[PS3] Killzone 2

Man, first time I recognized that the controll and feel of Killzone 2 is really different:

invited my cousin to play some rounds:

we first tried some UC2 online
then his favorite game: COD MW2 lan/online coop
after this we switched to HALO 3 (this is already a drastic change: you feel like a slow moving tank)
and then we switched again to MW2 and at the end we switched to Killzone 2: bang it hit me like a horse: this game is really different and it was the first time I felt somehow uncomfortable at the first minutes and I can understand now what people are complaining about: compared to the other games, you really are a tank: slow and heavy and static (odd: the controll felt much more HALO-ish due to the tank feeling than MW or MAG - ish)
I needed some rounds with bots to get used to the game, but we switched to uncharted because my cousin did not get into KZ2 (I think he hates it and did not dare to say it ;-))...

(BTW: when you play unranked matches against bots, they really should have included an option that all classes and mods are unlocked, because only my profile had everything unlocked, whereas he basically only had access to the soldier)

Halo feels pretty fast to me, especially if you turn the sensitivity up past the default. Any faster and motion sickness usually kicks in. The original was the first FPS I was able to play more than 20 minutes without getting nauseated.
 
The SP campaign is fun, but MP is incredible!

I just started playing this game a few weeks ago, and now after two weeks I'm having an incredible amount of fun with it online. The last time I played online with any regularity was about 5 years ago with SOCOM 2, and while Killzone 2's gameplay is quite different with respawn, support classes, and amazing visuals; teamwork is still emphasized. It offers very high quality affordable DLC (6 maps for $13 which just about everyone who plays online should have) with awesome effects: a rainstorm in Beach Head, a partial level reset with the blast in Southern Hills, a flamethrower in Suljeva Cliffside, a moving train with Wasteland Bullet, etc. I recently unlocked the Saboteur class, and so I'm learning how to sneak around among the enemy ranks and blast the unsuspecting. Aiming takes some skill, setting up shots with short controlled bursts from automatic weapons. I'm amazed that I've had this much fun without a headset, though I hope to get one eventually (my SOCOM 2 era mics failed some time ago).

I understand that the game's aiming system has evolved somewhat since launch, and at one point aim-assist was available? Does anyone know the history of this? Right now it seems pretty damn sweet.
 
They tweaked the control scheme to make it faster (High Precision mode).

My favorites are Southern Hill, Salamun Market, Beach Head and that desert level.
 
I understand that the game's aiming system has evolved somewhat since launch, and at one point aim-assist was available? Does anyone know the history of this? Right now it seems pretty damn sweet.

When KZ2 first launched, many people complained alot about the control scheme which was originially set up.

The technical reason is that KZ2 original setup, uses accelerated aiming that scales in a non constant matter. Basically meaning that the speed of turning\aiming, when moving the right stick, would not move at a constant speed, or at a constant rate of acceleration, but rather, would just accelerate more and more based on how far away you are from the centre.

Acceleration not being constant, means that unless you played KZ2 alot, you had no chance of ever getting good aim. This is because with the old setup, you needed to learn how fast the aim would accelerate at any given position of your right stick. Which ofcourse takes quite a while to master.

All other good\popular FPS console games uses constant acceleration or constant speed (no acc). KZ2's aiming setup being completely different, made switching between KZ2 and 99% of all other FPS games a real pain in the ass, because after a week of KZ2 playing, your aim in say, CoD, will be absolutely rubbish until you manage to adjust.

Because of these complaints, GG created a patch, that allowed a new aiming setup for the multiplayer version of the game, "high precision" mode. Which is more or less equal to the traditional fps aiming setups for consoles this generation, basically, constant acceleration, or no acceleration at all.

Further, there was considerable Aim assist, in the original release version, which basically worked like aiming for you in situations where you would "lock in" to your target (basically, be in range and pointing roughly at somebody would make the aim assist aim at the enemy.) This aim assist was quite strong in the original version (perhaps because their original aim was so hard to master), and seems to have decreased with patches, as auto aim in some situations basically dictated that whoever shot first won.

What i think is the most interesting, is that the inclusion of high precision aim, completely changed KZ2 gameplay. Prior to the aim patch, everybody's aim sucked ass, so people would move more in teams, and battles would be more tactical. People would stop, crouch take aim and shot. When high precision got included, gameplay completely changed as suddenly you could play "run and gun" tactic, as peoples aim where much better. Personally, this ruined the game for me, as i liked the unique feel KZ2 mp originally had, and since im not a big sci-fi fan, with the gameplay changing more and more into the normal frag fests im used to from other games, i prefer playing something with current age weapons and technology.

I liked the slow feel the original KZ2 had, but much of that feel went away with the high precision mode and the game turned from a slow tactical battleplace into any other frag fest.

They tweaked the control scheme to make it faster (High Precision mode).

High precision mode is not faster, just differences in how the aim speed accelerates. Max sens is still the same, atleast from my memory..
 
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@Ostepop

Not true. The only problem with the original setup were the deadzones (some people thought it was input lag, but it actually wasn't). High precision removed the deadzones, acceleration was left untouched.

Also, the lock-on from the original version (NOT autoaim) has been COMPLETELY removed (not reduced, but 100% removed). The reason for removal was the found exploit that allowed you to almost always kill a target in CQC or mid range with it. Autoaim (which is WAAAAY more subtle than in e.g. MW games) has been left untouched.

I played a lot of Killzone 2 and a lot of clan matches (and the control changes were A BIG DEAL for us then) and I clearly remember this.
 
lock-on, auto-aim, high precision...

Thanks for the responses, this is all quite interesting. I do like the removal of the dead-zone with high-precision, but again, I've only started playing recently. What exactly is auto-aim?
 
Auto aim is a form of help the game uses to make you aim easier. In Killzone, it's implemented as a form of lag compensation (since the game uses P2P setup). It's kinda of a hard notice until you really now where to look.
 
I have no idea what people are talking about with "non-constant acceleration." I use the HP mode, and if you move the stick a little, you turn slow. If you move it a lot, you turn fast. Same as any other game. It's certainly easier to get headshots with it.

It also still seems pretty slow and tactical to me compared to Halo, especially depending on the gun. Both of the LMGs have terrible accuracy when you're moving. Stop and crouch, though, and you're like a mobile gun turret. I hated the StA-3 at first, but if you learn to move tactically with it, it's a beast.
 
The new High Precision aiming mode is far better then the original as it allows you to aim accurantly without wasting too many bullets.The original aim mode was a bit broken since it made aiming well unnecessarily difficult....
 
I have no idea what people are talking about with "non-constant acceleration." I use the HP mode, and if you move the stick a little, you turn slow. If you move it a lot, you turn fast. Same as any other game. It's certainly easier to get headshots with it.

It also still seems pretty slow and tactical to me compared to Halo, especially depending on the gun. Both of the LMGs have terrible accuracy when you're moving. Stop and crouch, though, and you're like a mobile gun turret. I hated the StA-3 at first, but if you learn to move tactically with it, it's a beast.

Halo mp is pretty tactical if you play the game correctly...It would be foolish to "rush" the opponent by yourself thinking your Superman or Rambo as 99% of the time a player does that crap.They easily get destroyed..
 
Rushing directly at someone is foolish in Quake III, too, but that's not what anyone means by "tactical." I know, dictionary definition would mean any game where tactics benefit you, but that would be every video game, so not a very useful definition.

I guess the way I would put it is that KZ2 feels more like a Tom Clancy game in terms of how you have to move and use your weapons in order to score, whereas I think Halo feels more Quake-like.
 
A direct approach is very punishing in KZ2 [in clan matches which are usually 5 vs 5] since once you are in the sight of your enemy & he has his aim on you its extremely difficult to break the line of sight...things like jumping/dodging or melee doesn't works that good in KZ2 so you have to plan your approach a lot.

Whereas Halo has its huge Jumps to evade & break line of sight & its very good melee a direct approach isn't as punishing, I played Halo a good few while & I know I am not that good in the game but running & gunning followed by frequent melee got me a lot of kills in order to put me among the top scorers in the match and then you have the enery Swords & Gravity Hammer which are OHK. [Though I do like to use battle rifle from a distance more than anything else as its much more fun]
 
I hated the StA-3 at first, but if you learn to move tactically with it, it's a beast.

This I agree. I love to fight alongside people with StA-3. One could take out the incoming enemies while I cover his behind and area around him.

:love: the signature double-shot from StA-3 too (*Bang* *Bang* Man down ! *Bang* *Bang* Another one !)
 
This I agree. I love to fight alongside people with StA-3. One could take out the incoming enemies while I cover his behind and area around him.
My favorite tactic with the gun is to hose down medium-sized areas where a really hectic firefight is going on. Find a nice corner where the other team won't spawn behind you, and you can turn the tide of the battle. By the time anyone notices that guy in the back with the enormous machine gun, they're already down 5 guys and your team is taking control of the area. I just wish the rifleman could use a secondary badge, because I sure wouldn't mind being able to throw down a health pack for myself.

Of course, there's the whole side of class balancing, too. Willingness to stop trying to get a certain medal to play as a class your team needs is important to winning. I really love it when the whole game comes together and everyone falls into a role. I also dig the way the maps have varying objectives within the same game. That was really brilliant and prevents either team from just camping out in one area all the time.
 
When I hop on, I simply pick a sniper rifle, turn on camouflage, climb to some high ground and enjoy the view. I like how the sand, rain blow past me in Southern Hills and BeachHead.

If I feel the itch, I usually play as Medic or Saboteur. I am not good with StA3. Sometimes if the opposite side spam rockets, I'd return the favor. :)

I enjoy "Capture the Flag" and "Body Count" most since it is clear what I need to do. In other game modes, it can get freaking confusing very quickly -- especially with Saboteur running lose.

I play Uncharted 2 more these days, but occassionally, I would check out KZ2. I am trying very hard to remember what it was like before they changed the controls. I have a faint feeling I enjoyed the game more at that time. I think it's because everyone was new. Now there are a few serious talent who could cut me down very quickly without revealing their position too much. It's quite hard to take them out, especially if they gang up, unless I switch to sniper or rocket.

In KZ3, I hope they give me more ways to flush an entrenched group out, and also improve the balance. It is probably unrealistic for me to get rid of a group of seasoned players alone. The game should at least pad my team up with equally proficient players.
 
Were they all part of the same clan? I've been in matches where my team was just random players, and the other team had 4 or 5 clan members, who were obviously coordinating with each other and just destroying everyone. And on my team, no one was using the mic for anything useful, no one would confirm or join squads, half the people were the same class, etc. Even if there are 4 good snipers on the other team, if you've got 4 or 5 decent people on your team trying to flush them out and not being stupid about it, they won't last long.

I definitely think there should be more skill-balancing on teams, like reorganizing teams based on who scored the most and the least. Also, it should auto-kick people who haven't spawned for more than a couple minutes. I played 2 back-to-back matches where 3 people on my team never even spawned. They just sat there, using up slots.

I should add that I'm really impressed by the graphics engine. It's not perfect (fire looks kind of crappy in places), but they really nailed the lighting. Character and environment shadows don't clash anymore, which is really nice.
 
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I think it was usually a small group of 3-4 people. Once there is a coordinated group, the loose players can also play along.

I find that when I join KZ2, I am there to enjoy the experience rather than to compete/win. So I didn't bother with voice chat too. But I will follow if someone else wants to win.

What I would do is to figure out different approaches to flank the group, like a science experiement. ^_^
 
Good to see that this thread is still going and alive! I'm also quite impressed to see how more and more people on my list are going back to KZ2, despite MW2.

Anyway, I was on holiday for a few weeks but should be back for some more KZ2 games. I see fearsomepirate playing often but only ever had the chance to join one game. If there are more interested to join games, use the B3d chatroom! See you online!
 
Havent played it since ages.
Are the turrets still overpowered?

I stopped playing it becauce of that, they kind of ruined it a bit with the "casual patch".
 
No, they made the turrets slightly less powerful and the drones slightly more powerful. Turret kills now require much smarter placement and a little luck. They can also be quickly destroyed with either of the LMGs (so if they've banned Assault and VC-9 on your server, you can still be your party's anti-turret guy if you spawn as Rifleman with an LMG).

I have been replaying the SP campaign a lot. I wish it was longer.

What happened to the PSN profiles below our B3D names?
 
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