Insurgency

Insurgency

The Co-Op Experience | TCE v4.2
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Update: 18 Dec, 2022 @ 9:54pm

- Theater Fix

Update: 18 Dec, 2022 @ 2:49am

BIG CO-OP UPDATE
- Included a Co-Op playlist. This is so the Bot Behaviors doesn't have to be activated with a cheat.
* Uses Elite Theater by default, maxes out bot difficulty.
* Uses the Vanilla Co-Op Mapcycle.
* You can start maps by first typing into the console:
- sv_playlist hrso/coop
* You can also start in the Main Menu Solo Tab.
- Partial re-write. I already started re-writing the whole mod but in the process of doing so, I saw just how time-consuming it is and it will only work for Co-Op.
Which means every Sustained Combat gamemodes will not be supported, so I decided to do a partial re-write instead. Co-Op gets the love, while you can still solo Sustained Combat modes without changes to the previous balancing. (Not sure yet how or when or even IF I can implement it in PVP, hard to balance when I'm the only one making this mod, lol)
- I changed how the Co-Op modes call theaters, instead of having different loadouts per theater - I made a player.loadout.theater instead which covers all the Co-Op Game Modes, this means the Tactical Rig aspect, Backpacks, and all the upcoming Co-Op changes now applies to all Co-Op Modes including Hunt. Sadly, this means the
Green Beret models have to go.
* Removed Green Beret Models.
- Major Attachment Balance Changes:
* Too many to list, most of the Attachment Stats have been overhauled. Bulky Scopes slow down your Ads speed, at the same time can reduce muzzle climb.
Lighter optics (1x, etc) whatever that is visibly smaller have Ads-speed bonuses, while increasing recoil. Some have an effect to your draw speed and holster
speed as well.
Detailed Stats are in the UI.
* Buffed Slings in Co-Op to compensate for the attachment stats changes.
* Tweaked Suppressor Lengths.
* Most attachments now have weight.
- Co-Op Loadout Changes:
* Re-worked the Rigs. They give the extra ammo bonuses for the Ordnance, but not the slots. The Slots are unlocked by the backpacks. This is because I recently found out that backpack slots can't give extra ammo bonuses but can in fact, unlock weapon slots.
- This means even if you have the max ammo bonuses from the rigs, you won't have access to the slots unless you buy a backpack upgrade. The extra secondary slots can be unlocked that way too. The only exception to the Secondary Unlock is the Recon Rig.
* Mag Pouches: The only rig which has access to max Primary Magazines. Provides moderate chest penetration resistance. Most expensive non-specific rig.
* Standard Rig: Similar to the Magpouches, but does not provide the max possible primary magazines. Stats are close to the vanilla rigs. Budget non-specific rig.
* Light Rig: Provides Carry Limit bonuses. Has access to max Secondary Magazines. Provides slight chest penetration resistance. Cheapest non-specific rig.
* Recon Rig: Early Access to extra secondary weapon slot. Has access to max Secondary Magazines. Only available to Sniper Class.
* Heavy Rig: Provides great penetration resistance. Only available to the Support Class.
* Grenadier's Pouch: Provides the most ordnance bonus. Only available to the Rifleman Class.
* Buffed Juggernauts once again, by giving them a Penetration Power Requirement. Any penetration value below 120 will deal no damage. Basically all the small arms caliber, unless AP. Range affects penetration value too.
* Reverted the Ordnance to have their original starting carry.
* Buffed Light Rig to slightly have more Carry Limit Increases on all Tiers.
* Slightly buffed Heavy Rig on Tier 2 and 3 to have Penetration Requirement of 110 and 120 respectively.
- Both from 100, Penetration Requirement means any bullet that has a penetration power less than 110 or 120 will not do damage (small arms).
* Added 2 New Backpacks:
- Grenadier Camelbak: Only available for the Rifleman. The Rifleman class is now merged with the Grenadier, and as there are two Rifleman in the squad, there can be two M203s.
- Specialist Backpack: Allows the Specialist to Carry another Primary Weapon. The ability to do so is now locked to the Specialist.
* Added the ability for USP45 to use extended magazines. (Uses vanilla extended magazine, not visible in viewmodel but visible in worldmodel)
* Changed Upgrade Slots for Quick and Tactical Reload from Stock to Misc. on some Pistols, while some on the Magazines. This is to allow Quick and Tactical with the Sling.
* Removed Trigger Assembly upgrades. It is buggy, could ruin the immersion.
- Added Basic Laser Sight.
* Just a cheaper option if you don't want a flashlight, or a PEQ.
- Added Warrior Suppressor.
* Model of SethSamson.
* Draw Speed: -8%, Holster Speed: -8%, Vertical Recoil: -10%, Lateral Recoil: +10%, Spread: -30%.
- Added Light Loading Port.
* Misc. Upgrade Slot.
* Increases Shell Loading Speed by 8%.
- New Weapons:
* Magnum Research Desert Eagle. (GGX Version by TIM)
* A pistol option to deal with juggies.
* Chambered in .50AE (New Ammo Type)
* Accessible to Classes that can be lacking the firepower to deal with juggies (Rifleman, Designated Marksman)
* HK416C (Ghost_Lead_SixOne's Model)
* Secondary Weapon for Support.
* A new set of weapons for the specialist:
- SAI GRY (Tim's Model)
* EFT M4A1 Sounds (Izzi Laef)
- FN Five SeveN (Rymd's Model)
* Chambered in the same caliber the MP7 uses. I'm too lazy to create a new caliber again lmao. But the purpose for that is the shell model: it's actually custom. Which is close to what 5.7x28mm looks like.
- SIG P320 (Katka's Model)
* Can switch barrels to change caliber.
* Sounds by A.Carter G4Y

- Fixes:
* Fixed AA-12 end of reload animation playing the universal holster sounds. Somehow, Cele put it in the compile.
* IED Detonation radius reduced.
* C4 Detonation radius reduced.

Update: 11 Dec, 2022 @ 9:55am

- Fixed T-Scope Description.
- Nerfed Juggernaut's Armor Penetration Resistance.
- Fixed SCAR not having HP Ammo upgrade.
- Fixed Scar Handling sounds.
- Added M14 EBR.

Last Update for now. Will re-write this mod. :)

Update: 10 Dec, 2022 @ 6:01pm

- Fixed bots not spawning in Solo

Update: 10 Dec, 2022 @ 7:33am

- Added more Stat Details on descriptions.
- Fixed M82A1 Spread not hitting targets.

Update: 10 Dec, 2022 @ 5:21am

Co-Op Changes:
- Fixed Insurgent LMG Rig scarf not having burnt textures.
- Changed L1A1 to DS Arms SA58 by Phale.
- Switched SIG MPX Model to Katka's MPX, this was the old model but became broken on my recompile. I learned that the issue was in decompiling, better if I use hex-editing instead.
- Added Ak-104 (Rifleman, Grenadier/Demolitions)
- Added Ak-105 (Rifleman)
- Added Ak-12 (Support)
- Added AA-12 (Support)
* Has fewer reserved magazines. But has an access to 20-rd/32-rd Magazine Upgrade.
* Another viable option to deal with the Juggies as a Support.
* This model is by Cele, which has a bug that plays out the pickup/switch weapon sound after reloading. I don't know how to fix that.
- Added CheyTac M200 (Sniper)
* Model by Cele
* This is a bolt-action counterpart of the Barrett M82A1. I know this is chambered in a different ammo, but I'm using the 50BMG stats anyways as they are ought
to deliver the same amount of performance, gameplay wise.
* Can't use Bipods.
- Locked Weapons to First Slot:
* Barrett M82A1
* Colt M45A1
* FN M16
* FN M4A1
* KAC Stoner LMG
* Kalashnikov AK-12
* Kalashnikov Saiga-12
* MK.18
* Manuhrin MR73
* Remington MSR
* CheyTac M200
Note: The Modern Versions of the AK Platforms are just a replacement of the vanilla AK Series available on the Security Side. No Stat Changes.
But that also means it'd be using 7.62x39 which deals more damage than the 5.56x45 of the M4 Platforms. It is a slightly better way of dealing
with Juggies.
- Added Trigger Assembly - Single
* M249
* Stoner
Note: This is a little clunky, same way with the pistol trigger assemblies as they are not intended to have a full/semi modes. (Don't switch during a firefight.)
- Buffed 50BMG Stats again. Can now Easily kill Juggies as intended.(M82A1 is capable of killing a Juggernaut in 2 shots at long distances.)
- Buffed 12gSlugs/Buck DMG so it can be potent at killing Juggies.
- Loads of Scope FOV Changes.
- Slightly adjusted Leaning Distance (Left and Right)
- Barrel Length Adjustments (This doesn't affect range, only the limit where your character puts his muzzle up when obstructed.)
- Ballistic Spread Tweaks on some weapons.
- Theater Cleanups
- Added Tactical Rigs to Classic Theater.

Update: 8 Dec, 2022 @ 1:11am

- Changes to Co-Op Gamemodes including Hunt:
To accomodate players playing solo (Which includes me lmao) I have to increase the carry limit for throwables.
* Flashbang Increased to 8 Max Carry (Starting at 3 Flashbangs per Slot)
* M67 Fragmentation Increased to 6 Max Carry (Starting at 2 Frags per Slot)
* M18 Smoke Increased to 10 Max Carry (Starting at 3 Smokes per Slot)
* ANM14 Incendiary increased to 5 Max Carry (Starting at 2 Incendiaries per Slot)
* HE/Smoke from Launchers still caps at 9, but now starts at 3 on the First Slot.
- Changes to the Extra Ordnance stats for the Following Co-Op Only Gear:
* Mag Pouches 02: -/1/- Extra Ordnance.
* Mag Pouches 03: 1/2/3 Extra Ordnance.
* Recon Rig 02: 1/1/1 Extra Ordnance.
* Light Rig 02: 1/1/- Extra Ordnance.
* Light Rig 03: 1/1/3 Extra Ordnance.
* Heavy Rig 03: 1/1/2 Extra Ordnance.
* Standard Rig 02: 2/2/- Extra Ordnance.
* Standard Rig 03: 2/2/3 Extra Ordnance.
* Grenadiers Pouch: 6/2/3 Extra Ordnance.
- Changes to the Stats on the Backpacks:
* Camelbak: +15 Carry Weight. +2 Extra Secondary Mags.
* Camelbak with Pouch: +25 Carry Weight. +4 Extra Secondary Mags.
* Standard Backpack: +55 Carry Weight, +1 Primary Slot, +2 Extra Secondary Mags, 1/1/2 Extra Ordnance.
* Large Backpack: +65 Carry Weight, +1 Primary Slot, +3 Extra Primary Mags, +2 Extra Secondary Mags, 1/1/4 Extra Ordnance.
- Changed all Tier 3 Rigs to give an extra Secondary Slot.
- Locked some secondary weapons to the First Secondary Slot.
- Price Change for the Rigs/Backpacks:
* Recon Rig 01 from 1 to 0.
* Recon Rig 02 from 2 to 1. (This is so it is much cheaper for Recon/Sniper/Marksman to acquire an extra Secondary Slot than other classes.)
* Standard Backpack from 3 to 5.
* Large Backpack from 4 to 6.
Note: The Grenadiers Pouch still carry the most number of HE/Smoke Munitions for the M203, and would also carry the most Throwables, easily even without a Backpack.
- Changed some Insurgent Rigs stats though it doesn't matter much.
- Buffed .50BMG Stats for Co-Op Gamemodes including Hunt.
- Added Tomahawk Axe for Breacher, Demolitions, Grenadier. More range than a knife, significantly more damage.
- Added D-Evo for HK417.
- Added Comp M5 for HK417.

Update: 5 Dec, 2022 @ 11:29pm

Fixed AN/PVS-4 not in Designated Marksman in Default Theater

Update: 5 Dec, 2022 @ 10:39pm

- Elite Theater Changes to accomodate the Backpack Buffs.

Update: 5 Dec, 2022 @ 9:08pm

- Added Quick Reload Upgrades
* Quick Reload: Increases Reload Speed by 20%
* Tactical Reload: If applicable, drops a whole mag to feed another. Increases Reload Speed by 35%
* Rack and Load: A well-maintained racker replacing your stock one to increase pump speed by 20%. Increases Reload Speed by 35%
Note: Some of them takes the Stock Slot, while some takes the Magazine Slot. They also affect Launchers.
- Re-worked the following Loadout Upgrades:
* Recon Rig 01: +4 Secondary Mags, +1 Ordnance Slots, +1 Secondary Weapon Slot.
* Recon Rig 02: +2 Primary Mags, +6 Secondary Mags, +2 Ordnance Slots, +1 Secondary Weapon Slot +2 Extra Secondary Mags.
* Grenadier's Pouch: +3 Primary Mags, +2 Secondary Mags, +2 Ordnance Slot, +6 Extra Ordnance. +9 M203/GP-25 Max Carry
* Standard Backpack: +55 Carry Weight, +1 Primary Slot.
* Heavy Backpack: +65 Carry Weight, +1 Primary Slot, +2 Extra Primary Mags.
- Added AN/PVS-4 for Recon/Marksman/Sniper in Co-Op Gamemodes. (Nighttime Only)
- Added Trigger Assembly for Sniper Class in Co-Op Gamemodes.
* Allows Full Auto for Select Secondary Weapons.
Note: These Changes or Additions are what I've seen fitting for the mod, as the addition of the Juggernauts and Bot Loadout Overhauls made it hard to even finish a single Checkpoint Mode.
The class special rigs also forces the player to play their role.
- Removed Dynamic Audio Overhaul to make it an Add-on instead.
This is to prevent crashes and make it an optional to use DAO at your own risk.
- Theater Cleanups