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Posted by : Unknown vendredi 31 janvier 2014

in the myriad of mods using the Source engine of Half Life 2, there is one that marked a generation of followers demanding much realism and FPS: Insurgency - Modern Combat Infandry. This free modification, carrying the gameplay if a particular Red Orchestra and placed on the lands of the Middle East in the midst of conflict, is now offering a second life
through a stand-alone charge. The result is it up to the expectations of veterans, and he will appeal to beginners?
Five years after the release of free mod whose success has achieved one million downloads and has also been repeatedly crowned the prize the "Mod of the Year", the team of U.S. developers sign again, this time under the name of New World Interactive, and offers the public Insurgency. Wanting to be more beautiful and more accessible than its predecessor, the title proudly sober but correct plastic, inherited from past versions of the Source Engine. Behind New World Interactive also hides a former majority mod and so some developers of Red Orchestra, who joined the Insurgency team until 2007. A guarantee of some quality that makes them feel comfortable to begin our analysis of the game
In contrast to the current run and shoot 

Away from the wave of nervous FPS, fast, and rather nags that delight players of eSports as casual gamers, Insurgency and foremost on the methodical and tactical approach. Understand is that you will not get much if you plan to run only through the map trying bursts on the fly when you Hunt for an enemy. No, none of that here, your progress must be silent and coordinate with your team, which means a minimum of communication and strategy. Base not necessarily easy to obtain at the moment if you landed on a single server at random. This necessity of teamwork also stems from an approach to gameplay crossroads between Red Orchestra, ArmA and Counter Strike, which takes into account a lot of data unfortunately evicted modern FPS. Explanations.
Gameplay crossroads, both fun and realistic 

From the training, which is already difficult to curl, it is understood that the game will require its playability. Movements based tactical FPS add some special indeed. You learn very quickly to adjust his shots through the essential iron sight, to hold his breath or to effectively manage breathlessness during sprints ... Because yes, all these parameters come into play when you progress through the maps and it will pay attention because you will not have much side HUD and UI for your comfort. Or viewfinder at center of the screen, or hitmarker when firing or index remaining bullets nor clear indication indicating a fragment, not even a mini-map to improve your overall vision of the situation. No, everything is done on instinct and her ideally. Mean by that that cooperation is vital when your allies are not too busy insulting your colleagues at the microphone. It will not be impossible that you have trouble in the first place to recognize your enemies your allies since they are uniquely identified by a small diamond when in range. And given the realistic side which induces the "one shot, one kill", as you say that the friendly fire is quickly arrived!
Fast Respawn, 

And since we're talking about rapid death, we must mention the fast respawn, which unlike the eponymous free mod is not automatic ... Insurgency set up a system that allows a player to "reappear" his team if he succeeds in capturing a point or destroy an objective. It may be the last man "insurgents" against three members of the "security" (both sides of the game), he manages to capture a point, his team turn up and start the spawn to come as reinforcements. This boosts the fighting and introduces an additional pressure on the shoulders of survivors, but this also causes mechanical waiting time which hatch action, which is sometimes very frustrating. You can see as well at least good, but this practice has the advantage of assigning a little time to think about the equipment you want to take your next recurrence. Because yes, the equipment Insurgency is an extremely important factor and it is totally customizable ...
"You can put a silencer on your knife?" 


Before going into battle, you obviously asked to choose your team, but your role in one of two squads that make up each camp. There's something for everyone, the engineer bomber, through the sniper and rifleman. Each class has its own preset equipment in which it will choose what you take in combat or not. You will have a limited equipment, embodied by the points of supply. Say you're bomber during a mission Search and Destroy. Your role is to destroy arms caches of the enemy and it makes sense that you carry away some C4 with you. So your equipment will take a hit because the C4 is 4 points of Supply, which will prevent you to customize your potential weapons at will. However, if you are on an open map where the sniper is king, as this role until the end and you equip a mosin with special bullets that will better serve the ranged combat face vests. Do not hesitate at the same time to spend your last points in a heavy vest, reserve additional ammunition, or choose to equip a handgun to be more flexible in the round. Everything is a matter of feeling and it will not be long before you adopt the right choice for every map and every game mode Here, indeed, what it's worth matter content?
Content a bit light, which may in the long weary 

A clever system of matchmaking and server browsing allows you to go very quickly in part according to your selection criteria, you wanted to play this map in part under 16 or you are open to 3 modes on all maps for parts up to 32 players, the maximum number of participants. Side maps, there are 7 relatively large maps (more open and larger than those of a Counter Strike but not as extensive as those of a Red Orchestra). We can divide these 7 maps in several genres. There are open and rugged as Peak Heights or that are a paradise for snipers and commitments distance maps. The more or less devastated urban maps reminiscent maps mod or triple A FPS recent years is necessarily found. On the sidelines of these, we appreciate the alternative night called Contact makes almost essential pose a flashlight on his gun. Then there are the cards that showcases the fighting closed as Ministry medium. So they each have their charm, but suffer from a level design too lax on points camps. This is not necessarily incompatible with some game modes, far away ...

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