[PS3] Killzone 2

Here's the deal: KZ2, great game. The original Resistance still the most "fun" multiplayer FPS for the system though IMO, alas its time has past. Notice the IMO. Kittonwy and Tha_Con, this constant bickering between you two has to stop; just let each other be.
 
The class (badge) ability ribbons are totally unbalanced. One of them requires pressing a button 10 times in a match, another requires killing n(5?) people with shared turrets in a match. Of course turrets don't really kill anyone under normal circumstances, but who cares? I have never seen more than 2-3 turret kills total in a regular match, yet alone 5 by one engineer. Thank god you can create custom games with a friend and do what ever you want in order to pad stats. :/

You need to place them up high for a better chance to kill. I often get head shots with them doing that.Also, putting them in spots where lots of battles take place and they will kill by assisting other shots.
 
Rocket launchers have significant reload time and snipers can often be blind-sided and is weak up-close, it's actually pretty balanced, each class with a particular strength will have a particular weakness.
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Rofl.

Heavy Assault class is way overpowered. With boost pills you can easily run into enemy spawn, rocket 1-3 persons and run out before anybody realize what hit them. They have way to much health, and boost pills makes life easy.

Snipers are also overpowered, cloaking is fairly effective, and 1 shot 1 kill combined with the slow pace in KZ2 makes it easy peasy.
 
Rofl.

Heavy Assault class is way overpowered. With boost pills you can easily run into enemy spawn, rocket 1-3 persons and run out before anybody realize what hit them. They have way to much health, and boost pills makes life easy.

Snipers are also overpowered, cloaking is fairly effective, and 1 shot 1 kill combined with the slow pace in KZ2 makes it easy peasy.

Well, let's put it this way. They're probably not overpowered for the average person. I've tried that approach will the Assault class and died MANY times completely unsuccessful (and I'm in the top 6% according to the stats).
 
There are a lot of problems with multiplayer but I find little merit in the ars article.

Really, the article is ridiculous. MP does have issues, and not just a few, but the ones in the article aren't really them. I mean, we have priceless comments like
article said:
which is a huge regression from the welcome advent of lone wolf and party modes made a genre norm by Halo 3 and Call of Duty 4
which is honestly the stupidest thing I've read all week. I feel less intelligent just from having quoted it here.

First, the squad system is fine. I somewhat selfishly wish there was a coleader concept so the leader can spawn with the rest as this is the only reason I don't create squads, being a run and gunner. Of course ideally one would think medic in the squad could be fine but high ranks don't really play medic, nor a single medic can do a lot anyway. Lack of a push-to-talk-to-all button is a much bigger offense though, especially considering some classes use shared resources.

The medic thing is annoying, yeah. I think the problem here are the spawn grenades -- since you can be dropped right into the middle of combat, there's not that much incentive to keeping people alive. Maybe make it so headshots don't lead to instant death, or just make the medic's gun recycle more quickly. A big part of playing medic is that you can't, say, save a squad by clever medic work like you could in other games with resurrecting medics. In fact, to have an appreciable effect on a confrontation, you need to be all medics.

I totally disagree with anything the article says about the temporary respawn points. They have to be shared, and it's not a game design issue if tacticians on opposite teams decide to throw spawn grenades too close. Tacticians should be able to change the faith of the battle for better or worse.
And again, if he bothers to play up to generals he will see tactician is not a very popular class anyway.

The problem comes from how the grenades work with S&D or zone control objectives. The best strategy is to drop your grenades right on the objective. If your opponent does it and you don't, you'll be at a disadvantage. And when you both do it, it just turns that objective into a meat grinder. Making grenades fail if they're within a radius of an objective would be a good start, or ideally, making spawn grenades destructible and fragile.

Classes should be unlocked very early in the ranking. People aren't that stupid, there is no logical reason for scout class to be the very max experience unlockable. It should have been the abilities instead that consumes time. And forcing limited number of terrible weapons on classes is also not the greatest idea GG came up with.

I think GG is a bit stingy with experience, yeah. Ranking up should be easier, or there should be more, quicker ranks. You don't need to play 8+ matches to get the full hang of class x. I think the idea is interesting, just the implementation should be zippier. But restricting classes to weapons IS a good idea. Some of the choices maybe not so much (assault with rocket launcher), but say, engineer to shotty is good. The problem, for instance, with the engineer is the restriction on deployables. Rather than allowing for 4 turrets total, you should be allowed a single turret -- if a team decides to go crazy with fairly weak turrets, that also means that they're all sporting shotguns.

Warzone system also doesn't really work contrary to people claim. The global score is often ignored and many players just try to get the kills or get the ribbons. I suspect once again the ribbon system is to be blamed for their decision to continue torture after a definite winner score like 4-0.

Well, again, I think the objectives aren't as important as the combat itself, so that's why 4-0 doesn't end the match like it could.

The class (badge) ability ribbons are totally unbalanced. One of them requires pressing a button 10 times in a match, another requires killing n(5?) people with shared turrets in a match. Of course turrets don't really kill anyone under normal circumstances, but who cares? I have never seen more than 2-3 turret kills total in a regular match, yet alone 5 by one engineer. Thank god you can create custom games with a friend and do what ever you want in order to pad stats. :/

This is true -- but I'm not sure if you can make turrets that are say, as deadly as TF2 sentry guns, not without making the KZ2 engineer as useless in close combat as the TF2 engineer. The air support works the same way; they're really just cool-looking drones for you to mostly ignore, and occasionally score points off of.

Before I forget, the aforementioned map verticality would be more meaningful if the radar worked vertically as well at least for shooting.

I think this is on purpose -- the radar just gives a hint, it can't substitute proper knowledge of the map and alertness.

Anyway, the game could have much deeper and more balanced customization and definitely much better online setup while still keeping teamwork heavy gameplay. Puzzling stuff.

Hopefully they're still tweaking it. I don't think anything is a brutal design flaw, or at least nothing that couldn't be patched out.
 
The medic thing is annoying, yeah. I think the problem here are the spawn grenades -- since you can be dropped right into the middle of combat, there's not that much incentive to keeping people alive. Maybe make it so headshots don't lead to instant death, or just make the medic's gun recycle more quickly. A big part of playing medic is that you can't, say, save a squad by clever medic work like you could in other games with resurrecting medics. In fact, to have an appreciable effect on a confrontation, you need to be all medics.
Yes, they should improve medics (or better yet make them upgradeable) so that they regain revive ability faster at the very least. It would still not overpower them because killing someone down is easy for the opponent anyway. Also a little resupply after revival for the downed teammate could make waiting for a medic thing more attractive as well.
The problem comes from how the grenades work with S&D or zone control objectives. The best strategy is to drop your grenades right on the objective. If your opponent does it and you don't, you'll be at a disadvantage. And when you both do it, it just turns that objective into a meat grinder. Making grenades fail if they're within a radius of an objective would be a good start, or ideally, making spawn grenades destructible and fragile.
I agree destructible spawn points would work better, forcing tacticians to use their spawn grenades smartly.
I think GG is a bit stingy with experience, yeah. Ranking up should be easier, or there should be more, quicker ranks. You don't need to play 8+ matches to get the full hang of class x. I think the idea is interesting, just the implementation should be zippier. But restricting classes to weapons IS a good idea.
It would have been understandable if the weapons were decent, modifiable and balanced which is far from the case.
Some of the choices maybe not so much (assault with rocket launcher), but say, engineer to shotty is good.
Just curious, why shotgun but not assault rifles, SMG or LMGs?
The problem, for instance, with the engineer is the restriction on deployables. Rather than allowing for 4 turrets total, you should be allowed a single turret -- if a team decides to go crazy with fairly weak turrets, that also means that they're all sporting shotguns.
Shotgun is pretty good gun for many maps though. It's probably best shotgun I ever seen in any game relative to other weapons. That's also why engineer is pretty good choice even for higher ranks. I think limitation per engineer/tactician should be an option (by default 1) and total turret/air drone limit should stay.
Well, again, I think the objectives aren't as important as the combat itself, so that's why 4-0 doesn't end the match like it could.
That's a polite way of saying killing is more important than objectives, which makes all the smart game mechanics irrelevant. Then you start seeing campers with only purpose of killing people who are actually running to objectives. Which happens probably in many other MP games, as those are easy kills, but no where as bad as KZ2.

If you guys want the kills only, please go play Body Count.
The fact that people don't really care about objective based game mods is evident by lack of objective only games IMO. It's either Warzone or Body Count or sometimes minor variations of those (add assassination, remove search and destroy etc).
This is true -- but I'm not sure if you can make turrets that are say, as deadly as TF2 sentry guns, not without making the KZ2 engineer as useless in close combat as the TF2 engineer. The air support works the same way; they're really just cool-looking drones for you to mostly ignore, and occasionally score points off of.
I think they are both useful as they do effect combat and make sneaking more difficult.
They are also well balanced in that regard and I also think it's good that they are easily destroyable. What's stupid is that forcing match only kills instead of aggregate kills, which is the fundamental problem of ribbon system. I mean why not make the requirement a total of 60 turret kills instead of 8 turret ribbons, thus making the match length irrelevant compared to total play time, roughly speaking? Of course in case of turret kills, there is no point making it a very high number either.
I think this is on purpose -- the radar just gives a hint, it can't substitute proper knowledge of the map and alertness.
It's clearly on purpose which I find inconsistent and annoying. When you hear a gun shut, you not only have no idea where it's coming from if it's from a different level, but also you don't even know whether it's a friend or foe. This makes the whole experience random and again inconsistent not realistic.
Hopefully they're still tweaking it. I don't think anything is a brutal design flaw, or at least nothing that couldn't be patched out.

I'd classify the ribbon system especially coupled with the whole custom ranked lobby system as brutal design flaws but apparently this is just me. The rest can be mostly tweakable but I'm not hopeful.
 
It would have been understandable if the weapons were decent, modifiable and balanced which is far from the case.

Modifiable weapons are a fairly poor idea, though. Weapons should exist as-is, and the only variation should be on the weapon's role. As to balance, I have to think about that. The weakest weapons that I can see are the LMGs, as it seems like their main advantage is large clip capacity. They live in some strange limbo between the SMG and the AR that I'm not sure should be there.

Just curious, why shotgun but not assault rifles, SMG or LMGs?

It's a good question. I could see them with ARs, since everyone has ARs... it'd increase engineer usefulness on the particularly large maps. The maps where the shotgun shines are the maps where turrets are most effective as well. Shotguns are often good defensive weapons, but in KZ2 shotguns have pretty good accuracy even at range so they're also well-suited for offense.

Shotgun is pretty good gun for many maps though. It's probably best shotgun I ever seen in any game relative to other weapons. That's also why engineer is pretty good choice even for higher ranks. I think limitation per engineer/tactician should be an option (by default 1) and total turret/air drone limit should stay.

I don't like the limitation, especially on 16 v 16 matches. One member gets dibs on a class and if he's useless you're screwed. Especially where it comes to the tactician.

That's a polite way of saying killing is more important than objectives, which makes all the smart game mechanics irrelevant. Then you start seeing campers with only purpose of killing people who are actually running to objectives. Which happens probably in many other MP games, as those are easy kills, but no where as bad as KZ2.

If you guys want the kills only, please go play Body Count.

I'm just speculating as to how the game was designed. I think the objectives literally are only there to keep people moving around the map and cycling classes. Yeah, the focus is on killing people -- it's by far what the MP is strongest at. This will probably become a problem as real clan play emerges, when those little numbers at the top mean more than 1.5x XP.

I think they are both useful as they do effect combat and make sneaking more difficult.
They are also well balanced in that regard and I also think it's good that they are easily destroyable. What's stupid is that forcing match only kills instead of aggregate kills, which is the fundamental problem of ribbon system. I mean why not make the requirement a total of 60 turret kills instead of 8 turret ribbons, thus making the match length irrelevant compared to total play time, roughly speaking? Of course in case of turret kills, there is no point making it a very high number either.

The more frustrating part is the limit. At a certain rank, everyone's gonna be engineer, and everyone's gonna be going for the turret ribbon. And so you have people backbiting each other and killing same-team turrets. But in general the ribbons aren't that well implemented -- a lot of them are just frustrating, especially considering some of the limits they put on you. And yeah, +xp medals are a bad idea.

It's clearly on purpose which I find inconsistent and annoying. When you hear a gun shut, you not only have no idea where it's coming from if it's from a different level, but also you don't even know whether it's a friend or foe. This makes the whole experience random and again inconsistent not realistic.
But it's not random. If you know the map, you know where the chokepoints are, you know the points of possible confrontation. Add to that the radar, and you should know enough to find the enemy. I'm not even convinced we should have the radar at all, but that'd make mark and spot useless.

I'd classify the ribbon system especially coupled with the whole custom ranked lobby system as brutal design flaws but apparently this is just me. The rest can be mostly tweakable but I'm not hopeful.

I don't think they're brutal design flaws, but definitely flaws. They're fixable, though -- BF2 at launch had ridiculous xp amounts. They soon patched it in and made it much easier to reach ranks and unlock more than a single weapon. Ribbon limits will probably have to be tweaked, particularly the ammo one. It's not uncommon to have people complaining about that ribbon, and not that uncommon to see people who finish losing matches with under 20 points.

Custom ranked lobby is silly, but also not necessarily broken because, really, the points and ranks don't mean anything. I think it's preferable over other 'oh, you must play the game with exactly these parameters to gain points' things you see in other games. I want to have fun with the game, and I don't want that 'fun' to not count toward the game's 'work'. They're just a sign that the ribbon/xp system should be tweaked, because many of the limitations are unrealistic. (And before anyone pipes in about how easy it is to rank up/unlock badges, if you're playing in friends' matches, you don't get a say. That's exactly what we're complaining about.)
 
Yeah, I am a lone wolf shooter for the most part (even when I'm in a clan).

The only thing I am sure GG need to change is the destructibility of the spawn grenade. Once that is done, I believe the regular KZ2 combat will take a different pace and shape. Having a spawn grenade in the objective room will only encourage the opposing team to throw theirs into the same room. The result is chaos, especially with Saboteur in play. Depending on the map, it could be hard to get a good view of the objective room. In this situation, the only thing I could do is to lobe a grenade, die, lobe another fresh grenade, die, so on and so forth.

I think the most important factor in KZ2 MP is the positioning. Once you find a good position, you can often get quite a few kills. Then you have to move on before they come looking for you (unless you're a cloaked sniper).

This is also why the Engineer's turret works. Once you place it in a good position, I believe you can rake in a few good kills:
* Place it high so that it's more difficult to grenade and have more ground to cover.
* Ideally facing the opposite direction where people look (e.g., The turret would be shooting at the back of enemies when they pass by)
* Beside a distraction (e.g., supporting someone with a shotgun).

Where positioning is concerned, I kinda like Resistance's death camera here. The camera would pan to show your killer when you die. So you can go hunt him down when you revive. This should tame the Sniper's cloaking, forcing him to move more often.

It's not unusual to see the opposing team charge right up to our spawn room and drop their spawn grenade right outside our exits (Ha ha). Once that happens it becomes a butcher shop especially when the other side has 1 or 2 Assault class soldier.


Other than these, I quite like KZ2 MP. I think I can counter or work around other enemy tactics, including Assault class soldiers. I have not paid much attention to the ribbon (Yeah, I unlocked some badges). Didn't even know they are memory resident instead of across games (Did I understand it correctly, betan ?).

EDIT: For the engineer/tactician limits, is it easy to change your class in the lobby ? In R2 co-op, you can see what classes your teammate play and change your own class quickly. The best way is probably to let the users balance themselves.

EDIT 2: GG needs to roll out their party system pronto. Besides the spawn grenade, the party system should change the game significantly too.
 
Modifiable weapons are a fairly poor idea, though. Weapons should exist as-is, and the only variation should be on the weapon's role. As to balance, I have to think about that. The weakest weapons that I can see are the LMGs, as it seems like their main advantage is large clip capacity. They live in some strange limbo between the SMG and the AR that I'm not sure should be there.
LMGS are pretty good compared to assault rifles, they are powerful and has little recoil contrary to what I would expect.

It's a good question. I could see them with ARs, since everyone has ARs... it'd increase engineer usefulness on the particularly large maps. The maps where the shotgun shines are the maps where turrets are most effective as well. Shotguns are often good defensive weapons, but in KZ2 shotguns have pretty good accuracy even at range so they're also well-suited for offense.
For me, shotguns are very good offense weapons too, since the game encourages you to travel indoors (turrets, drones, spot and mark and mounted machine guns) making cqc more relevant. This is what makes AR the most useless weapon by far.
I don't like the limitation, especially on 16 v 16 matches. One member gets dibs on a class and if he's useless you're screwed. Especially where it comes to the tactician.
True enough, but are you really proposing 8-16 max spawn points? I think this would break the game more and I'm in favor of not blaming the game if a particular player with important responsibility sucks.
The more frustrating part is the limit. At a certain rank, everyone's gonna be engineer, and everyone's gonna be going for the turret ribbon. And so you have people backbiting each other and killing same-team turrets.
While true, 16 turrets and 16 shotguns per team would make terrible gameplay.
But it's not random. If you know the map, you know where the chokepoints are, you know the points of possible confrontation.
You don't really know where the spawn points are unless they are in the open, so I'm not sure how knowledge of the map helps you that much regarding your guess work.
Add to that the radar, and you should know enough to find the enemy.
If it was even an enemy that survived.
I'm not even convinced we should have the radar at all, but that'd make mark and spot useless.
Would also reduce number encounters significantly, making the game definitely boring.
Custom ranked lobby is silly, but also not necessarily broken because, really, the points and ranks don't mean anything. I think it's preferable over other 'oh, you must play the game with exactly these parameters to gain points' things you see in other games. I want to have fun with the game, and I don't want that 'fun' to not count toward the game's 'work'. They're just a sign that the ribbon/xp system should be tweaked, because many of the limitations are unrealistic. (And before anyone pipes in about how easy it is to rank up/unlock badges, if you're playing in friends' matches, you don't get a say. That's exactly what we're complaining about.)

OK, I would definitely have much less problem with balanced lobby system (given that matchmaking/search has those options) if the ranking was indeed irrelevant. Unfortunately that's far from the case unlike any other game I have played that has remotely similar ranking system. I mean, take CoD4 example. It has so much customizations yet, a prestige level 1 can easily take out everyone since the default weapons actually works good enough without any modifications.

I was playing scout yesterday to unlock it's second ability, probably in Helghan Industries or something similar. I'm invisible looking at the large opening, thinking myself "Poor LCD owners probably couldn't see anything with the heavy blue tint and all, because I don't with my CRT". Apparently I had no idea how much I didn't see until I got spot and mark which made long range sniping much much more easier not to mention revealing enemy scouts and saboteurs.
Yeah I think ranking and ribbon system are very important in this game, much more than any other.

Plus, it's not exactly easy to find a game with your preferred settings anyway (in response to "you have to play this type of games to level up" argument.

This is also why the Engineer's turret works. Once you place it in a good position, I believe you can rake in a few good kills:
* Place it high so that it's more difficult to grenade and have more ground to cover.
Which makes them even easier to destroy, because more ground can cover it.
* Ideally facing the opposite direction where people look (e.g., The turret would be shooting at the back of enemies when they pass by)
A turret doesn't kill a passing by opponent wherever you put it.
The guy needs to be almost dying, otherwise distracted, or simply standing still to be killed by a turret.
* Beside a distraction (e.g., supporting someone with a shotgun).
While this is not a bad use of a turret, why do you think turret can get a kill when shotgun is a one shot kill weapon?

Where positioning is concerned, I kinda like Resistance's death camera here. The camera would pan to show your killer when you die. So you can go hunt him down when you revive. This should tame the Sniper's cloaking, forcing him to move more often.

It's not unusual to see the opposing team charge right up to our spawn room and drop their spawn grenade right outside our exits (Ha ha). Once that happens it becomes a butcher shop especially when the other side has 1 or 2 Assault class soldier.

This is more of a map design issue IMO. Three exits and indestructible defense turrets should be mandatory for each permanent spawn point. (I think two exits work well enough but just to be ready for worst case scenario)

I have not paid much attention to the ribbon (Yeah, I unlocked some badges). Didn't even know they are memory resident instead of across games (Did I understand it correctly, betan ?).
Yes, conditions for ribbon awards are memory resident during the match (i.e. "do this that much time in a match").
EDIT: For the engineer/tactician limits, is it easy to change your class in the lobby ? In R2 co-op, you can see what classes your teammate play and change your own class quickly. The best way is probably to let the users balance themselves.
No it's not easy. You cannot even see all 16 players of your team. Thanks for reminding me weird UI issues as well. :)
 
LMGS are pretty good compared to assault rifles, they are powerful and has little recoil contrary to what I would expect.

They lack much of a quick stopping power at anything beyond medium range -- they suffer from the problem that ALL LMGs do in MP games, which is that suppression fire is not a valid tactic. I don't think the ARs are quite as terrible as you describe -- they have incredible accuracy, on the larger maps you can ping people even when all you see is a little luminous dot. Yeah, in close quarters they're not so great, but their greater accuracy does make headshots more likely.

[/quote]True enough, but are you really proposing 8-16 max spawn points? I think this would break the game more and I'm in favor of not blaming the game if a particular player with important responsibility sucks.
[/quote]

Not 8-16, no. A limit to the spawn points is interesting, especially if spawn grenades become destructible and are limited/put on a long timer. Speaking of which, I'm not crazy about how the timer works. Engineers, for instance, have an awfully long timer on their turrets. And since turrets don't die, it might be better to die and respawn and deploy a new turret, rather than wait for your timer to reset. The timer should be global, IMO.

While true, 16 turrets and 16 shotguns per team would make terrible gameplay.

True, but it'd be of limited effectiveness. Right now you can have 16 shotguns per team, via the rifleman or even the engineer, so that in itself isn't such a big deal. I'm not sure what 16 turrets would mean. Would it be useful or just a fun way for people with RLs/grenades to score points? I mean, clearly they'd pose a challenge in some objectives, but even that is hard to measure, since objectives are such a clusterfuck thanks to spawn grenades. With more controlled objective control, would the defending team manage to deploy a bunch of turrets?

You don't really know where the spawn points are unless they are in the open, so I'm not sure how knowledge of the map helps you that much regarding your guess work.

If it was even an enemy that survived.

Would also reduce number encounters significantly, making the game definitely boring.

The game gives you plenty of hints, though. I can see letting you see your allies, which would give you an indication of where the conflict is, but it's not exactly hard to see your enemies in any case. I don't know. I haven't had this trouble, it's always been easy to find conflicts, and trying to guess and outflank enemies is part of the fun.

OK, I would definitely have much less problem with balanced lobby system (given that matchmaking/search has those options) if the ranking was indeed irrelevant. Unfortunately that's far from the case unlike any other game I have played that has remotely similar ranking system. I mean, take CoD4 example. It has so much customizations yet, a prestige level 1 can easily take out everyone since the default weapons actually works good enough without any modifications.

Is this strictly true, supposing equal skill-level? I have serious doubts as to this claim: in KZ2 the initial AR is effective enough to be able to take anyone else out as well, except perhaps for an assault class, but clearly those with more time will have more advantages. And unlike CoD there's no positive feedback loop, except maybe for those with a lot of collected badges.
 
Which makes them even easier to destroy, because more ground can cover it.

A turret doesn't kill a passing by opponent wherever you put it.
The guy needs to be almost dying, otherwise distracted, or simply standing still to be killed by a turret.

While this is not a bad use of a turret, why do you think turret can get a kill when shotgun is a one shot kill weapon?

I don't see the turret as a standalone killer. Otherwise, the Engineers would be the most powerful guy in the Warzone with up to 4 turrets covering each other in the objective room (plus the Engineers).

Most of the time, the turrets would pick off wounded soldiers or take occasional headshot. Most people think turrets are a nuisance and leave them alone when the area is open (They want to conserve ammo when heading towards the hot zones). The other way I have seen it used is as decoy. The Engineer would leap out of nowhere, fire his shotgun and then went back into hiding. It's safer than dueling with another shotgun dude head-on. I have seen it used rather effectively near the hot zones (or en route to the objective room). I would retreat and get killed by the waiting turrets.

This is more of a map design issue IMO. Three exits and indestructible defense turrets should be mandatory for each permanent spawn point. (I think two exits work well enough but just to be ready for worst case scenario)

Yes, but the spawn grenade makes any map weakness very easy to exploit. It magnifies the flaws and sort of changes the map by rendering certain parts "unusable".

Yes, conditions for ribbon awards are memory resident during the match (i.e. "do this that much time in a match").

No it's not easy. You cannot even see all 16 players of your team. Thanks for reminding me weird UI issues as well. :)

Yeah, there. They should tweak the UI so that human has more say in their team composition. The map voting is wonderful.
 
I have to say, now that I've mulled over it for a bit, I'm fairly annoyed at Guerrilla Games for killing off a certain someone at the end of the game.
You don't just kill off the most interesting, sophisticated character in the universe like that!
I'd like GG to end this franchise with the third installment and move onto something modern or historically relevant, like maybe a WWI game or another stab at a Vietnam game. I just don't see the Killzone universe expanding in an exciting direction.
Is there a single character left that we actually give a shit about?
Do any of us really care if the Helghast fleet overwhelms the ISA and beats them back to Vekta?
Do we care what ultimately happens to Rico, Natko, or Sev?
While I'm sure Kz3 will have its fair share of interesting environments and awesome gameplay mechanics, the Killzone universe, at least in its current state, is so utterly and completely soulless.
 
I have to say, now that I've mulled over it for a bit, I'm fairly annoyed at Guerrilla Games for killing off a certain someone at the end of the game.
You don't just kill off the most interesting, sophisticated character in the universe like that!
I'd like GG to end this franchise with the third installment and move onto something modern or historically relevant, like maybe a WWI game or another stab at a Vietnam game. I just don't see the Killzone universe expanding in an exciting direction.
Is there a single character left that we actually give a shit about?
Do any of us really care if the Helghast fleet overwhelms the ISA and beats them back to Vekta?
Do we care what ultimately happens to Rico, Natko, or Sev?
While I'm sure Kz3 will have its fair share of interesting environments and awesome gameplay mechanics, the Killzone universe, at least in its current state, is so utterly and completely soulless.

I would rather have the series continue than some WWI or WWII game, WWII obviously has been completely overdone, those two settings really don't allow much imagination in terms of weapons, technology or boss fights, both the modern and historically relevant setting are incredibly dry and boring. The fact is they haven't even explored the actual cultures and citizens of Vekta and Helghan, and I would like to see more of that.

I do care what happens to Sev, Natko and Narville who's awesome. The background setting is great in the Killzone universe, what they need to do is show more of that in the game.
 
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I was a bit aggravated that they "Tied up loose ends" with certain characters which have been around for awhile...
 
I have to say, now that I've mulled over it for a bit, I'm fairly annoyed at Guerrilla Games for killing off a certain someone at the end of the game.
You don't just kill off the most interesting, sophisticated character in the universe like that!
I'd like GG to end this franchise with the third installment and move onto something modern or historically relevant, like maybe a WWI game or another stab at a Vietnam game. I just don't see the Killzone universe expanding in an exciting direction.

Gah, not another one. Don't forget we (will) have Socom, CoD, Battlefield, MAG and part of Resistance covering historic or realistic settings.

Is there a single character left that we actually give a shit about?
Do any of us really care if the Helghast fleet overwhelms the ISA and beats them back to Vekta?
Do we care what ultimately happens to Rico, Natko, or Sev?
While I'm sure Kz3 will have its fair share of interesting environments and awesome gameplay mechanics, the Killzone universe, at least in its current state, is so utterly and completely soulless.

I don't mind the current cast. Wouldn't classify them as soulness. I am keen to find out more about the Helghast counterstrike and the UCA. The KZ2 official thread in GAF explains the KillZone universe rather well: http://www.neogaf.com/forum/showpost.php?p=14721309&postcount=3
 
I would rather have the series continue than some WWI or WWII game, WWII obviously has been completely overdone, those two settings really don't allow much imagination in terms of weapons, technology or boss fights, both the modern and historically relevant setting are incredibly dry and boring. The fact is they haven't even explored the actual cultures and citizens of Vekta and Helghan, and I would like to see more of that.

I do care what happens to Sev, Natko and Narville who's awesome. The background setting is great in the Killzone universe, what they need to do is show more of that in the game.
I dont agree at all.
While I had some serious complaints with the generally shitty gameplay in the Modern Warfare and World at War campaigns, both of those games tended to use their settings and context to incredibly great effect.
Modern Warfare had that amazing and unforgettable atmosphere in the gunship and Pripyat section and even World at War had some fairly sensational setpieces, like that sniper section earlier in the game or the storming of Berlin towards the end.
 
The realistic route has its advantages but it may be overdone by the time KZ3 or KZ4 comes out. The SciFi route can afford more flexibility and scope, but if GG does not push hard enough, the story may sound cliche. Basically, there are plenty of opportunities to screw up either way.

KZ2 is very well done. I don't think abandoning the KillZone universe will help GG at all. They should improve on what they have and surprise us.
 
I like the fact that the Killzone universe has no traditional right and wrong side. It makes the story that much more believable. I do wonder how they will continue it with a Killzone 3.
Who will replace Visari who will likely become the martyr he said he would. What are they going to do with Rico? Keeping Visari alive would probably been the best chance of surviving on Helghan until reinforcements arrive. And can they even survive that long now.
 
Hello,

after playing Killzone MP extensively, my thoughts on it... Altough I am an average player, I still think something can be useful for this discussion. What is important with these discussions, that we can never compete with the 15 year old enthusiast who plays games as the main part in his life. Not to mention his/her reflexes should be better than ours anyway (probably his eye sight too ;) ).

Balance:

IMO, the overall balance is very good, we just need to adjust our way of thinking. The only thing I find ridiculous is that spawn grenades of opposing factions can be too close, this should be limited somehow; altough you are to blame if you jump into the wrong spawn point and get killed immediately. The only time I find it unbalanced, when a really good player kicks my behind constantly, but that is not the fault of the game.

1.) Controls: Before the patch is was awful. Not because of the accuracy of the gun, but because of the turning around time/reaction time. If I play a Mech game, it would've been ok, this was just wrong. Now, it is ok, still heavy enough to prevent COD4 running and gunning.

2.) Classes: I do not agree that any class is overpowered/underpowered. You need to play the class how the GG designers ment it to be, not the way we think it should've been.

For example, the medic plays alot like the TF2 medic (I played the TF2 medic for hours and was the most liked medic around :) ). Meaning you need to be able to decide when to play offensively and when to wait somewhere securely to "reload" your revive ability. When I see medics who play too offensively, or waste their revive for players in suicide positions (altough this is sometimes good), it is clear that it is not a class for them. It is certainly not an "I'll just revive around and save everyone class", if it would be it would be overpowered. Do not forget you can use a different second ability/badge. As I have not yet unlocked everything I usually play the medic with the boost ability so I can flank around, revive player behind enemy lines etc.

As for the assault class, I do not think it is overpowered. Yesterday, I dominated a whole group while playing as assault. But not because it is overpowered or I am any good, but because I used among other things "let's play kill them x times from position A, relocate, let them swarm postion A and get behind their backs" :D . I was killed more than once by headshots/killed from behind, while trying to use the boost ability to flank/shoot and disappear.

Engineer, the turrets are certainly not underpowered. As already noted, play around with different places. In the beginning I was very frustrated and thought the same. But, for example, sometimes I place it behind pillars in open areas, even though you limit the firing arc, you have hidden it from far away hits from at least one side etc. Also, try to place them near an ongoing battle (not only on chokepoints/strategic points), more than once your turret will be one getting the kill. It was never meant as something which makes kill, rather it is something which assists you/your side to get the kill.

I could write even more, but even now this posting is getting way too big...

A big flaw is, IMO, that you cannot play all classes without unlocking them. This way everyone can play what he wants, instead of playing classes that do not suit him. Not to mention that people at the same level sometimes play the same class simultaneously to unlock the next... E.g. I am now afraid what will happen when I need to play the sniper class, because I cannot hit an elephant from three feet with an sniper in COD4; in Killzone 2 I will probably never get the 5 kills in one round (just as I will probably never go around Radec while playing Elite in SP).

As a final note, finally a shooter where covering fire is useful (I had this experience, even though some people in this thread claim otherwise)! It is nice to get kills by giving covering fire, even nicer if you do not look at your accuracy percentage, because I usually break out in tears.

BTW, anyone else dying because it looks so beautiful? I died several times while admiring a rocket flying towards my face.

Cheers,

Mijo
 
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