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Talks about performance differences between KZSF and KZ2/3:
http://www.officialplaystationmagaz...happens-at-25-framerate-drops-says-guerrilla/
Like Imperial Stormtroopers, eh?@ShiftyGeezer: I agree that a perfect opponent AI would make the games unplayable, but realistic isn't necessarily perfect. They could be horrible shots, for example![]()
How trained is the enemy army supposed to be? If you're fighting militia or rookie recruits, perhaps. If you're fighting battle-hardened veterans, I wouldn't expect much psychological impact of war on bots except for overwhelming odds. I got the impression from the little KZ I've played that the Helghast are pretty hardcore and I wouldn't imagine any of them breaking down into tears or huddling in the foetal position on the battlefield.But when you take out an enemy next to another enemy, one can expect the other one to freak out instead of continuing its daily chores.
How trained is the enemy army supposed to be? If you're fighting militia or rookie recruits, perhaps. If you're fighting battle-hardened veterans, I wouldn't expect much psychological impact of war on bots except for overwhelming odds. I got the impression from the little KZ I've played that the Helghast are pretty hardcore and I wouldn't imagine any of them breaking down into tears or huddling in the foetal position on the battlefield.
@Shifty
Helghast are merciless and fearless per-culture.
Visarihis own city and Radec killed his subordinates.nuked
They don't' panic if the man next to them dies nor get hysterical in the middle of the battle and scream "we are doomed".
Also based on my experience with the MP medics don't really care and gladly let you die even if you are 1 meter in front of them![]()
Oh, as in take cover, actually responding to the threat, as opposed to blithely ignoring the danger. Yeah, AI that can be attacked without responding is a staple of some game types. Hack-n-slash RPG's have often presented the opportunity to attack from range without the enemy responding at all. And we do still have daft games where an enemy can hear a gunshot, see a dead colleague, look around warily, and then after a few moments, the danger is 'over' and the guard goes back to walking his route as if nothing had happened. AI like that probably does need improving somehow, except in the case of stealth games, it'd mean lots of restarts as one mistake would result in your capture (everyone would be on high alert until you were caught).Storm troopers came to my mind when I wrote that, actually...
When I was talking about freaking out, I meant we used to have AI that kept walking like absolutely nothing happened when you shot his buddy. Those days are well over but it was just an example![]()