Insurgency

Insurgency

Insplus Tactical Realism Mod
Showing 81-90 of 91 entries
< 1 ... 7  8  9  10 >
Update: 16 Aug, 2015 @ 6:50am

- Gave shotguns freeaim while in ADS
- Adjusted speed decrease while sprinting (There is no full linear decrease of speed as you sprint, instead you will maintain 100% or above of your sprint speed until you reach 25% stamina, then you experience a sharp decrease in speed down to 75% of the original sprint speed)

Update: 15 Aug, 2015 @ 3:02am

- Hopefully fixed the slug bug!

Update: 14 Aug, 2015 @ 1:25am

- Updated sound precaching block to work with the upcoming update (features a compass, enemy down callouts, new maps and more. Check it out by downloading the beta branch!)
- Updated the recoil on the AKM (more vertical and more lateral), AKS74U (slightly more lateral), AK74 (less vertical and lateral), FAL/L1A1 (more vertical and some lateral), M14 (more vertical and lateral), and SKS (more lateral).
- Updated the loadouts for the militant (TOZ, M1A1, AKM, AKS74U) and insurgent specialist (MP40, SKS, AKM, FAL)
- Lowered the full stamina bonus sprint speed from 20% to 15%
- Reworked overall movement acceleration to feel a little more like vanilla
- 5% increase in turning resistance while sprinting
- Security light classes should now properly replace their cap with a helmet when equipping med/hev armor instead of wearing both a helmet and cap
- AP ammo no longer reduces arm damage (it still reduces leg damage however). This was done to make AP ammo deal more consistent kills vs heavy armor in the face of HP ammo (since arm shots with HP ammo are near death shots, you can consistently produce 2 shot kills vs Heavy armor by taping the arm and then body)

Update: 9 Aug, 2015 @ 9:49pm

- Updated all weapon and gear weights to accurately reflect their discriptions (40 weight points = 1 kg)
- Players now sprint 20% faster than normal when at full stamina
- Stamina regeneration reduced from 4/sec to 3/sec (sprint stamina drain is still 6/sec)

Update: 9 Aug, 2015 @ 6:19pm

- Updated both pvp and coop classes to have at least frags available
- Refined some of the weapon weight values to make more sense

Update: 8 Aug, 2015 @ 9:23pm

- Bolt Actions now have little to no sway when using focus
- Bolt Actions are now defaulted to use AP ammo
- Bolt Actions now killshot anywhere above the legs
- (Hopefully) Fixed missing model in checkpoint co-op
- Increased AP rifle/carbine ammo penetration power (roughly 20% increase)
- Slightly decreased the penetration threshold for lighter materials (sheet metal, cardboard, rubber, plastic)
- Slightly increased the penetration threshold for sandbags and asphalt

Update: 8 Aug, 2015 @ 1:36am

- Another bugfix for the Breacher class in coop. Hopefully he remembers his tactical cap this time around.
- Reduced the weapon spread of all weapons by a few notches. This will hopefully make engagements at range less frustrating.

Update: 7 Aug, 2015 @ 7:28pm

- Fixed some bugs regarding coop modes
- There is a bug regarding slugs (no reserve rounds), so I have decided to disable them while I work on it and some other upcoming shotgun round types

Update: 6 Aug, 2015 @ 6:15pm

- Fixed bug on Outpost gamemode
- Reduced Ump45 cost for specialist by 1 point

Update: 6 Aug, 2015 @ 5:05pm

- Updated Bolt Action AP ammo to have increased arm damage (killshot when hitting left arm)
- Tweaked RPG7/AT4 Damage and Damage radius (Overall Damage increased by 40%, radius dropped by 50%)
- Slight increase in HE grenade launcher damage and penetration radius