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Harakoni

Some Tactical Advice From the Resident Try-hard

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Posted  Edited by Harakoni - Edit Reason: Tidying up formatting, and forgot G3A3

Hey, it's Harakoni, the resident tryhard bloke here to help with an Insurgency guide!
Since the 48 hour "Free-For-Life" period, i've noticed many people asking for help and advice for playing Insurgency, and being somewhat competent, here's a 3 Step Guide for how to play Insurgency; and some handy tips for gameplay.

Step 1 : Choosing a Class.
Probably the most pivotal feature of Insurgency, is it's class system. Instead of giving a single class with every weapon option, Insurgency is styled towards a realistic squad basis, meaning that every role should support every role.
The Roles that Exist currently are:
Leader: 
Probably the most multi-role class choice, offering a number of special equipments, including ordinary team based rifles, deadly Semi Automatic mid-rangers and specialist Carbines.
This role excels as a jack of all trades command role, offering tactical and firepower support, allowing a wide variety of setups, my favorites shown below:
My top loud-outs:
Security - Heavy Armour, Chest Rig, MK18 Carbine with AP rounds (Sights can vary on leftover supply), and a Makarov sidearm (Specialized for short to mid range engagements)*
Insurgents - Heavy Armour, Chest Rig, FN FAL Automatic Rifle with AP rounds and Cobra sight, Makarov sidearm. (Specialized for short to mid range engagements)*
Commonly Used load-outs:
Security - UMP-45, AP ammo and Holographic sight, Heavy Armour, Chest Rig, Makarov.
Insurgents - AK-74 with AP rounds and fore-grip, (Close to Mid Range) AK-74 with 2x Scope and AP rounds (Long Range) Heavy Armour, Chest Rig, Makarov sidearm.

Rifleman/Fighter:
The general role of the team and most common class, usually fighting at short to mid range due to lack of highly successful long range equipment.
This class excels at medium range, but suffers at longer engagements due to lack of accurate fire. Keep smart, use cover, and use smoke to cover advances.
My top loud-outs:
Security - M4A1 with AP ammo, Heavy Armour, chest rig, Smoke grenades and Makarov Sidearm. *
Insurgents - AK-74 With fore-grip and AP ammo, Heavy Armour, Chest Rig, Smoke grenades and Makarov Sidearm.
Commonly Used load-outs:
Security - M16A4 With AP Ammo and fore-grip, Heavy Armour, Chest Rig, Makarov.
Insurgents - AKM with AP Ammo, fore grip and Cobra sights, Heavy Armour, Chest Rig, Makarov.

Breacher/Militant:
An assault based role dedicated to rapid firing SMG's and Fast Movers.
This role excels at Close Range engagements, but can be specialized to fit a mid range role, often suitable as a front-line unit to neutralize an enemy counter attack or defense line, with rapid firing SMG's and hard Hitting Shotguns.
My top loud-outs:
Security - HK MP5 with AP ammo, Heavy Armour, Chest Rig, Fragmentation Grenade, Makarov.
Insurgents - AKS-74U, With AP Ammo and fore-grip, Heavy Armour, Chest Rig, Makarov.
Commonly Used load-outs:
Security - MK18 AP ammo and heavy barrel, Heavy Armour, Chest Rig, Makarov.*
Insurgents - AKM with AP, fore-grip and Cobra sights, Heavy Armour, Chest Rig, Makarov.

Demolitions/Rocketeer:
A crucial role for destroying Caches and clearing entrenched buildings, equipped with powerful explosives and Unguided Rocket Launchers.
This role fills a niche in infantry combat similar to a Rifleman, but with minimalist equipment, as it is supplemented with either C4/IED, Or an Unguided Rocket Launcher.
My top loud-outs:
Security - M16A4 with AP, Light Armour, Chest Rig, Rocket Launcher, Makrarov.
Insurgents -  AKM with AP and Cobra sight, No Armour, Chest Rig, Rocket Launcher Makarov.
Commonly Used load-outs:
Security - M16A4 with AP and Holographic Sight, Light Armour, Chest Rig, C4, Makarov.
Insurgents - AKM with AP and Cobra sight, Light Armour, Chest Rig, 2 Frag Grenades, Makarov.

Support/Machine Gunner:
A role designed for suppression and "mass murder", either sit far behind and fire from a safe location, or blast your way through with excessive ammo counts.
Ideal for people who can't decide whether to support or be a front-liner, this role offers two differing playstyles that make it a deadly choice.
My top loud-outs:
Security - M249 with AP, Makarov, Heavy Armour, Chest Rig.
Insurgents -  FAL with AP, Bi-pod and Cobra sights, Makarov, Light Armour, Chest Carrier.*
Commonly Used load-outs:
Security - Galil SAR with AP, Drum Mag, Bi-pod, Chest Rig, Light Armour and Makarov.
Insurgents - RPK with AP ammo and Cobra sights, Makarov, Heavy Armour, Chest Carrier.

Designated Marksman/Machine Gunner:
A role designed for mid to long range, offering rapid fire or single fire powerful rifles that make the phrase; one shot, one kill.
Ideal for people not fond of the front-line, but who don't want to stay too far away, lay down powerful suppressive hails or pick of targets with a one shot policy in this demi-sniper class.
My top loud-outs:
Security - M14 With AP, fore-grip and Holographic sights, Makarov, Light Armour, Chest Rig.
Insurgents -  FAL with AP, fore-grip and Cobra sight, Makarov, Light Armour, Chest Rig.*
Commonly Used load-outs:
Security - M14 With AP, Bipod and 2x Scope, Makarov, Light Armour, Chest Rig.
Insurgents - FAL with AP, bi-pod and 2x Scope, Makarov, No Armour, Chest Rig.*

Sniper:
A role dedicated for a fan of long range, offering unparalleled sniper based weaponry.
Suitable for a picky player, shooting targets of importance rather than ease, good for supporting advances and covering flanks from long range.
My top loud-outs:
Security - L1A1 with AP, C79 Scope and bi-pod, Makarov and Heavy Armour.
Insurgents -  SKS with 2x, AP and Bi-pod, Light Armour, Chest Rig, Makarov.
Commonly Used load-outs:
Security - M40A1 with AP, Bi-pod, 2x and Suppressor, Light Armour, Chest rig, Makarov.
Insurgents - Mosin with AP, 7x scope and Bi-pod, No Armour, Chest Carrier Makarov.

*Uses custom model, see Step 3
Step 2 : Battle Strategy.
Your chosen/assigned role will most likely dictate your battle strategy, although there are some exceptions. Most battle roles are pretty self explanatory, Rifleman is the general purpose, Machine Gunner is for suppression etc, but this doesn't mean you have to follow this. Take the M249, It's one of the most accurate LMG's in the game, and can EASILY be converted into a 150 round Assault rifle with correct recoil control, it may be unorthodox, but when it come to interior last resort cleaning, it does the job.
This section isn't exactly strategy. After all, telling you how to play makes you to uniform and predictable, Rush A, camp in the same spot, 3 enemy reinforcement waves in, the enemy will know EXACTLY where you are. It's a repetitive cycle that can be easily discarded with common sense, a sniper never holds position when spotted, A rifleman doesn't look down the eyes of an RPG. The game can easily be exploited with common sense, if your team is mown down at one location, try another to flank and kill enemy campers. Don't run into enemy territory full pelt, ALT walk (Will make your footsteps silent) for utmost stealth.
A big component of the game , Strategy or not, is communication with your team. Without this critical tool, your team will run amok and be entirely unorganized, probably resulting in a swift beat-down. It's best to use the push to talk key (Default k) or a Discord call to properly commune situations.

Step 3 : Workshop Mods?
Believe it or not, but many workshop mods can be VERY helpful when it comes to insurgency, take the M4A1. It's Iron Sights are very narrow and visibility is poor. On the workshop, a weapon skin addon exists for the M4A1, converting it into the British SA80A2, with literally God Tier iron sights. They're so good, i choose them over Holographic and Dot sights (Addon link - https://steamcommunity.com/sharedfiles/filedetails/?id=1414551031 )
?interpolation=lanczos-none&output-forma< This bad boy has the GOD tier of iron sights, and it only edits the view-model, not accuracy
Another addon I personally use, (more for aesthetics) is the Glock 17 replacement for the Makarov, because in the arms of Security Forces, it suits the look so much better than a shoddy Russian Pistol (Also has night sights - https://steamcommunity.com/sharedfiles/filedetails/?id=417138934 )
Yet another great weapon addon - replaces the MK18 in place of a G36C, also with really good situational iron sights ( https://steamcommunity.com/sharedfiles/filedetails/?id=509641936 )
?interpolation=lanczos-none&output-formaThis beast looks much better than the Mk18 in my opinion, and also is animated really well.

I forgot the G3A3 for the FN FAL as well: (https://steamcommunity.com/sharedfiles/filedetails/?id=501406858 )
?interpolation=lanczos-none&output-forma
All in all i hope you take something from this guide, pretty sure the only useful bit is Step 1 & 3 though : )

Edited by Harakoni
Tidying up formatting, and forgot G3A3

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You say "loud-outs" so much in this which means that either you have shit auto correction, or you copied and pasted it every time. Or you just want to annoy me, don't you:lenny:


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