This is not even true in Killzone 2. A player isn't dead until he stopps *moving,* not merely when he stops standing. Same also holds in MAG. And you don't need to pump your entire clip into him if you're being careful with burst fire. Of course, a balanced team ought to have engineers building ammo crates, and in a pinch, your downed foe's weapon likely has a few bullets left in it.No, there is a difference. If I shoot a player and the player drops to the ground, I assume he's dead, just as I'm dead as a tactician when that happens.
Meh. I'm not thrilled about spawn points, but spawn grenades were too easy to break. Nothing was more infuriating than some n00b kid dropping the spawn grenades in your base or facing a wall or something. On the other hand, if the enemy has both spawn points, they can be really hard to take back. I pretty much stick to bot matches thus far, because I don't think I care enough to put in the time to unlock things, but if you're having a problem traversing the maps to get to the objective, you probably need to take a spawn point. But that may require teamwork, unlike KZ2, where a solo tactician (usually played by fearsomepirate) could turn the tide of the game by ignoring his stupid teammates and dropping spawn grenades in quiet locations. I wish this game had splitscreen bot matches, because I miss Timesplitters something fierce.I do think the levels are rather big though and not having a spawn grenade certainly hurts (I still don't get the useless spawn points).
I am probably just going to keep playing MAG. Pretty much every multi FPS out there feels like Baby Gaga Lala time compared to MAG.
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