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jballou's Photo


Member Since 18 Mar 2016
OFFLINE Last Active Jan 31 2018 03:43 PM

#796821 DOI 2 server suggestions

Posted by jballou on 31 January 2018 - 12:27 PM

So a few things here.

1. Commando Mode gives bots near-perfect aim (MG and Sniper in particular), and doubles their health and supply. So, in most cases, a bolt action shot to the chest of a bot will no longer be a one hit kill.
2. The player indicators are not optional, as with most of the NWI playlist stuff changing it will get you delisted.

3. The lack of indicators leads to -A LOT- of team killing, especially with the custom uniforms for all factions.
​4. I've always had better luck by increasing bot count and adjusting difficulty CVARs than using the Elite or Commando modes.
​5. I'd like to have the initial server for recruiting be a way to ease into the much more difficult #2 server.

6. There is a maximum of 47 players and bots -COMBINED- in these games, so if we have 12 humans we can only have 35 bots. I found the ideal in Insurgency was 32 bots to 6 players, in DoI it seems to be 32 to 8.
​7. The best place to dial difficulty is to make it very hard to win with 1/2 server full. So, in an 8 player server it should be hard but doable for a squad of 4. For 12 player, this means 6 is the smallest viable unit to win, and with a smaller player base than Insurgency it's going to result in a lot of frustration. We either end up with something too hard to beat with a small group, which makes them leave and never reach a full squad, or it becomes a cake walk when the server is full.

#789839 Insurgency Sandstorm

Posted by jballou on 12 December 2017 - 01:27 PM

The writing.... They really need to get a veteran involved in writing that dialog.....

#788652 Insurgency stats viewer

Posted by jballou on 04 December 2017 - 01:17 PM



A tool I made a long time ago, it directly reads the game files to generate a stats view. The interface isn't great, but if you ever wondered how much damage the M16 with AP will do at 88 meters against a guy in light armor, now you can find out. Also works for Day of Infamy.

#788650 The Shotguns of Insurgency(Guide)

Posted by jballou on 04 December 2017 - 01:11 PM

Great guide, we should work to get more of these going. One thing these two items aren't correct:

  • Hipfiring with the shotguns will sightly decrease the shotgun damage.
  • While also silencing the noise of the shotgun, The Suppressor also decreases the shotgun damage.    

There is no damage modifier for hipfire or suppressors, although hipfiring usually means some of the pellets won't strike the enemy as precisely as aimed fire.

#788334 DoI Steam guides

Posted by jballou on 02 December 2017 - 12:19 PM

In-depth guide for how the grenades work, lots of charts and explanations of things most people won't know. http://steamcommunit.../?id=1200681541


Performance and FPS tweaks: http://steamcommunit...s/?id=835323831


Entrenchment Guide (general theory and a few map-specific tips worth reading): http://steamcommunit.../?id=1106855926

#788333 Training sessions

Posted by jballou on 02 December 2017 - 12:19 PM

So I am going to start doing some basic movement and mechanics training on the server this coming week. It will need to be sometime between 1200-1800 EST on a weekday. We usually have a good crew around 1400 EST, I'm thinking that would be a good time to get people on. Let me know what you guys think, I'll post up a poll or event once we have the times worked out.

#788330 Recruiting server as training server

Posted by jballou on 02 December 2017 - 12:08 PM

Killfeed is enabled on FA #1 Insurgency server. Not on the Day of Infamy server. I'd like to see this done for both games, but I will be focusing on DoI to start with. Considering that there are already a lot of Insurgency players that have a good grasp of the mechanics, and we have a lot of DoI specific skills that we need to work on, I see that as being my priority. But, by all means, if someone wants to do this in Insurgency as well, I'd be glad to help get that started. I have a library of training materials, and specifically three very useful (and short) slideshows that I made for Insurgency a while back. Take a look, I'd be glad to create some new ones as needed: https://drive.google...VFk?usp=sharing

#787298 Recruiting server as training server

Posted by jballou on 22 November 2017 - 12:22 PM

Hey guys,


I've been thinking a lot about how to get a solid pipeline of good recruits, and I came up with a training/recruiting server. I'm not a PVP player and I know the tactics and gameplay are significantly different, so some of this may not work on the PVP servers.

We'd need a server that's set up similar to our hardcore servers, but which is closer in difficulty to normal. We enable all-map voice chat, kill feed, free camera, and multiple spectator slots. When an FA member is on server, we will try to lead the squad and get everyone working together.

I've had good results on the Insurgency server with doing this, using in-game voice comms to help people play better. My thinking is, once we get our players comfortable with our tactics and techniques, we start teaching them to public players. As we build up a group of regular players, we both reinforce the sort of gameplay we want, and have a group which has a strong incentive to join the clan.

Let me know what you guys think.

#787295 Day Of Infamy Suggestion

Posted by jballou on 22 November 2017 - 12:03 PM

Not really. I can trigger end round conditions, but not prevent them. It's a problem that I've had since Insurgency, so much is baked into game logic that monkey-patching with SourceMod is very difficult to get working. It would also likely get us on the Custom list.

#786693 Day of Infamy - Server IP: doi.clan-fa.com:27030

Posted by jballou on 16 November 2017 - 03:25 PM

Well, I mean... The server only shows up in Day of Infamy, so we could just do "=F|A= Coop Recruiting". Simple is better :)

#786674 Day Of Infamy Suggestion

Posted by jballou on 16 November 2017 - 12:06 PM

- can we make it so if we win the obj we can continue to kill the last few bots alive?
What do you mean?
- Instead of an AI officer, if there's a player officer we should have a second AI radioman. (it would be nice if they would stick to the officer too)
I am making a mod to kill and change class for bots, it's in the works.
- vote kick AI - some just always seem to TK and wound and i would love to pull a cs:s votekick on their asses
We will be able to kick bots
- i would love to see the smokes and smoke barrages be larger and more dense, im not sure if thats possible. create a massive cloud, give us some chaos. it should be debilitating tactically
This would require a custom server
We can kick bots once I get SourceMod working

#786050 Training sessions

Posted by jballou on 11 November 2017 - 11:31 AM

Hey everyone,


I wanted to get a list together of training that people want to do. We have a very high baseline skill level, but some of the more advanced/specialized things in DoI should be more widely shared.

My goal for this is to have an informal session, once a week, for about 1-2 hours. We'll start with a brief overview of the session, and then give everyone in attendance a chance to try it for themselves.

This will be voluntary, and the idea is that we build up more and more skills among the clan, allowing us to help other members/players on the server when we play. I will make sure that we have an open area for anyone to see the training materials, and when possible I will record the sessions for anyone not in attendance to see. I am also setting up my DoI server, and can turn on cheats and infinite ammo to make training easier.


The things I'd like to go over are (in no particular order):

  1. Basic classes and best loadouts: We'll go over the weapons, show some stats, make sure people are getting the most bang for the buck from their chosen loadouts. I'll also go over saving, supply points in general, and whatever else people want to learn about.
  2. Basic weapons familiarization: Make sure everyone is up to speed on the DoI weapon handling mechanics, default weapons, and hipfire/sway.
  3. Basic game mode and mechanics: Review all the game modes we play, with an explanation of how they work. Go over things like objective ordering and focus to maximize success, supply and respawn mechanics, proper squad setup, and general tips and tricks particular to DoI.
  4. Moving as a fire team: Basic fire and maneuver instruction. With the lower rate of fire compared to Insurgency, staying as a team of 2 or 3 players is even more critical. We'll go over easy ways to keep close to one another, and demonstrate how the "flow" method of movement can let a fire team work as an effective unit.
  5. Tactical Communications: Go over using the in-game voice comms, radio pack, and Discord. Work on directions and callouts, focus on showing players how to get important information to other players as effectively as possible.
  6. Officer and radioman: Explain how the system works, show the different ways to call support, explain how the fire support options work, and demonstrate how to keep up a high cadence of support actions to maximize team combat effectiveness. Focus on getting team to ask for support, and staying aware (and out of the danger zone) of all support actions.
  7. Map familiarization: Get everyone into the maps and put on God mode so we can see all the paths between objectives. We will pick one map a session, and get everyone comfortable with the positions and best ways to move from point to point.
  8. Special weapons familiarization: We need to get more people familiar with the less-used weapons in the game. We will go over launchers, rifle grenades, flamethrowers, and pistols.
  9. Machineguns: As the primary automatic weapons, we need to make sure everyone knows what to do if the machinegunner goes down. We will go over the bipod, differences between factions' MGs, proper siting, enfilade fire, and how to protect yourself from the enemy fire that is always directed at the machinegunners.

I'll update this list as we hear more suggestions and requests from members. I will also be looking to line up cadre for the training, so if you have interest in helping with any/all of these sessions, let me know. I'll also need to know what scheduling looks like for everyone, I assume we all have different schedules so I will try to make several scheduled times available so that we can include as many members as possible.

Above all, I want to make sure that this is a good use of your time, that it remains fun, and that it gives us valuable skills. This process will be driven by the members, so make sure to let me know what you all want to work on.

#785937 Day Of Infamy Suggestion

Posted by jballou on 10 November 2017 - 06:43 PM

As we saw on the CDN server tonight, we can make the game play much differently and still get XP. We can use that as a baseline, and see what else we want to tweak after we get some feedback?

#785597 Day Of Infamy Suggestion

Posted by jballou on 07 November 2017 - 02:21 PM

Here are the things I think might be good. We can implement these with config changes fairly easily.

  1. Increase supply to 20 points.
  2. Set it to Commonwealth vs Wehrmacht only.
  3. Increase bot difficulty to 2.
  4. Increase bot suppressing fire.
  5. Double the amount of bots.
  6. Increase round timers to double current value.
  7. Double time needed to capture points

#782364 Insurgency's Killer of the Month Award: October

Posted by jballou on 16 October 2017 - 11:04 AM

I can actually extract this from the stat server once we get all the FA servers pointed there.