Killzone 2 pre-release discussion thread

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Regarding the right analog stick, is there a way to adjust the acceleration or the dead zone on the stick? The default sensitivity turned too slowly, but when I cranked it all the way up it felt like there was a dead zone on the stick.

The controls feel delayed. I guess that's the acceleration people are talking about, but I'm not sure how it works. If I wanted to adjust my aim slightly, but quickly, I felt like I had to jam the stick too far over to get my guy to start turning right away, but then I'd tend to over steer.

I was just thinking back and can't remember how well I'd investigated the control menus. I know there was horizontal and vertical sensitivity, but I guess what I want to adjust is how quickly you start turning, not the overall turning speed.


That's what people everywhere are complaining about (not everyone but a significant percentage) in forums everywhere. Guerrilla are looking into it. Check this thread where motherh (Seb Downey) from Guerrilla suggests it might be tv input lag but by now seems convinced there's something else at play.
 
Regarding the right analog stick, is there a way to adjust the acceleration or the dead zone on the stick? The default sensitivity turned too slowly, but when I cranked it all the way up it felt like there was a dead zone on the stick.

The controls feel delayed. I guess that's the acceleration people are talking about, but I'm not sure how it works. If I wanted to adjust my aim slightly, but quickly, I felt like I had to jam the stick too far over to get my guy to start turning right away, but then I'd tend to over steer.

I was just thinking back and can't remember how well I'd investigated the control menus. I know there was horizontal and vertical sensitivity, but I guess what I want to adjust is how quickly you start turning, not the overall turning speed.

Isn't it just that the movements have weight? COD is too quick - like you're a mosquito flying around. KZ2 feels like you're a bloke...
 
Isn't it just that the movements have weight? COD is too quick - like you're a mosquito flying around. KZ2 feels like you're a bloke...

I have no complaints about any of the controls other than aiming with the right analog stick. It's not weight, and it doesn't feel like you're a bloke. There is no connection between moving an analog stick with my thumb and the real feeling of aiming with a gun grasped in both hands. Plus, if you've ever fired a gun you'll be surprised how quickly you can correct your aim within your frield of view, despite the weight of the weapon. So I'd say the aim is inconsistent and not for the benefit of realism.
 
Isn't it just that the movements have weight? COD is too quick - like you're a mosquito flying around. KZ2 feels like you're a bloke...

I think that should be felt mostly through the left stick. And I do like the sense of weight, it seems you're controlling a real person. But with default sensitivity, when you start turning it accelerates through a short period of time and then there seems to be a bit of a jump to max speed. I have to play some more and try more sensitivity settings. As I've said in some other places (neogaf, kz.com, us ps forums), it's just that though and it's not game-breaking, everything else in the game is fantastic. GG are looking into it. Let's see what happens.
 
CoD WaW (and 4) feels like you are floating in air which makes for some very good, twitchy, fast-response game play for a FPS but a game with weight is actually welcomed change by me (Battlefield BC has a good weight feel) so I would probably enjoy the controls of KZ2 if they feel like that.

I'm gonna have to check this game out on my friend's PS3
 
I have been switching between R2 and KZ2 since the demo was released. Had a brief mix-up between the 2 control schemes, but I think I have adjusted. Both schemes work very well for what they want to do.

I am also better at using cover now (Less scr*w ups). I am using the default set up (with inverted Y). IMHO, flanking and charging 1-2 Helghasts is more exciting :p. I like how I could clear the railings easily too. So I can fight from both levels to "confuse" them.

I am also suitably impressed by Garza. Every game is rather different. One time he wandered up the second stairs to fight the enemies (I was on the first level). I nearly shot him, thinking he's one of them.
 
I have been switching between R2 and KZ2 since the demo was released. Had a brief mix-up between the 2 control schemes, but I think I have adjusted.
I am using the default set up
?????
Why wouldn't you use Alternate 2 (with hold to aim) for Killzone 2?
Only sprint/cover and grenade buttons are different.
I am also suitably impressed by Garza. Every game is rather different. One time he wandered up the second stairs to fight the enemies (I was on the first level). I nearly shot him, thinking he's one of them.

I once saw AI buddy playing cat and mouse with a Helghast around the big table thingy in the warehouse. It was quite an entertainment, I must say. :)
 
CoD WaW (and 4) feels like you are floating in air which makes for some very good, twitchy, fast-response game play for a FPS but a game with weight is actually welcomed change by me (Battlefield BC has a good weight feel) so I would probably enjoy the controls of KZ2 if they feel like that.

Thats the main reason why I hated COD4/WAW. When I tried it at my friend's place, it just felt so wrong It made no sense that games that looked so realistic / based on real life felt less real than something like Resistance2 and was akin to Unreal Tournament.
 
Thats the main reason why I hated COD4/WAW. When I tried it at my friend's place, it just felt so wrong It made no sense that games that looked so realistic / based on real life felt less real than something like Resistance2 and was akin to Unreal Tournament.

it's just a different, not wrong IMO.
both styles have their audience and purpose.

i think KZ2 is going more for the BF2, Resistance, Rainbow 6 type gun feel than the CoD, halo type (based on reading reviews).
 
To be honest, even Halo felt more real and weighty than CoD4/WAW.


true :LOL:

Cod is all about the 60fps and the run n gun.... it is a completely different experience and the sales and number of people I see online every night 275,000 playing the game tells me it's popular. I enjoy it too but it does not satisfy all the itches. that's why a nice change and more realistic feeling shooters are usually in my library as well.

I think that by reading what's being said about KZ2 that they have their own unique experience built here and with the cutting edge graphics to boot a real winner... I can't wait to play it.
 
?????
Why wouldn't you use Alternate 2 (with hold to aim) for Killzone 2?
Only sprint/cover and grenade buttons are different.

Someone in GAF mentioned that the default config is the best for KZ2 once you get used to it. I'm giving the setup a chance to prove itself. ^_^


EDIT:
betan said:
I once saw AI buddy playing cat and mouse with a Helghast around the big table thingy in the warehouse. It was quite an entertainment, I must say. :)

The funny thing about Garza's second floor adventure was he's the only one up there. All of us were playing on the first floor at that time. :)
 
I'm still having fun watching the demo play out in different ways. Things get a lot easier once you start using the cover system properly. You can get some good accuracy if you fire in short bursts in cover.

A helgast managed to flank me in the warehouse. So I quickly change to the knife hoping to quickly cut him down. As soon as he saw me coming, he started to run away from me. I had to chase him around a few corners before I finally got him. These guys put up a great fight.

Your buddies are actually useful for once, taking out their fair share of enemies, and even using grenades.
 
In military you usually only carry your rifle but quite often you also carry bazooka in your back. In finnish military atleast, it can be either APILAS or one time use bazooka and then you throw it away when you have fired it. So its not really "realism", but I still prefer this decision over carrying multiple assault rifles.
I guess it depends on what military you base it on. The U.S. Army doesn't have all troops carry a bazooka in a backpack. I don't think the British Army does that either. Also, going for MORE "realism" doesn't mean it's suppose to be COMPLETELY real in all aspects. I, also, prefer GG's decision.
 
I guess it depends on what military you base it on. The U.S. Army doesn't have all troops carry a bazooka in a backpack. I don't think the British Army does that either. Also, going for MORE "realism" doesn't mean it's suppose to be COMPLETELY real in all aspects. I, also, prefer GG's decision.

Yep, I'm in the US Army ,and very very rarely will you ever see anyone carry more than a pistol and rifle.

We train Combat Aviation Brigades, and even the SF guy's that come through here rarely have more than that, and more often than not just have a rifle.
 
GG are looking into it. Let's see what happens.

If they add an option to disable the "mouse acceleration" that'd be damn awesome. Day 1 patch perhaps. It shouldn't break anything and those who love the current controls can obviously play them as is.
 
If they add an option to disable the "mouse acceleration" that'd be damn awesome. Day 1 patch perhaps. It shouldn't break anything and those who love the current controls can obviously play them as is.

Mouse acceleration? Is there keyboard and mouse support built into KZ2?
 
Mouse acceleration? Is there keyboard and mouse support built into KZ2?

No, he's describing the acceleration on the right stick. I've seen it compared on mouse acceleration in the Penny Arcade writeup. Basically if push the stick in a direction and hold it there you don't turn at a constant speed. The longer you hold the stick in that direction, the faster you turn (acceleration).

I just tried a few more times and I find it very awkward. There seems to be some aim assist, but in aim mode I find it hard to make small adjustments to correct my aim.
 
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