[PS3] Killzone 2

The SP is balanced with the current acceleration, if they change it then they break the game, they make it too easy. Everyone has to have the same settings in MP for obvious reasons.

Lair shipped with motion controls only and later was patched so you could play it with the analog sticks and that didnt break the game. As for MP, I dont see what the problem with letting people choose which scheme they prefer.
 
Lair shipped with motion controls only and later was patched so you could play it with the analog sticks and that didnt break the game. As for MP, I dont see what the problem with letting people choose which scheme they prefer.

Why not let them use a K&M too? Because different control mechanisms are not balanced in MP.

The SP is fining tuned for the current controls, not twitch aiming. all games do not control the same, GG chose the direction they did to emulate a gear laden soldier plodding through chaotic war using heavy firearms. Love it or leave it, I doubt it will change.
 
OK, I guess I missed some info, I wonder how long it will take until Sony makes that kind of Home support mandatory for all multiplayer games. Really strange KZ2 is missing it so far.

I think it took almost a year before trophies became mandatory for all PS3 games after the first trophy games appeared.

It really is very odd. If KZ2 wasn't a SCEE game I'd have guessed that it was a typical Sonyism, but both are SCEE products, aren't they?
 
Why not let them use a K&M too? Because different control mechanisms are not balanced in MP.

The SP is fining tuned for the current controls, not twitch aiming. all games do not control the same, GG chose the direction they did to emulate a gear laden soldier plodding through chaotic war using heavy firearms. Love it or leave it, I doubt it will change.

Depends on how KBM was patched in, I'd be ok with it. Having an alternate faster control system doesn't throw the balance off in MP since every player would be free to choose whatever suits them.

And lets not go with the "it's that way beacuse it's realistic" angle again. If that's the case, then players shouldnt be able to sprint (and reload at the same time) the way they do. Or how about that pistol which has the same amount of "weightiness" as a rocket launcher that weighs many times as much?
 
Depends on how KBM was patched in, I'd be ok with it. Having an alternate faster control system doesn't throw the balance off in MP since every player would be free to choose whatever suits them.

And lets not go with the "it's that way beacuse it's realistic" angle again. If that's the case, then players shouldnt be able to sprint (and reload at the same time) the way they do. Or how about that pistol which has the same amount of "weightiness" as a rocket launcher that weighs many times as much?

K&m is not going to be patched in, and you just have to either live with it or go back to playing something else on the PC.

Allowing faster and more precise controls for those using k&m and slower and less precise controls for those using controllers is not balanced at all, especially when only a minority will be using k&m, if you don't like using a controller then don't play a console FPS.
 
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Lair shipped with motion controls only and later was patched so you could play it with the analog sticks and that didnt break the game. As for MP, I dont see what the problem with letting people choose which scheme they prefer.

That's a ridiculous comparison, unlike Killzone which already controls great and plays great and is the best FPS on the PS3, Lair is a lousy piece of crap broken-ass game and patching the controls wouldn't break something that was already broken.
 
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That's a ridiculous comparison, unlike Killzone which already controls great and plays great and is the best FPS on the PS3, Lair is a lousy piece of crap broken-ass game and patching the controls wouldn't break something that was already broken.

While definitely not as bad as Lair, I wouldn't think KZ2 controls are 'great', it reminds me of Resident Evil, in that the controls add to the gameplay somewhat, while not necessarily being the most optimal implementation.
 
Finished the SP campaign, and while there's nothing that surprising about the storyline,
I'm a bit surprised at how lacking in 'rah rah go Vekta' the game is, especially at the end
.
 
And lets not go with the "it's that way beacuse it's realistic" angle again. If that's the case, then players shouldnt be able to sprint (and reload at the same time) the way they do. Or how about that pistol which has the same amount of "weightiness" as a rocket launcher that weighs many times as much?

Really, I don't think it's right to speak of realism. However, GG seems to have wanted the controls to have a certain feel. It's quite possible that making them more agile could break the game. Playing through SP you do get a feel that a lot, if not most of the game was designed the way it was for a reason. Carrying two weapons, for instance, while it's annoying not to be able to carry two guns, and it forces you to stick to mainstay weapons most of the time, it'd simply break a few of the challenges
like the tank on the train
to be able to carry more than one weapon.
 
The game is tough on veteran. I wonder if it has adapting difficulty. I tried this one section trying to secure an AA gun..it must have been 30 times. Then I finally tried something different and it got easier. But I still wonder if the game backs off after a certain number of deaths.
I'm finally getting used to the aiming. But it still feels like a chore being precise. Using cover REAAAALLLY helps and is almost essential later on at certain sticky points. I'm kinda torn about the difficulty. I have to play this game pretty slow and methodical and abandon any hope of using certain weapons because I just can't aim fast enough with some. I usually like my games a little easier just so I can "play" around a bit more and experiment with all the weapons.
But I'm still playing it despite how tough it can be so that must say something.
I guess it's just a different kind of "fun" than other shooters.
I'm still not too in love with the art style. It certainly works and makes sense,but I guess I like my games more stylized and fantasy like, like Resistance or Uncharted.
Great game overall. I'm definately looking forward to going back already and playing it again.
 
Have to admit it was awesome until the final level.
When it all just became pointless, fight waves of soldiers without an obvious end. Die lots and then die lots. Black had the same kind of ending, and so did project snowblind, but they did it better.

It's a very deflating end to a spectacular game, so deflating in fact that I am not bothered to finish it.
 
Have to admit it was awesome until the final level.
When it all just became pointless, fight waves of soldiers without an obvious end. Die lots and then die lots. Black had the same kind of ending, and so did project snowblind, but they did it better.

It's a very deflating end to a spectacular game, so deflating in fact that I am not bothered to finish it.

Are you playing on a setting harder than trooper? Cause on trooper it wasn't much of a problem.
 
Depends on how KBM was patched in, I'd be ok with it. Having an alternate faster control system doesn't throw the balance off in MP since every player would be free to choose whatever suits them.

It would not work, it would be horribly broken. UT3 had K&M, but anyone using a controller would click the box that turned off K&M server or get owned hard. Shadowrun has crossplatform play with Windows, but they had to gimp the K&M people. Mixing controls is dangerous and there is a reason few try.

And lets not go with the "it's that way beacuse it's realistic" angle again. If that's the case, then players shouldnt be able to sprint (and reload at the same time) the way they do. Or how about that pistol which has the same amount of "weightiness" as a rocket launcher that weighs many times as much?

It's an illusion to add to the feel of the game, Killzone 1 did it in similar ways. The long reload animation, climbing ladder animation, climbing over stuff, slow aiming, head bob running, etc. It's all part of the package for GG, you whine them into changing their vision.
 
I started playing KZ2 yesterday. Only worked on the SP campaign so far. I really don't get all the hoopla over the controls. If I didn't read the forums I would have never guessed people were all upset about it. They seem fine to me, a bit slower than other games but it hasn't been a problem.
 
I started playing KZ2 yesterday. Only worked on the SP campaign so far. I really don't get all the hoopla over the controls. If I didn't read the forums I would have never guessed people were all upset about it. They seem fine to me, a bit slower than other games but it hasn't been a problem.

The controls aren't as conducive to turning and shooting, it's more darting from place to place, stopping and popping, as long as the player learn how to aim straight, it shouldn't be a problem.
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Just finished on veteran, the last fight was freaking epic, hard though. What an awesome soundtrack, not a weak piece in that score.
KlintIndifference.gif
 
It really is very odd. If KZ2 wasn't a SCEE game I'd have guessed that it was a typical Sonyism, but both are SCEE products, aren't they?
Yes they are. Very strange indeed. Maybe they decided to keep Home support out for some strategical reason?
 
The SP is balanced with the current acceleration, if they change it then they break the game, they make it too easy. Everyone has to have the same settings in MP for obvious reasons.

I dont see how it would break anything. The acceleration just makes it hard to aim, you could just have restricted maximum sensitivity speed to whatever GG wanted, end result would have been exactly the same pacing, but people who actually have played any fps besides PD:Z on consoles would instantly feel at home.

Depends on how KBM was patched in, I'd be ok with it. Having an alternate faster control system doesn't throw the balance off in MP since every player would be free to choose whatever suits them.

KBM would not work vs people with normal gamepads. KB+M is far to superior, they would have to go around and actively try and make the KB+M setup be bad. It would throw off the balance completely, because most people surely prefer to just play with a gamepad when they play on their consoles, while now, they would be forced to use KB+M if they wanted any chance of winning.

Aspecially if you let the KB+M to have higher sensitivity than the gamepads, as maximum sensitivity allways wins as long as you get used to the speed.

There is not a single implementation of KB+M vs gamepads in games that have shown otherwise. KB+M vs gamepad in UT3 means insta death if your the one holding a gamepad (atleast if your playing against somebody as good as you are.)
In shadowrun they had to give autoaiming and other implementations to the gamepads (and actively restrict KB+M) in order to try and level the playing field. KB+M wins everytime, there is not a single thing that a gamepad can do better when it comes to FPS games, atleast nothing that will alter the outcome of a game.
 
I got past the end of Visari square no problem, thanks for the MG emplacement tips guys.

Is the flamethrower any good? or should I stick to the shotgun?

PS: I also just noticed that Sev leaves muddy footprints over the floors, which is a nice touch.
 
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