[PS3] Killzone 2

Yeah, I know what you mean. I'm actually really happy with the way things are, it just annoys me when you have something that is so great and have it spoilt by something that should really work right.

As such, points should be awarded in the games you complete, regardless how long you've been apart of them. Naturally, you'll get more points in the games you're in longer and how much you've contributed to them.

I also much prefer the 7 mission games over what we had in RFOM or other games. It makes the whole game much longer and you can just keep going. Matches that last close to an hour are fun, especially when they're pretty close. The different missions in a single game also mixes up the gameplay. Even if you're spawn camping the enemy base - once that mission changes to "search and destroy" - you'll be running off to set the charges.

As much as I like the "body-count-only" games, I think the games with mission objectives are so much more rewarding and there's a lot more teamwork going on there.
 
Yeah, thanks for that, it was fun indeed, although it was a bit too hectic for my liking and I'm not well trained with the new level beach head yet.

I really like the new levels though - especially Southern Hills is awesome to play.
 
I really like the new levels though - especially Southern Hills is awesome to play.

Yes. These days, I always search for Southern Hills and Beach Head first. I like to shoot from the gun tower in the latter map. And Southern Hill is a Saboteur heaven. :)
 
I shouldn't say, but I have become very efficient at picking disquised sabateurs apart, especially in the wide open levels. I still think they have the edge in the smaller levels with lots of narrow corridors (Radec or Blood Gracht) since by the time you see them, they're probably already firing at you and you don't have any room to dodge bullets.

One things for sure though. In the friendly fire active games, class sabateur is very effective indeed. Shooting your own team members is very frowned upon and if that's switched off, I usually don't hesitate to fire at team members if I know there are sabateurs wandering around. With friendly fire enabled though, I tend to be a bit more careful and that' usually enough to get surprised by one! :D
 
When I play as Saboteur, I would linger on the central platform above, or in one of the connected small rooms. Sometimes turning on the disguise in Search and Destroy missions are fun too, especially when I'm near the objectives. It's too chaotic for people to notice who I'm shooting at.
 
Lol, I wasn't even aware of saboteurs.

Anyway, I bought the Flash & Thunder expansion. I've played the Nuke map (with phil by the way) and its quite interesting. There have always been people caught in the blast and sometimes quite a few too. :D It's a pretty chaotic and large map with some serious chokepoints and tricky turret placements and level differences. Not easy to get to grips with.
 
Hey Arwin,

Yeah. It was a bit unfortunate that we ended up playing in opposing teams, since I wanted to show you parts of the level, but obviously being in seperate teams, I wouldn't dare to betray out cause.. :D

It also became quite a hectic game as well. Hope we can repeat that one, hopefully in a good 8 vs 8 game (or 12vs12).



@ Patsu,

Yeah, I agree. I actually didn't notice until a few games playing that level this weekend that you could actually go right up in the central platform using the ladders! Quite a good spot though since many are more focused finding the enemies behind the corners and don't look up!
 
I love the nuke blast because it gets rid of all the irritating sentries and airbots at the same time. :)
It also changes the status quo in Search & Destroy missions, makes the outcome more unpredictable.
 
Yes. These days, I always search for Southern Hills and Beach Head first. I like to shoot from the gun tower in the latter map. And Southern Hill is a Saboteur heaven. :)

I have also bought the second DLC, but can't get any timeto try it out. Whatever time I do get, gets eaten up by Infamous :D !
 
You should give those 2 maps a try. They are different from the previous ones in terms of the intensity of effects used and gameplay. They are smaller, so 32-by-32 would be very hectic. Nonetheless, I still love them. The Beachhead is skewed towards Helghast's advantages. They should implement a rotation scheme like RFOM to balance the final outcome.

Regarding inFamous, I'm still working through it (Somewhere on the second level after
rescuing all the hostages from the boats
 
YYYEEEEESSS ! The later KZ2 maps rock. Now they are going to add another interesting pack:
http://blog.us.playstation.com/2009/07/10/killzone-2-dlc-3-napalm-cordite-and-flames-and-bolts/

There is a new DLC pack incoming, called Napalm & Cordite. It has flames and bolts will fulfill the wishes of many of our weirdest fans. There will be more info on that next week, for now let’s focus on the patch.

GG is also readying lot's of changes in Patch 1.28 next week \^o^/

On Tuesday, July 14th 2009 at 8AM Greenwich Mean Time, Guerrilla Games will release the 10th update for the visceral shooter, Killzone 2.

Patch 1.28 will be 91MB in size (316MB for Asian release) and will be released worldwide simultaneously pending a server update. There will be an anticipated server down-time of about 2 hours while the patch is rolled out and the server updates are completed and tested. The following fixes and features are included in this latest release:

Feature - Code support for DLC pack III “Napalm & Cordite”. The update will enable players to create games with the newest maps “Suljeva Cliffside” and “Arctower Landing”

Feature - Code support for DLC to allow the additions of the Flamethrower and the Boltgun to multiplayer.

Trophies – New trophies added for DLC pack III “Napalm and Cordite”.

Feature - Detailed information screen when browsing games. Items displayed include: Friendly Fire, Faction Balancing, Custom Weapons and Custom Badges as well as the region, game size, selected maps and allowed Missions and Badges.

Feature - Higher values for Bodycount mode. Players can now create games with 5, 10, 15, 20, 25, 50, 100 and 200 points to increase the time of the mode for 32 player games.

Feature - Moderators can now create double-points events.

Fix for persistent squads now working correctly when users using separate Japanese accounts join Friends.

New loading screens.

Moderation – Additional powers and functionality for online moderators.

Fix for Clan Leader leaving his clan before an active Tournament of Clan Challenge.

Fix for score replication on different clients.

Fix for a Clan Challenge results displaying a won/lost games as a ‘Draw’.

Fix for incorrect Tournament timings being displayed for (semi)-final.

Fix for an empty message pop-up being displayed.

‘High Precision Mode’ now defaulting when requested.

Fix for stuttering audio on the Asian version.

Fix for network error displayed when trying to log in with another users account.

Fix to reduce network traffic and improve performance.

Fix for occasionally being displayed an empty background when ‘Join Friend’ via Communications tab.

Exploit – Pyrrhus Rise map boundary fix.

Exploit – Radec Academy collision fix to prevent players being revived inside a pillar and using it to their advantage.

Cosmetic fix for Medic Gun visual effects.

Cosmetic fix for Search & Retrieve object being cloaked by the Scout.

Cosmetic fix for Scouts body remaining cloaked after being mortally wounded (i.e. headshot).

Gameplay – Damage from Sentry bots tweaked back on request of the community.
Collection of minor code fixes.
 
Might I suggest 2 enhancements to the KZ2 UI ?

When a world is full, the game currently allows me to spectate an on-going war (which is nice). When I'm spectating, would be great if it offers me to join the game when someone quits.

The second enhancement is to add a "Send XMB message" option to each member in the "My Clan >> Online Members" view.
 
Excellent indeed. I love the new levels as well and am really impressed with the amount of support this game is getting from both players and Guerrilla. I hope this will last for some time - it's just too much fun!
 
Tried after the last patch. I have noticed a sensible improvement in the fps but I don't know is a simple placebo effect. I found the slowdowns really more tolerable imho.
 
Yes ! I updated too. Some on GAF said GG reduced the lag. May be that's what you're experiencing. I can't play right now. Would love to check out the new server list showing more gameplay setup info. Will provide impressions later.
 
Should be small. I turned around to work on something briefly and it's done installing. I didn't even get to see the download screen and % progress.
 
How big is this new update?

If I recall correctly, it's around 90MB.

The new game info is really helpful, btw. Makes it easier to dismiss the games that have stuff disabled that are wanted or not. Apart from that, didn't really notice much with lag or less slowdowns, though I didn't play any 32player matches last night...
 
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