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In SP, it plays like a faster, lighter weight and more pleasant KZ2. Haven't encountered hints of infinite spawn yet.
It feels more pleasant because the colors are (more) vibrant in some areas. You'll be fighting in daylight more (and less corridor-wy). Plus you can sprint fast, quite a bit faster according to my memory.
Haven't played enough MP to comment. I suspect the new game is more suitable for clan war.
EDIT: In normal mode, the AI hide behind cover pretty well. I got ambushed 2-3 times. Waited a brief moment and thought I had cleared out the area, but one would sprang from behind to surprise me.
Does the Sharpshooter have better placement for the duck/cover button? I really like to play KZ3 with the Move, after getting used to it, feels so much better and natural than DualShock, but with the pistol attachment some moves are a bit of a hassle. Without the attachment it's better, but doesn't feel quite so good as you don't feel like holding a gun but a remote controller.
Sometimes the AI would try to sneak around cover, you go looking for him one way he might come behind you.
The capture troopers are scary.![]()
Gameplay:
Increased the number of melee kills needed to unlock Increased Accuracy
StA-3 LMG has had its spread increased and overall accuracy lowered
Lowered the range and recoil of the LS-57 SMG
Silent Footsteps has been removed as a ribbon and is now an unlockable skill
Capturing a Capture and Hold area in Operations will award the same amount of points as it does in Warzone – it was previously worth less
A specific screen has been added to inform players when a Skill has been unlocked
Medic: The LS-57 SMG replaces their previously equipped StA-11 SMG
Medic: The M224-1A LMG replaces their previously equipped LS-13 Shotgun
Engineer: The StA-11 SMG replaces their previously equipped LS-57 SMG
Tactician: The LS-13 Shotgun replaces their previously equipped M224-1A LMG
Tactician: Neutralizing and capturing Tactical Spawn Areas now have two different timers, allowing you to neutralize the ownership away from the enemy faction quicker
Tactician: Spot & Mark has been rebalanced - it will now ‘pulse’ like a sonar for 30 seconds, rather than stay constantly active during its duration
Infiltrator: Disguise ranges for each rank has been adjusted. At rank 1, any player can see through Disguise when targeting the Infiltrator. At rank 2, a player must be within 30m range. At rank 3, a player must be within 15m range. Additionally, Disguise at rank 2 has had its timer set to ‘indefinite’ and is no longer based on a timer.
Infiltrator: The sprint speed modifier earned from Survivalist has been decreased
New online trophies can be unlocked from the Retro Pack DLC
Kick-voting has been added to online matches
Experience points earned for completing mission objectives has been increased
Clans and Squads:
You can no longer rejoin a clan match that has already finished
Current clan ratings are more accurately reflected at the beginning of the match
Players will no longer start the game in a squad by themselves
Clan matches will no longer end in a draw if one clan quits out (therefore forfeiting) before the remaining clan is able to score points in Guerrilla Warfare
You will no longer hang after pressing the Start button right after accepting a clan invite on the region select screen
Network Issues:
Network errors experienced during the open beta, such as 20002 and 8001, should no longer occur
A 30 second time-out has been added to Multiplayer “joining” screen, should you experience an interruption in your connection
Players that don’t have the Retro Pack, who tried joining a friend who was currently playing on a Retro Pack map, will no longer receive a network error code
General Bugs:
You will no longer have the “Your Faction Has Won/Lost” image roll over into subsequent matches
You will no longer receive multiple unlock points when the server is out of sync
You will no longer accumulate additional unlock points after everything has been unlocked
Fixed an issue that caused the menu to stop responding after switching rapidly between the career unlocks screen and the multiplayer main menu
The Bullet Damage ribbon reward is now applied to all primary and secondary weapons that fire bullets
Tactician: Fixed an issue that prevented players from re-activating Spot & Mark for 60 seconds after they were killed with it active
CAMPAIGN
Cutscenes:
Stutter issues stemming from cutscenes that were loaded from the menu have been resolved
Icy Incursion: Audio is now in sync during the cutscene played while streaming into Providence Station
Gameplay:
Improved streaming performance for a smoother gameplay experience
GENERAL
Sharp shooter:
Square button is mapped to Jump when using the Sharpshooter
Adjusted the deadzone modifier when using the Sharpshooter
PlayStation Move:
Fixed a possible crash that could occur after playing the campaign while using the motion controller
Technical:
Killzone 3 is now integrated into the PSN store
Enhanced security features included to deter cheating
MP is superb ! Won my first KZ3 warzone. Brings back good KZ2 memories but the pace is faster here. Picked medic class to specialize in first. The MP art is more similar to KZ2 than the SP (\^o^/).
I'm dying quite a lot more so far in MP than in KZ2, both with Move and DS3. I'm dying a lot more even in the retro maps which I still have some memory. For the same amount of kills, I now have about twice as many deaths.![]()
It might just be because others are playing MP with Move now and thus have much better aim accuracy ;-)
Played some more MP and not improving the K/D ratio. I guess I just haven't touched shooter MP for too long (over a year).
I also miss the old spawn system. Right now, if the side you're on doesn't put much effort in capturing spawn points, the dying and running back to objective is a chore. Trying to become tactician to capture a spawn point on my own tends to result in a lot of deaths. It was much easier to throw a spawn grenade to get more spawn points in KZ2 or make a squad to spawn on squad leader. I also happen to like what people call "clusterf**k" in KZ2. I find 2 teams spawning in/near a small objective room to have an insane shootout with explosions everywhere fun and intense.It also means a shorter kill-and-be-killed cycle so points and upgrades can accumulate faster compared with running long distances to find enemies.
ya, saw that a few days ago. one of the best KB ads.
Hilarious!!!
Ha ha... the spawn grenades ? It's the primary cause of the so called clusterf*ck in KZ2. I love and hate it at the same time. Would have preferred them to allow enemies to destroy it instead of removing the spawn grenade completely. Otherwise, GG may need to implement more tactical spawn points all over the map such that it's impossible for one team to hold all realistically.
There's no clusterf*ck if you have a good tactician, which is a rarity though, that's not a problem with the game, that's a problem with people being stupid in general.