Killzone 2 pre-release discussion thread

Status
Not open for further replies.
FFS. Thacon, cant you comprehend that RobertR1 likes Hardcore mode, and he was simply wondering if it was similar to that.

You dont have to explain how KZ2 is much better blah blah blah, Robert likes hardcore mode, he was wondering about that.. Instead of answering his question, you come down with random babble about KZ2 superiority.

Just like when people like something different in the R2 thread, you come down with some babble about why we really should essentially change our tastes.

I can understand him liking hardcore mode, the radar dots upon firing a gun in CoD4 is silly imo, aspecially if you have a trained eye for looking at the radar while playing a FPS game. It makes all guns without siliencers worthless because good players will track you down and kill you based on those things. I know all i do in deathmatch type games in CoD4 is just run after the red dots and kill people.


...

Sorry, maybe I needed to selectively quote what I was responding to, will edit. I didn't say shit about KZ2 being better, btw, please re-read my post.
 
IMO, of course. I will probably pick this game up for SP, but no way am I going to invest any significant amount of time into the MP, it's just not really that fun and has all the same BS that CoD4 had that turned me away from that.

What are the BSes in KZ2 ?
 
What are the BSes in KZ2 ?

One of my biggest gripes right now is the spawning system. It seems you can only pick from a set of fixed spawn points, which have dead ends. One of the stages is far worse than the other, but it makes it really easy to get spawn camped (really easy).

The other thing that I noticed last night was a lot of grenade spamming. I don't know if friendly fire is always on, or only on by option, but last night I died about 5 times in one round by friendly grenades being thrown carelessly, and it was driving me insane. Then you've got some narrow corridors that often get jammed up by allies camping and sniping, etc, and you can't get by them.

The last thing that really really bothered me, like CoD4, was that aiming really felt like it had little impact on how the game played out, because from long range your weapons feel extremely ineffective, and at close range it's not necessary at all, a few bursts from the hip and the enemy goes down without a hitch. It just made the ironsights feel more like an unnecessary addition because it looked cool, not becuase it was funcitonal.

Those were my problems with it at least.
 
I can understand him liking hardcore mode, the radar dots upon firing a gun in CoD4 is silly imo, aspecially if you have a trained eye for looking at the radar while playing a FPS game. It makes all guns without siliencers worthless because good players will track you down and kill you based on those things. I know all i do in deathmatch type games in CoD4 is just run after the red dots and kill people.

I use silenced weapons exclusively in COD4, and I agree that if you can aim well with only iron sights (or not zoom in at all, which is what I do) then you have a huge advantage over people using non-silenced weapons. But the vast majority of people do not use silencers because their aim would probably be much worse without an RDS or scope.

In hardcore, using a silencer is a disadvantage, however.
 
I can understand him liking hardcore mode, the radar dots upon firing a gun in CoD4 is silly imo, aspecially if you have a trained eye for looking at the radar while playing a FPS game. It makes all guns without siliencers worthless because good players will track you down and kill you based on those things. I know all i do in deathmatch type games in CoD4 is just run after the red dots and kill people.

Pretty much this. Any games with such a radar acts like a wallhack, esp if the game allows you to shoot through most objects. Often, I'll play "shoot the dot" through walls vs engaging them directly.
 
To answer your question, no, there is no hardcore (from what I've seen). I have not yet created a game to see what options they have available, perhaps turning off Radar is one of them.
 
One of my biggest gripes right now is the spawning system. It seems you can only pick from a set of fixed spawn points, which have dead ends. One of the stages is far worse than the other, but it makes it really easy to get spawn camped (really easy).

The other thing that I noticed last night was a lot of grenade spamming. I don't know if friendly fire is always on, or only on by option, but last night I died about 5 times in one round by friendly grenades being thrown carelessly, and it was driving me insane. Then you've got some narrow corridors that often get jammed up by allies camping and sniping, etc, and you can't get by them.

Would be interesting to see how GAF clan will perform under friendly fire.

The other problem you mentioned is more map related. You should be able to find alternate (sheltered) routes to flank the sniper(s) right ? Or I thought you can summon a bot to take them out ?

I will miss the Auger in situations like this. I loved to kill entrenched snipers with Auger.

The last thing that really really bothered me, like CoD4, was that aiming really felt like it had little impact on how the game played out, because from long range your weapons feel extremely ineffective, and at close range it's not necessary at all, a few bursts from the hip and the enemy goes down without a hitch. It just made the ironsights feel more like an unnecessary addition because it looked cool, not becuase it was funcitonal.

That would be weapon tuning ? What're the differences between R2 weapon behaviour and KZ2 ? If you meet more skillful player in KZ2, wouldn't they take you down faster ? Or are you saying skills don't matter much at close combat ?
 
The last thing that really really bothered me, like CoD4, was that aiming really felt like it had little impact on how the game played out, because from long range your weapons feel extremely ineffective, and at close range it's not necessary at all, a few bursts from the hip and the enemy goes down without a hitch. It just made the ironsights feel more like an unnecessary addition because it looked cool, not becuase it was funcitonal.

Um... I completely disagree with this.

From a long range with ironsights, even SMG's are accurate (you just have to fire them as single shots, because obviously, recoil will hurt accuracy, and since SMG's aren't all that powerful from a long range, it takes more shots, which is harder to pull off obviously, with moving targets and recoil). Without ironsights, your not going to hit anything long range.

If you got something like the M60 or some of the assault rifles (m16,m14 etc) long range aiming is very very very accurate (not to mention sniper rifles).

In close range, aiming has still everything to say, but you have to aim without ironsights, aka, from the hip, it is still aiming.

But that makes sense, because at close range with automatic weapons the spread of the bullets take cares of most of the job, you just have to point in the general direction of the enemy while moving (so he doesn't point it at you).

However, saying that aiming has little impact on how a game plays out is imo absolutely ridiculous. Aiming has extremely much to say in CoD4, you just gotta learn to aim while moving (while firing from the hip) and at longer ranges, aim skill means everything. I've never been particularly good at sniping, but some players out there are insane, they will put a bullet through your head while your mid air and exposed only for a split second.

That would be weapon tuning ? What're the differences between R2 weapon behaviour and KZ2 ? If you meet more skillful player in KZ2, wouldn't they take you down faster ? Or are you saying skills don't matter much at close combat ?

People that say skill doesn't matter in close combat in FPS games generally suck at FPS games. Skill allways helps determines outcomes in close combat, sure, sometimes luck plays a part (but luck plays a part with everything).
 
Last edited by a moderator:
I don't know, playing CoD4, I had far more success running and gunning from the hip with my M4 or M16 than I did trying to be tactical and hang back and aim. I've got something like a 1.4KDR, not impressive by any means, but if I rarely aim (which I didn't) then it shouldn't be nearly that high, in my opinion.

I'm not saying that a player who can aim will not beat out a player who cannot, but the different between the two is simply not as pronounced in the outcome of a match as you are led to believe. Good players will still win out, there is no doubt about that, but an average player (even below average players) can still remain competitive on a team without the necessity to aim. This isn't a bad thing, as it ensures great pick up and play value, but it certainly throws me off, as I'm expecting something closer to real life (having fired many M4s and M16s, I think I may know the difference between the two).

Hitting a target at 300 meters from the prone is cake with an M4 with just iron sights. Doing the same in CoD4 is ridiculously challenging, but it also like that for balance.

Map design also has a lot to do with this, as you are frequently encountered with close combat.

Still, it bothers me that the rifles feel so ineffective from long distance, especially in KZ2, where it really FEELS like that weapon should be accurate when using iron sights, but really isn't.
 
Would be interesting to see how GAF clan will perform under friendly fire.

The other problem you mentioned is more map related. You should be able to find alternate (sheltered) routes to flank the sniper(s) right ? Or I thought you can summon a bot to take them out ?

I will miss the Auger in situations like this. I loved to kill entrenched snipers with Auger.



That would be weapon tuning ? What're the differences between R2 weapon behaviour and KZ2 ? If you meet more skillful player in KZ2, wouldn't they take you down faster ? Or are you saying skills don't matter much at close combat ?


The bots that fly around are a joke. I've taken out many standing right in front of them just moving from side to side with the rifle. I never found them to be a great threat. And honestly, I have more of a problem with friendly snipers than enemy snipers. The level design doesn't seem to have many "sniper spots" like I'm used to in say, Halo, Resistance, or even CoD. They're just in normal passing areas (which happen to be narrow bridges or stair cases) ducking behind the rail, popping up and shooting, etc. THe porblem is, they block me in and I can't get past them all the time, and last night, I ended up getting shot THREE TIMES because of a Sniper who was in a sniper battle, and I ketp getting stuck on him. So frustrating.
 
THe porblem is, they block me in and I can't get past them all the time, and last night, I ended up getting shot THREE TIMES because of a Sniper who was in a sniper battle, and I ketp getting stuck on him. So frustrating.

If a person blocks your path and doesn't move, just shot him in the head and move on. Most likely he wasn't exactly doing a big contribution to your team anyway
 
If a person blocks your path and doesn't move, just shot him in the head and move on. Most likely he wasn't exactly doing a big contribution to your team anyway

LOL.

While that sounds like an awesome idea, I hate getting into stuff like that, becuase then folks start trying to exact revenge upon you, etc. I'm a pretty team oriented guy, so I try to stay friendly and cordial when I'm playing (I know, it's like night and day between me on forums).

I'm actually not nearly the jerk I present myself to be on forums, I just have this "tone" when I type that doesn't go over too well with people :( I just don't think I have it in me to shoot a team mate just to get by, lol.
 
The bots that fly around are a joke. I've taken out many standing right in front of them just moving from side to side with the rifle. I never found them to be a great threat.

Argh, they should work on the bot AI. Can it be remote controlled by whoever released it ?
 
Argh, they should work on the bot AI. Can it be remote controlled by whoever released it ?

That, I do not know. I just know that the multiple times I have encountered them, simple strafing and firing from the hip has rendered them useless in a matter of seconds. Maybe I just haven't see the worst of what they can do?
 
One of my biggest gripes right now is the spawning system. It seems you can only pick from a set of fixed spawn points, which have dead ends. One of the stages is far worse than the other, but it makes it really easy to get spawn camped (really easy).

The other thing that I noticed last night was a lot of grenade spamming. I don't know if friendly fire is always on, or only on by option, but last night I died about 5 times in one round by friendly grenades being thrown carelessly, and it was driving me insane. Then you've got some narrow corridors that often get jammed up by allies camping and sniping, etc, and you can't get by them.

The last thing that really really bothered me, like CoD4, was that aiming really felt like it had little impact on how the game played out, because from long range your weapons feel extremely ineffective, and at close range it's not necessary at all, a few bursts from the hip and the enemy goes down without a hitch. It just made the ironsights feel more like an unnecessary addition because it looked cool, not becuase it was funcitonal.

Those were my problems with it at least.

I kill people from a distance ALL THE TIME, I find the assault rifle is more effective from afar than close up since the shotgun basically dominates close encounters and rockets for medium distances, it's ALL about firing short bursts. If you're not having success from a distance with the rifle, you're probably not doing short bursts because with short bursts I've taken out snipers. At close-range there's really no point in trying to use ironsights, it makes no sense in ANY game to ironsight close-quarters encounters, it's completely retarded to force that to begin with which was why I didn't like competitive in a certain game as much because hip-shooting in that particular game is so broken.
Indifferent2.gif
 
I'm still concerned about the state of the enemy AI, as that's what ruined Killzone 1 for me (among other things), but I've been watching some of these poor quality, shakey cam offscreen vids of campaign footage and I like how active the Helghast seem.
Check out the third video from the top, (the one that's 40 seconds)--http://www.axisia.net/boards/showthread.php?t=4332
At the 23 second mark, the player approaches a door firing from the hip, moves for safety as one Hig soldier proceeds through the door. The Hig guy enters the room, takes a shot at the player and backpedals out of the room as the player rereats into a corner and switches weapons.
The player takes another run at one of the Higs on the other side of the door, fires off a few errant shots, then backpedals, reloading as he does so. A moment after he reloads and prepares to assault the doorway yet again, the same Hig rushes through the doorway and melees the player in the face. :LOL:
Looks like the AI gets more aggressive when the player is reloading.
 
I'm still concerned about the state of the enemy AI, as that's what ruined Killzone 1 for me (among other things), but I've been watching some of these poor quality, shakey cam offscreen vids of campaign footage and I like how active the Helghast seem.
Check out the third video from the top, (the one that's 40 seconds)--http://www.axisia.net/boards/showthread.php?t=4332
At the 23 second mark, the player approaches a door firing from the hip, moves for safety as one Hig soldier proceeds through the door. The Hig guy enters the room, takes a shot at the player and backpedals out of the room as the player rereats into a corner and switches weapons.
The player takes another run at one of the Higs on the other side of the door, fires off a few errant shots, then backpedals, reloading as he does so. A moment after he reloads and prepares to assault the doorway yet again, the same Hig rushes through the doorway and melees the player in the face. :LOL:
Looks like the AI gets more aggressive when the player is reloading.

From the time that I spent with the KZ2 demo ( I played the demo), The AI is very dynamic ! Good or bad is subjective but one thing is sure, The AI reconfigures itself with every bullet fired. I was firing at a Helghast and he turned towards me to fire, but at the same moment, another ISA fired at him from the side, so turned back at him anf fired at him while I reloaded. Then, while they were duelling it out, he had to reload, and I fired at himat that instant. Watching him take hits(Animations are really well done) while reloading and changing directions for the hits he recieved from me and the other ISA was really fun. He had no place to take cover and died, but he didn't feel dumb at all. Instead it was a lot of fun to watch him shift targets and fire at both of his enemies.

Frankly speaking, their animations were too good and they already felt "intelligent" due to that. What was he most fun in watching the Helghast in the whole demo was the way they changed decisions depending on your position and your bullets. A helghast is charging towards you, when suddenlny you come out of cover (finished reloading), He sees you out and runs back to cover is fun to watch. Though there is another Helghast behing him firing rockets at you only adds to the fun ;) !!
 
One of my biggest gripes right now is the spawning system. It seems you can only pick from a set of fixed spawn points, which have dead ends. One of the stages is far worse than the other, but it makes it really easy to get spawn camped (really easy).

Set-up a squad and you can respawn alongside squad members.
 
Set-up a squad and you can respawn alongside squad members.

That's stupid. Why should I have to set up a squad? That's ancient, R2 sets it up for me, and spawns me with my squad automatically. Way better.

Kittonwy - I guess man, it's clear you're into graphics and all that, and KZ2 has sold you. I'm sticking to R2, I'll buy this game for SP only.
 
Status
Not open for further replies.
Back
Top