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Insurgency: Sandstorm – Versus Guide / Tips and Knowledge

Versus Gameplay tips and knowledge.

Other Insurgency: Sandstorm Guides:

Insurgency: Sandstorm develops its own unique gameplay through its mechanics, such as movement, weight, bullet, and loadout system. The following tips and information are those of my own recollect and experience with the game and through in-game meta that I notice. Information is subject to change with the introduction of game updates.

Core Gameplay

Divided into seperate mechanics below is a foundation to build knowledge of the game. All mechanics below are important, don’t leave any out. A lot of gameplay is situational, so think and act according to how your game is going. Also, prior to digesting all this information, common sense is the best tool to understanding the game and winning.

Movement
Movement mechanics are often overlooked by new players of any genre. Mastery of movement can give you a competitive and fun advantage over other players, whether it be quick peaking or exploiting a skill jump. Insurgency: Sandstorm’s movement does differ from it’s predecessors, since it moved away from the Source engine to Unreal Engine.

  • There is momentum, at least while jumping. You can turn in midair after jumping, and continue moving the direction you jumped.
  • The weight system affects how fast you traverse and draw your weapon. Any weight below 20% carry capacity feels similar, so I usually opt in for an extra grenade (1-3%). Most classes can run a viable loadout below 40%.
  • Take full advantage of light loadouts by pushing contact points at the begging of the round or doing a quicker flank.
  • Don’t expose your entire body to take look at the enemy. There is the lean function.
  • Try not to expose your entire character model in general.
  • Weight may affect how loud your footsteps are to enemies, not entirely sure. It certainly does get your character out of breathe faster, and that is audible.
  • Not sure if peakers’ advantage exists, nor if game’s netcode allows it.
  • You can slide; while running press crouch.
  • Running with a knife does not make you faster.

Note: Versus includes three gamemodes: Firefight, Push, & Skirmish
The three game modes can create their own contrasting meta, due to their differing objective goals and map sizes. The next two mechanics, Map Control and Team Work, do go hand in hand.

Map Control
Map control is an important aspect to dominating the enemy team. Working both solo and with your team to open parts of the map up and control them allows for an easier path to the objective. Having friendlies near or capturing the objecting, while you are still behind slowly checking already cleared paths, ruins an attacking advancement.

  • Do view the map along with the scoreboard. It does provide useful information, such as friendly positions.
  • The Red house and supply cache symbol on the map indicates the enemies’ exact spawn location.
  • Proper class roles should be utilized, such as a Gunner mowing down a choke point with his MG, or Sniper making important kills to open the map.
  • Don’t always defend and sit back waiting for the enemy to push you. They may be doing the same thing, all while they have the objective advantage.
  • It helps to play aggressive on less busy sides of the map. This worries the enemy about certain parts of the map that are getting pushed, causing them to split.
  • Count your kills, moreso in the smaller gamemode, Firefight. It also helps to relay it to your team. This gives you a rough idea of how dangerous it is to be running around the map.
  • Watch the wave counter. It tells you when both friendlies and enemies spawn.
  • Keep an eye on teammate positions and movement. If you see that your team is closing in on objective, move up with them.
  • While capturing an objective, it’s important to create a buffer zone around it to further prevent enemies from closing in.
  • If you’re not capturing, you should be making the buffer zone.
  • Utilize all routes to the objective.
  • A few seconds does make a difference. Timing is vital.

Team Work
Communicating with your team does help, but that’s not all to worry about. Cohesiveness as a team, i.e. moving together & watching different entrances, makes a world of difference. This section does assume you have a microphone and ears. Those who only type do help, but the information is delayed and puts the typist in danger.

  • Relay confirmed kill to your team. Let them know if you took out a pesky sniper, an mg holding a chokepoint, or the enemy vehicle. Also, it help to let them know if the demolitions wasted their explosive.
  • Let everyone know if the current fire support is friendly or enemy.
  • If the same person kills multiple people, aware your teammates.
  • Pushing together into an objective can be effective and/or a massacre for either side.
  • If you see a friendly holding enemy line and creating a buffer zone, utilize their efforts and sweep up the objective.
  • Look at different entrances when moving with teammates. It doesn’t help when three of you are watching a door while an enemy with a pistol runs behind to another entrance to kill all of you.
  • If a friendly or two are freely capturing a point, while another is being contested, go to the other point.

Gunplay
Understanding the bullet mechanics is essential to develop skilled gunplay. Also tied in to gunplay is the point system, as it affects which equipment you can carry together and how much of it.

  • There are different fire modes. Use whatever is comfortable, but do be able to control the others.
  • Automatic fire helps in short to medium range. Semi-Auto is ideal for any situation. Burst fire is only on select guns, it helps put lead down range with some accuracy preserved.
  • It is possible to tap shoot while on full-auto.
  • Grip is for vertical recoil, Compensator is for horizontal recoil. Grip is more viable if you have to choose between the two.
  • Tracer rounds give away your position to both friendlies and enemies.
  • Iron sights take time to get used to.
  • You can fire while vaulting, going prone, and reloading with ammo still chambered; You can not fire while jumping.
  • There is bullet penetration. You can shoot through objects, people, and walls. The penetration depends on ammo caliber and weapon.
  • Weapon will shoulder if aiming too close to object. Silencer adds length to barrel and affects this.
  • You can fast reload by double tapping reload. It discards the current magazine and all ammo in it.

Gunplay, while it is the barebones of the game, is a more niche mechanic in the overall playout of a match. Having skilled gunplay is usefull for solo play, but carrying the team consistently is not the most fun. Reliable teammates do create a more enjoyable atmosphere.

Point System
Loadouts are determined by a point value system in Insurgency:Sandstorm. Each class has dedicated equipment and firearms. All guns and equipment are useful. Higher valued items do not mean they are better.

  • All unique items attribute weight, carrying capacity %
  • Gun attatchments do not attribute weight, carrying capacity %
  • Gas mask is free for Insurgents, but cost 1 point for Security. It does attribue weight, 1%.
  • Sometimes an equal valued or more expensive equipment may be more viable than a gun attatchment.
  • Allotted loadout points are fixed. You do not gain nor lose points.
  • You can save loadouts. This helps with fast chages to equipment or switching purposes.

Extra Tips & Info

Below is other knowledge that didn’t solely belong to the previous section.

  • There is battle chatter. You can listen for enemy battle chatter to figure out their location.
  • Voice is proximity based for all in Push & Skirmish game modes. You can hear enemy voice when in proximity. Commanders and Observers are able to communicate voice anywhere to all friendlies. This is a big advantage for gathering intel.
  • Firefight allows full team voice, due to it’s smaller and quicker game mode composition.
  • Any weapon can insta-kill with a headshot.
  • Melee currently is not a game breaking tactic. It works, but has a incredibly short range, and takes multiple hits.
  • Last man standing has a unique battle chatter, and plays on que when last alive.
  • Going prone may increase chances of surving frag grenade.
  • When all objectives are captured by an enemy you lose. Specifically in Firefight, try to capture an objective when you are one of the last few alive. Don’t just sit back.

Common Sense

  • Don’t stand in the open.
  • Use the map.
  • Listen for enemies.
  • Be useful.
  • Play the objective.
Written by Adroit Tyro

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