[PS3] Killzone 2

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.

Stick with the shotgun, headshots will be a 1 shot kill, where as with the flamethrower you'll need to keep hitting them for quite a while.
 
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.

The flamethrower might be fun to try out, but another downside is that the enemy will burn for a while, and that might block your access to cover while they scream and shriek. The upside is that they'll be screaming and shrieking. Oh, and it can shoot over cover.
 
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.

It's a very different feel, but it's not that hard if you rush enemy and just take out the immediately dangerous targets (LMG guys, turrets, maybe flamers and grenaders). If you have the LMG yourself you'll just shred anything that comes your way.
 
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.

I use the flamethrower quite a lot - it's good for getting rid of enemies without needing to aim...you can just waggle it around :LOL:
 
That's a ridiculous comparison, unlike Killzone which already controls great and plays great and is the best FPS on the PS3 IMO, Lair is a lousy piece of crap broken-ass game and patching the controls wouldn't break something that was already broken.

Had to fix part of your post.

To comment, I don't think the comparison is ridiculous, as it was an extremely accurate example. Lair, good or bad, was not changed with the implementation of standard control via the analog sticks.

Killzone 2 would not be broken, or changed, with an improved aiming system. It would still be Killzone 2.
 
Tried a 2 player network game last night and it's not as weak a system as people suggested. There are in-game invites and a friends list. It's easy to set up a game and have your friends join straight away. It doesn't have the niceties of forming a party and being able to join a game as a unit, but what games do?! And you don't need too much effort to get to Clan-forming rank. So it's workable. Not elegant, full of the frustrations of WH in trying to find a game you can play, but you can play online against the people you want to. Haven't experienced large games yet so can't comment on lag. Oh and got a network fault that stopped play randomly for 20 minutes or so.
 
Tried a 2 player network game last night and it's not as weak a system as people suggested. There are in-game invites and a friends list. It's easy to set up a game and have your friends join straight away. It doesn't have the niceties of forming a party and being able to join a game as a unit, but what games do?! And you don't need too much effort to get to Clan-forming rank. So it's workable. Not elegant, full of the frustrations of WH in trying to find a game you can play, but you can play online against the people you want to. Haven't experienced large games yet so can't comment on lag. Oh and got a network fault that stopped play randomly for 20 minutes or so.

Resistance 2 :p

In all seriousness, I completely agree with you. While the system isn't amazingly elegant, it's certainly not as bad as older PC games, or Warhawk for that matter. Certainly the older system has it's strengths, but in this day in age, most gamers are looking for convenience, and KZ2 at least provides enough of that for it to not be a large problem.

I still think it needs a Party System, but it's not terribly bad.
 
PS: I also just noticed that Sev leaves muddy footprints over the floors, which is a nice touch.

Yap, Sev left footprints behind in the very first level too (e.g., the RPG section). It's just very faint but you could see them if you looked down behind you immediately.
 
Tried a 2 player network game last night and it's not as weak a system as people suggested. There are in-game invites and a friends list. It's easy to set up a game and have your friends join straight away. It doesn't have the niceties of forming a party and being able to join a game as a unit, but what games do?! And you don't need too much effort to get to Clan-forming rank. So it's workable. Not elegant, full of the frustrations of WH in trying to find a game you can play, but you can play online against the people you want to. Haven't experienced large games yet so can't comment on lag. Oh and got a network fault that stopped play randomly for 20 minutes or so.

Halo 3 does as well. It works pretty flawlessly, even if you drop out of a party due to network issues, you can still jump back in to the party. You can even jump back in to a party with a game in progress, although it doesn't appear to work for all game types.

I am very interested in playing the KZ2 campaign. The demo was impressive enough that I'm curious as to how the rest of the game plays out. The MP sounds like it could be a lot of fun as well.

It will be at least a week or two before I get the oppurtunity though.

I'd like to add some B3D folks to my PSN friends list--my tag is S-Hawke25 if you get an invite.
 
It doesn't have the niceties of forming a party and being able to join a game as a unit, but what games do?!

Warhawk + Home ! :)
[size=-2]+ in-lobby guides for noobs + mini-games while waiting for people to show up + strategy sand box + anyone can request to join the party from Home (or after a friend dropped out) + etc, etc, etc. Do it, GG ![/size]

I'd like to add some B3D folks to my PSN friends list--my tag is S-Hawke25 if you get an invite.

I'll add you.
 
Had to fix part of your post.

To comment, I don't think the comparison is ridiculous, as it was an extremely accurate example. Lair, good or bad, was not changed with the implementation of standard control via the analog sticks.

Killzone 2 would not be broken, or changed, with an improved aiming system IMO. It would still be Killzone 2.

Had to fix part of your post.

You cannot fine tune a SP campaign for years and expect newly patched in controls to not drastically alter the intended difficulty. If you suddenly made it twitch aiming it would be too easy, the AI assumes a certain amount of time to aim, reload, move, etc.
 
Warhawk + Home ! :)
One problem I have with that is how the overhead of loading Home impacts on the game. The sandbox thing really needs to be in game and updated for in-campaign battle command. How much can you really plan in advance? Taking their video example, 'position a tank here'. What if that tank is binoculared, or the enemy don't do what you're expecting? Those sort of features really want to be in game, as well as in Home for the free-roam community aspect of gaming. I guess ideally Sony will have a universal system where, after I've spent 5 minutes loading Home and downloading the latest update :)p) I'll be able to form a party and go from game to game. That's a good possibility. Would still be better to do that from XMB as well, and to let people play whatever games they want before everyone's online to join together, instead of mooching around Home.
 
Yes, there are still room for improvement. 'specially the load time (Give us a 2D option, Sony).

One problem I have with that is how the overhead of loading Home impacts on the game. The sandbox thing really needs to be in game and updated for in-campaign battle command. How much can you really plan in advance?

There are usually in-game access to maps. If done in-game, the markers would be very useful to identify and broadcast where the enemy snipers are, and which objectives to take next... at the expense (and risk) of getting attacked or missing out in action.

OTOH, out-of-game sandbox can be used for learning and improving team work in the long run. For R1 core control, we have an optimal order to take down the cores in different maps. Highlighting them to newcomers before/after the game is useful (since accidents can happen, and the old timers can be taken out). Telling teammates about their encounters with new enemy tactics, deployment strategies and hidden sniper location after the game should be useful too.

There should be a save option for the sandbox though. This is why I think clubhouse + sandbox is better than standard sandbox in public spaces. It's why some clans have their own website to institutionalize their knowledge.
 
Had to fix part of your post.

You cannot fine tune a SP campaign for years and expect newly patched in controls to not drastically alter the intended difficulty. If you suddenly made it twitch aiming it would be too easy, the AI assumes a certain amount of time to aim, reload, move, etc.

Maybe we're playing different games, because that's not my experience at all.

The AI has always reacted extremely quickly to my actions, be it a Grenade, or firing at them. They'll dive for cover if need be, or remain in cover if I fire shots over their head. If I advance too far forward on my own, they'll rush me instead of holding back in a fire fight.

It has not been my experience at all that the AI is "compensating" for the way you aim, with delayed reaction to move, reload, shoot, etc. No compensation at all.

This whole "breaking the game" theory has been taken too far. In certain instances, I can understand it. 2 player split-screen co-op, tracking, that's tough to do without changing the game. Changing weapon balance and reload speeds? Got it, that's going to change the game considerably, but it won't break it.

Changing the response of aim input, or accelleration...I don't think we're looking at anything game breaking here.
 
I never said compensating, but how are they going to take cover or roll if you can insta-aim headshot? The game will be easier, you will need to tweak other things to keep the difficulty. Of course if you did all of this it would not feel like Killzone, it would be Call of Halghan. No thanks.
 
I never said compensating, but how are they going to take cover or roll if you can insta-aim headshot? The game will be easier, you will need to tweak other things to keep the difficulty. Of course if you did all of this it would not feel like Killzone, it would be Call of Halghan. No thanks.

That's not what I'm saying.

I'm fine with the speed of the aiming. In fact, I'm fine with the game as it is right now, I've made no complaints. I'm just offering my two cents that it could be improved.

There's really no getting around the way the game controls. I'm not saying it's good, bad, or terrible (or fantastic, for that matter). I'm just saying, there is always room for improvement, and it's quite clear that there is a combination of what could be input lag, and accelleration. I think one of those two elements could be altered (the possibilty of input lag).

However, I do not think this was a "design choice". I honestly think it has something to do with the engine itself. The reason is, I can't find any other reason to explain the split second delay during menus. Certainly those don't need "weight" as well?
 
OTOH, out-of-game sandbox can be used for learning and improving team work. For R1 core control, we have an optimal order to take down the cores in different maps. Highlighting them to newcomers before/after the game is useful (since accidents can happen, and the old timers can be taken out).
That's good. And a better fit for KZ2 I imagine than WH, where being warned before hand aout maps and locales, or strategies for some missions that really benefit (Assination comes to mind). I would certainly benefit from a pro telling me what to expect before a mission!
 
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