[PS3] Killzone 3 game discussion

That's what Special Forces do. They usually accomplish missions in stealth, whenever possible. :) Also, I think it's because the ISA was hiding. I don't think they want to risk being noticed, if it can be helped. A small group makes it easier to slip in and out of areas (i.e. Special Forces).
 
That's what Special Forces do. They usually accomplish missions in stealth, whenever possible. :) Also, I think it's because the ISA was hiding. I don't think they want to risk being noticed, if it can be helped. A small group makes it easier to slip in and out of areas (i.e. Special Forces).

Yeah, that's why kz2 felt more immersive to me. While in kz3 it comes off like I'm suppose to be master chief or something with a reputation of a grunt. Constantly given orders to go save us all while being told "STFU" as soon as me or Rico (mostly rico) opened our mouths.

I really like the game controls, visuals and set pieces but the story design was lacking compared to kz2.
 
Just playing through the campaign...good and entertaining so far!

But, am I the only one who is super dissapointed with the MLAA performance?! Jaggies all over the place in industrial environments. Sometimes it looks to me like a game with no AA at all. Except the jungle level, which looks super clean!

Overall, a lot of shimmering edges around in this game, compare this to MLAA in the GOD (of war) game...dissapointing!

I think the real problem, how I have said sometimes ago, isn't only the MLAA limits, but how GG has applied that... the 'dynamic' visual when you are stood, shake & move the camera vision repeatedly. In this scenario, notoriously the MLAA no works. Could be interesting also combined the custom AA used to the Cryengine to the MLAA... I think could mask the shimmering very well....
 
Well, played a lot of campaign today, finally !

and I must say, I have never played something so destroyed and so pretty at the same time. The wasteland when we r inside a mech was just plain BEAUTIFUL !!!! :p ! Everything, all the environments leave u with a sense of awe ! I was just wondering how the hell did they manage to make so much ?!?!?! There are some areas that aren't stellar , but they are just a few places here n there. Right now I am in the Jungle and just looking up makes me go "WOW!!!" :p !

Also, i found a solution for my control issues. I play with Move during on-rails segments and with my sixaxis during normal game. Using Move during on-rails segments make them so so much more FUN, but using Move during normal gameplay makes it very chaotic for me. i know it just takes a little getting used to, but I don't want to miss the fun. I'll use Move during normal gameplay when I replay it. As of now, the sweet spot is sixaxis for normal and Move for on-rails segments !

Surprisingly, the story dept felt better in KZ2, even with all the actors and elaborate cutscenes in KZ3, it feels disjointed and out of place.
 
I just don't see how 1 second of invincibility could be abused. As it currently stands, you can die before you can take a step. One second gives you just enough time to pick a direction and start to run. You can't even through a grenade or mine in that time (go time it). Everyone wins (the medic and the revived).

What?

If you give me 1 second of invincibility, i will put my gun to your head, and kill you the very nanosecond my invincibility wears off. Very very bad idea. Have you ever played something with spawn invincibility and somewhat random spawns? It means that every time you run into someone that just spawned (unless they completely suck) you die.
Note that "every time" is an exageration because at minimum 50-70% of the console gaming population suck ass at shooters, but you get my drift

If you give me 1 second invincibility on respawn, i can guarantee you, that i will kill you every single time i get revived by a medic. Especially with the netcode that KZ runs on, (the guy being revived will know his invincibility is up before you can due to lag and the network chosen).
Its particularly annoying if your a half decent player, and you know that your getting killed by some noob because he has an unfair advantage.

The problem is simply that most people play to level their own character, not to win as a team. Thus, medics will always revive if they get kudos for it, no matter if it actually benefits somebody or not. Just letting you say no to a revive fixed this without breaking gameplay. Which invincibility does.
 
Cornsnake said:
They should take the points for reviving away if the person revived can't survive for another 5 seconds.

Are points for reviving equal to a kill or only half?

Played a lot of Operations yesterday, quite fun.
 
That still doesn't help the person that has to die, again.


It's only half, but it's better than an assist. :)

Well in that case, reviving and then dying again 5 seconds later nets the enemy +1 point in the overal scheme of things, so I don't see the problem. And there is still strategy involved - bringing someone back to life still diverts bullets. I get killed the most times when I was shooting someone else - people saw where I was, and I was 'otherwise preoccupied' so an easy target. Reviving someone who then gets shot at exposes the person who is shooting to being killed.

Yes, there are thousands of variables here, but overall I think the balance is good - it would be foolish to provide a game where people can work together, and then give them no incentive to do so. This is what I like about Operations by the way (and Warzone) - it drives you to work together more, and the differences are very obvious when you do or don't work together.

Yesterday was my first online by the way and I never played the beta much. There were a fair few people with headsets now and I played with Move the whole time. Even with my K/D of 0.43 (though I've had matches where I didn't die at all). I felt I was holding up pretty well so far - there are a few things I have to relearn (it is better to use a button for melee, for one, and I'm still getting the hang of precise and quick turning by 'swiping' more or less - this is partly because there is so much more range and precision possible). But at the same time stuff like strafing is much easier, and people have no chance whatsoever with jumping out of my aim or otherwise changing direction from regular horizontal movement, because I can follow their path much more easily now, and I can aim much quicker. So I do definitely see advantages with the Move here - just have to get used to all the weapons and classes again, it's been a while.
 
What?

If you give me 1 second of invincibility, i will put my gun to your head, and kill you the very nanosecond my invincibility wears off. Very very bad idea. Have you ever played something with spawn invincibility and somewhat random spawns? It means that every time you run into someone that just spawned (unless they completely suck) you die.
Note that "every time" is an exageration because at minimum 50-70% of the console gaming population suck ass at shooters, but you get my drift

If you give me 1 second invincibility on respawn, i can guarantee you, that i will kill you every single time i get revived by a medic. Especially with the netcode that KZ runs on, (the guy being revived will know his invincibility is up before you can due to lag and the network chosen).
Its particularly annoying if your a half decent player, and you know that your getting killed by some noob because he has an unfair advantage.

The problem is simply that most people play to level their own character, not to win as a team. Thus, medics will always revive if they get kudos for it, no matter if it actually benefits somebody or not. Just letting you say no to a revive fixed this without breaking gameplay. Which invincibility does.
Perhaps if they give you temporal invincibility and temporal inability to use your weapon?
 
I assumed that weapons ofcourse are not available when invincible. in such a scenario it still doesnt work as I guarantee you that you will die.
 
Man, that 1.06 patch from GG really helped with the lag! I shoot and they generally just lay down, now. For the first time, I had a 29 (kills) and 9 game. :)

Edit: It seems the lack of lag I was experiencing wasn't due to the 1.06 patch. I don't see the auto download note for 1.06. However, those games were great today (very low lag)!
 
Last edited by a moderator:
What?

If you give me 1 second of invincibility, i will put my gun to your head, and kill you the very nanosecond my invincibility wears off. Very very bad idea. Have you ever played something with spawn invincibility and somewhat random spawns? It means that every time you run into someone that just spawned (unless they completely suck) you die.
Note that "every time" is an exageration because at minimum 50-70% of the console gaming population suck ass at shooters, but you get my drift

If you give me 1 second invincibility on respawn, i can guarantee you, that i will kill you every single time i get revived by a medic. Especially with the netcode that KZ runs on, (the guy being revived will know his invincibility is up before you can due to lag and the network chosen).
Its particularly annoying if your a half decent player, and you know that your getting killed by some noob because he has an unfair advantage.

The problem is simply that most people play to level their own character, not to win as a team. Thus, medics will always revive if they get kudos for it, no matter if it actually benefits somebody or not. Just letting you say no to a revive fixed this without breaking gameplay. Which invincibility does.
Let's say, within that 1 second window, you could kill 1 person every time you are revived. That would make it worth being revived, wouldn't it? Or, would you rather 1 death on your record every time? 1 second invincibility is far from anything but balance. As it stands right now, you can die before you fully stand up. Someone loses. There is no other presented idea where everyone on the team wins. Also, when you are revived, your back is almost always to the enemy. You say you can still kill within 1 second. I'm just saying, I would like to see that.
 
If you give me 1 second of invincibility, i will put my gun to your head, and kill you the very nanosecond my invincibility wears off. Very very bad idea.
huh
OK I can see for a person being invulnerable for 1 or so secs after they spawn.
But during that time, surely you cant shoot.
So whats the issue?
After the second wears off, player A can shoot player B & player B can shoot player A i.e. even stevens
 
Let's say, within that 1 second window, you could kill 1 person every time you are revived. That would make it worth being revived, wouldn't it? Or, would you rather 1 death on your record every time? 1 second invincibility is far from anything but balance. As it stands right now, you can die before you fully stand up. Someone loses. There is no other presented idea where everyone on the team wins.

Actually, my KD in shooters is generally above 2, so me getting revived in a stupid spot, kiling one guy, then getting killed, is technically a bad deal for me.

The point here is though, not me ruining my ratio. Its the guy who killed you who will now die, simply because you are invincible\youc can time your invincibility (if weapons are disabled) . Not because you are better than him this is extremely frustrating.

There is no other presented idea where everyone on the team wins.

Yes, let me choose when to be revived. Everyone wins, except for the medic who only cares about his own xp.
Also, when you are revived, your back is almost always to the enemy. You say you can still kill within 1 second. I'm just saying, I would like to see that.

If your unable to turn around and locate the enemy within that second (given that they haven't run away but then the whole revival thing works out) i would really like to see how you play shooters in general. Because frankly anybody with decent aim should be able to this.

Either way, i have played games with such protection (invincibility\no weapons upon spawn) and if you are unfortunate enough to run into someone just spawning, you have a 90% chance of death, unless the other guy is retarted. GRAW1 or GRAW 2 had this setup, (no revives thought, but random spawns if you play ffa). If my KD was about 3.0 in those games, and running into a spawned guy turns this into 0.1, there is certainly a big imbalance.

The real problem is due to the fact that the guy being invincible knows where the guy who killed him his, and that he can certainly time his invincibility better than the guy killing him. Its not so much a problem in a situation where you get revived, but you had gotten sniped from a far away distance and cannot locate him instantly.
 
Last edited by a moderator:
huh
OK I can see for a person being invulnerable for 1 or so secs after they spawn.
But during that time, surely you cant shoot.
So whats the issue?
After the second wears off, player A can shoot player B & player B can shoot player A i.e. even stevens

The issue is created because the guy getting the revival has better ability to time his invulnerability than the other guy. Lag will also be quite a deal breaker here with kz's netcode.


You will not win this as the guy waiting for the other guys invulnerability to wear off, if everything else is equal. Trust me. In no game where such protection is on, it is hard to win such an encounter, unless the enemy doesn't know you are there.
 
You can't tell exactly where your enemy is when revived, due to revival spinning you around. As you start to get up, you are turning your back to the enemy. That means the enemy already knows you are getting up, if he/she is still standing in the same spot. It takes you at least .5 sec to stand up with your back turned to the enemy. It takes about another .5 sec to spin your weapon 180 degrees back towards the enemy. Anyone would be soooo dead in that case. If you would want to waste that time trying to turn around instead of getting to safety, that would be your call. I just don't see how it's reasonable to think you can to so much in so little time (considering you have no control over the animations).
 
You can't tell exactly where your enemy is when revived, due to revival spinning you around.
You know where he was a split second ago. While you dont know his exact location (cuz he could have moved), considering how slow paced KZ is, he certainly cannot have moved by a lot. You know more or less where he is.

As you start to get up, you are turning your back to the enemy. That means the enemy already knows you are getting up, if he/she is still standing in the same spot.

Yes, he knows im getting up, but due to the nature of the netcode, i will know before he does.
(which is build on the same basic crap as most console shooters, which doesn't really create true serverside games where the only thing that matters is your ping to the host. ).

It does not take half a second to turn 180 degrees?!?!?!?! I only played the beta, but you could turn faster than that on max sensitivtiy.
 
Last edited by a moderator:
I dont see how 1 sec of invincibility is a bad thing. Like Lucid mentioned earlier, when you revive, you stand up with your back to the enemy. It takes about .5 sec to stand up so if you revive in front of him all he has to do is fire while you're standing up and you will die once your invincibility wears off.

I still contend that reviving should not count as a death. Otherwise its safer to just respawn.
 
Back
Top