[PS3] Killzone 3

Status
Not open for further replies.
There's little incentive to play a supporting role instead of doing an all out attack while playing Medic.

- He has M82
- He has the medic bot
- He can revive himself

Why would anyone want to play support when you are such a beast ?

Another problem I have with this game is the point system, suppose you play a Warzone game and you make some 7000 points or so. Now when you look at your end game statistics you'll notice that out of those 7000 points 5000-6000 will be from the Bodycount gamemode. The point is that the game rewards a bit too heavily for killing & far too less for supporting or completing objectives.

well, I try to revive as much as possible...because it gives points. and typically after a match, I get special points because I revived the most in this match!

problem of support is: the respawn time is rather short, so it is not trivial to revive someone in time. once you have revived someone it takes forever until you can revive again (charges extremely slowly)...which makes it further difficult to support.

I absolutely agree with you that objectives should give you much much more points. I already posted this suggestion in the beta forums. It should be fundamentally worth it to risk going for the objecive IMO (I think they should multiply objective points really with factor 10...so you get for instance 1500 points when you deliver a speaker!!)
 
Do they actively respond to beta testers' feedback ?

Saw a Gaffer quoted a GG's rep's response:
http://www.neogaf.com/forum/showpost.php?p=24510189&postcount=6351

"Controls are very important and have been quite the challenge," he says. "There still is some confusion about the ?weighty? feel and lag. Those two things are different. We removed the lag completely. This means that when you press a button or move a stick, things happen. This is instantaneous, as it should be. This was a problem with Killzone 2that we in part remedied with a patch. "The weighty feel and skill required to pull of shots comes from things like animation and weapon setup with things like recoil. We are carefully balancing the weapons so each retains its properties and plays into people?s preferences. We?re not done yet, and part of why we do a public beta is to get more feedback on top of all of the playtesting we have already done. "Fine-tuning this will go on for a while as it?s very important to get that right feeling. We?re looking for something that is easy to get into, and takes skill to master."

It looks like they are still working on it, instead of having a fixed idea, JardeL.
 
The sniper seems to be borked imo, also spawn camping is out of control.

how come? I was never ever killed when spawning? so what do you exactly mean with spawn camping? you basically spawn in your base, and there is no chance for an enemy to survive in your base (the bots there cannot be destroy and are super strong)...can you please explain what you are talking about, the exact situations: (mode, map) you encountered this? was your team unbalanced (2 VS 10 or something like this?)
 
how come? I was never ever killed when spawning? so what do you exactly mean with spawn camping? you basically spawn in your base, and there is no chance for an enemy to survive in your base (the bots there cannot be destroy and are super strong)...can you please explain what you are talking about, the exact situations: (mode, map) you encountered this? was your team unbalanced (2 VS 10 or something like this?)

Forgot the name of the map but the one with the Mechs. Basically we were isolated to one spawn point and the opposing teams had three Mech's making sure none got out.
 
when they have such a strong post processing effect like the grain filter - how difficult is it to make it optional...because there are some people out there who clearly don't like the grain filter?
If I remember correctly, Mass Effect allowed to switch grain filter off?
 
Forgot the name of the map but the one with the Mechs. Basically we were isolated to one spawn point and the opposing teams had three Mech's making sure none got out.

This was the Corinth River map...never happens to me so far, but I can see how this is annoying.

But i wonder what GG can do to avoid this...if the team you are playing in is so bad, you really have to be prepared to get a massive beat up!
 
This was the Corinth River map...never happens to me so far, but I can see how this is annoying.

But i wonder what GG can do to avoid this...if the team you are playing in is so bad, you really have to be prepared to get a massive beat up!

Base raping is probably a better name for it.

Yeah part of it might have been due to newbs like me and veterans taking advantage. I eventually was able to sneak out and steal two zones while they were base raping but we were already behind.

On frozen dam I was caught in a melee animation I soon as I spawned, the same guy kept coming trying to camp at our spawn point.

The only time I remember base raping being a problem in Killzone 2 was probably on the Radec Academy map but it wasn't to bad.

To stop this maybe they can implement more stationary gunners with missiles and gunfire to help guard.
 
Base raping is probably a better name for it.

Yeah part of it might have been due to newbs like me and veterans taking advantage. I eventually was able to sneak out and steal two zones while they were base raping but we were already behind.

On frozen dam I was caught in a melee animation I soon as I spawned, the same guy kept coming trying to camp at our spawn point.

The only time I remember base raping being a problem in Killzone 2 was probably on the Radec Academy map but it wasn't to bad.

To stop this maybe they can implement more stationary gunners with missiles and gunfire to help guard.

Base raping was pretty common on Tharsis-Depot . And at the upper Helghast spawn on Blood Gracht as well. So is in many team based shooters once a team gets the upper hand.
 
Yap. At that point, I went out to my friends list to look for Ostepop, concepticus-US or JardeL to join my game. The problem was they ended up in the opposite team. :devilish:

I'd be happy if GG add a proper party system with match making.

GG has already thrown out spawn grenade (Not my idea, but yay !). The Assault class needs gimping (Look at MAG's RPG !). And now there's this Medic monster to deal with. When is KZ3 due ? Do they have enough time to box everything up, including fixing framerate issues ?
 
Wait, they took out the tactician? That's basically the only way I ever broke out of a base-rape. Switch to tactician, sprint the hell out, drop two spawn grenades as far away from each other as possible, and watch the tide slowly turn. Of course, I was really good at Tactician, and people who were bad ad it (like dropping spawns facing a wall, in our base, in the middle of the battlefield, etc) drove me nuts. I didn't really have a problem with any KZ2 class. Once they nerfed Assault's armor, I didn't think it was overpowered, either. I should play that game again...I've been playing COD5 a lot lately, but it just isn't the same.

I'm not liking anything I hear about the MP in this game. Hope all those balance issues (like the super-medic) are fixed by launch day.
 
Last edited by a moderator:
Wait, they took out the tactician? That's basically the only way I ever broke out of a base-rape. Switch to tactician, sprint the hell out, drop two spawn grenades as far away from each other as possible, and watch the tide slowly turn. Of course, I was really good at Tactician, and people who were bad ad it (like dropping spawns facing a wall, in our base, in the middle of the battlefield, etc) drove me nuts. I didn't really have a problem with any KZ2 class. Once they nerfed Assault's armor, I didn't think it was overpowered, either. I should play that game again...I've been playing COD5 a lot lately, but it just isn't the same.

I'm not liking anything I hear about the MP in this game. Hope all those balance issues (like the super-medic) are fixed by launch day.

tactician is still there, but spawn grenades are not present in the beta....not sure if they add them, as there is def a demand!

up to now, tacts can capture special places and make those bases available for all to spawn
 
Played the beta for quite some time. Good they added points for killing turrets n sentry bots as they were very irritating in KZ2 as killing them would use up half of ur ammo n health and you wouldn't get anything for it. Good to have repair ability from the start for the Engineer, it is very essential to properly enjoy the maps. Mechs feel great! In fact tge only time I smiled while playing it was when I was in a mech taking my sweet revenge by pounding the Helghast Base with Rockets.

All in all, feels like an easier version of KZ2 MP. Less thinking required. But it is utterly unbalanced, something KZ2 wasn't except for the Assualt class(frankly speaking , I didn't come accross too many of them anyway). The infiltrator, when disguised, is totally unrecogniseable! 99% of my deaths were by an infiltrstor. What transpired afterwards was that we were all shooting each other after every spawn to chk if the buddy is real or not :( ! It is game breaking and stupid !
The game is very unbalanced in terms of levelling up too. Your chance of standing up to a levelled up guy are pretty slim cos those guys have numerous gadgets and abilities to help them out. At least, thats what I felt in my play time. Its as if the new players need to be more skilled than the experienced ones.
Frozen Dam is too big, Turbine is just ill-designed, ideal for base raping the ISA. Cornth Highway is the only one that feels right sized and tested a bit. Frozen Dam feels Killzone-y too but its too big to have a consistent game. Mostly all firefights happen around the stairs near the ISA base.
Overall, the feeling is of lots of untested ideas put together. KZ2 maps were absolutely tight and felt extremely tested for every situation, except for I can say "Blood Gratch", whivh had a very regular choke point and as soon as the match starts all new players can be seen throwing grenades there.
Beta feels like a average shooter, not a flagship Exclusive which wants to be the face of PS3. Too untested and raw for a public beta, IMHO.

One thing that annoys me a lot is the really aggressive object streaming ! I hate it when objects appear n dissappear right in front of me in FPSs. I was walking out of the ISA base in Frozen Dam and I saw an open window. Took three steps towards it and magically window panes appear and its closed now !!!! I took three steps back and the window pane dissappears again ! I ran towards a corner which was brightly lit and by the time I am near it, it is dark and full of KZ-trademark shadows. I take two steps back, its lit up again. Same for window grills, hanging beams and every structure being devoid of any lighting info after a certain distance. Personally , I HATE IT when any game does this. I hate AC for doing this, I hate Frontlines for doing this. But I never expected a GFX heavy title like KZ, which lives n dies by its visuals to do this. It totally breaks any believeabilty the experience has built around it. It keeps knocking a hammer in ur head that "This is a GAME ! " it breaks the immersion completely for me :mad: !

Also, MP doesn't have the "just one more round!" kinda hook to it. If I buy KZ3, it seems it'll be for its SP, and come to think of it, what have we seen of the SP? Practically nothing !!!

I know this is not a demo, but I have played almost every beta on the PS3, and this is too raw and untested for a game releasing in FEB! I had recently played some MP matches in KZ2 last week and it has a polish and pull to its gameplay which makes KZ3 MP Beta seem amateurish and dull. Hope they have the might to set things right. Its not BAD, but it ain't no KZ2 or BF:BC2 either :rolleyes: !
 
Unrecognizable infiltrator isn't an issue, you still have the name turning red & disguise flashing when you aim at the infiltrator & you still have the ability to check your mini map to see whether the guy is a friendly or not. I feel its just right & fair for the guy playing infiltrator as well, cause in KZ2 it was so poorly implemented that the disguised player screamed "hey look, I'm the enemy". You should see how they do disguises in Team Fortress 2....very very clever.
Good they added points for killing turrets n sentry bots as they were very irritating in KZ2 as killing them would use up half of ur ammo n health and you wouldn't get anything for it.
You got 1 point for destroying anything in KZ2.
Frozen Dam is too big, Turbine is just ill-designed, ideal for base raping the ISA. Cornth Highway is the only one that feels right sized and tested a bit.
Corinth Highway is bigger than Frozen Dam.
 
Unrecognizable infiltrator isn't an issue, you still have the name turning red & disguise flashing when you aim at the infiltrator & you still have the ability to check your mini map to see whether the guy is a friendly or not. I feel its just right & fair for the guy playing infiltrator as well, cause in KZ2 it was so poorly implemented that the disguised player screamed "hey look, I'm the enemy". You should see how they do disguises in Team Fortress 2....very very clever.

You got 1 point for destroying anything in KZ2.

Corinth Highway is bigger than Frozen Dam
.

Maybe it is in square meters , but the labyrinth of stairs and corridors is sure much longer on foot than Corinth Highway.

Don't remember how disguise was done in TF2. But I don't like how Infiltrator behaves in KZ3 Beta. It broke the game for us in the 2 matches we played one after the other.
 
Status
Not open for further replies.
Back
Top