Romby

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About Romby

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  1. are you guys using Reshade? i removed Reshade and instantly the Stuttering went away.
  2. I dont fell at all like that. I love the well played rounds no matter if my team wins or not. If i had fun (fun=lots of teamwork in squad) during the round it doesnt matter how it ends). The worst round are the ones were nothing works. Squad doesnt follow orders, team isnt working together, vehicles get stuck, blind players using RPG, players with rpgs spawned on different fob and so on. Round like these almost make me rage quit. Never done it though. Almost always play SL and dont want to leave squad in SL lottery.
  3. Didnt really get a drop in FPS. I was always around 60. But i have massive stuttering. To quick to really effect fps counter. Hope it will be fixed in a patch.
  4. Ohh so you are one of those guys (switching to the better team). But insurgency really needs a lot of improvements to be fun (maps being a big part of it). I dont really see how a PKM and RPK is different for 50 cals. Ok easier to set up, but i still think these weapons will be easy kills for scopes. I actually find that Ins work really well on the maps with less hills (Chora and Kokan). The hills on Khohat and Logar makes it way to easy to **** over defenders inside compounds, since hills allow you to shot over walls and easily fire M203 grenades into defenders. For me Ins is fustrating both when playing US and Ins. As Ins you fell like you have no chance and as US you fell like you are beating up people in wheelchairs (i guess it can be fun, but for me it feels cheap).
  5. The problem with Ins is missing C4 for US???? What?! Insurgency just isn't really that fun for insurgents and the result is that most people leave. I have been on servers where the population was 30 Ins v 40 US because people constantly left the Ins side. The gamemode will be cool in the future but it needs work and new maps. In my experience Insurgency on Logar for example is just a horrible experince for Ins players. The problems i see with insurgency: - Lack of urban maps. Streets would help funnel US players into choke points further from caches making defence/ambushes easier. Right now way to often the cache is inside a compound surrounded by hills making it really fun for US scopes and M203s and not very fun for insurgents inside compound. - Ins can only spawn on caches. I find this really fustrating. Vehicles spawn on supply points or the unspawnable main. So to get vehicles you often have to run a lot. If cache is far from a supply point this means it takes ages to get the logi and start building defences. Ins also need their fast vehicles to move around and set up ambushes. Having to start round running really far for vehicles really removes an insurgent strenght. Last thing it makes it really easy for US to find caches before they are even on map. Just look for players. I really think ins needs to be able to spawn on some kind of main all round (where better vehicles should spawn), spawn on supply points at start of round and have a couple of random forward spawns at start of round. This would simulate ins homefield advantage and help them set up ambushes, get their hand on logis quicker and make sure they always have somewhere to spawn. Also if US runs into players they can't be sure if there is a cache in the area (like it is now). - Caches dont stay secret long enough. So often you lose a round because a new cache spawns and US can see it before you can set up defences in time. Also find it a bit of a problem that ins with weaker weapons have to defend 2 places while US with crows and scopes can throw their whole force at 1 cache at a time. My experience with Insurgentcy the ins team have to split up on the caches. US attacks one with most of their team and takes it down. They then attack the other where now the whole ins team is. New cache spawns and ins team is split again and US takes down one more cache. It goes on like this until US have won round.
  6. It is a stupid tactic. Ok game is EA so I accept it. But it is such a game logic thing to do. I can park next to a repair station (or even better more) and then I get instant repairs when taking dmg. With v9 ins and Militia also gets vehicles where gunner isn't exposed so it will better. But before I found it a little OP. US and Rus already has the better weapons and then they can use this bullshit tactic for even more streamrolling ins/mil. Really think the should add a timer. Vehicles can be repaired if it fired weapons or got dmg within the last 30 sec. And repair stations shouldn't stack.
  7. Pretty sure i didnt mention 30mm BTR anywhere. Just said 30mm as in all vehicles with 30mm canons.
  8. I think you need to read patchnotes again.
  9. I had to lol reading this thread. All we have is patch notes saying that the Russians and Militia gets 30mm and people go crazy about unbalance. We dont have anything about number of vehicles of each type on the different map layers, but people already know it is unbalanced. All armed US vehicles and Laws can still take down whatever is thrown at them since all vehicles added to ins/rus/militia take dmg from 50 cal and LATs. If you make a similar thread today writing that militia/ins are underpowered you would be told to "git good", use your strengths and so on. Honestly that is what US need to do now. No more auto win when fighting militia. Honestly i think the stryker will be the most powerfull vehicle this patch. Ok 30mm will be able to take it down, but i dont imagine russia getting more than 1 30mm vehicle per layer. So when Laws and hmmwvs have swarmed and killed 30mm the stryker is king! If stryker is killed by 30mm, the US still have 2 LATs per squad and hmmwvs to take down 30mm. It really isn't imbalanced. If we want to talk about imbalance we should talk about Ins: They only have HAT kits to fight agains stryker. Acording to patchnotes those they unlock 1 per 20 players on team. That means 2 for a full 40 people team, with many servers having 2 reserved slots for members (therefore often only 39 people on each team) that means only 1 player on whole team can do anything to stryker. Rest of team has to hide if stryker decides to drive to their part of map. They really need to reduce the HAT kits to 1 per 15 players or less. On a server with only 20 players on each team vehicles don't disapeer, but the HAT kits does. Then again we dont know map layers. It could be the devs didn't add strykers to maps where US fights ins. We dont know.
  10. Yes one spawn point per FOB. FOBs should be set up further from the fight, with people defending it and using transports to move fresh spawns to front. Now we just need repair stations to be reduced to 1 per FOB.
  11. All vehicles in this patch can be killed by the law. They might have big canons but armor is pretty thin for all of them.
  12. Wow that is so cool +100 % agree
  13. I really dont hope that is true. All those pictures posted on the Twitter is making the wait for V9 even worse. Hope the post them because the release is soon. I can't hold out much longer.... must play V9....
  14. Is it true that we will have to pay to get the map??
  15. This +1000. Snipers in video games = people wo like to get kills at distance where they aren't in any danger themselves. My experience as SL is snipers almost never follow squad, often they spawn on wrong locations (because they think they can get more kill there) and so on. This of cause often to all classes (yesterday i had to kick a GL guy for the same), but with the other classes it is hard to predict who is going to run of. Markmens are 90% of the time not teamplayers and this is why i always want a LAT instead.