STEAM 组
Sernix Coop Insurgency SCINS
STEAM 组
Sernix Coop Insurgency SCINS
43
游戏中
376
在线
成立于
2015 年 1 月 29 日
语言
英语
国家/地区
United States 
正在显示第 1 - 10 项,共 97 项条目
9
(Problem Solved)Cant hear people talking after like 5 minutes of game play
17
Ins_test Constuctive Feed back.
Bugs I noticed:
  • Sometimes selecting a frame option doesn't display correctly. Closing the loadout screen and reopening fixes.
  • Certain guns and/or foregrips causes 3rd person left arm to jiggle.
  • Worldview AKM is broken and spams console with error messages.
  • M79 model For SL is a giant ERROR for first and 3rd person.
  • M4 has a couple missing textures.
  • C4 has no textures.
  • Unless I read it incorrectly, PKP 75 round mag has 2 negative traits.
  • 417 has issues with sights doubling up
  • Human players that die now spawn 2 ragdolls and can be revived from either.
  • Pistols have options to modify non-existent stocks.
  • SR25 is using the wrong animation set (should be an AR-15 variant)
  • Spawning on squad text can be cut short and look corrupted.
  • MG42(MG3?), 1919, and Bazooka aren't available to Security team. I needs me some MG42 for sure.
  • I believe the MG42 bot's armor has been swapped with Juggernaut's. The MG42 take way more hits before going down, whereas the Jugger dies after couple hits.

I will wait for more bugfixes before providing an extensive feedback post. In the meantime, I will just make a couple suggestions. First, suppression sway should be cut in half, right now a bot can shoot at a corner, your sway goes insane, bot walks around corner and kills you point blank. Suppression should prevent you from sniping bots that are shooting directly at you from a distance, not right around a corner. Secondly, either increase reinforcement timer or reduce total bot count. With the increased bot skill and aggressiveness, it takes longer to get to and take points. None of the teams are able to make it further into the maps which is necessary to test all the obj and finales. Thirdly, explosion penetration needs to be toned down a ton, IEDs are killing players multiple rooms or floors over. Lastly, please increase the afk timer by 2 minutes, players are presented with a lot of choices with all the new weapons and options which causes them to end up as spectator. Pretty brutal to be a man down since there is usually less than 10 players.

Overall very impressive. I can tell a huge amount of time and effort has gone into this mod. The sheer amount of options, while overwhelming at first, has been desperately needed. The customization options allow players to suit weapons to their playstyle and the situation at hand. Not to mention the increased realism due to weight being an even larger factor than before. I noticed most players running a primary with a pistol instead of a secondary AR, SMG, or shotgun. Along with the bot's improved aggressiveness, reaction time, and suppression, this mod is more difficult yet more fair at the the same time. I know players will need some time to adjust, but the old exploitative tactics of staying out of range, corner camping, and reliance on slow reactions are gone and the game is better for it. I believe this mod solves some fundamental balance issues with Sernix and, after a few iterations, should be rolled out onto all 4 servers. Keep up the hard work!
8
Improved damage falloff curve
3
Thompson Tommy Gun
58
Complaints of many
This post was formatted and cut from my previous one so forgive me breaking forum etiquette of double posting without a reply but I believe this needs to be said.

I can see Daimyo is trying to change things up and increase the difficulty so regulars actually have to try. Before the changes to armor occurred, it was far too easy to win. I often hampered myself with guns I didn't like or chose unusual loadouts just to feel like I was being challenged and I was still solo capping.

As more content is added it becomes increasingly difficult to balance or flesh out all these additions. In my experience this normally happens with mods overtime and usually these features would be cut from the final version of commercial games. Obviously since there is no ship date or company overhead, what gets added into mods usually stays even if it doesn't really fit. Unless it just causes unintended problems that aren't solvable in another way because of engine limitations, netcode sync issues, time, etc.

We regulars were okay with how this process was going before because we got all the OP shit imaginable (50 HG, 200 damage, 10 shot, semiauto SVD, if Blizzard did something equivalent in Overwatch the forums would explode). Once an effort was put into to finally balancing out the lopsided games that were always in the player’s flavor, it perhaps went a bit too far. The reverse situation occurred with L4D1, the AI Director couldn't accurately gauge how well the player group’s situation was and didn't have the full suite of infected L4D2 had to work with. This lead to what felt like random insane difficulty spikes or just cakewalking through a level. While still considered well regarded and groundbreaking, only a year later Valve (despite trying to outdo DNF development time with HL3) went straight to a sequel to fix these fundamental issues and the players happily went with them. Even the best in the industry have things go awry during development, the point is that they evaluated, iterated, and refined their ideas until it worked.

I don't know of a design document for Sernix but given the struggle to make a fun, challenging, deep game with important loadout choices that matter, it may be time to put something together. I know the problem with inconsistent weights is already being worked on but it goes deeper than that.

Let’s take a quick look at 308 rifles, specifically the M14. On paper and ingame the M14 has no role, it can do nothing the other 308 battle rifles can do outside of equipping the 7x scope. For this minor feature it is heaviest 308 rifle short of the bolt actions. Why? Instead of the 160 damage 308 ammo, if the M14 could use the same 200 damage 308 ammo (minus the most accurate type) as the "true" sniper rifles, players could then use its high damage to fill a variety of niches. At that point its high weight would be justified and it could drop the extended mag too. The other 308 rifles (along with the rest of the weapons too) need the same review to occur as I believe some are just flat out better (G3) and others are just extra dead weight (SSR and RFB).

It is not just weapons and classes though; spawn times, reinforcement numbers, bot loadouts, etc. All need to be evaluated, iterated, and refined. Easier said than done I know. The main problem lies in the time consuming evaluation and revision process. Someone (or in this case we here on the forums) has to sit down and make many decisions of what the gameplay mechanics should be. Without an overarching design goal, we will end up with the same issues creeping up again. We need to list out and evaluate everything and decide what stays, what changes, and what gets removed. Once we have a consensus of a good starting base we can then build upon it. I suggest starting with weapons since they have the greatest impact on gameplay and can determine other factors like how quick should respawns be based on how fast weapons can kill and how long should ammo last compared to total reinforcement numbers.
I may seem a bit harsh here, but I'm providing this feedback in order to put into words what other players are experiencing but don't know how to express it in written form. I'm trying to be objective and evaluate why players are saying what they are saying. I know text does not convey tone or connotation well, but I'm not one to inject emotion into a argument, so don't construe my disagreements as personal attacks.

Juggernauts conflict with preexisting mechanics Sernix has already established and reinforced. In combination with their unrealistic nature the more specific complaints about Juggers are:
  • The sheer amount of bullets it takes to down them isn't rewarding careful shot placement as in the case of IEDs. I know, I know, go for the head right? Except due to how animation transitions work, and bot's love of proning at odd times, good luck repeatedly nailing the head as the hitbox instantly goes from eye-level to the floor and back again.
  • Of course the next thing a player tries are explosives but the Jugger defies logic in that he can absorb the most powerful weapons in the game (AT4, RPG, and C4) multiple times and keep coming.
  • Their loadouts of M60 or KSG give them a huge advantage in CQB with almost no opportunity to catch them reloading. These guns exponentially increase their power on small maps.
  • The frequency of spawning and multiple spawning at a time can steamroll the best teams. I have witnessed good teams get crushed by Juggers and empty the server. Its not the same hilarious round ending by an unexpected IED that keeps the atmosphere jovial. The players legitimately did their best and worked together only to be met with failure.
Remember the complaining (rightfully so) when IED couldn't be killed with a single headshot? Since reverted for the same reasons, it contrasted with previously established mechanics in a way that wasn't fun.

I recognize Sernix is going for a balance between realism and arcade, but the Juggernaut should change up tactics, not force players to do gamey shit like run around in circles and knife them. TBH Juggers right now step far too much into the arcade bullet-sponge realm. The sour taste this particular enemy left in players mouth's means they will never stay on the server if they see Juggers are still bullet-sponges. Recently my entire playstyle has revolved around loadouts that specifically counter Juggernauts so I can kill them before the other players have to deal with them. I'm at the top of the scoreboard constantly and we are losing and players are leaving.

In addition to ingame grumblings and experiences I had a long Steam chat with a well known regular who stated he can't even be bothered to load up the game because of Juggers. Juggernauts are ruining the fun of randoms, regulars, and donors alike. They have and will continue to burn out enough players to risk endangering the entire Sernix INS community. For the continued health of Sernix, drop the Juggernauts for now and maybe in the future reintroduce a revised version.

Edit: So many edits but it took a while to write and the other half I am posting in the thread Daimyo linked below as another comment as this thread is the more appropriate one. Upon reflection perhaps a middle ground could be reached.

As a preliminary measure before outright removal I suggest Juggernaut's armor be adjusted down so the absolute max amount of bullets they should be able to take before death, regardless of bullet type or area hit, is 10. 10 shots is about double of a what any other bot will reliably be downed with but not so much that you use up multiple (and now more difficult to refill) magazines on a single enemy. Same for explosive damage, about twice the resistance as current bots.
5
Rising Storm 2: Vietnam (Pre-Order Beta 11-15.5)
33
Squad
7
Empty Mags
10
DoI (Day of Infamy) server?
引用自 NightCrawler
引用自 Stay_Frosty
Would be nice. but its a different game and would mean alot more modding...

Might be able to get some guys to help make one if there is enough interest.
I have not got it yet because I have not read any reviews from players HERE. I know there are Steam Player Reviews, but I respect more opinions of Sernix players that have played the game. But I would be interested.

But also I was waiting for it to go on sale too. LOL
Since DOI is by the INS devs on the same engine I will just mention some of the coop mode differences:
  • Officers can use radiomen to call in arty, smoke, and resupplys (a little crate parachutes in from the sky).
  • Bots can use bipods, grenade launchers, and arty strikes.
  • Bots are way smarter about positioning and actually take cover and defensive positions. Lot less hanging out in the open looking off in the distance.
  • Once bots have lower number left alive, one will run away to call in reinforcements, he can be killed to prevent that.
  • You can personalize your appearance with different Units (airborne, winter camo, etc).
  • Certain classes have stat bonuses (mg carries more ammo, assault sprints faster, etc).
  • Classes push players to working together (flamethrowers need someone to cover them when outside buildings due to short range).
  • Destroyable walls and entrances.
  • Maps are well designed and almost all buildings have multiple floors and paths through them.
  • Depending on mode, you respawn after obj completed and/or someone can fall back and regroup to spawn everyone in.

I think Daimyo should seriously consider dropping INS (and its legacy issues) and porting Sernix theater, weapons, and maps into DOI. Yeah it will be a little weird at first with lots of WW2 maps and stuff, but the coop improvements and continued development are well worth the time invested in my opinion. Should only take 2 weeks, right?[i2.kym-cdn.com]:steammocking:
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