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''Insurgency 2'' is the standalone version of the ''Half Life 2'' Mod ''Insurgency''. It is listed simply as "''Insurgency''" on the Steam page. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. Players are able to customize their loadout from their classes' options, including a selection of primary weapons, sidearms, grenades, and armor and vest accessories, though they may choose to ignore any or all of them. This is done by using Supply Points, which are given at the start of a game and in some modes, can be increased by completing objectives or progressing through the next round. Each team, the Security Forces and Insurgents, has nine to ten classes, each with differing weapons and equipment choices. | ''Insurgency 2'' is the standalone version of the ''Half Life 2'' Mod ''[[Insurgency]]''. It is listed simply as "''Insurgency''" on the Steam page. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. Players are able to customize their loadout from their classes' options, including a selection of primary weapons, sidearms, grenades, and armor and vest accessories, though they may choose to ignore any or all of them. This is done by using Supply Points, which are given at the start of a game and in some modes, can be increased by completing objectives or progressing through the next round. Each team, the Security Forces and Insurgents, has nine to ten classes, each with differing weapons and equipment choices. | ||
'''The following weapons appear in the video game ''Insurgency 2'':''' | '''The following weapons appear in the video game ''Insurgency 2'':''' |
Revision as of 05:39, 7 January 2016
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Insurgency for current discussions. Content is subject to change. |
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Insurgency 2 is the standalone version of the Half Life 2 Mod Insurgency. It is listed simply as "Insurgency" on the Steam page. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. Players are able to customize their loadout from their classes' options, including a selection of primary weapons, sidearms, grenades, and armor and vest accessories, though they may choose to ignore any or all of them. This is done by using Supply Points, which are given at the start of a game and in some modes, can be increased by completing objectives or progressing through the next round. Each team, the Security Forces and Insurgents, has nine to ten classes, each with differing weapons and equipment choices.
The following weapons appear in the video game Insurgency 2:
Weapons used by both Teams
Beretta M9
The Beretta M9 is used by the Security by default, though either team can choose it. It holds 15+1 rounds and can equip several accessories. It costs 1 supply point. The Security Specialist, Recon, Breacher, Designated Marksman, and Sniper classes have exclusive access to a suppressor for it
Smith & Wesson Model 10
The Smith & Wesson Model 10 can be used by both teams, but is mainly focused to be used from insurgents. It can be loaded with a speedloader or simply putting one bullet at time. It costs 0 supply points, along with the Makarov PM.
Makarov PM
The Makarov PM is used by the Insurgents by default, though either team can use it. It can equip several accessories and holds 8+1 rounds. It costs 0 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor.
Weapons used by the Security
M45 / MEU(SOC)
The M45 is used exclusively by the Security team. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. Before December 19 update, it is simply retexture of the Insurgents M1911, but is now modeled correctly. Aside from its model and texture, it is identical to the Insurgent-exclusive M1911.
Colt M16A4
The M16A4 is used by the Security. It holds 30+1 rounds can be equipped with several accessories and is capable of shooting in burst fire and semi auto. It costs 1 supply point. Previously, the M16A4 used a top rail with a folding rear sight, though as of the Nightfall update it has a carry handle instead when no optics are used. It can be used by the Rifleman, Sniper, Designated Marksman, Demolitions, and Specialist classes. One thing to note is the fire selector is incorrectly modeled with the safety on.
The Demolition, Breacher, and Specialist classes in the game allows the M16A4 to be wielded with an M203 Grenade Launcher that can, depending on class, use smoke shells or HE shells.
Colt M4A1
The M4A1 is used by the Security and it can be equipped with several accessories. It holds 30+1 rounds. It costs 4 supply points. Its recoil and stats are a mid-point between the larger M16A4 and the shorter Mk. 18. It can be used by the Rifleman, Recon, and Demolitions classes.
The Demolition, Breacher, and Specialist classes in the game allows the M4A1 to be wielded with an M203 Grenade Launcher.
Mk. 18 Mod 0
The Mk. 18 is used by the Security. It holds 30+1 rounds. It can be equipped with several accessories and costs 3 supply points. It has some tan parts, unlike the M16A4 and M4A1. It can be used by the Specialist and Recon classes.
H&K MP5KA4
The H&K MP5KA4 is used by the Security. The old MP5KN model has been replaced with the MP5KA4. It holds 30+1 rounds and can use semi-auto, three-round burst, or automatic fire. It is a fast weapon, but rather weak and long bursts can be hard to control. It costs 2 supply points and always has its front grip. It can be used by the Specialist.
H&K UMP45
The H&K UMP45 is used by the Security. It correctly holds 25+1 rounds but it has an incorrect burst selective fire. It is more powerful than the MP5K thanks to the bigger caliber, but it has a slower fire rate. It can equip several accessories and costs 2 supply points. It is shown with a front grip attached by default.
Mossberg 590
The Mossberg 590 is used by the Security. It can be equipped with slug ammo and other accessories. It costs 1 supply point and can be used by the Breacher and Engineer classes. It holds 8+1 shells and as of the October 2015 update, the reloads are performed correctly.
M249-E2 SAW
The M249 is used by the Security. It holds 200 rounds and can be equipped with several accessories. It costs 4 supply points and has a bipod permanently attached. Can be used only by the Support class.
IMI Galil ARM/SAR
The IMI Galil ARM/SAR is available for the Security team. In-game it is identified by the "Galil SAR" but the model still presents some feature of the Galil ARM. This one has a shorter barrel and polymer handguard.
Mk 14 Mod 1 Enhanced Battle Rifle
The Mk 14 Mod 1 EBR is used by the Security, it is named "M14 EBR" which is its US Army designation. It can be equipped with several accessories and holds 20+1 rounds. It is one of two weapons capable of using the Mk. 4 Scope. Unlike several depictions of the EBR, it has a functional fire selector and can be used in automatic. Used only by the Sniper, Designated Marksman, and Support classes.
L1A1 SLR
The L1A1 SLR is available for the Security team. It correctly shoots in semi-auto and can accept various accessories, plus, both FN FAL and L1A1 can accept the 30 round magazine by using the "extended magazine" accessory in the customization screen.
Ruger AC556
The Ruger AC556 is used by the Security. The model is still the default Mini 14 and has a 20+1 round magazine. It can equip several accessories. It costs 2 supply points and can be used by the Rifleman, Recon, and Designated Marksman classes.
M40A1 Sniper Rifle
The M40A1 is used by the Security. It is one of two weapons capable of using the Mk. 4 Scope and holds 5 rounds in its internal magazine. Used by the Sniper and Designated Marksman classes. Uniquely, when the last round is fired the player character does not operate the bolt, a sign to reload for the attentive
M136 AT4
The M136 AT4 is used by the Security as their primary rocket launcher. It is usable only by the Demolitions class and costs 5 points to use.
Weapons used by the Insurgents
M1911A1
A modified M1911A1 is used by the Insurgents. It has a ring hammer, M45/MEU(SOC) sights, a long M1911 trigger, and smooth wood grips. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor
AK-74N
The AK-74N is used by insurgents. It holds 30+1 rounds and is faster, and has a lower recoil than the AKMS but deals less damage. It can equip several accessories and costs 2 supply points. It is usable by the Fighter, Specialist, Striker, and Militant classes.
AKMS
The AKMS is used by the Insurgents. It is incorrectly named "AKM" and can be fitted with several accessories. It's the only weapon that doesn't require supply points (0 supply points). Any Insurgent class except the Sniper can use it.
The Sapper, Striker, and Bomber classes in the game allows the AKMS to be wielded with a GP-25. Depending on their class, the user can choose smoke shells or HE shells.
AKS-74U
The AKS-74U is used by the Insurgents. It holds 30+1 rounds and can equip several accessories. It costs 2 supply points and can be used by the Fighter, Specialist, and Striker.
Norinco SKS-D
The Norinco SKS-D can be used by the Insurgents. Strangely enough, the SKS barrel seems to be cut down. It can equip several accessories, and comes with a detachable 20 round magazine. It costs 1 supply point. It can be used by the Fighter, Marksman, Scout, Sharpshooter, and Sniper.
FN FAL
The FN FAL can be used by the Insurgents. It can equip several accessories. It holds 20+1 rounds and costs 3 supply points. Usable by all classes except the Machine Gunner and Bomber
TOZ-194
The TOZ-194 (simply called "TOZ" in-game) is used by Insurgents. Like the Mossberg, it can be equipped with slug ammo and can equip several accessories. It costs 1 supply point. It holds 6+1 shells and also now reloads correctly.
Romanian RPK
The Romanian RPK is used by Insurgents. This RPK has an AKM like muzzle brake and the different receiver instead of it original flat receiver. Like in the mod, it comes with a 75 rounds drum magazine and can be equipped with several accessories. It costs 2 supply points. Only the Machine Gunner class can use it.
IMI Galil ARM
The IMI Galil ARM is available for both teams, mainly focused to be used from insurgents though. It costs 3 supply points, it can be equipped with various accessories, but also with its standard bipod and a drum magazine.
Mosin Nagant 1891/30
The Mosin Nagant is used by the Insurgents. It can equip several accessories. It costs 1 supply point. It can be used by the Sniper and Sharpshooter classes and aside from aesthetics, is almost identical to the M40A1 in performance.
M1 Carbine
The M1 Carbine is used by the Insurgents. It can equip several accessories. It is semi-automatic and holds 15+1 rounds, but it can extended by using the extended magazine accessories, which will then use its 30 rounds magazine.. It costs 2 supply points and can be used by the Bomber, Sharpshooter, Specialist, and Striker. In the upcoming update, it will be replaced by a M1 Carbine
MP40
The MP40 is used by the Insurgents. It is correctly shown holding 32 rounds and being unable to chamber one. It can equip several accessories. It costs 2 supply points. In terms of performance it is much like the UMP, but it has a slower fire rate and lower damage.
Sterling Mk. IV
The Sterling Mk. IV is used by the Insurgents. It costs 2 supply points, and it can accept various attachments. In-game it is full-auto only whereas the real weapon is select fire. Furthermore, the Player Characters ill-advisedly hold it by the magazine with their left hand.
If a suppressor is attached, the sterling acquires the Sterling Patchett suppressor, but without the grip underneath it.
RPG-7
The RPG-7 is used by the Insurgents. It can only be bought by the Striker class and costs 5 points.
Grenades
F1 Grenade
The F1 hand grenade is the standard hand grenade of the Insurgents team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes
M67 Hand Grenade
The M67 hand grenade is the standard hand grenade for the Security Team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes.
M18 Smoke Grenade
The M18 smoke grenade can be used by both teams. It costs 1 supply point.
AN-M14 Incendiary Grenade
The AN-M14 Incendiary Grenade can be equiped by the Security team. It costs 3 supply points. Only one of these is required to destroy weapon caches
M84 Stun Grenade
The M84 stun grenade can be used by both teams. It costs 1 supply point.
Other Weapons
Browning M2HB
The Browning M2HB machine gun is seen on vehicles located around maps. None are available for use by the player.
Heckler & Koch P2A1 Flare Pistol
The Heckler & Koch P2A1 Flare Pistol is available for both teams. It costs 1 supply point and can only be purchased on night time maps