is there a way to blind fire?
Only for the AI. I couldn't find any blind fire button.
is there a way to blind fire?
is there a way to blind fire?
Then again, getting killed when there is no way to recover health and having top replay the whole section isn't many gamers idea of good design either. If there is a mechanic to recouperate when hiding, the hiding needs to be complete. As grandmaster says, occlude the view completely. It seems a bit odd that this highly trained soldier hasn't got any 'keep you head down so you don't get shot' mentality! Would you really expect him to take cover peeping over the top?The alternative (staring at a blank wall in total invulnerability until you get killed in a flanking move you couldn't see) wouldn't be particularly pleasant from a gameplay point of view either.
This is where the cover system seems iffy. I tried that when I first read the tip, and it didn't work. I just shot holes in the wall. It seems to depend a lot on type of cover, which isn't clear, and means I can't rely on it as a system. I didn't bother in the end.Not necessarily blind fire, but you can hit R1 from cover and it will instantly fire wherever your aiming reticle is. You can still take damage while doing this, however.
regarding not knowing where you're being shot from...I had no idea either, but my Son knew - so maybe we're missing something!?
I'll have to ask him - how embarresing!
This is where the cover system seems iffy. I tried that when I first read the tip, and it didn't work. I just shot holes in the wall. It seems to depend a lot on type of cover, which isn't clear, and means I can't rely on it as a system. I didn't bother in the end.
Then again, getting killed when there is no way to recover health and having top replay the whole section isn't many gamers idea of good design either. If there is a mechanic to recouperate when hiding, the hiding needs to be complete.
It seems a bit odd that this highly trained soldier hasn't got any 'keep you head down so you don't get shot' mentality! Would you really expect him to take cover peeping over the top?
Then again, getting killed when there is no way to recover health and having top replay the whole section isn't many gamers idea of good design either. If there is a mechanic to recouperate when hiding, the hiding needs to be complete. As grandmaster says, occlude the view completely. It seems a bit odd that this highly trained soldier hasn't got any 'keep you head down so you don't get shot' mentality! Would you really expect him to take cover peeping over the top?
But as deepbrown says, if a chosen game mechanic and the intention is that the pressue is on and you have to run if it gets that bad, it's just a design choice to accommodate. I'm not particularly in favour of that choice because getting injured affects the display making it harder to stay alive.
This is where the cover system seems iffy. I tried that when I first read the tip, and it didn't work. I just shot holes in the wall. It seems to depend a lot on type of cover, which isn't clear, and means I can't rely on it as a system. I didn't bother in the end.
Then again, getting killed when there is no way to recover health and having top replay the whole section isn't many gamers idea of good design either. If there is a mechanic to recouperate when hiding, the hiding needs to be complete. As grandmaster says, occlude the view completely. It seems a bit odd that this highly trained soldier hasn't got any 'keep you head down so you don't get shot' mentality! Would you really expect him to take cover peeping over the top?
But as deepbrown says, if a chosen game mechanic and the intention is that the pressue is on and you have to run if it gets that bad, it's just a design choice to accommodate. I'm not particularly in favour of that choice because getting injured affects the display making it harder to stay alive.
This is where the cover system seems iffy. I tried that when I first read the tip, and it didn't work. I just shot holes in the wall. It seems to depend a lot on type of cover, which isn't clear, and means I can't rely on it as a system. I didn't bother in the end.
Blindfire works by just shooting R1.
I gotta say, I've played the demo several times (not to death, like some members claim they have here...) and I can't say I've had any issues with the cover system. It works.
The only issue I have is like some others, the control's slow/accelerated feeling...whatever they want to call it. I hope it gets fixed. The devs are not doing themselves any good trying to be firm on something that they can quite easily remedy.
The point isn't so much about the tall walls, it's for the ones that you couch behind. I get your point that if you see them, they can see you, but it still doesn't explain why your guy just doesn't crouch down a bit more so the cover actually, you know, covers him.
Even if the chances of being hit are lower, when you're at your last ebb of energy, it's still not good enough. Just a couple of stray shots are enough to finish you off. This is why I'm finding myself not using much of the cover at all, but instead running back to an area I've completely cleansed of Helghast in order to recover properly.
Warzone is not only the overall name for Killzone 2's online multiplayer mode, it's a feature that embed a variety of game types. It's all about getting you into tailor built games and then keeping you there. Unlike other shooters, you don't exit a map in this title to change the gametype. Warzone smoothly shifts between different goals of play within the very same fight. It may start out with bodycount but after a while you get orders shouted at you to plant propaganda speakers in the oppositions area. If you succeed at this you might suddenly find yourself as the assassination target of the opposing force. For each different gametype and objective thrown at you there's a point to obtain, the faction with the most points in the end is declared victorious in the Warzone. Winners enjoy the sweet reward of a 50% XP bonus not to mention the glory. Matches are therefor epic in size and dangerously addictive, you will wish for this to be the standard in all competitive games.
The competitive mode revolves around a deep class based system. As you earn XP and various ribbons, more and more classes and abilities as well as weapons gets unlocked for you to use. Each class has both a primary ability as well as a secondary ability (refered to as badges within the game). When you have two or more classes at your disposal you may choose to combine them into a hybrid class. For example, an Engineers primary badge ability is to deploy automated Turret stations that pepper the enemy with lead. At the same time you wish to directly aid your team mates. A good choice then would be the Medics secondary badge ability which is throwing health packs (bags of blood). By combining these skillsets you now create yourself a new hybrid class which is the Engineer Medic. Within a team you may also set up Squads consisiting of four players. HUD indicators will pop up showing the status of those team members and you may converse with them freely for better
on-foot planning.
In Killzone 2's online multiplayer you can quickly choose to join the battles your friends are fighting, there's no down time. Speaking of friends, Killzone 2delivers the most hefty and in-depth clan and tournament geared competitive mode in any console game. Clans support up to 64 members (that means up to four full teams under one roof). The game comes with a fully built in tournament system, there's no need to artificially arrange this outside of the game as it's hard coded straight into the experience. You may also arrange matches via Killzone.com. Any tournament ladder may support as many as 128 clans at anytime. Each new clan starts out with 100 Valor points. Before each clan match you may bet Valor points on your team. The winner takes all robbing the competition of theirs. If you think multiplayer wins and losses in other shooters have been an emotional affair you haven't seen anything yet. Online drama in Killzone 2 will reach new heights, ultra sweet victories and truly bitter tear defeats. Your honor is at stake. This is all on top of the downright brilliant gameplay and audiovisual feast that Killzone 2 delivers, the game will leave a hefty footprint in the competitive landscape.
The way the system is now is wonderful, IMO. There was nothing more ridiculous to me than being behind a small stone pillar in Gears of War 2, and having a Brumak shoot missles at me, and I take absolutely no damage, even though the missle hit the pillar I am standing behind. It takes all of the pressure off of you, and removes any sort of tension from the game.
The thing about Blind Fire is that it is there to provide cover. You should be able to blind fire, and the enemy AI should react accordingly (i.e. retreat to cover when blind fire begins).
In Gears is makes me mad when I blind fire and the enemies just soak it up.
I gotta say, I've played the demo several times (not to death, like some members claim they have here...) and I can't say I've had any issues with the cover system. It works.
The only issue I have is like some others, the control's slow/accelerated feeling...whatever they want to call it. I hope it gets fixed. The devs are not doing themselves any good trying to be firm on something that they can quite easily remedy.