Modern multiplayer military manshoot Insurgency: Sandstorm won’t be fully launching until December 12th. While partially available now as a pre-order beta, the final release (featuring more maps and playmodes) has been delayed for additional tuning, polishing up and optimisation on top of a bonus round of bug-fixing. Developers New World Interactive have provided a checklist of things they hope to have tightened up and locked down by release, which you can see below.

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Insurgency: Sandstorm

Developer New World Interactive has delayed the release of its team-based tactical shooter Insurgency: Sandstorm. The game, which was originally due to launch on PC next week, September 18th, will now arrive on December 12th.

Announcing the delay on its blog, New World Interactive said, "This was one of the hardest decisions our team has ever had to make and not one taken lightly". However, it felt that the move would ultimately be "in the best interest of the game and our community", allowing the developer time "to ensure we deliver the best possible experience".

New World Interactive's decision comes in response to community feedback gathered during Insurgency: Sandstorm's recent pre-order betas. "We are acutely aware that not all of you are having the ideal experience we want to deliver," explained the studio.

Read more…

Insurgency: Sandstorm

Insurgency: Sandstorm, the tactical team-based FPS previously planned for a September release has been moved back nearly two months. The new date is December 12, though the 10% pre-order discount and beta access will be extended through the new release date.

"This was one of the hardest decisions our team has ever had to make and not one taken lightly," reads a post on New World Interactive's site. "However, we feel it is in the best interest of the game and our community to spend more time working to ensure we deliver the best possible experience."

During the beta the developers received feedback from players, and "we are acutely aware that not all of you are having the ideal experience we want to deliver," the post continues. "By extending the beta and moving our launch date to December, the additional time will allow us to make significant improvements to the game with continued input from you."

Some of those planned improvements include:

  • Upgrade to Unreal Engine 4.20 and continue optimizing
  • Improve the character models, textures, and animations in the game
  • Improve the “scoped” experience for both high and low-quality scope settings
  • Improve the level visuals, gameplay and optimization
  • Add more cosmetic item variations and a new forearm tattoo cosmetic type which can also be seen in first person
  • Expand in-game server options to include a server browser, community-run server support, and a custom games system allowing users to specially configure games hosted by our server infrastructure.
  • Refine the game to the point it has far less bugs, glitches, visual inconsistencies and other issues.

You can find Insurgency: Sandstorm on Steam, where there's also 10% loyalty discount for owners of the original Insurgency that has been extended until the end of March, 2019.

Insurgency: Sandstorm - chaton
Dear community,

Today we are announcing the delay of Insurgency: Sandstorm from its originally planned release date on September 18th 2018. The game will now be releasing for Windows PC on December 12th 2018, and the Pre-order Beta will continue until the release of the game.

This was one of the hardest decisions our team has ever had to make and not one taken lightly. However, we feel it is in the best interest of the game and our community to spend more time working to ensure we deliver the best possible experience.

During Pre-order Beta 2 thousands of players took to the game and gave us great feedback on dozens of topics. Our small, but highly dedicated team has been working around the clock to respond to and address as much feedback as possible; releasing two hotfixes over the first weekend and a significant patch last Thursday. We’ve already seen your positive feedback, as our team have started to address priority areas such as performance, hit registration, and player movement.

Despite the game’s improvement, we are acutely aware that not all of you are having the ideal experience we want to deliver. By extending the beta and moving our launch date to December, the additional time will allow us to make significant improvements to the game with continued input from you. The additional time allows us to target a lower minimum system requirement, address more bugs, work on overall polish, gather additional feedback from the community to refine gameplay, and ensure that highly requested community features which may otherwise have had to be added post launch (such as community servers and custom games) are ready for day 1.

The major goals we aim to achieve with this extra time are as follows:
  • Upgrade to Unreal Engine 4.20 and continue optimizing
  • Improve the character models, textures, and animations in the game
  • Improve the “scoped” experience for both high and low-quality scope settings
  • Improve the level visuals, gameplay and optimization
  • Add more cosmetic item variations and a new forearm tattoo cosmetic type which can also be seen in first person
  • Expand in-game server options to include a server browser, community-run server support, and a custom games system allowing users to specially configure games hosted by our server infrastructure.
  • Refine the game to the point it has far less bugs, glitches, visual inconsistencies and other issues.
We appreciate that these improvements may mean you have to wait a little longer; however we feel it is important that we deliver a game that lives up to your high expectations and that Sandstorm can be deemed a true successor to Insurgency. Those of you who have been supporting us during the Pre-order Beta tests will be able to continue playing until the release of the game, and we look forward to more of your feedback.

The pre-order discount will be extended until the new release date and we will continue to grant pre-purchasers instant access to the ongoing beta along with the 10% pre-order discount. The additional 10% loyalty discount for owners of the original Insurgency will continue to run until the end of March 2019.

We thank all of you for your passion and support, and look forward to continuing to test with you over the coming weeks ahead of our launch in December.

Sincerely,
New World Interactive
Insurgency: Sandstorm - New World
Today we are releasing our first full update for pre-order Beta #2! The update contains a lot of critical fixes, improvements and optimizations. We look forward to all of your continued feedback as we continue polishing the game.

The game now offers a lot of ways to customize video settings, so please be sure to fine-tune quality and performance depending on your system specs. In particular:
  • Texture Streaming Pool Size needs to be adjusted depending on your video card. We recommend starting low and increasing to see what your GPU can handle. Setting this too high will cause noticeable hitching because your GPU is overloaded.
  • Shadow Quality as well as Dynamic Shadow Resolution and Cascaded Shadow Map Resolution have a pretty sizeable performance impact, so we recommend lowering these settings as much as possible if you’re experiencing performance issues.
  • Full Screen display mode is really important to ensure you’re getting an accurate depiction of performance. If you are struggling with performance and haven’t already ensured you are in full screen mode as was advised in the last hotfix announcement, we highly recommend you switch to full screen mode as soon as possible.

While there are many new settings to tweak, the ones listed above are particularly useful. If you are still struggling with performance after fine-tuning your video settings and ensuring you’re running in full screen mode, please share the details with us HERE.

General Improvements
  • Added South America server region. See “Matchmaking Preferences” in the Play menu to select it.
  • Expanded Video Settings Menu
    • Video Settings are now only applied when the user presses “Apply Changes.”
    • Advanced settings can override Quality settings if changed manually. This change is represented by a blue tint.
    • Added new Advanced options.
      • Super Sampling
      • Ambient Occlusion
      • Anisotropic Filtering
      • Tessellation
      • Screen Space Reflections
      • Texture Streaming Pool Size
      • Maximum Dynamic Shadow Resolution
      • Maximum Cascaded Shadow Map Resolution

Major Fixes
  • Fixed issue with hit registration which would prevent bullets from dealing damage to an enemy, sometimes resulting in a higher time to kill.
  • Fixed bullets not properly penetrating arms and hands which was preventing them from dealing any subsequent damage to the torso.

Optimization & Performance
  • Disabled Nvidia Aftermath as it was a possible cause of some hitching issues.
  • Improved animation logic processing speed.
  • Moved all character cosmetics to a new mask shader system.
  • Improved character cosmetic system logic.
  • Scaled particle spawn counts for surface interactions based on the user’s Effects Quality setting.
  • Moved all bullet impact particles to be processed by the GPU instead of the CPU.
  • Limited the number of bounce effects created on ejected brass to three.
  • Removed spawning of weapon drop and body fall audio if not audible by the player.
  • Disabled water tracing for anybody not performing foliage interaction.
  • Updated Security and Insurgent Weapon Cache objectives to use a material swap instead of mesh swap.
  • Improved light audio spawning.
  • Improved textures for the following:
    • Russian Transport Truck
    • Large Technical
    • Gunship
    • Support Helicopter
    • Destroyed Support Helicopter
    • Bomber Drone
    • Various small level props

  • Fixed a bug where dying in a vehicle would continuously play a blood impact effect on the ragdoll that reduced performance when exploded.

Gameplay Improvements
  • Player Movement
    • Reduced player acceleration slightly.
    • Force players into a crouch when completing a slide.
    • Increased prone to standing transition time from 0.65 seconds to 1 second.
    • Cap player speed to prone speed during the prone to stand transition.

  • Weapon Balance
    • Reduced Light Armor effectiveness slightly.
    • Reduced Heavy Armor effectiveness slightly.
    • Reduced sway caused by stamina loss slightly.
    • Reduced sway speed from suppression.
    • Melee Bash animation can no longer be used on opened doors.
    • Increased bullet drop slightly for 5.56, 5.45, and 7.62 at long ranges.
    • Increased Ammo Check speed by 40%.
    • Increased free aim recoil slightly.
    • Fixed Laser Sight lasers not displaying correctly for other characters.
    • Light Carrier no longer gives one extra rocket.
    • Heavy Carrier gives only one extra rocket instead of two.
    • Reduced the cooking timer for M83 Smoke grenade from five to four seconds.
    • Increased M84 Flash grenade draw, put away, and throw speeds by 30%.
    • Bipods now allow for more realistic angles based on the deployed surface height.
    • Decreased Bipod max pitch.
    • Greased Bolt Upgrade
      • Increased supply cost to three in Versus and Coop.
      • Increased supply cost to four in Competitive.

    • Mosin Stripper Clip Upgrade
      • Increased supply cost to two in Versus and Coop.
      • Increased supply cost to three in Competitive.

  • Game Modes
    • All
      • Added Gas Mask to the default Loadout for all Insurgent classes.
      • Removed drum magazine upgrade in Versus and Competitive.

    • Checkpoint
      • Added Marksman, Breacher, and other unused classes as enemies.
      • Disabled Autocannon Strafe fire support when playing as Insurgents.
      • Added AK suppressors to Security Commander, Observer, Rifleman and Demolitions classes.
      • Added Insurgent sidearms to all Security classes.
      • Added drum magazine upgrades to all classes.
      • Increased enemy AI spawns at the final objective.
      • Improved insertion vehicle navigation paths.

  • Fire Support
    • Gunship and Minigun Support
      • Increased turret angle at which helicopters begin shooting at players, making their initial shots less accurate.
      • Reduced Support Helicopter minigun spread by 10%.
      • Reduced hover time for Gunship from 15 seconds to 10 seconds.
      • Reduced hover time for Minigun Support from 30 seconds to 20 seconds.

    • Smoke Mortars
      • Reduced round start cooldown from 30 seconds to five seconds to be consistent with Smoke Artillery.

  • Supply Cache
    • Resupplying will now restore a player’s health to the max.
    • Set cooldown for Resupplying to 45 seconds.
    • Added UI element which communicates when Resupplying is on cooldown.

  • Vehicles
    • Set Gunner seat to use the vehicle’s full view rotation.
    • Set Gunner seat’s aiming to be absolute instead of relative, allowing it to move independently of the vehicle’s movement.
    • Improved collision for bus prop steps to stop players from becoming caught on them.

  • Visual
    • Adjust eye exposure levels when transitioning between the Loadout screen and the game world.
    • Improved FXAA anti-aliasing quality.

Updated Content
  • Animation
    • Improved body alignment with the ground for characters in prone.
    • Added remaining first person weapon animations for the Uzi including Speed Reload, Foregrip, and Drum.
    • Improved Grenade Launcher poses.
    • Improved Grenade poses.
    • Improved Binoculars, C4, mines, and similar item poses.

  • Weapons
    • Added new Compensator for the M45.

  • Customization
    • Unlocked items will appear at the top of the list of variations.
    • Female hair, including Covered, can now be used with Headgear.
    • Added texture layer for Facial Hair.
    • Reduced “Rare” cosmetic costs from 900 to 600 credits.
    • Reduced “Very Rare” cosmetic costs from 1800 to 1200 credits.
    • Reduced “Rare” cosmetic camouflage costs from 1000 to 800 credits.
    • Reduced “Very Rare” cosmetic camouflage costs from 2000 to 1500 credits.
    • Assigned Cheap under the Insurgent Eyewear slot to the “Very Rare” category.
    • Assigned Shades under the Insurgent Eyewear slot to the “Rare” category.
    • Renamed “Shades” to “Stylish”
    • Removed Track Top Black/Dark Red under the Insurgent Legs slot.
    • Removed Track Pants Black/Dark Red under the Insurgent Legs slot.
    • Replaced Dark Brown Cargo with Brown.
    • Improved material for Bump under the Headgear slot.

  • Audio
    • Added chemical cough voice over for when taking damage from Chemical Mortars.
    • Updated cache rigging audio to be the correct duration of the timer.
    • Updated all counter attack music.

Fixes
  • User Experience
    • Fixed an issue where players could sometimes be locked into planting an explosive on an enemy Weapon Cache objective.
    • Fixed “High Speed Low Drag” achievement.
    • Fixed an occasional crash caused by the movie player during the splash screen sequence.
    • Fixed a crash occurring with the Tactical Map.
    • Fixed a crash occurring from scavenging weapons.

  • Weapons
    • Fixed AN-M14 Incendiary grenades not showing any effects if they detonated in mid-air.
    • Fixed third person shotgun hand position.
    • Fixed PK-AS optic reticle alignment.
    • Enabled post processing on PK-AS optic.
    • Fixed shell in the magazine tube showing for the M870’s empty reload start animation.
    • Fixed floating magazine blocking the player’s camera when using an L85A2 with the Extended Magazine upgrade.
    • Fixed the G36K stock disappearing when using the Extended Magazine upgrade.
    • Fixed audio not playing when deploying a Bipod onto a surface.

  • Fire Support
    • Fixed Rocket Barrage projectiles occasionally bouncing off of terrain.
    • Fixed issue with Support Helicopter’s targeting logic.

  • Voice Over
    • Fixed delayed playtimes for:
      • Fire Support Being Finished
      • Observer Thanking Station
      • Helicopter Leaving

    • Reduced time to play Kill Confirmed voice over for Gunship and Minigun Support.

  • AI
    • Improved navigation to the objective during a counter-attack
    • Improved Vehicle Gunner aiming.

User Interface Improvements
  • Added empty rank badge icon for players who haven’t completed enough placement matches to be ranked in Competitive.
  • Added Commander and Observer icons in the Tactical Map.
  • Added Primary/Sidearm toggle button under Binds.
  • Added Advanced option to disable the HUD entirely under Video Settings.
  • Various tweaks to class icons.

Map Balance & Fixes
  • Crossing
    • Landscape optimization pass.
    • Moved Security Skirmish spawn a bit further back.
    • Moved Security spawns for A and D back a bit on Push Insurgents.
    • Tweaked interior lighting to improve readability.
    • Fixed various terrain bugs.
    • Improved shadows on some level props.
    • Fixed insertion vehicle path on Checkpoint.
  • Farmhouse
    • Made various optimization improvements.
    • Revised Skirmish scenario to make it less of a spawn trap for Insurgents.
    • Particles no longer have a second delay before they become inactive outside players view.
    • Fixed AI being able to see through the crop fields.
    • Fixed floating issues with roads.
    • Tweaked post-processing to reduce washed-out look and improve contrast.
    • Adjusted placement of dynamic level props.
    • Fixed an issue where Security players couldn't capture objective A in a certain spot on Push Security.
    • Fixed insertion vehicle path on Checkpoint.
    • Improved AI vehicle navigation on Checkpoint.
    • Improved AI’s ability to use cover.
    • Fixed other miscellaneous bugs.
  • Hideout
    • Optimized terrain to lower triangle count.
    • Adjusted playable area to make it feel less restrictive.
    • Made river near Insurgents Skirmish spawn more shallow.
    • Moved Security spawn closer to the river and relocated D to a different building on Skirmish.
    • Moved Supply Crates closer to faction spawns on Skirmish.
    • Removed a few balconies that were obstructing firing positions.
    • Fixed insertion vehicle path on Checkpoint.
    • Fixed other miscellaneous bugs.
  • Summit
    • Optimized buildings to reduce draw calls.
    • Optimized background rocks and buildings.
    • Modified culling to make it more aggressive at longer range.
    • Made particles despawn more quickly if outside player’s view.
    • Improved HLODs.
    • Switched teams on Checkpoint Security and Checkpoint Insurgents scenarios.
    • Removed roads from the hilltop to make them less navigable for vehicles.
    • Lowered railing on the bridge to improve defensive positions.
    • Improved AI vehicle navigation on Checkpoint.
    • Fixed insertion vehicle path on Checkpoint.
Known bugs
  • If you find yourself with missing cosmetics please just hit the randomise button
Counter-Strike: Global Offensive - contact@rockpapershotgun.com (John Walker)

I imagine in direct response to all my moaning insightful criticism, everyone in the world has upped their game and started buying some more interesting games from Steam. Such that this week’s Steam Charts, with an extraordinary four new entries, barely resembles those of the last couple of months! Hurrah! And you clickbait won’t believe clickbait where Playerunknown’s Battlegrounds falls this week! CLICKBAIT!

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Insurgency: Sandstorm - New World
We are releasing a hotfix today to address a critical team-assignment issue and introduce some new optimizations to reduce micro-stutter when a lot of action is going on. We are aware of some issues with hit registration and are working to address them.

If you are having performance issues after playing with this hotfix, please report your hardware specs and other information HERE. It is also very useful to describe the performance issues you’re having specifically - in particular whether it’s constant or something that is worse on certain maps or during certain gameplay events. For example, we know that weapon cache destruction as well as team respawning cause performance hitches and are actively working on this. Gathering data from you all will help us continue to optimize effectively and make the game as smooth as possible for release.

Optimization & Performance
  • Removed spawning of bullet impacts if not visible by the player.
  • Removed spawning of bullet audio if not audible by the player.
  • Removed particle effects for character movement if not visible by the player.
  • Removed spawning of character audio if not audible by the player.
  • Adjusted texture pool sizes to help reduce their loading and unloading times on lower settings.

Fixes
  • Increased timeout to potentially prevent players being placed directly into Spectator when joining a game.

Map Balance & Fixes

Crossing
  • Modified culling to make it more aggressive at longer range.
  • Particles no longer have a second delay before they become inactive outside players view.
  • Actor merged some recently added assets.
  • Moved Security Supply Crate on Skirmish to a nearby location to fix an exploit.
  • Tweaked post-processing to reduce washed-out look and improve contrast.
  • Removed sun and a few effects due to rendering issues and to improve readability for gameplay.
  • Adjusted Checkpoint Insurgents insertion vehicle position.

Hideout
  • Modified culling to make it more aggressive at longer range.
    Particles no longer have a one-second delay before they become inactive outside players view.
  • Tweaked skylight to improve contrast, mainly in dark areas.
  • Tweaked skybox to reduce overall brightness of the map.
  • Tweaked post-processing to reduce washed-out look and improve contrast.
  • Fixed certain props fading out too quickly in player’s view.
  • Fixed an issue where a certain door didn’t fall to the ground when breached.
  • Removed sun due rendering issues and to improve readability for gameplay.
  • Fixed several out of bounds issues.
  • Fixed numerous major exploits.
  • Fixed several stuck issues.
  • Fixed a few props fading out too quickly on Skirmish and Firefight West.

Insurgency: Sandstorm - New World
We are releasing a hotfix today to address various feedback and issues. We are aware of frame rate fluctuation problems people are having and some of today’s changes are to help alleviate this. Smoothing the game experience is a high priority for us leading up to release and post-release.

If you are having issues with running the game smoothly, we recommend trying some or all of the following options in the Settings menu:
  • Set the game to Fullscreen under Video/Display.
  • Set Scope Quality to Low under Video/Advanced.
  • Set Frame Smoothing to on under Video/Advanced.
  • Set Frame Limiter under Video/Advanced to a frame rate just below your average FPS to ensure more consistent and reliable frame times.

Optimization & Performance
  • Fixed an issue where the game was not launching in Fullscreen even if the Fullscreen option was selected in the Settings menu. This would result in players unknowingly playing in the less performant borderless windowed mode which limits FPS to the monitor’s refresh rate.
  • Added framerate smoothing option in the Settings menu.
  • Added framerate limiting option in the Settings menu.
  • Added LODs to vehicle fire particles and further optimized the emitters.

Fixes
  • Increased Easy Anti-Cheat and initial connection timeouts to 150 seconds to assist with connection to matchmaking servers.
  • Fixed Class Selection menu occasionally not showing any classes to choose from.
  • Fixed an issue where awarded cosmetic items were showing as locked until the game was restarted.
  • Fixed an issue with Smoke Artillery not blocking visibility for bots in Checkpoint.
  • Fixed destructible objectives crediting players with assist damage when they didn’t destroy them.
  • Fixed an issue with Supply Crates which stopped their UI element from showing reliably.
  • Fixed third person animation poses for grenades, pistols and items.
  • Fixed an issue where changing weapons while using a bipod would cause the third person animation to break.
  • Fixed an issue where moving away from a deployed surface with the bipod would temporarily break third person animations.
  • Fixed foregrip hand poses for the third person AKM and MP7.
  • Fixed an issue with third person grenade launcher animation poses.
  • Fixed an issue with the SVD with bipod breaking third person animations in the Loadout room.
  • Fixed an issue where resupplying with a foregrip would break third person animations.
  • Fixed characters T-posing when killed inside an exploding vehicle.
  • Fixed an issue with the Lessons menu where clicking outside of the video would unload it.
  • Fixed broken UI texture for Skirmish in the Versus match preferences menu.
  • Fixed an issue where the character would be rotated 180 degrees in the escape menu and Loadout screen.
  • Fixed an issue where Smoke Artillery would sometimes trigger its audio twice on detonation.
  • Fixed issue that caused the Anti-Aliasing video setting to list anti-aliasing options that are currently unavailable.

Gameplay Improvements

Weapon Balance
  • Decreased recoil by 20% if using a weapon’s burst fire mode.
  • Increased recoil of M16A4 and M16A2 slightly.
  • Increased horizontal recoil for drum mags slightly.
  • Increased horizontal recoil when in free aim / hipfire.

Fire Support
  • Added a cooldown to the Support Helicopter’s minigun burst time.
  • Removed player damage from Smoke Mortar and Smoke Artillery shells.


Gamemodes

All Modes
  • Extended Magazine with 5 extra rounds now costs 1 supply.
  • Extended Magazine with 10 extra rounds now costs 2 supply.
  • Extended Magazine with 20 extra rounds now costs 3 supply.

Checkpoint
  • Reduced the chance of counter-attacks using lethal Fire Support to create more diversity in enemy Fire Support attacks.
  • Added 2x Kobra sight for Security Coop classes.
  • Removed 1x Holographic sight from all Insurgent Coop classes.

Updated Content
  • Added vehicle death animations.
  • Added idle animations for characters in third person.
  • Added sidearm melee third person animations.
  • Improved ragdoll impulse values for ballistic ammo to allow them to react to impacts from bullets more realistically.
  • Improved the lighting of third person items and weapons.

User Interface
  • Updated Customize screen with new cameras and lighting.
  • Display Competitive rank when hovering over Competitive in the Play menu.
  • Competitive rank display will always be shown even when unranked and will default to “Unranked” until you have completed the required number of placement matches and earned a rank.
  • Bots in Local Play’s Checkpoint are now named after their chosen class.

Map Balance & Fixes

Summit
  • Added missing actor merged mesh.
  • Scatter rocks no longer fade out on lower settings.
  • Reduced skylight intensity slightly.

Hideout
  • Reworked exposure settings.
  • Reduced bloom.
  • Increased contrast.

Crossing
  • Reduced skylight brightness.
  • Potential fix for Security Checkpoint A bright spot.
  • Added vehicle nav modifiers for Checkpoint.
  • Adjusted vehicle spawn number for Checkpoint.
  • Added more cover actors for bots for Checkpoint.
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