[PS3] Killzone 3

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fov still looks kind of narrow to me, and camera position is still kind of low, makes everyone looks like a midget.
 
fov still looks kind of narrow to me, and camera position is still kind of low, makes everyone looks like a midget.

Yeah, I'll play it, but this will annoy me the whole time too (it'll make me motion sick too). Sad that the FOV wasn't messed up at all in the first game.
 
fov still looks kind of narrow to me, and camera position is still kind of low, makes everyone looks like a midget.

The camera position doesn't bother me but I too noticed that the FOV has not been increased. It was too narrow in KZ2, making everything feel claustrophobic. I was hoping they would open it up a bit in KZ 3 but seems its the same :(. Too narrow FOV sometimes makes a rather simple fight diffcult as u can't see much at all.
 
So is the Medic the only one who can immediately respawn?
If so, this is my class!

As I understand respawn time is the same, but the Medic can respawn where he died, whereas the rest only respawns at 'regular' respawn points (still meaning afaik that you can respawn near your squad leader, at engineer's mobile respawn points, etc.) .
 
As I understand respawn time is the same, but the Medic can respawn where he died, whereas the rest only respawns at 'regular' respawn points (still meaning afaik that you can respawn near your squad leader, at engineer's mobile respawn points, etc.) .

But this helps a lot, because in KZ2 spawn points were often rather bad places...so you had to spawn at the base...so you needed a long walk to the action :)

At the KZ3 forum, I asked if they include squad respawn this time (similar to BF:BC2). This is different to KZ2, because you can spawn near every squad member not only the leader - which is the right thing IMO! They did not answer, but I hope that they implement this!
 
I think the levels are all lit up and in broad daylight this time, thats why the shadows may be difficult to spot. KZ2 waz all about claustrophobic corridors where it was easily spotted, not to mention the first level shown was all night time footage.
 
Muzzle flash casting no shadows now ?
20f98uh.jpg

Here's the muzzle flash from a Walker casting selfshadow on its right leg.
 
But this helps a lot, because in KZ2 spawn points were often rather bad places...so you had to spawn at the base...so you needed a long walk to the action :)

I don't know. I am "nervous" about this feature.

I think enemies will wait for the medic to respawn and kill him again, unless it's a double death. They camp at Tactician's spawn points too.

Hopefully the medic can't pick shotgun by default. Otherwise, I see them charge into our camp in groups. >_<

At the KZ3 forum, I asked if they include squad respawn this time (similar to BF:BC2). This is different to KZ2, because you can spawn near every squad member not only the leader - which is the right thing IMO! They did not answer, but I hope that they implement this!

Yeah, but I think it's not a bad idea to break up KZ2 fights. They can degenerate into a errr... cluster-something in the objective room, especially when Tacticians and Assault Class play together. :D
 
I don't know. I am "nervous" about this feature.

I think enemies will wait for the medic to respawn and kill him again, unless it's a double death. They camp at Tactician's spawn points too.

Hopefully the medic can't pick shotgun by default. Otherwise, I see them charge into our camp in groups. >_<

Good point! I did not think of it. Probably you can see in your death cam if someone is directly waiting at your body for your to respawn, but what if a sniper hides somewhere aiming at your bodies position - you get up, sniper kills you again.
Maybe they could enable a short time of invulnerability, when you directly respawn as medic - but then you have to balance this out, that the medic does not go on rampage with his invulnerability...difficult task.
 
Yeah, but I think it's not a bad idea to break up KZ2 fights. They can degenerate into a errr... cluster-something in the objective room, especially when Tacticians and Assault Class play together. :D

But I often spend a lot of time, walking to the action...whereas in BF:BC2 you could had more choices at least, and I typically prefer indeed spawning right in the action :D
 
Yap, the spawn-on-the-spot and spawn-with-teammates feature is awesome, but they may shine best when the game is balanced.

I am not so sure of their utility in a cluster game where many people converge in one small area. It's fun in some ways, but may be a deadlock.
 
Good point! I did not think of it. Probably you can see in your death cam if someone is directly waiting at your body for your to respawn, but what if a sniper hides somewhere aiming at your bodies position - you get up, sniper kills you again.
Maybe they could enable a short time of invulnerability, when you directly respawn as medic - but then you have to balance this out, that the medic does not go on rampage with his invulnerability...difficult task.

No invulnerability, just bleed out if you don't think it's safe.
 
Good point! I did not think of it. Probably you can see in your death cam if someone is directly waiting at your body for your to respawn, but what if a sniper hides somewhere aiming at your bodies position - you get up, sniper kills you again.
Maybe they could enable a short time of invulnerability, when you directly respawn as medic - but then you have to balance this out, that the medic does not go on rampage with his invulnerability...difficult task.

invulnerability is a stupid idea. If you dont think it safe to respawn, just have the option of bleeding out.

Invulnerability, is so easily abused in such a setting, you would have no fun playing against gamers like me.
 
...which reminds me of spawn grenade. I think friendly Tacticians can redeploy existing ones now ? Is that accurate and all ?

KZ2 without Tacticians and Assault class + team spawn works for me, I think.
 
A good tactician is the single biggest factor for winning a clan match in KZ2.

I just hope that they do justice with the (fixed) tactician spawn locations in KZ3.
 
...which reminds me of spawn grenade. I think friendly Tacticians can redeploy existing ones now ? Is that accurate and all ?

KZ2 without Tacticians and Assault class + team spawn works for me, I think.

It would fix killzone 2 multiplayer for me.
So yeah if they fix those 3 factors color me hyped.;)
 
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