My favourite thing to do in Insurgency is to set the volume to max, and carry as much explosives as I can. And when I finally head to bed, I start wondering why my ears keep ringing.
Great guide - just a couple things I'd like to add: 1. The RPG/AT4 has one key advantage over the underbarrel GL in that it travels in a straight line, whereas the GL travels in a parabolic arc. In practice this means you can shoot an RPG from halfway across the map, whereas with the GL you need to close within 20-30m of the objective. 2. The C4/IED is IMMENSELY useful on the defensive. Throw it down on the obj point and then camp somewhere safe. The game will tell you when enemies start capping the point - when that happens, you can detonate the explosive and safely blow up the enemies without them ever seeing you :)
As a near dedicated co-op player, I can confirm that mines are just as useless there. Any time a technical shows up, they driver and gunner are sniped near instantly, and the gun is invariably turned on the insurgents. I have never seen a mine be used.
Good to know. I'm sure if there was any type of vehicle that was remotely more protected, then they'd be useful. Even an uparmored technical would probably make mines a useful tool.
the thing the mines are actually good for is to plant them at certain staging points between points, and once the opposition gather up to use a gun to set off the mine from range (not ideal, but fun) when I play with my IRL friends and we're all sitting in the same room ill take mines for 2 of my 3 grenade slots and my mate that loves to play sniper knows where I set em on certain maps and when to shoot them, and has led to some of my best memories with the game
personally I prefer to cheap out on throwables and get two flashes instead of two grenades so I can get an aiming grip (it really makes a difference when it comes to aiming & shooting first), or a quickdraw since without it swapping between my gun and throwables lasts so long that it usually gets me killed If I have points left, I'll also slap a flash hider onto the gun or a sight, depends on the situation
At that point you shouldn't be playing as a demolitions class because you aren't really using the classes strength, which in this case is this sheer amount of explosives you can carry.
@@tinyasianman3695 agree to disagree, it works great because I'm always capping objectives or defending so I can clear rooms with the launcher or blind anyone defending inside if I'm out of 40mm
Quick note on launchers, the Faust and AT4 can't be reloaded but the MAAWS and RPG-7 can. Why they didn't give the insurgents a single use LAW RPG I don't know. Also, I think they patched 3 GLs but this is old. That or you get an extra one as long as you have a single use launcher.
I would say G36 with launcher an 1.5 scope M3 MAAWKS Heavy carrier Light armour so you have a huge amount of survivability against grenades and also a gasmask Same with insurgents
Great guide as always. Wrong you can reload the maaw on security side but you half to have a heavy carrier. You say expensive for the scoped launcher but the panzer cost less then the rpg and the maaw can reload. People that say the technical is bad is because they don't know how to use it. If your good with the technical you can bully.
1:19 wtf?? this is completely false dude. you ALWAYS get two grenades for your grenade launcher when equipping the heavy carrier, no matter the faction. security do not get three. where are you getting this from?
Or you know what, now that I think about it, I wonder if it had something to do with the GL bug in the last update. Because I would always be able to fire and then have two reloads. Not sure now.