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  1. Hi everyone, Today we released the third patch of our March bug fixing initiative. Our team has continued to focus on optimization and bug fixes, as well as addressing map balance and exploits. Details of today's changes can be found below. Our team is still busy working on some larger optimization changes, as well as scouring the forums for additional community feedback. We encourage players to provide feedback for our team by following our community posting guidelines. Optimization Optimized landscape layers for Precinct to improve map performance. Optimized landscape layers for Crossing to improve map performance. Optimized various HLOD clusters on Summit to improve map performance. Optimized all soundscape audio banks to decrease memory usage. Optimized all explosion audio assets to decrease memory usage. Optimized all music assets to decrease disk streaming stress. Stability Fixed a server crash in Checkpoint after a map change.Bug Fixes Fixed an issue where using the “Auto” benchmark preset would default to “Very High” graphics settings. Fixed an issue where it was possible for a door breach to kill you even if the door only came close and had not actually hit you. Fixed an issue where blood decals were “floating” on characters and not staying in place. Fixed an issue where fire support was able to be called in before the round started. Fixed an issue where the Mosin equipped with Stripper Clips could shoot two rounds in succession without cycling the bolt. Added potential fix for an issue where the player could occasionally be flagged as spawning outside of the playable area, even though they had not, resulting in a negative countdown warning being displayed on-screen. Fixed an exploit where it was possible to use the walk key to silently crawl. Fixed an issue where if you opened the Comms Menu while aiming down sights, you would remain in ADS afterwards, even if you were no longer holding or had toggled the ADS key again. Fixed an issue where the shotguns equipped with a Foregrip would be held like a pistol in third person. Fixed an issue with camera switching when watching Replays. Fixed an issue where the AK Alpha Extended Magazine was using the incorrect magazine mesh in first person. Fixed an issue when playing at high ping where if you wanted to throw back a grenade without aiming it, you would be stuck in the prepping throw state until pressing Use again. It will now immediately throw the grenade if the Use key isn't being held. Fixed an issue where certain weapons would not unequip correctly when entering a vehicle. Fixed an issue where the Main Menu frame rate limiter was not always being applied correctly. Fixed an issue where enemies would not wear their gas masks in Checkpoint. Fixed an issue with the “It's all in the reflexes” achievement where it could be granted even if you killed somebody with a grenade still in your hand. Fixed a scope post processing issue when spectating in third person. Fixed issue where gas masks weren’t displaying properly in first person while in vehicles. Fixed an issue where the Laser Sight beam could pass through characters. Fixed an issue with third person spectator camera for vehicles. Fixed a visual glitch where a player could potentially draw another grenade even if they didn’t have one when playing at high ping. Improved Customize menu camera. Fixed an issue where the wrong camouflage would be applied to gloves. Fixed an issue where certain certain effects could be stuck “on” when spectating players. Fixed an issue with laser effects being invisible to other players after having spawned or resupplied. Fixed an issue where friendly AI in the insertion vehicle could occasionally be seen not holding a weapon. Fixed an issue that stopped the on-screen explosion dirt from showing after explosions during online play. Fixed an issue where spectating other players could result in a permanent fade out state until a new player was chosen to be spectated by via user input. Fixed an issue where the Loadout screen would exit and fade out if you were spectating someone who died. Fixed an issue with the Loadout menu camera getting stuck on after switching to the spectator team. Fixed an issue where the third person spectator camera would clip with the ground when spectating a vehicle. Fixed various clipping issues with the Covered hair option and Eyewear items. Fixed a misspelling in the profanity filter setting. Fixed an LOD issue on the Insurgent T-Shirt cosmetic. Gameplay Made jumping changes so a player cannot easily jump around and attack other players. Restricted weapon firing and aim down sights for 0.3 seconds after landing from a jump. Adjusted deceleration and friction values for jumping. Lateral movement during a jump is now much more restricted. Removed ability to perform weapon melee attacks while prone. This was felt to look too strange and unrealistic. A player can still use their knife while prone. Map Balance & Fixes Crossing Reduced landscape layer usage to improve performance. Farmhouse Addressed spawn camp issue at objective B Insurgent spawn on Push Security. Addressed spawn camp issue at objective A Insurgent spawn on Push Security. Fixed an exploit where players could go outside the level near Insurgent spawn for objective A on Push Insurgents. Moved a bulldozer to make an invisible wall from an earlier exploit fix less obvious. Precinct Reduced landscape layer usage to improve performance. Added non-vault volumes for store shelves to make them less camper friendly. Summit Reorganized various HLOD clusters to improve performance. Added HLODS for backdrop buildings to reduce slightly over a longer distance. Fixed an issue where players could reach an unintended spot near objective D on Push Security. Fixed an exploit near objective B on Firefight East. Fixed an issue where a door got stuck in a frame when breached in the market area. Fixed not able to throw a grenade through a small window near objective D on Push Security. Tweaked exposure slightly more to make it less dark overall. Hideout Addressed spawn camp issue at objective B Insurgent spawn on Push Insurgents.View the full article
  2. Today we have released patch 1.1.2 which contains numerous bug fixes and improvements. As previously announced[newworldinteractive.com], we are dedicating the month of March to resolving some of the biggest issues reported by community. Expect more updates over the next few weeks. Optimization Optimized first-person weapon loading, reduce streaming during gameplay. Optimized cosmetic mesh creation. Bug Fixes Fixed an issue where the top of the player’s leg mesh was visible when kicking a door while looking down. Potential fix to mitigate door dysnc issues, if you continue to experience any issues with door dsync please report it to us. Fixed an issue where gas masks were not visible while watching a player in third person spectator. Fixed an issue with the M45 safety switch being weighted to the slide causing odd visual effects. Fixed an issue where third person gas mask animations were not playing correctly. Fixed an issue where wooden foregrip materials were being rendered in normal scope quality. Fixed an issue where ammo weight was not being calculated correctly if the player was not wearing an Ammo Carrier in the Loadout menu. Fixed an issue where singly loaded weapons were not calculating their ammo weight correctly in the Loadout menu. Fixed bad morph targets for the Security Patrol Headgear unlock. Regenerated LODs to fix morph target issues on the Baseball and Too Cool Security Headgear unlocks. Regenerated LODs on all Security Headgear to fix all potential LOD morph target issues. Fixed an issue where gas masks would not show on the third person mesh at the start of the round until it was equipped. Fixed an issue where the player’s appearance credit balance would not update if it was zero. Fixed an issue where the gamma setting in the graphics options was not being saved. Fixed an issue where if the player made changes to their gamma setting it was not updated until the user clicked apply. Gamma settings will now update immediately. User Experience Set a 20 character limit to Loadout custom presets. Gas masks will now show on the Loadout character’s hip when equipped in the player’s Loadout. Updated Commander icon in Profile. Gameplay Foliage interactions will now play as non-positional audio for the interacting player and positional audio for all other players to avoid any confusion as to who is generating them. Foliage interaction sounds will now properly reflect the speed of the player and create different audio effects based on that speed. Map Balance & Fixes Farmhouse Fixed bad counter attack spawn on Checkpoint Insurgents at objective A. Addressed an exploit where players could leave the playable area. Precinct Improved objective C capture zone on Checkpoint Security. Summit Fixed an exploit near objective A on Push Security. Fixed an exploit near objective C on Push Security. Fixed an exploit where the player could jump on a ventilation unit and oversee a large part of the market main road. Fixed an issue where a player could get stuck between a wall and locker. Tweaked a restricted area in the far back of the market area on Team Deathmatch. View the full article
  3. Hi everyone, Today we released patch 1.1.1 which includes numerous bug fixes and improvements based on the feedback from last week's content update. The full changelog can be found below. Our team had planned to start working on new features straight after the February content update. However, after reading community feedback, we have decided to dedicate the entirety of March to resolving ongoing issues and making performance improvements before moving onto any new features. Developers not directly involved with these tasks will still continue to work on new art and level content where possible. Major code-related features will be in the works a little bit longer due to this re-prioritization. Bug fixes and optimization will be the top priority for our team, until we are happy the game is in a more polished state. Stability Fixed a potential crash when cancelling matchmaking search before receiving the first server response. Fixed a crash triggered by interacting with a weapon pickup and firing an RPG at the same time. Fixed a startup crash. Optimization Increased amount of item and cosmetic assets cached in memory during load. This reduces streaming during gameplay. Improved audio bank loading to optimize memory usage, allowing all item banks to be kept in memory. This reduces streaming during gameplay. Increased audio compression for the following audio assets: All character voice over. All physics interactions. All character movement. Prevented all player character VO from streaming. It is now loaded into memory. Fixed ragdoll lighting so its attachments are not lit as a group. This should improve ragdoll performance on higher settings. Disabled logging to disk. Bug Fixes Fixed an issue where a player’s first person hands and dead body could become invisible during gameplay. Fixed an issue where players could be temporarily banned from competitive matches even if they re-joined within the required time limit. Fixed an issue where hands could also become invisible after respawning when having died in a vehicle. Fixed an issue where weapons fired in semi-auto would sometimes miss mouse clicks. This will make semi-auto firing much more reliable, especially with higher pings. Fixed armor not mitigating explosive damage. Reduced instances of gunshot audio playing but no bullet firing during full auto mag dumps when fired with high ping. Fixed an issue where characters at further distances would appear not to be aiming in the correct direction. Fixed certain circumstances where players could appear desync’d for other players. Fixed an issue with doors becoming desync’d for certain players. Fixed an issue with the 2x Holographic sight showing the holographic material when in ADS and using normal quality scopes. Fixed an issue where normal scope quality materials did not swap correctly. Fixed an issue where the normal scope clip mask would not map to the correct screen coordinates, causing parts of the weapon to be invisible. Fixed an issue where certain weapons could spawn attachments which they were not compatible with. Fixed an issue where VoIP from specific users were duplicated. Fixed an issue with the MG3 and M240B first person aim down sight deploy transitions. Fixed an issue with camo materials for Security torso items. Fixed an issue where players could equip or draw rocket launchers inside of vehicles. Fixed an issue where aiming down sights could become broken when spawning and resupplying in both Local Game and Range. Fixed an issue where weapons could appear broken when spawning and resupplying in both local game and the firing range. Fixed an issue where arms could appear broken if entering a vehicle while in a grenade throw pose. Fixed an issue where no muzzle flash particle was assigned to the MP5A5 suppressor. Fixed MP5A5 getting Compensator recoil reductions when equipping the Suppressor. Fixed an issue where the ceiling fan prop would disappear when broken. Fixed an issue where first person tattoos were rendering the third person tattoo. Fixed an issue with the M240B Extended Magazine box mount not showing up consistently. Fixed an issue where ragdolls would T-pose when killed in a vehicle. Fixed an issue where ragdolls in a vehicle wouldn’t be removed when a vehicle despawns. Fixed an issue where the Bomber Drones could dive incorrectly and fly under the map. Fixed an issue where the hand position for some rifles appeared broken in the Loadout menu. Fixed one-handed base animations for standing movement. Fixed knife-related animations. Fixed lean animation issues. Fixed a bug where bots could equip a legacy hairstyle no longer available ingame. Fixed an issue where bots could be seen spawning in the air or in the ceilings of buildings. Fixed an issue with the Scoreboard not showing correctly during replays. Fixed an issue with the map cycle on community servers not selecting levels properly if blank lines or leading spaces were left in the mapcycle text document. User Experience Created a fallback cosmetics system to ensure that other players do not appear in half-loaded states during slow-loading situations. Please note this only applies to other players and is currently not utilized in spectator. Updated the competitive leaver penalty to mark players as leavers if they do not rejoin within 120 seconds instead of 60 seconds. Added ingame chat message for leaver penalty to indicate when it's safe to leave a match after another player has left the match. Gameplay Added Extended Magazine upgrade to the MP5A2 for Security Coop. Melee damage is no longer reduced when hitting armor. Map Balance & Fixes Hideout Fixed an exploit near objective D on Checkpoint Security where a player could hide inside a rock. Tweaked exposure to make it less dark while looking at a bright light source. Farmhouse Addressed spawn camp issue at objective A Insurgent spawn on Push Security. Fixed an exploit where players could go on top of the farmhouse building. Fixed an exploit where players could leave the playable area. Fixed an exploit near objective B on Push Security. Tweaked exposure to make it less dark while looking at a bright light source. Refinery Reduced landscape layer usage to improve performance. Reorganized various HLOD clusters to improve performance. Fixed an exploit near objective B on Push Security. Precinct Addressed spawn camp issue at objective A Insurgent spawn on Push Insurgents. Tweaked restricted area at objective A Insurgent spawn to address potential spawn camp issue. Addressed spawn camp issue at objective C Insurgent spawn on Push Security. Addressed spawn camp issue at objective D Insurgent spawn on Push Security. Fixed various minor exploits. Summit Added potential fix for stuck player issue near A objective on Push Insurgents. Tweaked exposure to make it less dark while looking at a bright light source. Fixed various minor exploits. Crossing Fixed restricted area at objective A Insurgent spawn on Push Insurgents. Addressed spawn camp issue at Security spawn on Skirmish. Addressed spawn camp issue at objective C Security spawn on Push Insurgents. Tweaked exposure to make it less dark while looking at a bright light source. Known Issues Looking down while kicking a door may show the top of the leg mesh. Insertion drivers might not always show for all clients. Certain unicode steam names might show as [Player Name] on the loading screen View the full article
  4. Hi everyone, After Thursday’s update, we have observed an increased number of threads and reviews mentioning a performance decrease with our move to Unreal 4.21, as well as a higher frequency of certain issues which we thought had been vastly mitigated. Our programming team has been working hard to try and isolate and resolve these issues, which include problems pertaining to invisible hands/cosmetics, player desync, and the competitive leaver penalty. While we are working towards a near-term hotfix, we also plan to spend the coming weeks further polishing the game before working on new content. With regards to performance issues since the update, we have provided some steps below which might help. While many have reported worse performance in the update, during our Closed Testing Environment testing we received data indicating that the majority of people saw improved performance in the new version, many having reported vastly improved performance. This suggests the issues are related to specific hardware and driver configurations, ingame settings, or old application data which needs to be cleared. In order for our team to effectively reproduce and resolve these issues it is important we receive as much information as possible from the community. If you are having issues since the update we encourage users to check the performance discussion and support section of the Steam forums and follow our guidelines on how to correctly report issues, some key info is listed below. STEP 1 - Check your machine meets the minimum system requirements listed on our Steam store page. MINIMUM: Requires a 64-bit processor and operating system OS: Windows 7/8/10 (64 bits) Processor: Intel Core i5-4440 (3.10GHz)/AMD FX-6300 (3.50GHz) Memory: 8 GB RAM Graphics: NVIDIA GeForce GTX 760/AMD Radeon HD 7970 DirectX: Version 11 Storage: 40 GB available space RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows 7/8/10 (64 bits) Processor: Intel Core i7-8700 (3.20GHz)/AMD Ryzen 7 2700 (3.20GHz) Memory: 16 GB RAM Graphics: NVIDIA GeForce GTX 980/AMD Radeon R9 390X DirectX: Version 11 Storage: 40 GB available space Additional Notes: SSD is recommended. STEP 2 - Ensure the game and all drivers are up to date. If you have to experience a performance decrease from an old build to the current build, we highly recommend removing the contents of your app data folder found in “%LOCALAPPDATA%\Insurgency\Saved\Config\WindowsClient”, or trying a fresh install of the game or If you are encountering performance issues when running 8GB of RAM, please ensure you are in full-screen mode and have closed down any open internet browser tabs or memory intensive background programs. There are also some specific settings to look at adjusting if you’re running into issues: Display Mode: Full screen mode ensures the highest in-game performance. Shadow Quality: Lower shadows can have a significant positive impact on game performance. Scope Setting: Turn this setting to normal if you’re seeing performance issues while aiming down magnified sights. Texture Pool Size: Sets the amount of GPU ram that can be used by textures. Try both settings and see which works better for you. Frame Limiter: If you’re finding your FPS is fluctuating and would prefer more consistent frame rates, we recommend setting a frame limit. By capping your frame rate below your max FPS your fluctuations will appear less extreme and your frames times more consistent. Resolution: If you're running at a resolution higher than 1920x1080 and running into performance issues, try reducing resolution back down to 1920x1080. Please ensure you are running the latest graphics card drivers from AMD and Nvidia. NOTE: If you are using an Nvidia card and are not having any luck with the latest drivers, please try reverting your graphics drivers to the previous version. We have received reports that Nvidia’s latest drivers are causing issues for people. Please let us know if this works for you, so that we can better understand the impact of Nvidia’s latest drivers on the game. STEP 3 - Create a post or email support@newworldinteractive.com with a description of the issue along with details of your system’s DxDiag and in-game settings; where possible include screenshots, videos, or steps to reproduce the error. Before creating a new thread, please use the search function to see if your issue or a similar issue has already been reported. Keeping reports of similar issues in one place will better help our team find and analyse the problem. When reporting an issue, please take a screenshot of your in-game settings page. To see your system specifications, go to your Control Panel, System and Security, and then System. Or view your DxDiag file by search your computer for DxDiag, run and export results as a .txt file. If you experience a crash please submit the crash report along with details of what happened prior and your SteamID in the description box. View the full article
  5. Hello everyone! We’re excited to announce that Insurgency: Sandstorm’s first major update is live! It includes the massive addition of a new ‘arcade’ playlist with rotating game modes, alongside five new weapons, a new firing range for practicing your aim, performance improvements, and a wealth of smaller changes, additions, tweaks, and bug fixes. Learn more about what’s been changed in our First Content Update Trailer! https://www.youtube.com/watch?v=AZV2HzfqSvI We’re also thrilled to announce that over 500,000 copies of Insurgency: Sandstorm have now been sold, already making back the budget of development, marketing, and then some. In celebration, we invite those who haven’t yet picked up a copy to get involved with a first major discount of 20% off, available until March 5th. The Arcade experience that ships with this new update lays the foundation for adding fresh, new, non-traditional game modes into Insurgency: Sandstorm. Things are beginning with a classic Team Deathmatch mode, which removes faction restrictions on weapons and upgrades, and gives more supply points to make your selections. Rules are simple: Build your ideal loadout, and kill enough of the enemy to win the match. New modes will be introduced to Arcade regularly with future updates. To add some spice to this new kill-focused mode, five new weapons are also being added to Sandstorm in this update. Two new variations of the MP5, the MP5A2 and the MP5A5, are low caliber weapons with good recoil control, perfect for close quarters combat. There are also a pair of new machine guns, the M240B and MG3, offering high-caliber damage and an absurd rate of fire respectively. Finally a new Security handgun, the PF940, features 9mm rounds and a massive high capacity magazine upgrade of 31 rounds.. These new weapons join a rework of flash grenades to be more effective, alongside new cosmetic additions of eyewear, tattoos, a new camouflage pattern, and much more. Performance and quality of life improvements, plus bug fixes, are also a major part of the patch. Read all about them in the change log below. We are delighted with the response and reception to Insurgency: Sandstorm so far. This update should be seen as a sign of things to come: major, regular, free updates with new content and big gameplay improvements. To join in, we invite you to grab the game at the 20% discount, available until March 5th. Change log *Please note: We have changed the way we post changelists, in an attempt to make them more readable and digestible we have decided to condense patch/update notes into only the core changes players may notice rather than including every code and art change. New Features Upgrade to Unreal Engine 4.21. New Team Deathmatch game mode. New Arcade playlist in Play section. Currently features Team Deathmatch at 24 players. The playlist will be updated with new Arcade modes in future updates, but all modes will be available through Community Servers found under Coop or Versus. New Range level in Tutorials section Allows players to test all weapons, equipment, and upgrades in the game on both living and nonliving targets. Ability to vote to kick players on community servers. Competitive queue time penalty. Leaving a Competitive match early will prevent a player from queueing. The penalty increases with each instance. Competitive tiebreaker. If a match ends in a tie, a team will need to get a two-point lead over the other team to win, with a faction switch every round. Community Test Environment (CTE) now available in your Steam Library. The CTE is a version of the game that will be opened periodically throughout development to allow players to preview and test future updates before they are released. Restricted areas added to tactical map. New Content Weapons: Security PF940 pistol MP5A5 submachine gun M240B machine gun Insurgents MP5A2 submachine gun MG3 machine gun Cosmetics: Security Eyewear Combat Goggles Hands Knuckles Fingerless Camouflage Tropentarn Tattoos Wolf Graffiti Blackout Spartan Polynesian Wire Insurgents Eyewear Aviator Facewear One Hole Skull Two Hole Skull Tattoos Snake Bite Dead Woods Swirl Skull Compass Eagle Renamed Insurgent Headgear slot to Facewear. Added new truck for drive in sequence at the start of Security Checkpoint. Added new shockwave reaction system, allowing various props to audibly resonate when an explosive detonates near them. Added new Taglines: Most Defensive Kills Get the most kills while defending an objective. Scavenger Killed 10 enemies with a weapon that has been picked up. Resourceful Killed 25 enemies with a weapon that has been picked up. Jacket Killed 30 enemies with a weapon that has been picked up. Added new gas canister props that can be detonated. Optimization Increased usage of mesh instancing throughout levels. Greatly reduced memory usage across all maps. Fixed hitch when opening the scoreboard. Fixed hitch when opening or closing the escape menu or Loadout menu. Fixed hitch caused by Lesson video streaming. Decreased persistent actor components present in levels. Improved screen size fading of smaller decals. Optimized creation/destruction of cosmetic meshes. Enable higher streaming budget outside of active gameplay. Optimized frequency of bot line of sight checks. Optimized UI logic. Gameplay Weapons Fixed issue where flashbangs would not consistently blind players. Flashbangs now slow player movement and mouse input during the blinding effect. Weapons will now pull back further from any obstruction first before going into an up or down state. Barrel length for weapons will now be extended by barrel weapon upgrades. Fixed some weapons pointing through obstructions in first and third person. Pistols are no longer dropped on death. This was done in an effort to further optimize the game. Weapon Balance Increased spread of Flechette shotgun shells to be the same as standard shells. Reduced shotgun pellet velocity, reducing damage at long range. Increased time to Aim Down Sights for machine guns. Removed AP rounds from M249. Increased weight of FAL, G3A3, and Mk 14 EBR. Decreased recoil for M249 and PKM. Lowered supply cost of Uzi to 2 in Versus/Coop and 4 in Competitive. Increased supply cost of MP7’s Extended Magazine upgrade to 4 in Versus/Coop and 5 in Competitive. Combat Knife, Kukri, and weapon melee attack damage is no longer reduced by stamina. Combat Knife and Kukri damage have been increased. A Combat Knife or Kukri attack to the back of an enemy will kill them instantly. Fire Support Set specific Fire Support call in amounts and availability by game mode and by Attackers and Defenders in Push. Added Fire Support call in specific cooldowns. Increased Fire Support personal cooldown. Increased Fire Support cooldowns at start of the round in Versus. Widened viewing radius of Support Helicopter so door gunners can shoot towards the helicopter’s rear. Reduced viewing radius of Gunship so it cannot shoot targets at its rear. Reduced pilot visibility angle for incoming rockets so helicopters are less likely to dodge. Improved Autocannon Strafe so projectiles will no longer be blocked by obstructions. Improved connection between third person and first person head placement when leaning, reducing cases of head glitching. Improved objective capture progress handling when both teams have players on a neutral objective. Previously, this was favoring whichever team entered the capture point first rather than the team with the most players. This caused capturing to be deadlocked at 0% in some circumstances. User Experience Competitive Improved matchmaking to find better matches with players closer to your skill level. Improved info screen to indicate order of rank tier progression. Play menu first time experience When first clicking on Play menu buttons, players will be asked if they want to play the Tutorial Level. Improved character interpolation smoothing to ensure character movement in third person and spectator is now smoother. Improved third person spectator camera smoothness. Improved accuracy of interacting with doors, vehicles, supply crates, and other objects, especially when picking up dropped weapons close to each other. Improved Text Chat Added spam and flood protection. Removed blob background on chat panel. Chat panel now only shows recent messages when the chat panel is inactive. Made text more readable. Toggleable profanity filter. Renamed “Browse Servers” to “Community Servers” in Play menu under Coop and Versus. Added connectivity issue icons on the HUD including warnings for high ping and timing out. Items you cannot afford to purchase with your current supply are now shown as faded in the Loadout menu. Added info buttons for Supply Points and Weight in the Loadout menu, showing descriptions for both when hovered over. The countdown clock during overtime round will now flash red on the HUD. When reinforcement waves are lost or gained, the HUD will more clearly show the increase or decrease with an animation. Loading screen hints will be shown based on your player level, with more gameplay related ones shown at lower levels. All random hints are visible in the in-game menu. Match Preferences in the Play menu will now show average match lengths and player counts for each game mode. The magazine icon for your weapon’s current magazine will now flash white to indicate a reload is in progress, or red if the reload has been interrupted from switching weapons, sprinting, etc. A magazine based weapon can now only be reloaded if you are not at your highest magazine. Your own name will no longer be shown above the speaker icon when using VoIP. Commanders who are suppressed or take damage during a Fire Support call in will now continue their lines in a suppressed state. VoIP will now properly reverberate when speaking outdoors or inside of rooms. VoIP will now be occluded if the player is speaking behind an obstruction. VoIP proximity range for teammates has now been increased to 80 meters while enemy proximity range remains at 15 meters. Vault hints can now be toggled separately from ‘use’ hints. Commander/Observer Color can now be changed (default is white). It can also be set to your Buddy Color/Friend Color. Loadouts can now be changed in between rounds. Hovering over a weapon with a different caliber will show what caliber the new weapon is. Hovering over a player icon on your team on the tactical map will now show their name. Hovering over a player name on the scoreboard will now show you where they are on the tactical map. Added a view limit to yaw when rigging a weapon cache. You can no longer look around on a vehicle’s DShK turret and put on a gas mask at the same time unless Goro is selected in the Customize menu. Teammate indicator now smooths the player icons. Teammate indicators are now shown during the pre-game. Spectator X-Ray can now be rebound in the key bindings menu. Spectator vitals display no longer has flickering item icons. Visual Normal scope quality has been refactored to create a much more consistent and visual superior experience during all weapon motions. Animations Added third person cache arming animation. Updated third person lean. Updated third person slide. Better hit detection for groin plate armor when wearing Heavy Armor. Cosmetics Improved Anchor facial hair. Changed colors of Insurgent carrier, armor, and other gear slightly. Reduced size of Security Heavy Carrier backpack. Increased size of knife on the Security chest carrier. Adjusted speed of ejected shells. Made ejected shells inherit player velocity. HLODs will now not fade in to view when the camera moves rapidly from one point on the map to another. This alleviates an issue where props and geometry would slowly fade from one level to another. Mitigated texture streaming “pop in” when transitioning to and from the Loadout menu. Coop Enemies now use all weapons, ammo carriers, armor, and explosives available to their class rather than a fixed loadout. LGMS (Laser Guided Molotov System™) removed from Molotovs. Enemies are now less accurate the further they are from their target when using all thrown explosives. Fixed enemies not ignoring targets in spawn zones correctly. Added a new music track for the final counter-attack. Bug Fixes Reduced instances of an issue where the players hands might become invisible during gameplay. Please let us know if you experience this issue. Fixed an issue where muted players would randomly be unmuted. Fixed an issue where muted players would not carry over into new rounds. Fixed an issue where characters could be seen floating or partially sunken into the ground. Fixed an issue where the Extended Magazine upgrades would sometimes clip with hands during reloads. Fixed an issue where the game would freeze on the loading screen on a community server after changing the map. Fixed an issue where the loading screen could become stuck at 95% or 100% upon the server changing level. Fixed an issue where transitioning to the same map would cause players to disconnect on community servers. Fixed an issue where players might respawn in the stance in which they died. Fixed an issue where the framerate limiter setting would be reset on game restart. Fixed various localization text overflow issues. Fixed an issue where the teammate indicator could become offset when using Picture-in-picture scopes. Fixed an issue where the XP gain bar would disappear too quickly in the post-match screen. Fixed an issue where third person customization items would be occluded behind various props when going from prone to crouch. Fixed an issue where players shadows could be seen from below through the ceiling of buildings. Fixed an issue where the player’s level from the main menu and the in-game scoreboard menu would be different. Fixed an issue where the player’s appearance credit amount was not displayed in the post-match screen. Fixed a rare bug where characters could pop into view regardless of distance. Fixed an issue where ragdoll corpses would spawn under and in the center of vehicles when destroyed. Fixed staged reloads with open bolt weapons (Uzi, LMGs) Fixed an issue where long key bind names were not fully displayed in the UI. Fixed an issue where Taglines were not being recorded on the backend or displayed in the stats screen. Fixed an issue where objective and kill event stats were not being collected properly. Fixed an issue with the accuracy of the display of the capture time stat. Fixed a localization issue where reflected damage was not being localized in the kill- feed. Fixed issue where player hands would clip through DShK when equipping a gas mask. Now the gas mask will be equipped without playing the first person animation. Fixed issue where you could fire the DShK while putting on a gas mask. Fixed an issue where some Use icons were incorrect in the Tutorial Mission. Fixed an issue where the player’s primary weapon did not appear on screen when an explosive grenade launcher was attached to it. Fixed issue where a player could spam the rocket firing sound without actually firing a rocket. Fixed an issue when running the game in native resolution. Setting the display mode to “Windowed” would not switch to actual windowed mode. Fixed an issue where if player had “Fullscreen” selected in the Video settings, the next time the game launched it would start in “Windowed (Borderless)” mode instead. Fixed an issue where sometimes after dying and then spectating a player, ammo information was still visible on the HUD at the bottom right. Fixed an issue where “Scavenge Magazine“ was not properly localized. Fixed a couple of issues where text might overflow in some UI elements. Fixed an issue where vaulting while putting on a gas mask wouldn't cancel putting the gas mask on properly. Fixed an audio glitch which could occur when entering or leaving the escape menu or Loadout menu due to the doppler effect. Map Balance & Fixes Hideout Replaced numerous merged actors with instances to reduce memory footprint. Updated dynamic props. Reorganized various HLOD clusters to improve performance. Fixed various exploits that harmed map balance. Fixed various minor issues. Farmhouse Added extra entrance for objective A on Firefight West. Adjusted objective A on Push Insurgents to make the front entrance less of a bottleneck. Fixed issue where a player could capture objective A outside the wall on Firefight West. Reorganized various HLOD clusters to improve performance. Fixed various exploits that harmed map balance. Addressed spawn camp issue at Security spawn on Skirmish. Addressed spawn camp issue at Security spawn for objective A on Push Security. Moved final weapon cache objective to second floor on Push Insurgents. Fixed various minor issues. Refinery Replaced numerous merged actors with instances to reduce memory footprint. Reorganized various HLOD clusters to improve performance. Reduced landscape layer usage to improve performance. Optimized the center area of the map to address draw call peaks. Reduced long line of sight behind objective C on Push Security. Made minor light tweaks to improve readability. Fixed various exploits that harmed map balance. Precinct Replaced numerous merged actors with instances to reduce memory footprint. Reorganized various HLOD clusters to improve performance. Optimized material usage to reduce draw calls. Addressed spawn camp issue for Insurgent objective A spawn on Push Security. Added more protection around spawn exit areas on Push Security. Fixed various exploits that harmed map balance. Fixed various minor issues. Summit Replaced numerous merged actors with instances to reduce memory footprint. Reorganized various HLOD clusters to improve performance. Reduced landscape layer usage to improve performance. Moved Security spawn slightly back to balance run-up times on Firefight West. Fixed various exploits that harmed map balance. Fixed various minor issues. Crossing Made minor optimization pass on rocks and foliage placement. Added a new less exposed route for Insurgents on Firefight West. Closed several windows on the large building near the river facing Security objective A spawn on Push Security. Fixed various exploit locations where players could hide inside rocks. Moved objective B Push Security spawn to create more of a safe passage to objective B. Added more protection for Security objective D on Push Security to make it less easy to destroy from a further distance. Fixed various minor issues. View the full article
  6. Live Broadcast: Join us right now for our new patch livestream! Tune in for a game key giveaway and discussion with Lead Game Designer Michael Tsarouhas. https://www.twitch.tv/focushomeinteractive View the full article
  7. Thanks to everyone who participated in the Community Testing Environment this weekend. The test is now over, and we'll be combing through your feedback for consistent issues that we can tackle before we push the update live. If you participated in the test, we ask that you please fill out this survey[www.surveymonkey.com]. We really value our community's feedback. If you have any other reports or notes from the test you've been saving, we'd encourage you to post them to the Focus Forums[forums.focus-home.com] or the Steam Discussion CTE subforum. Stay tuned for future community tests.View the full article
  8. Hi everyone, today we’ve just rolled out a new Community Testing Environment or CTE, all Insurgency: Sandstorm owners should now see a new app called the “Insurgency: Sandstorm Community Testing Environment” showing up in their Steam libraries - you only need to download this if you want to be part of our testing. What is the CTE? The CTE is where we test bug fixes, upcoming content, and new features. Please be aware that this is a developer test build of the game and you may encounter unexpected bugs or issues. Content shown in the CTE is not final and may or may not be implemented into the public version. When will the CTE be available? The CTE is now live! You can now download it and test the new content. The CTE will close at the end of the testing phase, for this initial test we will take down the matchmaking servers on Monday morning European time, however, the CTE will be used for testing all future patches/updates, please see our blog or social media closer to time time for details of future tests. Can I record / stream / discuss the CTE? There are no restrictions on recording, streaming, or discussing the CTE, however, it’s important to disclose that any footage or feedback is from the testing environment. We will set up dedicated sections of the official forums[forums.focus-home.com] and Steam discussions at the opening of the CTE. What is new on the CTE? When the CTE opens you will be able to preview many of the features of the upcoming February update, some of the highlights can be found below. General Upgrade to Unreal Engine 4.21 Fixed jittering of character movement Improved normal scopes to reduce issues with parts of the weapon disappearing Various performance improvements Content New “Arcade” mode: Team Deathmatch Arcade modes will be cycled out regularly for new modes, but all will always be available on community servers. New Weapons MP5A5 MP5A2 M240B MG3 PF940 New “Range” map under Tutorials from the Main Menu where you can test all weapons, upgrades, and equipment in-game against targets or live enemies. Characters Reduced size of Security Heavy Carrier backpack New Cosmetics Security Knuckles Fingerless Hands Combat Goggles Eyewear Tropentarn Camouflage Various tattoos Insurgents Aviator Eyewear One Hole Skull Mask Facewear Two Hole Skull Mask Facewear Various tattoos Gameplay Improved flashbangs to slow down player movement and look speed of those affected Weapons will “pull back” further when obstructed instead of pointing down when close to an object Weapon balance changes including: Increased weight of FAL, G3A3, and Mk 14 EBR Lowered Uzi’s supply cost to 2 in Versus/Coop Lowered Uzi’s supply cost to 4 in Competitive Increased MP7’s Extended Magazine supply cost to 4 in Versus/Coop Increased MP7’s Extended Magazine supply cost to 5 in Competitive Decreased recoil on M249 and PKM Removed AP rounds from M249 Increased time to Aim Down Sights for machine guns Fire Support changes including: Set specific Fire Support call in amounts and availability by game mode or “role” (ie Attackers, Defenders) Added Fire Support call in specific cooldowns Increased Fire Support personal cooldown Increased Fire Support cooldowns at start of the round in Versus Removed Gunship from Versus Widened viewing radius of Support Helicopter so door gunners can shoot to the helicopter’s rear Reduced viewing radius of Gunship so it cannot shoot targets at its rear Reduced pilot visibility angle for incoming rockets so helicopters are less likely to dodge Coop Bots now use all weapons, ammo carriers, armor, and explosives available to their class rather than a set Loadout. Bots are now less accurate the further they are from their target when using all thrown explosives. Fixed bots not ignoring targets in spawn zones correctly. Competitive Tiebreaker If a match ends in a tie, a team will need to get a two-point lead over the other team with a faction switch every round. Leaver penalty which prevents players who leave Competitive matches early from immediately requeueing This is not active in the CTE, but will be in the upcoming update. Improved matchmaking to find better matches with players closer to your skill level Added Security optics to Insurgent classes and vice versa User Experience Added connectivity issue icon on HUD Made Tactical map show restricted areas Faded out items which can’t be purchased with Supply Points Added info buttons for Supply Points and Weight Added clearer indication of when a team’s reinforcement wave counter increases or decreases Added clearer indication of when a round goes into overtime Added clearer indication of when reloading or a magazine is missing from the weapon Hid player’s name when using VOIP Added average match length and player count of each game mode in Match Preferences Added vote kick for community servers View the full article
  9. Hi everyone, ahead of the upcoming update we will be rolling out a new Community Testing Environment or CTE. All Insurgency: Sandstorm owners will see a new app called the “Insurgency: Sandstorm Community Testing Environment” showing up in their Steam libraries in the next few hours, however, you only need to download this if you want to be part of our testing. What is the CTE? The CTE is where we test bug fixes, upcoming content, and new features. Please be aware that this is a developer test build of the game and you may encounter unexpected bugs or issues. Content shown in the CTE is not final and may or may not be implemented into the public version. When will the CTE be available? The CTE app should show up in your Steam library in the coming hours, however, you will only be able to access the build once the CTE opens at 4pm CET tomorrow, trying to access the CTE before this time will result in the following error. The CTE will close at the end of the testing phase, for this initial test we will take down the matchmaking servers on Monday morning European time, however, the CTE will be used for testing all future patches/updates, please see our blog or social media closer to time time for details of future tests. Can I record / stream / discuss the CTE? There are no restrictions on recording, streaming, or discussing the CTE, however, it’s important to disclose that any footage or feedback is from the testing environment. We will set up dedicated sections of the official forums and Steam discussions at the opening of the CTE. What is new on the CTE? When the CTE opens at 4pm CET tomorrow you will be able to preview many of the features of the upcoming February update, we will be sharing a list of new features soon. View the full article
  10. Starting today at 11AM EDT members from the NWI dev team will be answering questions from the reddit.com/r/insurgency community. All developer responses will be from the Reddit account /u/OfficialNewWorld. Keep an eye out for the thread edit at 11AM EDT that signifies the start of the answering session! We will take questions for approximately 1 hour answering live and then return again in a few days to answer some of the additional questions that come up. We've also been teasing some of the upcoming content on our Twitter and other social media so be sure to follow @InsurgencyGame on Facebook, Twitter, Instagram, and YouTube for more previews. MG3 Preview PF940 Preview Firing Range Preview MP5A5 Preview MP5A3 Preview More to come... We look forward to all your questions! Best, The New World Interactive TeamView the full article
  11. Hey everyone, We'd like to extend a huge thanks today to all of you playing Insurgency: Sandstorm! Join us in celebrating the incredible praise heaped on Sandstorm in our new Accolades Trailer. https://www.youtube.com/watch?v=fkoxRm_sydM Insurgency: Sandstorm is a game of team-based tactics and objective-oriented gameplay complete with player versus player, competitive matchmaking, and co-operative game modes versus AI set in a fictional, contemporary Middle Eastern conflict. Your soldier’s appearance, weapons, attachments, armor, and amount of carried ammo are all up to you. Call in airstrikes, request helicopter support, drive vehicles with mounted weapons, and use a wide range of specialist weaponry from grenades to drones to C-4 explosives. Prepare for a hardcore depiction of combat with deadly ballistics, light attack vehicles, destructive artillery, and unprecedented audio design that puts the fear back into the genre. Death comes fast, ammunition must be carefully managed, and the environment must be tactically navigated at every step toward victory. Insurgency: Sandstorm is available right now on Steam. A 10% loyalty discount will be given to fans that own the original Insurgency. This additional discount will be offered until the end of March 2019. The first major community update was announced last week and will include five weapons, much-requested community features, and new cosmetics. https://store.steampowered.com/app/581320/Insurgency_Sandstorm/View the full article
  12. Hi everyone, Jon Higgins here from New World Interactive. After the successful launch of Insurgency: Sandstorm last month and a busy period over the holiday season, our team would like to give you a brief update on where we are with the game's development and what fans can expect over the coming months. After the last update on December 21st we gave our team a week off over Christmas and New Year’s to recover and spend some much needed time with family and friends. During this period, however, our community and design teams were spending a huge amount of time reading through hundreds of reviews and comments across Steam, Reddit, YouTube, news sites and more, gathering feedback and prioritising our year ahead. After reviewing launch and reading your feedback it was clear that our first update needed to focus heavily on quality of life and community features, but also deliver additional content. We hinted at some future plans in our The Insurgency Legacy Continues[newworldinteractive.com] blog post back in December, and while we are not yet ready to discuss the full line up of changes for the February update, you can view some confirmed content and features below. Five new weapons including the MP5A5 and MP5A2, which will be available for Security and Insurgent Breacher classes respectively. A new Community Testing Environment right in your Steam Library for easier and more open testing of upcoming updates. Competitive improvements including tiebreaker rounds, leaver penalties, and more. Vote Kick for community servers and additional anti-harassment / griefing measures. Clearer indications around restricted areas, game rules and spawn waves. New cosmetics including Tropentarn camouflage, new gloves, and new eyewear. Some other surprises you might not expect. In addition to the above, performance and optimisation will continue to be a top priority for us. Players systems and setups vary greatly and it's important we gather as much information as possible. We encourage anybody who is having issues to submit information to our team via the performance discussion and support section of the forums to help us identify and resolve any issues. We also received a lot of feedback about the in-game community and player behaviour. Our team will be working on various design changes, bug fixes, and other game-based solutions to address or mitigate these issues. However, some of these will require time for us to concept, implement and iterate upon. In the meantime, it is vital that the community aid us and our partners in finding and addressing issues. As such we have published a new guide detailing the steps you should take if you encounter someone cheating, using game exploits, harassing/abusing players or otherwise griefing, as well as additional documentation regarding Easy Anti-Cheat. Read more: Community Guidelines - Cheating, Exploits and Harassment. Read more: Community Guidelines - Easy Anit-Cheat. Two recurring topics regarding in-game player behaviour were vote-kick and in-game reporting options. Our team take player behaviour very seriously and are committed to improving player experience. Some of the changes in the February update should take steps towards this, however, we would like to take this time to clarify our current stance on the above. In our previous titles, votekicking itself was abused by some players as a means to harass, grief, and troll, so we’ve had some hesitation about adding it to Sandstorm. However, we’ve heard your feedback and we understand that when used responsibly this can be an effective tool in dealing with disruptive players. As such we’ve decided to add it as an option for community servers. We’ll continue to monitor community feedback on this and other systems and make changes accordingly. We’ve also seen some requests to include an in-game reporting system to deal with these kinds of players. This is something we have discussed, however, creating and managing such a system with investigations and reviews of every reported player would put a great strain on our development and community management resources. Frankly, we’re unable to effectively monitor every single player’s behavior and support such a system. We would rather focus on creating good community tools and automated systems to deal with these kinds of issues and put our resources toward creating content and improving gameplay. That being said, an in-game reporting system is something we might explore in the future, targeted at the most disruptive players. For now, we ask that players follow Community Guidelines - Cheating, Exploits and Harassment. As we’ve said before, launch is just the beginning for us. We have a huge amount of post-release content planned for Insurgency: Sandstorm, and are excited to bring the game to consoles this year and to explore additional platforms in the future. We will be sharing a lot more news over the coming weeks, so be sure to subscribe to the NWI newsletter[newworldinteractive.com], bookmark our blog[newworldinteractive.com] and follow @InsurgencyGame across social media to stay up to date with all our announcements. New World Interactive View the full article
  13. Hello again! Welcome to our guidelines on cheating, exploits, and harassment. In this post, we discuss different levels of abuse and how our community members can help us in dealing with these issues. Cheating We have partnered with Easy Anti-Cheat to help us find and ban players who use cheat software, hacks, or custom scripts to disrupt our players’ experiences in Insurgency: Sandstorm. We take cheating very seriously, so we appreciate all of our fans who help us in combating this issue. If you come across a player that you suspect is cheating or if you find a cheat available for Sandstorm online, please fill out a Cheat Report for Easy Anti-Cheat to investigate. If you’re reporting a cheat for sale/download, please include a link to the relevant site. If you encounter a player who you think is using hacks or cheats, grab the replay ID of the match from the History section of the main menu and it include it in your report. Be sure to watch the replay first and include the approximate time that the player can be seen using a cheat in the report as well. How to find a replay ID and Steam ID: Go to the Main Menu Select “History” Mouse over the replay, then click “Copy ID” and paste it in your report. Start the replay and go to the scoreboard Click on the suspected player’s name and “Copy Steam ID”. Then paste it in your report. Click here for the EAC Cheat report: EAC Cheat Report[www.easy.ac] For more information about EAC, including bans and appeals, check out our EAC post here: Community Guidelines: EAC & Cheating Exploiting Design Issues Our team has been working very hard to get Insurgency: Sandstorm to where it is today, and we are still developing improvements and new content for the future. That being said, we have seen some players exploiting bugs in design. Examples of this include: Hiding in rocks/walls Exploiting Out of Bounds areas Glitching into unplayable areas Spawn camping If a player is exploiting these mechanics or does something that feels unfair (but they’re not necessarily using hacks), please take a screenshot or video along with an explanation of what is happening, and send it to support@newworldinteractive.com so that our team can recreate and address the issue. Harassment/Trolling/Griefing We have received some community feedback on issues with toxic players, offensive language, and trolling in Insurgency: Sandstorm. New World Interactive does not condone this type of behavior and we’re taking steps to ensure players are able to effectively deal with this whenever it is encountered. Some of these fixes and additions include: Fixing the mute function so it carries over between rounds. Adding toggleable profanity filters to text chat. Adding spam protection to text chat. The ability to vote to kick players on community servers. It may take us some time to implement these features, but we are working on various plans to discourage toxic player interactions. We recognize that players intentionally harassing others can be pretty annoying. Whether they’re yelling something racist on the microphone, repeatedly (and purposefully) standing in the line of fire, purposefully teamkilling, or taking other actions that can be considered trolling or griefing, we get that it can be very frustrating or offensive. No matter how irritating this can be, don’t try to confront these players. Shooting them in retaliation or shouting back at them will not solve the issue. Hold Tab, hit that mute button, put those blinders on, and don’t feed the troll. To see the full list of what’s coming next, check out our Community Update post. We have a ton of content planned for Insurgency: Sandstorm so keep the feedback coming! To report bugs in Sandstorm, check out our Technical FAQ. Having performance issues? Check out our Performance Tips.View the full article
  14. Hello everyone! We figured it was time to provide a bit of an overview about the third-party system we use to detect hacks & cheats, Easy Anti-Cheat. Our previous titles Insurgency (2014) and Day of Infamy used BattlEye for this purpose, however we switched to EAC for Insurgency: Sandstorm. EAC is one of the industry leaders in game security and Anti-Cheat and is used by many popular games including Fortnite, FarCry 5, Ghost Recon: Wildlands, and fellow indie shooters Squad and World War 3. What is Easy Anti-Cheat? EAC, provided by Epic Games, is designed to prevent, detect, and ban cheaters in multiplayer online games. It recognizes cheating software on players’ systems while Sandstorm is running and removes accounts abusing the game with those. EAC is used by a ton of other games and you can see the full list here: EAC Partners[www.easy.ac] Do I Have to Install EAC? To play Insurgency: Sandstorm, EAC must be installed together with the game on your computer. When you play our games, you are agreeing to New World Interactive’s Terms & Conditions to allow EAC to to monitor and identify hacks and cheating software in your system while playing the game. We are committed to finding and banning players who use cheats in our game and to do this, EAC must be allowed to run. I’m Getting EAC Error Codes when I Start Sandstorm. Help! View EAC’s troubleshooting guide here: EAC: Troubleshooting Guide[www.easy.ac] If you have followed all of those steps and are still encountering EAC error codes, contact them directly here: EAC: Contact Technical Support[www.easy.ac] I’ve Been Banned! What Do I Do? EAC has found cheat software, untrusted and/or unknown system files, debuggers, or otherwise suspicious software on your system or you may have used custom scripts that have caused you to be flagged. If you have received your ban from EAC, you can find a ton of information on how EAC handles bans here: EAC: Account Bans[www.easy.ac] Please bear in mind EAC has a zero-tolerance policy against cheating. Make sure to scan your systems regularly for viruses and suspicious files. Don’t download files from untrustworthy sites. Put that anti-virus to work! If you feel you received a ban in error, submit a ban appeal to EAC here: EAC: Insurgency: Sandstorm Ban Appeal[www.easy.ac] General response time, according to EAC, is 3 to 14 days. While this may seem a bit long, we recommend players submitting appeals refrain from sending multiple tickets as this may increase your response time. I Found a Cheat for Sandstorm or a Player that is Cheating. Please fill out a Cheat Report for EAC to investigate. If you’re reporting a cheat for sale/download for Insurgency: Sandstorm, please include a link to the relevant site. If you encounter a player who you suspect is using hacks or cheats, grab the replay ID of the match and the Steam ID of the player and it include it in your report. Be sure to watch the replay first and include the approximate time that the player can be seen using a cheat in the report as well. How to find a replay ID and Steam ID: Select “History” from the main menu Mouse over the replay, then click “Copy ID” and paste it in your report. Start the replay and go to the scoreboard Click on the suspected player’s name and “Copy Steam ID” then paste it in your report. Click here for the EAC Cheat report: EAC: Insurgency: Sandstorm Cheat Report[www.easy.ac] If a player is exploiting game mechanics and does something that feels unfair but they’re not necessarily using hacks, (ie spawn camping, exploiting out of bounds areas, etc.) please take a screenshot or video. Send it along with a timestamp and an explanation of what is happening to our support email below so that our team can recreate and address the issue. support@newworldinteractive.com We have worked hard on Insurgency: Sandstorm to provide balanced gameplay for our fans and our team takes cheating very seriously. We appreciate our players out there who have been helping us crack down on cheaters in our game, and we hope that as we continue working with EAC we can keep the amount of players using hacks to a minimum. View the full article
  15. While most of the tech world has its eyes focused on CES 2019, a new report released today says Amazon could be working on a new game streaming service that will deliver games digitally while running them on cloud servers. That tidbit of news is according to a report on The Information, and while the details are thin, the publication says Amazon could be joining Sony, Google and Nvidia as a game streaming provider as early as next year. So why the skepticism? The sources that spoke to The Information say that while negotiations are underway, no games or even a firm release date could be confirmed making it hard to corroborate the information with the developers themselves. Should the service pan out, however, Amazon would almost certainly include it on Amazon Fire TV Edition screens and Amazon Fire TV devices, plus tablets and smartphones. No mention was made about a PC version of the service, unfortunately, but it sounds like it's still heavily under development. Game on? It’s hard to know outright what Amazon is doing in the games space. On one hand it just cancelled its first project Breakaway back in April of last year, but on the other a move into the streaming side makes sense – the company certainly has the server capabilities and Amazon might want to stay neck-and-neck with the other big tech companies working on streaming. While Amazon has yet to say anything official on the matter, The Verge has noticed a number of postings that corroborate the rumor – including a position for a Cross Platform Game Engineer and two listings that specifically mention cloud games – but we’ll have to wait to hear from Amazon before anything’s official. Need something to play right now? Don't miss our list of the best PS4 games View the full article

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