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The blur is suppression, not health. There's no way to recover health.
Deleted line(s) 15 (click to see context) :
** RegeneratingHealth, represented by blurring eyesight, although a single burst or even shot is enough to kill you depending on the ammo type, armor, and body part hit. This game lacks the quasi-realistic healing mechanics seen in other realism-oriented GameMod such as ''VideoGame/ProjectReality'' to keep the game fast paced and enjoyable to casual players and entry level players.
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Changed line(s) 50 (click to see context) from:
* MolotovCocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the AN-M14 incendiary grenade used by the Security team. Not only it provides temporary burning fire that will damage enemies passing on it, it also provides distortion for NVG wearing soldiers in night maps.
to:
* MolotovCocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the AN-M14 incendiary grenade used by the Security team. Not only it provides temporary burning fire that will damage enemies passing on it, it also provides distortion for NVG wearing soldiers in night maps.maps, and throws up enough smoke and flames to make it hard to aim through.
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Changed line(s) 13 (click to see context) from:
** Objective markers on the HUD, and depending on server settings, friendlies are tagged through cover.
to:
** Objective markers on the HUD, and depending on server settings, friendlies are tagged through cover.cover and smoke.
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Changed line(s) 13 (click to see context) from:
** Objective markers on the HUD
to:
** Objective markers on the HUDHUD, and depending on server settings, friendlies are tagged through cover.
Added DiffLines:
** FriendlyFireproof, depending on the server - ranging from wounds that would be fatal being reduced to minor damage and an annoyed voiceclip, to invulnerability.
** The lack of non-infantry support - you ''do'' hear airstrikes, and you also see tanks and technicals strewn through some levels, but they're there as scenery dressing.
** The lack of non-infantry support - you ''do'' hear airstrikes, and you also see tanks and technicals strewn through some levels, but they're there as scenery dressing.
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* AcceptableBreaksFromReality: Although the game is designed to be pretty high on the FacklerScaleOfFPSRealism to the point that you can't see the remaining ammo, OneBulletClips is averted, recoil as realistic as possible, and lack of crosshair with huge emphasis on aiming down sight, the game still features unrealistic features such as:
** Objective markers on the HUD
** Respawning, although any death is disadvantage due to it wearing off the "Reinforcement Wave" and took a rather long time (average respawn time is 20-30 seconds) to regroup and return to contested points
** RegeneratingHealth, represented by blurring eyesight, although a single burst or even shot is enough to kill you depending on the ammo type, armor, and body part hit. This game lacks the quasi-realistic healing mechanics seen in other realism-oriented GameMod such as ''VideoGame/ProjectReality'' to keep the game fast paced and enjoyable to casual players and entry level players.
** Objective markers on the HUD
** Respawning, although any death is disadvantage due to it wearing off the "Reinforcement Wave" and took a rather long time (average respawn time is 20-30 seconds) to regroup and return to contested points
** RegeneratingHealth, represented by blurring eyesight, although a single burst or even shot is enough to kill you depending on the ammo type, armor, and body part hit. This game lacks the quasi-realistic healing mechanics seen in other realism-oriented GameMod such as ''VideoGame/ProjectReality'' to keep the game fast paced and enjoyable to casual players and entry level players.
** Recent updates nerf the bots even further with obvious delays during aiming and shooting when you see their point of view in the spectator mode. However they also [[TheComputerIsACheatingBastard seems to not require flashlights or night vision in night maps and scopes for long range shooting]].
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* BoringYetPractical: A generalist rifle is available for all classes and both sides in commercial ''Insurgency'', with the noticeable bonus of minimalist cost (1 for Security, 0 for Insurgents).
to:
* BoringYetPractical: A generalist Basic assault rifle is available for all classes and both sides in commercial ''Insurgency'', with the noticeable bonus of minimalist very low cost (1 for Security, Security's M16, 0 for Insurgents).Insurgents AKM).
Changed line(s) 36 (click to see context) from:
* FacklerScaleOfFPSRealism: Quite heavy on the realistic end. Many Steam reviews called it ''VideoGame/RedOrchestra'' in a modern environment.
to:
* FacklerScaleOfFPSRealism: Quite heavy on the realistic end.end while not reaching ''VideoGame/ProjectReality'' level. Many Steam reviews called it ''VideoGame/RedOrchestra'' in a modern environment.
Changed line(s) 43 (click to see context) from:
* MolotovCocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the AN-M14 incendiary grenade used by the Security team.
to:
* MolotovCocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the AN-M14 incendiary grenade used by the Security team. Not only it provides temporary burning fire that will damage enemies passing on it, it also provides distortion for NVG wearing soldiers in night maps.
Changed line(s) 59,61 (click to see context) from:
* TranslationConvention: The Insurgent Forces always speak accented English, regardless of which team you're on. [[GameMod Steam Workshop content may help averting this.]]
* TruthInTelevision: The Game - from the weapons to the sound design to the gameplay and so on.
* TruthInTelevision: The Game - from the weapons to the sound design to the gameplay and so on.
to:
* TranslationConvention: The Insurgent Forces always speak accented English, regardless of which team you're on. [[GameMod Steam Workshop content may help averting this.]]
* TruthInTelevision: The Game - from the weapons to the sound design to the gameplay and so on.
]]=
* TruthInTelevision: The Game - from the weapons to the sound design to the gameplay and so on.
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Useful Notes are not tropes.
Changed line(s) 61,63 (click to see context) from:
* UsefulNotes/TheWarOnTerror: The overall setting of the game, specifically in post-US occupied Iraq and Afghanistan.
* UsefulNotes/WorldWarII: The setting for the (developer-endorsed) Steam Workshop mod (and later, standalone retail game), ''Day of Infamy''.
* UsefulNotes/WorldWarII: The setting for the (developer-endorsed) Steam Workshop mod (and later, standalone retail game), ''Day of Infamy''.
to:
* UsefulNotes/WorldWarII: The setting for the (developer-endorsed) Steam Workshop mod (and later, standalone retail game), ''Day of Infamy''.
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* {{Qurac}}: The game takes place in one modeled after Iraq and Afghanistan, with places like snowy peaks, semi-arid farmland, swampy shorelines, and Iraq-esque television stations and stretches of desert. The insurgents themselves don't mention religion, but announcer chatter for their side talks of taking back their home from Security forces.
Changed line(s) 56 (click to see context) from:
* ThisIsNotADrill: The "Embassy" map features the titular bulding's PA system blaring this as part of the map's ambience. [[spoiler:Also of all places, the ''tutorial'' level after the player is introduced to the basic game mechanics.]]
to:
* ThisIsNotADrill: The "Embassy" map features the titular bulding's building's PA system blaring this as part of the map's ambience. [[spoiler:Also of all places, the ''tutorial'' level after the player is introduced to the basic game mechanics.]]
Changed line(s) 61,62 (click to see context) from:
* UsefulNotes/WorldWarII: The setting for the (developer-endorsed) Steam Workshop mod, ''Day of Infamy''.
to:
* UsefulNotes/WorldWarII: The setting for the (developer-endorsed) Steam Workshop mod, mod (and later, standalone retail game), ''Day of Infamy''.
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Changed line(s) 13 (click to see context) from:
-->'''Security:''' Can someone come here, ''please''?\\
to:
-->'''Security:''' Can someone come here, ''please''?\\CAN SOMEONE COME HERE, ''PLEASE!?''\\
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Changed line(s) 53 (click to see context) from:
** ShortRangeShotgun: Somewhat, buckshot spread is very small at medium-to-long range (although [[TruthInTelevision buckshot is very ineffective against body armor]]) and slugs make it even longer range. However, its rate of fire is killer for anything less than CQC maps.
to:
** ShortRangeShotgun: Somewhat, buckshot spread is very small at medium-to-long range (although [[TruthInTelevision buckshot is very ineffective against body armor]]) and slugs make it even longer range. However, its rate of fire is killer for anything less than CQC maps.maps, as rifles are still more accurate and hit harder at longer ranges.
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Changed line(s) 53 (click to see context) from:
** ShortRangeShotgun: Averted, buckshot spread is very small at medium-to-long range (although [[TruthInTelevision buckshot is very ineffective against body armor]]) and slugs make it even longer range.
to:
** ShortRangeShotgun: Averted, Somewhat, buckshot spread is very small at medium-to-long range (although [[TruthInTelevision buckshot is very ineffective against body armor]]) and slugs make it even longer range.range. However, its rate of fire is killer for anything less than CQC maps.
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None
Changed line(s) 8 (click to see context) from:
You can download the mod from Steam [[http://store.steampowered.com/app/17700 here]]. (Source Engine game required, see the list [[http://store.steampowered.com/search/?category2=16 here]]) The commercial version's website is [[http://www.playinsurgency.com/ here]].
to:
You can download the mod from Steam [[http://store.steampowered.com/app/17700 here]]. (Source Engine here]] (a Source engine game is required, see the list [[http://store.steampowered.com/search/?category2=16 here]]) here]]). The commercial version's website is [[http://www.playinsurgency.com/ here]], and is [[http://store.steampowered.com/app/222880/ also on Steam here]].
Changed line(s) 13,17 (click to see context) from:
-->'''Security:''' Can someone come here, ''please''?
-->'''Security Announcer (after enemy wave in Outpost):''' [[ScrewThisImOutOfHere Err, can we like, ''leave'' now?]]
* ArmorIsUseless: [[AvertedTrope Averted]] as you can use light and heavy armor which may slow your movement but will greatly aid your survivability as long as they actually hit you in your armored chest and torso, though armor-piercing ammunition can make it less effective and will completely go through light armor.
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking unarmored areas on your target's body or an unarmored target.
* ArtificialStupidity: The AI bots in co-op and single player skirmishes are pretty much pushovers when they're not [[TheComputerIsACheatingBastard headshotting you the instant you come into view]]. Smoke cover pretty much makes you invisible to them especially when using suppressors, unless they bump right into you in the smoke.
-->'''Security Announcer (after enemy wave in Outpost):''' [[ScrewThisImOutOfHere Err, can we like, ''leave'' now?]]
* ArmorIsUseless: [[AvertedTrope Averted]] as you can use light and heavy armor which may slow your movement but will greatly aid your survivability as long as they actually hit you in your armored chest and torso, though armor-piercing ammunition can make it less effective and will completely go through light armor.
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking unarmored areas on your target's body or an unarmored target.
* ArtificialStupidity: The AI bots in co-op and single player skirmishes are pretty much pushovers when they're not [[TheComputerIsACheatingBastard headshotting you the instant you come into view]]. Smoke cover pretty much makes you invisible to them especially when using suppressors, unless they bump right into you in the smoke.
to:
-->'''Security:''' Can someone come here, ''please''?
-->'''Security Announcer (after''please''?\\
'''Security Announcer:''' ''(after an enemy wave inOutpost):''' [[ScrewThisImOutOfHere Outpost'') Err, can we like, ''leave'' now?]]
''[[ScrewThisImOutOfHere leave]]'' now?
* ArmorIsUseless: [[AvertedTropeAverted]] Averted]], as you can use light and heavy armor which may slow your movement but will greatly aid your survivability as long as they actually hit you in your armored chest and torso, though armor-piercing ammunition can make it less effective and will completely go through light armor.
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply onhollowpoint hollow-point anti-personnel ammunition to be more lethal when striking unarmored areas on your target's body or an unarmored target.
* ArtificialStupidity: The AI bots in co-op and single player skirmishes are pretty much pushovers when they're not [[TheComputerIsACheatingBastard headshotting you the instant you come into view]]. Smoke cover pretty much makes you invisible tothem them, especially when using suppressors, unless they bump right into you in the smoke.
-->'''Security Announcer (after
'''Security Announcer:''' ''(after an enemy wave in
* ArmorIsUseless: [[AvertedTrope
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on
* ArtificialStupidity: The AI bots in co-op and single player skirmishes are pretty much pushovers when they're not [[TheComputerIsACheatingBastard headshotting you the instant you come into view]]. Smoke cover pretty much makes you invisible to
Changed line(s) 19,20 (click to see context) from:
* BackStab: A single slash from behind instantly kills any enemy (or friendly depending on the server's setting)
* BlindedByTheLight: In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlight attachments on night maps, which are quite blinding to look at directly and quite often blind unfortunate teammates looking in your direction.
* BlindedByTheLight: In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlight attachments on night maps, which are quite blinding to look at directly and quite often blind unfortunate teammates looking in your direction.
to:
* BackStab: A single slash from behind instantly kills any enemy (or friendly depending on the server's setting)
setting).
* BlindedByTheLight: In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlightattachments on night maps, attachments, which are quite blinding to look at directly and quite often blind unfortunate teammates looking in your direction.direction, especially if they're using [=NVGs=].
* BlindedByTheLight: In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlight
Changed line(s) 23,24 (click to see context) from:
* BreakOutTheMuseumPiece: At least one weapon per game is much older than the rest, namely the [=L42A1=] sniper rifle in the mod, or a few WW2 guns for the Insurgents team in the retail game.
* BringMeMyBrownPants: Some of the voice clips of player characters shamelessly lampshade this when narrowly avoiding rockets or explosions.
* BringMeMyBrownPants: Some of the voice clips of player characters shamelessly lampshade this when narrowly avoiding rockets or explosions.
to:
* BreakOutTheMuseumPiece: At least one weapon per game is much older than the rest, namely the [=L42A1=] sniper rifle in the mod, or a few WW2 guns for the Insurgents team in the retail game.
game. Even the Security team gets in on the act a little bit as well, with the [=L1A1=] SLR.
*BringMeMyBrownPants: BringMyBrownPants: Some of the voice clips of player characters shamelessly lampshade this when narrowly avoiding rockets or explosions.
*
Changed line(s) 30,32 (click to see context) from:
* DifficultButAwesome: Rocket launchers deliver tons of area damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team. However, they take lots of supply points, too damn heavy and are very prone to teamkilling, and thus requires some skill to use properly.
** Scoring a BackStab on an enemy player or sniper for an instant kill.
* EmergencyWeapon: The Beretta M9, Makarov PM and Model 10 sidearms in the commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
** Scoring a BackStab on an enemy player or sniper for an instant kill.
* EmergencyWeapon: The Beretta M9, Makarov PM and Model 10 sidearms in the commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
to:
* DifficultButAwesome: Rocket launchers deliver tons of area damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team. However, they take lots of supply points, are too damn heavy and are very prone to teamkilling, and thus requires some skill to use properly.
** Scoring a BackStab on an enemyplayer or sniper player. Instant death for an instant kill.
them, but that requires getting in close, so if the potential victim turns around at the wrong time or has vigilant backup, you're hosed.
* EmergencyWeapon: The Beretta M9, Makarov PM and Model 10 sidearms in the commercial game are mentioned to be along these lines by the training instructor, though actually carrying one is up to theplayer.player (some classes like Support don't have one equipped by default). All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
** Scoring a BackStab on an enemy
* EmergencyWeapon: The Beretta M9, Makarov PM and Model 10 sidearms in the commercial game are mentioned to be along these lines by the training instructor, though actually carrying one is up to the
Changed line(s) 35 (click to see context) from:
* EveryBulletIsATracer: AvertedTrope since tracer ammo does not fire tracers with every shot and is optional for all guns excluding Light Machine Guns.
to:
* EveryBulletIsATracer: AvertedTrope since - tracer ammo does not fire tracers is only required for light machine guns (though it costs zero supply points for other weapons, but it can't be combined with every shot AP or HP ammo), and is optional for all guns excluding Light Machine Guns.even when used, only a small handful of the bullets are tracers.
Changed line(s) 38 (click to see context) from:
* GunAccessories: In both games, though expanded greatly in the commercial game. In the first, the only accessories were foregrips, sights, and grenade launchers on a few rifles (also, only one attachment can be used, more than one cannot be used at the same time). In the second, every weapon can be modified with different ammunition types, sights (including [[LaserSight laser sights]]), scopes, suppressors, or heavier barrels.
to:
* GunAccessories: In both games, though expanded greatly in the commercial game. In the first, mod, the only accessories were foregrips, sights, and grenade launchers on a few rifles (also, rifles, and only one attachment can be used, more than one cannot be used at the same time). was allowed per weapon. In the second, every weapon can be modified with different ammunition types, sights (including [[LaserSight laser sights]]), or scopes, suppressors, flashlights or LaserSight[=s=], and suppressors or heavier barrels.barrels, with the only limit to attachments being which slot one goes in (e.g. armor-piercing and hollow-point ammo types can't be combined) and your available supply points.
Changed line(s) 41 (click to see context) from:
* JustifiedTutorial: The game offers a optional (but highly recommended) tutorial mode for newbies to the game. It is presented as a small training course for new recruits of the Security forces. The Instructor lampshades this by informing the player that as a trained military specialist he should already know most of the basics, but is new to the company and thus has to complete the course as a mandatory requirement. Movement controls, shooting mechanics and the game's supply point system is introduced professionally by the Instructor and in the final test, all skills are fully utilized in the final test [[spoiler:when ''actual'' insurgents launch a surprise attack on the base.]]
to:
* JustifiedTutorial: The game offers a optional (but highly recommended) tutorial mode for newbies to the game. It is presented as a small training course for new recruits of the Security forces. The Instructor lampshades this by informing the player that as a trained military specialist he should already know most of the basics, but is new to the company and thus has to complete the course as a mandatory requirement. Movement controls, shooting mechanics and the game's supply point system is introduced professionally by the Instructor Instructor, and in the final test, all skills are fully utilized in the final test [[spoiler:when ''actual'' insurgents launch a surprise attack on the base.]]
Changed line(s) 47,48 (click to see context) from:
--> '''Security:''' "Oh, SHIT! RPG!! ''RPG!!!''"
--> '''Insurgent:''' "Watch out, grenade!"
--> '''Insurgent:''' "Watch out, grenade!"
to:
-->
'''Insurgent:'''
Changed line(s) 51 (click to see context) from:
* RevolversAreJustBetter: [[AvertedTrope Averted]]. The Smith & Wesson Model 10 may have the distinct advantage of being the cheapest sidearm fully upgraded [[note]]2 supply points for AP/HP rounds and 1 for speedloaders, so that's not saying much[[/note]], but there is a slight trigger delay , a tiny capacity of just 6 rounds and long reload times, especially if you didn't equip speedloaders. Essentially, it is a poor man's M1911.
to:
* RevolversAreJustBetter: [[AvertedTrope Averted]]. The Smith & Wesson Model 10 may have the distinct advantage of being the cheapest sidearm fully upgraded [[note]]2 upgraded[[note]]no supply points for AP/HP the weapon itself, 2 for AP or HP rounds and 1 for speedloaders, so that's not saying much[[/note]], but there is a slight trigger delay , delay, a tiny capacity of just 6 rounds and long reload times, especially if you didn't equip speedloaders. Essentially, it is a poor man's M1911.
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None
A spin off UsefulNotes/WorldWarII GameMod, titled ''Day of Infamy'', was released initially on the Steam Workshop, which was then endorsed by the developers, but eventually has its own standalone release, currently in Early Access on Steam.
* AintTooProudToBeg: Various voicebank clips of the "Need Backup" and "Cover Me" commands, as well as some of the announcer's dialogue.
-->'''Security:''' Can someone come here, ''please''?
-->'''Security Announcer (after enemy wave in Outpost):''' [[ScrewThisImOutOfHere Err, can we like, ''leave'' now?]]
-->'''Security:''' Can someone come here, ''please''?
-->'''Security Announcer (after enemy wave in Outpost):''' [[ScrewThisImOutOfHere Err, can we like, ''leave'' now?]]
* BringMeMyBrownPants: Some of the voice clips of player characters shamelessly lampshade this when narrowly avoiding rockets or explosions.
--> '''Security:''' Ahhh I think I just pissed myself!
--> '''Security:''' Ahhh I think I just pissed myself!
Changed line(s) 22 (click to see context) from:
* DifficultButAwesome: Rocket launchers deliver tons of damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team. However, they take lots of supply points and are very prone to teamkilling, and thus requires some skill to use properly.
to:
* ContinueYourMissionDammit: The Insurgents' announcer is ''not'' a patient man, especially when objectives are being taken or destroyed.
* DifficultButAwesome: Rocket launchers deliver tons of area damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team. However, they take lots of supplypoints points, too damn heavy and are very prone to teamkilling, and thus requires some skill to use properly.
* DifficultButAwesome: Rocket launchers deliver tons of area damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team. However, they take lots of supply
Changed line(s) 24 (click to see context) from:
* EmergencyWeapon: The Beretta M9 and Makarov PM sidearms in the commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
to:
* EmergencyWeapon: The Beretta M9 and M9, Makarov PM and Model 10 sidearms in the commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.blindsided.
* EndlessGame: The Outpost and Survival co-op modes are this. Outpost consists of a player-controlled Security team defending a sole ammo cache against increasingly difficult waves of Insurgents, while Survival consists of ''underwhelmingly'' supplied Insurgents running from one safe point to another to get more supply points. Fortunately both modes offer respawns whenever the surviving players complete a round/get to the safe zone.
* EndlessGame: The Outpost and Survival co-op modes are this. Outpost consists of a player-controlled Security team defending a sole ammo cache against increasingly difficult waves of Insurgents, while Survival consists of ''underwhelmingly'' supplied Insurgents running from one safe point to another to get more supply points. Fortunately both modes offer respawns whenever the surviving players complete a round/get to the safe zone.
Deleted line(s) 29 (click to see context) :
* GameMod: The retail version has a popular UsefulNotes/WorldWarII mod called "Day of Infamy", and was endorsed by the game developers.
* JustifiedTutorial: The game offers a optional (but highly recommended) tutorial mode for newbies to the game. It is presented as a small training course for new recruits of the Security forces. The Instructor lampshades this by informing the player that as a trained military specialist he should already know most of the basics, but is new to the company and thus has to complete the course as a mandatory requirement. Movement controls, shooting mechanics and the game's supply point system is introduced professionally by the Instructor and in the final test, all skills are fully utilized in the final test [[spoiler:when ''actual'' insurgents launch a surprise attack on the base.]]
Changed line(s) 35 (click to see context) from:
* MoreDakka: Drum magazines, the RPK or The M249 are made for this. Other weapons will generally empty a magazine within a couple of seconds.
to:
* MoreDakka: Drum magazines, the RPK RPK, the Galils, or The the M249 are made for this. Other weapons will generally empty a magazine within a couple of seconds.
Changed line(s) 44 (click to see context) from:
** ShortRangeShotgun: Averted, buckshot spread is very small at medium-to-long range (although [[TruthInTelevision buckshot is very ineffective against body armor) and slugs make it even longer range.
to:
** ShortRangeShotgun: Averted, buckshot spread is very small at medium-to-long range (although [[TruthInTelevision buckshot is very ineffective against body armor) armor]]) and slugs make it even longer range.
* ThisIsNotADrill: The "Embassy" map features the titular bulding's PA system blaring this as part of the map's ambience. [[spoiler:Also of all places, the ''tutorial'' level after the player is introduced to the basic game mechanics.]]
Changed line(s) 51 (click to see context) from:
to:
* UsefulNotes/WorldWarII: The setting for the (developer-endorsed) Steam Workshop mod, ''Day of Infamy''.
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Changed line(s) 29 (click to see context) from:
* GameMod: The retail version has a popular WorldWarII mod called "Day of Infamy", and was endorsed by the game developers.
to:
* GameMod: The retail version has a popular WorldWarII UsefulNotes/WorldWarII mod called "Day of Infamy", and was endorsed by the game developers.
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None
Changed line(s) 33 (click to see context) from:
* LaserSight: An optional weapon attachment that shows where your weapon's barrel is pointing. Any player can see it, and you can blind your allies with it, making it a mild BaseBreaker.
to:
* LaserSight: An optional weapon attachment that shows where your weapon's barrel is pointing. Any player can see it, and you can blind your allies with it, making it a mild BaseBreaker.it.
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None
Changed line(s) 4,5 (click to see context) from:
On 23 February 2016, New World Interactive alongside their new publishing partner company, Focus Home Interactive announced ''Insurgency: Sandstorm'', a remake of sorts on Unreal Engine 4 slated for release somewhere in 2017 for the PC as well as the PS4 and Xbox One consoles. Aside from updated graphics and different game engine, it will also feature an [=eSports=] framework as well as a single-player campaign that tells the story of several soldiers from the beginning of the Iraq Invasion in 2003 to the current state of the UsefulNotes/WarOnTerror.
to:
On 23 February 2016, New World Interactive alongside their new publishing partner company, Focus Home Interactive announced ''Insurgency: Sandstorm'', a remake of sorts on Unreal Engine 4 slated for release somewhere in 2017 for the PC as well as the PS4 [=PS4=] and Xbox One consoles. Aside from updated graphics and different game engine, it will also feature an [=eSports=] framework as well as a single-player campaign that tells the story of several soldiers from the beginning of the Iraq Invasion in 2003 to the current state of the UsefulNotes/WarOnTerror.
Is there an issue? Send a MessageReason:
More tropes.
Changed line(s) 26 (click to see context) from:
* EveryBulletIsATracer: AvertedTrope since tracer ammo does not fire tracers with every shot and is optional for all guns excluding LMGs.
to:
* EveryBulletIsATracer: AvertedTrope since tracer ammo does not fire tracers with every shot and is optional for all guns excluding LMGs.Light Machine Guns.
Changed line(s) 32 (click to see context) from:
* InfiniteFlashlight: The flashlight weapon attachment.
to:
* InfiniteFlashlight: The flashlight weapon attachment. Also a case of TruthInTelevision.
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* TruthInTelevision: The Game - from the weapons to the sound design to the gameplay and so on.
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Typo, lack of info, incorrect info etc.
Changed line(s) 13,14 (click to see context) from:
* AwesomeButImpractical: Sniping, in many situations. Most maps are too small for a full magnification scope.
* BlindedByTheLight: In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlight attachments on night maps, which are quite blinding to look at directly and quite often blind unfortunate teammates looking at your directions.
* BlindedByTheLight: In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlight attachments on night maps, which are quite blinding to look at directly and quite often blind unfortunate teammates looking at your directions.
to:
* AwesomeButImpractical: Sniping, AllOrNothingReloads: Partly averted - as soon as you put in many situations. Most maps are too small for the fresh magazine of a full magnification scope.
gun, the ammo count is updated and you can interrupt the animation by sprinting.
* BackStab: A single slash from behind instantly kills any enemy (or friendly depending on the server's setting)
* BlindedByTheLight: In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlight attachments on night maps, which are quite blinding to look at directly and quite often blind unfortunate teammates lookingat in your directions.direction.
* BackStab: A single slash from behind instantly kills any enemy (or friendly depending on the server's setting)
* BlindedByTheLight: In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlight attachments on night maps, which are quite blinding to look at directly and quite often blind unfortunate teammates looking
** Scoring a BackStab on an enemy player or sniper for an instant kill.
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* EveryBulletIsATracer: AvertedTrope since tracer ammo does not fire tracers with every shot and players can easily elect to use non-tracer ammo that doesn't fire them.
to:
* EveryBulletIsATracer: AvertedTrope since tracer ammo does not fire tracers with every shot and players can easily elect to use non-tracer ammo that doesn't fire them.is optional for all guns excluding LMGs.
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** ShortRangeShotgun: Medium-range by default, but easily defeated by armor. Upgrading to solid slugs completely averts this trope.
to:
** ShortRangeShotgun: Medium-range by default, but easily defeated by armor. Upgrading to solid Averted, buckshot spread is very small at medium-to-long range (although [[TruthInTelevision buckshot is very ineffective against body armor) and slugs completely averts this trope. make it even longer range.
Changed line(s) 44 (click to see context) from:
** Almost an ExaggeratedTrope. The game also includes a smoke grenade 'launcher', and to a lesser extent regular grenades will kick up dust clouds.
to:
** Almost an ExaggeratedTrope. The game also includes a smoke grenade 'launcher', and to a lesser extent regular grenades and even just bullets will kick up dust clouds.
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On 23 February 2016, New World Interactive alongside their new publishing partner company, Focus Home Interactive announced ''Insurgency: Sandstorm'', a remake of sorts on Unreal Engine 4 slated for release somewhere in 2017 for the PC as well as the PS4 and Xbox One consoles. Aside from updated graphics and different game engine, it will also feature an [=eSports=] framework as well as a single-player campaign that tells the story of several soldiers from the beginning of the Iraq Invasion in 2003 to the current state of the UsefulNotes/WarOnTerror.
* ArtificialStupidity: The AI bots in co-op and single player skirmishes are pretty much pushovers when they're not [[TheComputerIsACheatingBastard headshotting you the instant you come into view]]. Smoke cover pretty much makes you invisible to them especially when using suppressors, unless they bump right into you in the smoke.
* ClusterFBomb: The voicebank for the Security Forces is an arsenal of these, especially the 'distressed' ones.
--> '''Security (reloading under fire):''' "Fuck, Fuck, FUCK!"
--> '''Security (reloading under fire):''' "Fuck, Fuck, FUCK!"
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* MolotovCocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the incendiary grenade used by the Security team.
to:
* MolotovCocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the AN-M14 incendiary grenade used by the Security team.
* OhCrap: Generally the player character's reaction to an impending RPG or explosive.
--> '''Security:''' "Oh, SHIT! RPG!! ''RPG!!!''"
--> '''Insurgent:''' "Watch out, grenade!"
--> '''Security:''' "Oh, SHIT! RPG!! ''RPG!!!''"
--> '''Insurgent:''' "Watch out, grenade!"
* RevolversAreJustBetter: [[AvertedTrope Averted]]. The Smith & Wesson Model 10 may have the distinct advantage of being the cheapest sidearm fully upgraded [[note]]2 supply points for AP/HP rounds and 1 for speedloaders, so that's not saying much[[/note]], but there is a slight trigger delay , a tiny capacity of just 6 rounds and long reload times, especially if you didn't equip speedloaders. Essentially, it is a poor man's M1911.
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* TranslationConvention: The Insurgent Forces always speak accented English, regardless of which team you're on.
to:
* TranslationConvention: The Insurgent Forces always speak accented English, regardless of which team you're on. [[GameMod Steam Workshop content may help averting this.]]
* UsefulNotes/TheWarOnTerror: The overall setting of the game, specifically in post-US occupied Iraq and Afghanistan.
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* UsefulNotes/TheWarOnTerror: The overall setting of the game, specifically in post-US occupied Iraq and Afghanistan.
----
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Changed line(s) 2,3 (click to see context) from:
''Insurgency'' is a 2007 freeware total conversion Source mod featuring realistic gun mechanics and teamwork-based gameplay set between a conventional army against partisans. The Steam release of the mod is titled ''Insurgency: Modern Infantry Combat''. Developed by [=InterWave Studios=], a commercial version released as ''Insurgency'' was later made by New World Interactive (with many of the mod's original developers) using the Portal 2 Source engine, on January 22nd, 2014.
to:
''Insurgency'' is a 2007 freeware total conversion Source mod featuring realistic gun mechanics and teamwork-based gameplay set between a conventional army against partisans. The Steam release of the mod is titled ''Insurgency: Modern Infantry Combat''. Developed by [=InterWave Studios=], a commercial version released as ''Insurgency'' was later made by New World Interactive (with many of the mod's original developers) using the Portal 2 ''VideoGame/{{Portal 2}}'' Source engine, on January 22nd, 2014.
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* GameMod: The retail version has a popular WorldWarII mod called "Day of Infamy", and was endorsed by the game developers.
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Since Awesome Yet Practical does not exist, I\'ll change that one.
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* AwesomeButImpractical:Sniping, in many situations. Most maps are too small for a full magnification scope.
** AwesomeYetPractical: Rocket launchers deliver tons of damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team.
** AwesomeYetPractical: Rocket launchers deliver tons of damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team.
to:
* AwesomeButImpractical:Sniping, AwesomeButImpractical: Sniping, in many situations. Most maps are too small for a full magnification scope. \n** AwesomeYetPractical: Rocket launchers deliver tons of damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team.
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* DifficultButAwesome: Rocket launchers deliver tons of damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team. However, they take lots of supply points and are very prone to teamkilling, and thus requires some skill to use properly.
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* EnemyChatter: The Insurgent Forces bots in the co-op modes do this.
* So do player characters under special circumstances and the Security bots in survival mode.
* So do player characters under special circumstances and the Security bots in survival mode.
to:
* EnemyChatter: The Insurgent Forces bots in the co-op modes do this.
* Sothis, and so do player characters under special circumstances and the Security bots in survival mode.
* So
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* AwesomeButImpractical:Sniping, in many situations. Most maps are too small for a full magnification scope.
** AwesomeYetPractical: Rocket launchers deliver tons of damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team.
** AwesomeYetPractical: Rocket launchers deliver tons of damage. In some maps (eg. Sinjar) a single rocket can frequently wipe an entire unprepared team.
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* So do player characters under special circumstances and the Security bots in survival mode.
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* LaserSight: An optional weapon attachment that shows where your weapon's barrel is pointing. Any player can see it, and you can blind your allies with it, making it a mild BaseBreaker.
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* MoreDakka: Drum magazines, the RPK or The M249 are made for this. Other weapons will generally empty a magazine within a couple of seconds.
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* ShotgunsAreJustBetter: Hits with the force of a train. Magazine can be topped up between encounters. Cheap supply point cost. Averted with the slow rate of fire.
** ShortRangeShotgun: Medium-range by default, but easily defeated by armor. Upgrading to solid slugs completely averts this trope.
** ShortRangeShotgun: Medium-range by default, but easily defeated by armor. Upgrading to solid slugs completely averts this trope.
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** Almost an ExaggeratedTrope. The game also includes a smoke grenade 'launcher', and to a lesser extent regular grenades will kick up dust clouds.
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* ManOfAThousandVoices: Michael Tsarouhas is the voice actor for every character in the game.
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* BlownAcrossTheRoom: Surprisingly, this trope was played straight in the mod. Averted in the commercial release.
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* FacklerScaleOfFPSRealism: Quite heavily on the realistic end. Many Steam reviews called it ''VideoGame/RedOrchestra'' in a modern environment.
to:
* FacklerScaleOfFPSRealism: Quite heavily heavy on the realistic end. Many Steam reviews called it ''VideoGame/RedOrchestra'' in a modern environment.
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Ordered everything in alphabetical order, replaced Truth In Television with Fackler Scale Of FPS Realism, expanded Blinded By The Light and some other stuff.
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* TruthInTelevision: Nearly everything.
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking unarmored areas on your target's body or an unarmored target.
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking unarmored areas on your target's body or an unarmored target.
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* BlindedByTheLight: Flashbangs and flashlight attachments are available in commercial ''Insurgency''
* InfiniteFlashlight: The flashlight weapon attachment.
* NightVisionGoggles: Using it for the first minute or so makes everything extremely bright until it darkens (which simulates your eyes adjusting).
* InfiniteFlashlight: The flashlight weapon attachment.
* NightVisionGoggles: Using it for the first minute or so makes everything extremely bright until it darkens (which simulates your eyes adjusting).
to:
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking unarmored areas on your target's body or an unarmored target.
* BlindedByTheLight:Flashbangs In the commercial ''Insurgency'', flashbangs are available and are your normal blinding grenades, but there's also flashlight attachments on night maps, which are available in commercial ''Insurgency''
* InfiniteFlashlight: The flashlight weapon attachment.
* NightVisionGoggles: Using it for the first minute or so makes everything extremely bright until it darkens (which simulatesquite blinding to look at directly and quite often blind unfortunate teammates looking at your eyes adjusting).directions.
* BlindedByTheLight:
* InfiniteFlashlight: The flashlight weapon attachment.
* NightVisionGoggles: Using it for the first minute or so makes everything extremely bright until it darkens (which simulates
* EmergencyWeapon: The Beretta M9 and Makarov PM sidearms in the commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
* EnemyChatter: The Insurgent Forces bots in the co-op modes do this.
* EnemyChatter: The Insurgent Forces bots in the co-op modes do this.
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* GunAccessories: In both games, though expanded greatly in the commercial game. In the first, the only accessories were foregrips, sights, and grenade launchers on a few rifles (also,only one attachment can be used, more than one cannot be used at the same time). In the second, every weapon can be modified with different ammunition types, sights (including [[LaserSight laser sights ]]),scopes,suppressors, or heavier barrels.
to:
* FacklerScaleOfFPSRealism: Quite heavily on the realistic end. Many Steam reviews called it ''VideoGame/RedOrchestra'' in a modern environment.
* FriendOrFoe: Friendly fire can be on or off depending on the server for retail ''Insurgency''. Oh, and try to not point your flashlight at your own allies. Markers appear for you to see your allies' positions, but are not on at all times and do not appear immediately from when they are not currently marking an ally you're seeing...
* GunAccessories: In both games, though expanded greatly in the commercial game. In the first, the only accessories were foregrips, sights, and grenade launchers on a few rifles(also,only (also, only one attachment can be used, more than one cannot be used at the same time). In the second, every weapon can be modified with different ammunition types, sights (including [[LaserSight laser sights ]]),scopes,suppressors, sights]]), scopes, suppressors, or heavier barrels.
* FriendOrFoe: Friendly fire can be on or off depending on the server for retail ''Insurgency''. Oh, and try to not point your flashlight at your own allies. Markers appear for you to see your allies' positions, but are not on at all times and do not appear immediately from when they are not currently marking an ally you're seeing...
* GunAccessories: In both games, though expanded greatly in the commercial game. In the first, the only accessories were foregrips, sights, and grenade launchers on a few rifles
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* EmergencyWeapon: The Beretta M9 and Makarov PM sidearms in the commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
* FriendOrFoe: Friendly fire can be on or off depending on the server for retail ''Insurgency''. Oh, and try to not point your flashlight at your own allies. Markers appear for you to see your allies' positions, but are not on at all times and do not appear immediately from when they are not currently marking an ally you're seeing...
* PrivateMilitaryContractors: The Security team of the commercial ''Insurgency'' is stated to have contracts in the mission, leaving the implications of what sort of combatants they are fairly clear.
* TrickBullet: Commercial ''Insurgency'' allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, [[MutualDisadvantage allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count]].
* FriendOrFoe: Friendly fire can be on or off depending on the server for retail ''Insurgency''. Oh, and try to not point your flashlight at your own allies. Markers appear for you to see your allies' positions, but are not on at all times and do not appear immediately from when they are not currently marking an ally you're seeing...
* PrivateMilitaryContractors: The Security team of the commercial ''Insurgency'' is stated to have contracts in the mission, leaving the implications of what sort of combatants they are fairly clear.
* TrickBullet: Commercial ''Insurgency'' allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, [[MutualDisadvantage allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count]].
to:
* EmergencyWeapon: InfiniteFlashlight: The Beretta M9 and Makarov PM sidearms in the commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
* FriendOrFoe: Friendly fire can be on or off depending on the server for retail ''Insurgency''. Oh, and try to not point yourflashlight at your own allies. Markers appear weapon attachment.
* ManOfAThousandVoices: Michael Tsarouhas is the voice actor foryou to see your allies' positions, but are not on at all times and do not appear immediately from when they are not currently marking an ally you're seeing...
* PrivateMilitaryContractors: The Security team of the commercial ''Insurgency'' is stated to have contractsevery character in the mission, leaving the implications of what sort of combatants they are fairly clear.
* TrickBullet: Commercial ''Insurgency'' allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, [[MutualDisadvantage allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count]].game.
* FriendOrFoe: Friendly fire can be on or off depending on the server for retail ''Insurgency''. Oh, and try to not point your
* ManOfAThousandVoices: Michael Tsarouhas is the voice actor for
* PrivateMilitaryContractors: The Security team of the commercial ''Insurgency'' is stated to have contracts
* TrickBullet: Commercial ''Insurgency'' allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, [[MutualDisadvantage allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count]].
Changed line(s) 25 (click to see context) from:
* SmokeOut: Commercial ''Insurgency'' has smoke grenades available for a supply point to be thrown for concealing your team's movement and blinding enemy positions.
to:
* SmokeOut: Commercial ''Insurgency'' has smoke grenades available NightVisionGoggles: Available on night maps. Using it for a supply point to be thrown for concealing the first minute or so makes everything extremely bright until it darkens (which simulates your team's movement and blinding enemy positions.eyes adjusting).
Changed line(s) 27 (click to see context) from:
* EnemyChatter: The Insurgent Forces bots in the co-op modes do this.
to:
* EnemyChatter: PrivateMilitaryContractors: The Insurgent Forces bots Security team of the commercial ''Insurgency'' is stated to have contracts in the co-op modes do this.mission, leaving the implications of what sort of combatants they are fairly clear.
* SmokeOut: Commercial ''Insurgency'' has smoke grenades available for a supply point to be thrown for concealing your team's movement and blinding enemy positions.
* TrickBullet: Commercial ''Insurgency'' allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, [[MutualDisadvantage allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count]].
* SmokeOut: Commercial ''Insurgency'' has smoke grenades available for a supply point to be thrown for concealing your team's movement and blinding enemy positions.
* TrickBullet: Commercial ''Insurgency'' allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, [[MutualDisadvantage allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count]].
Deleted line(s) 29 (click to see context) :
* ManOfAThousandVoices: Michael Tsarouhas is the voice actor for every character in the game.
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Added image.
Added DiffLines:
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/insurgency_breach_cover.jpg]]
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Changed line(s) 7 (click to see context) from:
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking non-armored areas on your target's body.
to:
* TruthInTelevision: Nearly everything.
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when strikingnon-armored unarmored areas on your target's body.body or an unarmored target.
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking
Changed line(s) 11 (click to see context) from:
* NightVisionGoggles: Also another TruthInTelevision,as using it for the first minute or so makes everything way too bright until it darkens (which simulates your eyes adjusting).
to:
* NightVisionGoggles: Also another TruthInTelevision,as using Using it for the first minute or so makes everything way too extremely bright until it darkens (which simulates your eyes adjusting).
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Missed tropes.
Changed line(s) 7 (click to see context) from:
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in retail ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking non-armored areas on your target's body.
to:
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in retail commercial ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking non-armored areas on your target's body.
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* BlindedByTheLight: Flashbangs are available in commercial ''Insurgency'', as well as flashlight attachments for weapons. As you'd expect from the trope, they're good for blinding your enemies. The effect doubles when using NVGs, for obvious reasons.
* BoringYetPractical: A generalist rifle is available for all classes and both sides in retail ''Insurgency'', with the noticeable bonus of minimalist cost (1 for Security, 0 for Insurgents).
* BoringYetPractical: A generalist rifle is available for all classes and both sides in retail ''Insurgency'', with the noticeable bonus of minimalist cost (1 for Security, 0 for Insurgents).
to:
* BlindedByTheLight: Flashbangs and flashlight attachments are available in commercial ''Insurgency'', as well as ''Insurgency''
* InfiniteFlashlight: The flashlightattachments for weapons. As you'd expect from the trope, they're good for blinding your enemies. The effect doubles when weapon attachment.
* NightVisionGoggles: Also another TruthInTelevision,as usingNVGs, it for obvious reasons.
the first minute or so makes everything way too bright until it darkens (which simulates your eyes adjusting).
* BoringYetPractical: A generalist rifle is available for all classes and both sides inretail commercial ''Insurgency'', with the noticeable bonus of minimalist cost (1 for Security, 0 for Insurgents).
* InfiniteFlashlight: The flashlight
* NightVisionGoggles: Also another TruthInTelevision,as using
* BoringYetPractical: A generalist rifle is available for all classes and both sides in
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* GunAccessories: In both games, though expanded greatly in the retail game. In the first, the only accessories were grips, sights, and grenade launchers on a few rifles. In the second, every weapon can be modified with different ammunition types, sights, or barrel modifications.
* EmergencyWeapon: The M9 and Makarov sidearms in the retail game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
* EmergencyWeapon: The M9 and Makarov sidearms in the retail game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
to:
* GunAccessories: In both games, though expanded greatly in the retail commercial game. In the first, the only accessories were grips, foregrips, sights, and grenade launchers on a few rifles. rifles (also,only one attachment can be used, more than one cannot be used at the same time). In the second, every weapon can be modified with different ammunition types, sights, sights (including [[LaserSight laser sights ]]),scopes,suppressors, or barrel modifications.
heavier barrels.
* HollywoodSilencer: Averted, bots in co-op and players can hear the suppressor from a distance.
* EmergencyWeapon: The Beretta M9 and Makarov PM sidearms in theretail commercial game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
* HollywoodSilencer: Averted, bots in co-op and players can hear the suppressor from a distance.
* EmergencyWeapon: The Beretta M9 and Makarov PM sidearms in the
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* SmokeOut: Commercial ''Insurgency'' has smoke grenades available for a supply point to be thrown for concealing your team's movement and blinding enemy positions.
to:
* SmokeOut: Commercial ''Insurgency'' has smoke grenades available for a supply point to be thrown for concealing your team's movement and blinding enemy positions.positions.
* OneBulletClips: Averted, the amount of ammo in a mag is remembered when you reload and reloading mid-mag and from empty mag differ (which is realistic).
* EnemyChatter: The Insurgent Forces bots in the co-op modes do this.
* TranslationConvention: The Insurgent Forces always speak accented English, regardless of which team you're on.
* ManOfAThousandVoices: Michael Tsarouhas is the voice actor for every character in the game.
* OneBulletClips: Averted, the amount of ammo in a mag is remembered when you reload and reloading mid-mag and from empty mag differ (which is realistic).
* EnemyChatter: The Insurgent Forces bots in the co-op modes do this.
* TranslationConvention: The Insurgent Forces always speak accented English, regardless of which team you're on.
* ManOfAThousandVoices: Michael Tsarouhas is the voice actor for every character in the game.
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None
Added DiffLines:
''Insurgency'' is a 2007 freeware total conversion Source mod featuring realistic gun mechanics and teamwork-based gameplay set between a conventional army against partisans. The Steam release of the mod is titled ''Insurgency: Modern Infantry Combat''. Developed by [=InterWave Studios=], a commercial version released as ''Insurgency'' was later made by New World Interactive (with many of the mod's original developers) using the Portal 2 Source engine, on January 22nd, 2014.
You can download the mod from Steam [[http://store.steampowered.com/app/17700 here]]. (Source Engine game required, see the list [[http://store.steampowered.com/search/?category2=16 here]]) The commercial version's website is [[http://www.playinsurgency.com/ here]].
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!!This series provides examples of:
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in retail ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking non-armored areas on your target's body.
* ArmorIsUseless: [[AvertedTrope Averted]] as you can use light and heavy armor which may slow your movement but will greatly aid your survivability as long as they actually hit you in your armored chest and torso, though armor-piercing ammunition can make it less effective and will completely go through light armor.
* BlindedByTheLight: Flashbangs are available in commercial ''Insurgency'', as well as flashlight attachments for weapons. As you'd expect from the trope, they're good for blinding your enemies. The effect doubles when using NVGs, for obvious reasons.
* BoringYetPractical: A generalist rifle is available for all classes and both sides in retail ''Insurgency'', with the noticeable bonus of minimalist cost (1 for Security, 0 for Insurgents).
* BreakOutTheMuseumPiece: At least one weapon per game is much older than the rest, namely the [=L42A1=] sniper rifle in the mod, or a few WW2 guns for the Insurgents team in the retail game.
* ConcealmentEqualsCover: AvertedTrope, the distinction between the words is even pointed out in the game's tutorial while explaining not everything will stop bullets. Armor-piercing ammo goes through cover better than normal ammunition, hollow-point ammo is worse at it than the basic.
* EveryBulletIsATracer: AvertedTrope since tracer ammo does not fire tracers with every shot and players can easily elect to use non-tracer ammo that doesn't fire them.
* GunAccessories: In both games, though expanded greatly in the retail game. In the first, the only accessories were grips, sights, and grenade launchers on a few rifles. In the second, every weapon can be modified with different ammunition types, sights, or barrel modifications.
* EmergencyWeapon: The M9 and Makarov sidearms in the retail game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
* FriendOrFoe: Friendly fire can be on or off depending on the server for retail ''Insurgency''. Oh, and try to not point your flashlight at your own allies. Markers appear for you to see your allies' positions, but are not on at all times and do not appear immediately from when they are not currently marking an ally you're seeing...
* PrivateMilitaryContractors: The Security team of the commercial ''Insurgency'' is stated to have contracts in the mission, leaving the implications of what sort of combatants they are fairly clear.
* TrickBullet: Commercial ''Insurgency'' allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, [[MutualDisadvantage allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count]].
* MolotovCocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the incendiary grenade used by the Security team.
* SmokeOut: Commercial ''Insurgency'' has smoke grenades available for a supply point to be thrown for concealing your team's movement and blinding enemy positions.
You can download the mod from Steam [[http://store.steampowered.com/app/17700 here]]. (Source Engine game required, see the list [[http://store.steampowered.com/search/?category2=16 here]]) The commercial version's website is [[http://www.playinsurgency.com/ here]].
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!!This series provides examples of:
* ArmorPiercingAttack: Your gun can use armor-piercing ammunition in retail ''Insurgency'' if you pay supply for it. Inversely, you can use your supply on hollowpoint anti-personnel ammunition to be more lethal when striking non-armored areas on your target's body.
* ArmorIsUseless: [[AvertedTrope Averted]] as you can use light and heavy armor which may slow your movement but will greatly aid your survivability as long as they actually hit you in your armored chest and torso, though armor-piercing ammunition can make it less effective and will completely go through light armor.
* BlindedByTheLight: Flashbangs are available in commercial ''Insurgency'', as well as flashlight attachments for weapons. As you'd expect from the trope, they're good for blinding your enemies. The effect doubles when using NVGs, for obvious reasons.
* BoringYetPractical: A generalist rifle is available for all classes and both sides in retail ''Insurgency'', with the noticeable bonus of minimalist cost (1 for Security, 0 for Insurgents).
* BreakOutTheMuseumPiece: At least one weapon per game is much older than the rest, namely the [=L42A1=] sniper rifle in the mod, or a few WW2 guns for the Insurgents team in the retail game.
* ConcealmentEqualsCover: AvertedTrope, the distinction between the words is even pointed out in the game's tutorial while explaining not everything will stop bullets. Armor-piercing ammo goes through cover better than normal ammunition, hollow-point ammo is worse at it than the basic.
* EveryBulletIsATracer: AvertedTrope since tracer ammo does not fire tracers with every shot and players can easily elect to use non-tracer ammo that doesn't fire them.
* GunAccessories: In both games, though expanded greatly in the retail game. In the first, the only accessories were grips, sights, and grenade launchers on a few rifles. In the second, every weapon can be modified with different ammunition types, sights, or barrel modifications.
* EmergencyWeapon: The M9 and Makarov sidearms in the retail game are mentioned to be along these lines by the training instructor, though carrying one is up to the player. All players also automatically have a knife for this purpose... outside of CherryTapping someone they completely blindsided.
* FriendOrFoe: Friendly fire can be on or off depending on the server for retail ''Insurgency''. Oh, and try to not point your flashlight at your own allies. Markers appear for you to see your allies' positions, but are not on at all times and do not appear immediately from when they are not currently marking an ally you're seeing...
* PrivateMilitaryContractors: The Security team of the commercial ''Insurgency'' is stated to have contracts in the mission, leaving the implications of what sort of combatants they are fairly clear.
* TrickBullet: Commercial ''Insurgency'' allows players load their gun with team-colored tracer rounds that become more common as they run low (red for Security, green for Insurgents) at no supply cost, [[MutualDisadvantage allowing them to easily point out what they're shooting at to allies and let them get an approximation of their magazine's current ammo count at the cost of making it easier for enemies to pick out where they're shooting from and also giving them an approximation of their magazine's current ammo count]].
* MolotovCocktail: An explosive weapon available to the Insurgent team, added in the aptly-named "Molotov Spring" update. It has a counterpart in the incendiary grenade used by the Security team.
* SmokeOut: Commercial ''Insurgency'' has smoke grenades available for a supply point to be thrown for concealing your team's movement and blinding enemy positions.