[PS3] Killzone 2

I just unlocked the revolver, and omg, that thing is powerful. some people will die from one shot, nobody survives 2 (maybe assault, i dunno).
 
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I just unlocked the revolver, and whole shit, that thing is powerful. some people will die from one shot, nobody survives 2 (maybe assault, i dunno).

Please, tell us more about the revolver. Range? Reload time? Accuracy?

BTW, I just looked at your statistics, impressive! I especially admire that you only have 1 teamkill! Yesterday,I managed to kill twice as much with a single grenade (while they where arming the C4 :oops: , most embarrasing moment in my multiplayer gaming time ever).
 
Please, tell us more about the revolver. Range? Reload time? Accuracy?

Its about as accurate as the other pistol, maybe even more. Atleast it usually hits where i am aiming :p
I killed a few people from quite a far (maybe 50-100metres) with it so far.

Reload time is longer than with the pistol but it didn't feel particularly long.

Its quite an amazing pistol, lately i have been playing as sniper and when people manage to get close it really changes the tide. Going from allmost helpless vs automatic weapons (you either had to get a lucky sniper shot that hits in CQC, or get a head shot with a pistol to survive unless the other guy had terrible aim), now its a different story :D

The revolver packs so much power, and the accuracy is good enough in CQC to be very very good. 2 shots will drop anybody ive shot at so far, but 1 shot is often enough vs a lot of the classes it seems (That or my enemies allready had lower health)

The only downside is that you cannot fire as quickly as you could with the other pistol, but the force makes up for it. It has a rather slow rate of fire, so you gotta make sure you hit :D
 
The amount assault class, saboteur, and invisible snipers, running around is really starting to get annoying. The game turn in to complete chaos because of it. I thought I'd give the assault class a go to even things out. I was able to run clear past a few opponents on my way to, and 6 that were defending the drop-off location, without getting killed until I made the drop-off.

IMO the game is a lot more fun with only soldiers.
 
Any stuck at the
ATAC
boss fight on the roof, just go down to the lower section, there is a tunnel connecting the two sides. Mush easier.

I'm still amazed how different my second play through is due to multiple paths and using different weapons. The game is actually more fun.

As for the story, I like it. It's mature without being campy. The whole thing is believable because it could happen, unlike most Sci-fi games which are over the top.
 
I just gotta talk about one thing.

GG needs to balance out the sniper cloak ability. As it is now, its ridiculously overpowering for snipers: A sniper stay camoflaged until he shoots his gun and hits somebody. If the sniper misses, the camoflage stays on. This is BS, because if the sniper hits somebody, he instantly kills them (1 shot 1 kill, even if you hit them in the toe).

Which means, that in order for a sniper to reveal himself, he has to fire and kill one person. Missing is not a problem, since your still in camo, and unless somebody saw the muzzle flash your pretty much safe.

IMO, camoflage should break when you fire your gun, regardless if you hit somebody or not.
 
Killzone's Helghast symbol

Anyone ever wonder how they came up with Killzone's Helghast symbol? I have no idea, but it does look a lot like a mercedes symbol.

From historical perspective, it may seem that the Helghast were like the Germans during WWII, and the ISA are the English/American "liberators", attacking Germany (Helghan planet). (previously Helghast attacked Vekta, and can be compared to Germany attacking other european countries).

I guess they did not want to use/copy Nazi symbols directly (two SS symbols intertwined), so Guerilla games came up with the three triangular symbol.

helghasttriadpssymbolpz3.png


I may have missed the previous game incarnations to know what the symbol stands for, but there is one symbol that it looks similar to:

Trilateral Commission:
trilateral.jpg


Notice that both have arrows, within circular confines, but one with arrows pointing out (Helghan), while one points inward (Trilateral). Both, however, emphasize the triangular tri symbol. Coincidentally, this symbol is appropriate because another similar global organization (Bilderberg) was anti-Japanese. So Trilateral symbol would seem a better fit as Japan was Germany's partner in WWII, and Trilateral Commission included Japan at the onset.
 
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Anyone ever wonder how they came up with Killzone's Helghast symbol?
Interesting, though usually I'm not into conspiracy theories...

For your reference to the WWII, it's more natural to refer to the Axis powers initiated by Germany, Japan, and Italy that signed the Tripartite Pact.
http://en.wikipedia.org/wiki/Axis_powers

Now, if you look at the Helghast symbol, it's actually the right-handed 3D coordinate system of OpenGL.
http://www.evl.uic.edu/ralph/508S98/coordinates.html

Axis and coordinate system... might be an intended pun by Guerrilla Games :smile:
 
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.

I agree with the comment about no right and wrong in KZ2. I think it's rather intriguing. Someone says the UCA is much more powerful and well equipped than the ISA. From this point on, the conflict will only get larger, probably beyond what the Vekta (?) ISA alone could handle.

The amount assault class, saboteur, and invisible snipers, running around is really starting to get annoying. The game turn in to complete chaos because of it. I thought I'd give the assault class a go to even things out. I was able to run clear past a few opponents on my way to, and 6 that were defending the drop-off location, without getting killed until I made the drop-off.

IMO the game is a lot more fun with only soldiers.

This may be because of the lack of matchmaking and balancing. I enjoy KZ2 a lot when everyone is a soldier. That's why I was asking about one-life-only (no soldier classes) games above.

Now with the soldier classes, I still quite like it but I am memorizing the maps (taking more obscure routes to the same location), and learning how to work with/against the different classes. There are much to grasp at this point. May be I will get tired of them like you later but right now, I am still somewhat lost :LOL:
 
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.

Modern Warfare's storyline was not memorable to me, at least Killzone 2 tried to show the main character at least a few times during the game, other than Captain Price I didn't even remember anyone else in modern warfare, that and using some random modern setting just kills the continuity aspect.
 
The amount assault class, saboteur, and invisible snipers, running around is really starting to get annoying. The game turn in to complete chaos because of it.
Ha. Ha ha. Ha. Haaaaa, ha ha ha ha ha ha!!! This game has turned all shades of mental now! At the lower ranks only, you'd have intelligent movement, positioning, careful aming, the occassional panic and retreat. Teamwork was good with the squads enabling good cover and support. Played today on a couple of open games, and it was stupid! Absolutely manic. Bullets everywhere, badguys everywhere. Pandemonium. You'd run out, and if you weren't snipered or rocketed, maybe you'd get to take out a guy at a distance before getting clobbered. Out team fell apart instantly. I had almost no hope of getting to my team leader in time to revive him, and often healing resulted in instant death, from the guy who killed the comrade in the first place. No wonder medics are unpopular among higher ranked players!

I thought Warhawk was bad, but that's a sunday stroll in the park compared to the KZ2 I was playing this afternoon! No chance for teamwork, tactics or anything. It was entirely run-and-gun. Now that could be in part the number of players in those maps, but at the moment I'm thinking the only way to get a good game is to ban the higher ranked classes. No snipers or troopers. Cap it at engineers maybe, or even medics. But where KZ2 completely falls done in this respect is that, AFAICS, there's no way to determine server options. I haven't seen listed anywhere what rank caps a server has or hasn't got, what settings other than game types, so you don't know if you'll have 30 minute battles or 2 minute 5 point skirmishes, what classes or weapons are allowed, or even ping! It really is a crude lucky-dip (assuming I'm not missing the 'server settings' pop-up window everyone else is using!).

I'm unwilling to go back on. Actually, I don't mind at the moment as I'm low enough rank to still play soldier/medic only servers. But I'm in less of a rush to progress!
 
I just gotta talk about one thing.

GG needs to balance out the sniper cloak ability. As it is now, its ridiculously overpowering for snipers: A sniper stay camoflaged until he shoots his gun and hits somebody. If the sniper misses, the camoflage stays on. This is BS, because if the sniper hits somebody, he instantly kills them (1 shot 1 kill, even if you hit them in the toe).

Which means, that in order for a sniper to reveal himself, he has to fire and kill one person. Missing is not a problem, since your still in camo, and unless somebody saw the muzzle flash your pretty much safe.

IMO, camoflage should break when you fire your gun, regardless if you hit somebody or not.

Not sure if I like your idea of punishing a scout for simply shooting his gun ONCE by breaking the cloak, it takes awhile to recloak which will really break how scouts play, as it is now scouts are still relatively vulnerable to being flanked, they're not an overpowered class.
 
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Ha. Ha ha. Ha. Haaaaa, ha ha ha ha ha ha!!! This game has turned all shades of mental now! At the lower ranks only, you'd have intelligent movement, positioning, careful aming, the occassional panic and retreat. Teamwork was good with the squads enabling good cover and support. Played today on a couple of open games, and it was stupid! Absolutely manic. Bullets everywhere, badguys everywhere. Pandemonium. You'd run out, and if you weren't snipered or rocketed, maybe you'd get to take out a guy at a distance before getting clobbered. Out team fell apart instantly. I had almost no hope of getting to my team leader in time to revive him, and often healing resulted in instant death, from the guy who killed the comrade in the first place. No wonder medics are unpopular among higher ranked players!

I thought Warhawk was bad, but that's a sunday stroll in the park compared to the KZ2 I was playing this afternoon! No chance for teamwork, tactics or anything. It was entirely run-and-gun. Now that could be in part the number of players in those maps, but at the moment I'm thinking the only way to get a good game is to ban the higher ranked classes. No snipers or troopers. Cap it at engineers maybe, or even medics. But where KZ2 completely falls done in this respect is that, AFAICS, there's no way to determine server options. I haven't seen listed anywhere what rank caps a server has or hasn't got, what settings other than game types, so you don't know if you'll have 30 minute battles or 2 minute 5 point skirmishes, what classes or weapons are allowed, or even ping! It really is a crude lucky-dip (assuming I'm not missing the 'server settings' pop-up window everyone else is using!).

I'm unwilling to go back on. Actually, I don't mind at the moment as I'm low enough rank to still play soldier/medic only servers. But I'm in less of a rush to progress!

When you play with leveled up people there's alot more you need to be aware of, you can't expose yourself too much when moving around on the map, you need to recognize a saboteur by his lack of lights before he gets too close and gun you down, you can't just rush into a situation without having a tactician back you up with intelligently placed spawn points, it's all about making the push and proper suppression, and picking your spawns wisely instead of just blindly spawn on squad or spawn on spawn points that have been overrun. You have to learn how to take chokepoints without trying to just throw bodies at them. The more sophisticated the games get, the more you need to play with friends instead of just random people who have no idea who's doing what.
 
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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

I'm glad you like it, even during the beta I was having so much fun it was hard for me to go back to other shooters when the beta ended, I'm pretty much going to be playing Killzone 2 exclusively now that it's out.
 
I just gotta talk about one thing.

GG needs to balance out the sniper cloak ability. As it is now, its ridiculously overpowering for snipers: A sniper stay camoflaged until he shoots his gun and hits somebody. If the sniper misses, the camoflage stays on. This is BS, because if the sniper hits somebody, he instantly kills them (1 shot 1 kill, even if you hit them in the toe).

Which means, that in order for a sniper to reveal himself, he has to fire and kill one person. Missing is not a problem, since your still in camo, and unless somebody saw the muzzle flash your pretty much safe.

IMO, camoflage should break when you fire your gun, regardless if you hit somebody or not.

Cloak has significant disadvantages though. You become temporarily visible with any kind of motion, including your own gun fire, friendly fire or any explosion that affects the ground you are standing.
Probably more importantly, cloak requires you to stay still making you an easy target practice for other snipers with spot and mark (which helps any other enemy close by as well).

In fact I rarely get sniped when I'm not sniping. :)
 
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I agree with the comment about no right and wrong in KZ2. I think it's rather intriguing. Someone says the UCA is much more powerful and well equipped than the ISA. From this point on, the conflict will only get larger, probably beyond what the Vekta (?) ISA alone could handle.

The UCA saved Vekta from the Helghasts in Killzone 1, but they also left orders that the ISA weren't allowed to invade Helgan. So they aren't going to be very happy about what the ISA has done. But they probably also aren't going to allow the Helghasts to invade Vekta again should they launch a counterattack.

All that background info GG has provided makes the story that much more interesting.
 
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.

I'm not sure what you mean. There is much less positive feedback in CoD than KZ2. In fact many of the weapon modifications and perks come with tradeoffs in CoD.

Maybe, I am exaggerating the deficiencies of assault rifles in KZ2. But it's clearly not a run and gun weapon. The long range accuracy you speak of is pretty much useless to me as long as it requires both the target and the shooter to be more or less stationary.

Whatever the case is though, it's no where near as proficient as CoD4's starting assault rifle (relative to their respective pools of guns).
 
Not sure if I like your idea of punishing a scout for simply shooting his gun ONCE by breaking the cloak, it takes awhile to recloak which will really break how scouts play, as it is now scouts are still relatively vulnerable to being flanked, they're not an overpowered class.

Not only that, but the cloak doesn't only stop when you kill. The cloak turns off when you hit a teammate (whether friendly fire is on or not). Plus, you're not completely invisible, even when not moving (people spot me sometimes when not moving).

EDIT: Betan covered it nicely.
 
The UCA saved Vekta from the Helghasts in Killzone 1, but they also left orders that the ISA weren't allowed to invade Helgan. So they aren't going to be very happy about what the ISA has done. But they probably also aren't going to allow the Helghasts to invade Vekta again should they launch a counterattack.

All that background info GG has provided makes the story that much more interesting.

I see the Vektan has done gamers a favor by making a bigger mess of everything. The Helghast has
nuked their capital city. There is no way they are sitting back. The only option is to take war to someone else's home. Sounds familiar alright.


betan said:
In fact I rarely get sniped when I'm not sniping. :)

It's probably related to how I traverse the map (Usually under cover). I have only been sniped once, killed 3 times by an Assault class dude. Medics do nothing for me. After they revived me, I was left with the same amount of ammo before I fell, which is usually not much. I prefer to respawn. Engineer turrets and Saboteurs are fair game so far. The most game breaking one is still the Tactician's spawn grenades.

The most irritating to me personally is the all-too-common shotgun.

I hope their next patch include spawn grenades destructibility and match making (based on soldier classes, KD ratio, number of players). If the match making is not on, have an option where people can pick any class they want (like R2 Co-op), or no class at all.


EDIT: Ha ha ! I just found out I can spectate. :D

Press 'Square' on any Warzone. Very cool ! I can hop into supposedly full games too. :cool:
 
I finally bumped into Ostepop in KZ2. He's really good (usually top 3 or top in the game). I'm usually the bottom 3. :oops:
 
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