YankeeDeuce.com: INS 101: Getting Started INS 101: Getting Started ================================================================================ YankeeDeuce on 13 July, 2007 09:00:00 AM Intro To INS Insurgency is a new total conversion mod for Half Life 2, currently on Beta 1.1. It is a realism mod, so you can't just run and gun like you can in Counter Strike. Teamwork is neccesary to win. I've been playing this for a while now and love it, for an early beta it is great. There are a few bugs and glitches, but nothing that makes it unplayable. If you haven't played INS yet, go download it and try it out. You can get it from FilePlanet, first by downloading and installing the Beta 1 Full Installer, then the Beta 1.1 Patch. If you don't like FilePlanet, there are plenty of mirrors available here. Total it's about 750MB, so just start the download before you go to sleep, then install it the next day. Once you've installed the game fire it up and start setting the controls how you like. If you have a CS:S autoexec, most of it will work in INS. A few things different from CS:S control-wise: * Q and E are lean left/lean right. * C is crouch. * Ctrl is prone. * Shift is your Sprint key. * X is your Use key. * F changes firing mode. (Single/Burst/Auto) * Mouse2 brings up your ironsights. * Mouse3 is alternate fire/deploy bipod. * G brings up Communications menu * , brings up Squad menu. * . brings up Team menu. To play around with the controls go to Create Server and load up test_shootingrange. Take some time to get used to the controls, also tweak any graphics settings if your FPS is a little low. After you get everything set up the way you like, you'll probably want to hop right into a server and start playing. Instead, take some time to learn the maps. There are no ingame maps, so you need to have at least a general idea of the layout and where to go so you don't end up looking like a moron. Create a server and run through the maps to get an idea. One of the next INS101 articles will go over the maps. This is what your HUD will look like ingame. There's not much to it, no health bar, no ammo indicator, just the basics. Here is what you should be looking at on the HUD. A shield means to defend an objective. If the enemy holds an objective you are trying to take, you will see crossed swords instead. The triangles are for waypoints your commander has set, which will show up as as blue triangles when you can see the waypoint. Your commander will be represented by Captain's bars (looks like railroad tracks or an H). This is what you communications menu looks like as a commander, just press G to bring it up. Other players get a more limited menu when bringing up the menu. Just scroll your mouse to highlight and left click to select. For waypoints, you will need to point in the direction you want to place it, then left click again. There are times you may want to tell your team to attack/defend an objective that is not shown in the menu. To do so, just select another objective first and others will appear. Gametypes There are 4 different gametypes in INS, Battle, Firefight, Push, and Strike. Unlike some games where the different multiplayer gametypes are completely different, and some are hardly ever played; INS's gameypes are very similar, yet each offers a little something different from the other gametypes, but all are fun to play. Battle maps are large and can go back and forth, as each team is able to capture objectives, but objectives must be captured in order, ie. A, then B, then C for the Insurgents team, or C, then B, then A for the USMC team. Your spawns also move forward as you take more objectives. (ins_baghdad) Push maps are linear, where you are either attacking, or defending. The attacking team must take all objectives in order to win, the defenders need to stop the enemy from taking new objectives until time runs out or they are out of reinforcements (more on that later). Your spawns move forward as you take objectives do as well. (ins_almaden, ins_karkar, ins_sinjar) Firefight maps are smaller maps with fixed spawnpoints, where you are able to take objectives in any order. This means there could be a huge firefight on one side of the map, while on the other 1 person is taking an objective. To win you must control all 3 objectives, I've seen games take literally a few seconds, or go back and forth for an hour. ins_haditha, ins_hillah, ins_ramadi) Strike maps are a mix between Push and Firefight, though there are currently no Strike maps. They will be small/medium sized maps with fixed spawns, like Firefight maps. Like Push maps, one team is attacking, the other is defending. Squads, Classes, And Reinforcements Right now there are 2 teams in INS, the Insurgents, and the USMC. There are two 8 man squads able to use on each team, a Rifle Squad and a Special Weapons Squad. The classes depend on what the map maker has implemented, the official maps use the default squads of: Rifle Squad * Commander / Cell Leader * Rifleman / Rifleman * Rifleman / Rifleman * Rifleman / Sapper * Engineer / Sapper * Grenadier / RPG Gunner *Support / Support * Marksman / Sniper Special Weapons Squad * Commander / Cell Leader * Corpsman / Rifleman * Grenadier / Sapper * Grenadier / RPG Gunner * Support / RPG Gunner * Support / Support *Engineer / Support * Marksman / Sniper USMC Classes * Commander Has an M4 with aimpoint instead of ironsights. Single/Full Auto Fire. Can point out objectives and waypoints for others to follow. * Rifleman Has an M16. Single/Burst Fire with ironsights, knife, and frag grenade * Grenadier Has an M16 with M203. Single/Burst Fire. Known bug right now where you get negative points while playing as a Grenadier. * Support Has an M249 SAW, Full Auto, able to deploy a bipod for better accuracy. * Marksman Has an M14 with telescopic sight, semi automatic, able to deploy bipod for great accuracy * Engineer Has a shotgun. Mostly useless, especially on large, open maps. Try to avoid. * Corpsman Same loadout as Commander except no smoke grenades. Insurgents Classes * Cell Leader Has an FAL with ironsights. Single Fire. Can point out objectives and waypoints for others to follow. * Rifleman Has an AK47. Single/Full Auto Fire with ironsights, knife, and frag grenade * RPG Gunner Has an RRPG, backup is a Markov pistol. Best bet is to fire off an RPG from long range, then try to find a weapon laying on the ground. * Support Has an RPK, Single/Full Auto, able to deploy a bipod for better accuracy. * Sniper Has an Enfield with telescopic sight, bolt action, very slow reload, not very accurate. * Sapper Has a shotgun. Mostly useless, especially on large, open maps. Try to avoid. Reinforcements When you are killed ingame, you respawn as a reinforcement. The reinforcement timer and the amount of reinforcements can be changed depending on the map. You can see how many reinforcements are remaining on the top of the HUD. Your commander/cell leader can call in extra reinforcements when the automatic waves are depleted, but they must be alive and actually know they can (which most do not unfortunatly). Another way to get more reinforcements is to capture objectives. Coming Soon I'm working on the next 2 INS101 articles, going more indepth on the weapons and the maps in Insurgency. Be sure to check back soon to learn more about Insurgency. If you have any questions, let me know. Official Game Trailer