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  1. #331
    https://steamcommunity.com/games/581...37703498262489

    First Major Content Update is live!
    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!

    We’re excited to release today Insurgency: Sandstorm’s first content update! It includes a new ‘arcade’ playlist with rotating game modes, five new weapons, a new firing range, performance...

    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.
    Un beau bébé de 4.6GB dispo dès maintenant.

  2. #332
    Et ça joue un peu en ce moment ? Je commence à cumuler les heures mais je me sens un peu seul...

  3. #333
    https://steamcommunity.com/games/581...34740773849195

    Patch 1.1.1 Released
    7 MAR @ 1:38AM - NWI ALEX
    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
    - - - Mise à jour - - -

    Citation Envoyé par LolOleon Voir le message
    Et ça joue un peu en ce moment ? Je commence à cumuler les heures mais je me sens un peu seul...
    Pas trop en ce moment, surtout occupé sur APEX et d'autres jeux mais j'approche tranquillement des 300 heures.

  4. #334
    Je joue à Sandstorm depuis 1 semaine.

    J'ai énormément joué au mods et soutenue le 1er avec l'early access.
    Je joue depuis qu'il y a de la coop dans le 1er, j'ai abandonné le PvP et dans celui-çi c'est la même.
    J'adore l'idée du kamikaze, ce stress quand tu entends le tel sonné il y a moins de RPG mais les bots ennemies sont d'une précision au lancer de molotov
    L'IA est bien violente aussi comparé au 1er.

    Seul regret: Pourquoi les devs ont choisi l'Unreal Engine ...
    PC: Ryzen 5 2600X @3.6GHz - AMD RX Vega 56 8Go Vram- 16 Go DDR4 - W10 - 2560*1440 Portable: Dell Inspiron 14 5485 (Ryzen 5 3500U/8go). Console: PS4 - Switch - 3DS

  5. #335
    Moi aussi, j'ai pas spécialement pratiqué le 1 mais j'adorais l'ambiance et le feeling.

    Que je retrouve dans le 2, mais maintenant j'aimerais et bien le tenter en team. Surtout le mode Push et le coop.

    Z'avez 1 ou 2 serveurs de référence ?

  6. #336
    Citation Envoyé par LolOleon Voir le message
    Et ça joue un peu en ce moment ? Je commence à cumuler les heures mais je me sens un peu seul...
    Citation Envoyé par LolOleon Voir le message
    Z'avez 1 ou 2 serveurs de référence ?
    Bonjour,

    Comme à la bonne époque, avec quelques canards nous avons bricolé un serveur Insurgency Sandstorm.

    Nous sommes une petite dizaine à jouer régulièrement en COOP, et étant pour la plupart des anciens d'Arma, nous jouons "TactiCool" avec l'objectif de mourir le moins possible.

    Plus d'info ici : http://couillondecanard.org/.

    Des bisours.
    Dernière modification par banjouille ; 13/03/2019 à 10h08.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  7. #337
    N'hésitez pas à revenir, le conseil d'administration provisoire a reconnu publiquement que le réglage sur 24 était un peu sévère. Il décrète unanimement ou presque que nous allons tester à 16.

    Merci j'ai passé un agréable moment. C'est dur, mais c'est beau, mais c'est dur.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  8. #338
    Citation Envoyé par banjouille Voir le message
    N'hésitez pas à revenir, le conseil d'administration provisoire a reconnu publiquement que le réglage sur 24 était un peu sévère. Il décrète unanimement ou presque que nous allons tester à 16.

    Merci j'ai passé un agréable moment. C'est dur, mais c'est beau, mais c'est dur.
    Ouep, après vérif en vanilla le jeu se limite à 12 IA en face, donc 24 c'était un gros step
    Donc ouais 16 ça devrait être un peu mieux, à 12 on roulait un peu dessus parfois !

    A très vite les coupaings

    - - - - - - - "Sans peur et sans reproche" - - - - - - - -

  9. #339
    Eh ben c'était vachement bien. Toujours relevé mais vachement bien.

    J'avais juste un peu oublié de réveiller mon Mike, du coup j'ai fait la quasi de la totalité de la session en mode Bernardo...

    A quand la prochaine ?

  10. #340
    Citation Envoyé par LolOleon Voir le message
    J'avais juste un peu oublié de réveiller mon Mike, du coup j'ai fait la quasi de la totalité de la session en mode Bernardo...

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  11. #341
    Voilà, c'est exactement ce que je m'échinais à dire depuis 2h

  12. #342
    Sinon nous on passe vraiment des bons moments, le jeu est mis à jour régulièrement, notre serveur (voir signature) tourne bien et demande vraiment de la coopération pour gagner, on force pas le roleplay même si on aime bien se la jouer police municipale de Redon suite à effondrement de nos sociétés (piloté depuis le Venezuela directement par JLM).

    Et vous ça va ?



    De vieux admin Arma qui s'encanaillent couillondecanard.org

  13. #343
    Y a les cartes de nuit ? J'ai rien suivi depuis le lancement
    Jeux du moment : TEKKEN 8

  14. #344
    Citation Envoyé par Kaelis Voir le message
    Y a les cartes de nuit ? J'ai rien suivi depuis le lancement
    Non.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  15. #345
    Merci pour ta réponse.
    Jeux du moment : TEKKEN 8

  16. #346
    Pour rejoindre l'aventure Star Citizen et avoir un bonus de 5.000 UEC, n'hésitez pas à entrer mon code de parrainage : STAR-M6RV-N2K4

  17. #347
    Cool ! Cool ! Cool !

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  18. #348
    La nouvelle carte est juste magnifique, le mod hardcore vraiment hardcore. Que du bonheur ce jeu !

    Vient jouer avec nous, on rigole bien.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  19. #349
    Des canards jouent régulièrement entre eux ?

    Je joue souvent en semaine, principalement en PVE, quelques fois en PVP. Le mode hardcore se prête encore plus au jeu en équipe histoire d'avoir une comm' qui tient la route, ça me botterait bien de rejoindre un groupe de réguliers.

  20. #350
    Citation Envoyé par Tugais Voir le message
    Des canards jouent régulièrement entre eux ?

    Je joue souvent en semaine, principalement en PVE, quelques fois en PVP. Le mode hardcore se prête encore plus au jeu en équipe histoire d'avoir une comm' qui tient la route, ça me botterait bien de rejoindre un groupe de réguliers.
    http://forum.canardpc.com/threads/11...1#post12238632

    Passe faire un petit coucou, des bisours.

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  21. #351
    Oh génial ! Merci beaucoup \o/

  22. #352
    Pour rejoindre l'aventure Star Citizen et avoir un bonus de 5.000 UEC, n'hésitez pas à entrer mon code de parrainage : STAR-M6RV-N2K4

  23. #353
    Merci Voodoonice :loveaveclesdoigts:

    De vieux admin Arma qui s'encanaillent couillondecanard.org

  24. #354
    Miam. On s'insurge quand sinon ?

  25. #355
    Breach ! Breach ! Breach !

    Ça fait un peu près 2 semaines que je joue à ce jeu (alors qu'il traînait dans ma wishlist depuis un bail) et c'est franchement chouette! Belle découverte pour ma part, ça faisait longtemps que je m'étais pas amusé sur un FPS online !

  26. #356
    Je viens de me le prendre également il y a peu. Quand je serai un peu moins mauvais ce sera avec plaisir pour jouer avec des canards.

  27. #357
    Yeaaaah Bac ! Mais tu va jouer en mode Bernardo ?

    Perso, j'adorerais.

  28. #358
    Coin !

    Dans le tableau des scores on lit : É : A : M.
    É = éliminations
    M = morts

    mais A ça correspond à quoi ?

  29. #359

  30. #360
    Hé ça se tient !

    Et du coup l'assist il revient au joueur qui fini l'ennemi ou à tous les joueurs qui lui ont collé une bastos ?

    Le point d'assit, il s'ajoute aussi aux éliminations ou c'est vraiment à part ?

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