Resistance 2

The idea that R2 competitive is downgraded, and heavily at that must be a joke.
It's changed a lot obviously. You may not like those changes, and welcome not to do so, but calling them downgrade is quite funny, especially when the game does so much more.
 
I just think that because of their ambition, they ran out of time to do everything they wanted. Anyone who believes it hasn't been downgraded, please explain me the following.

Why is there so little difference in the difficulty settings in the SP? Normal and Hard are about the same, Superhuman just replaces the regular hybrids with advanced hybrids carrying the Bullseye mark 2. As soon as you kill one you pick up that Bullseye keeping things from becoming anymore difficult. Why is are there no rewards for multiple play through's? Which are quite common in Insomniac games. No extra weapons, no multiplayer skins, ect.

Why was the beta delayed? Why weren't the many of the known bugs and glitches fixed during the beta? Why were there so few options to customize your games? Rfom has had more options to start with, and even more were requested by the community, and later provided by Insomniac. 1 hit kill game were especially popular, yet not available for R2. Why is Skirmish the only new gamemode next to DTM and CC? Dropping Assault, Breach, Conversion and Meltdown. Why was it lacking fine tuning? In Skirmish you would respawn all over the place, instead of with your squad. The grenade indicator didn't work properly. Again these were things known during the beta.
 
I just think that because of their ambition, they ran out of time to do everything they wanted. Anyone who believes it hasn't been downgraded, please explain me the following.

Why is there so little difference in the difficulty settings in the SP? Normal and Hard are about the same, Superhuman just replaces the regular hybrids with advanced hybrids carrying the Bullseye mark 2. As soon as you kill one you pick up that Bullseye keeping things from becoming anymore difficult. Why is are there no rewards for multiple play through's? Which are quite common in Insomniac games. No extra weapons, no multiplayer skins, ect.
Are those the marks of slight downgrade you speak of? OK I give you those, now can you tell me, in good conscious, they'd created less assets for SP compared to RFOM? There weren't any kind of textures in RFOM mind you. Geometry, vegetation and lighting also clearly improved. Most of the cutscenes in RFOM was nothing but moving pictures. What about voice acting?
Personally RFOM SP was much better in many ways, and it might have very well suffered from the size of R2, but that's not why I objected your first comments about so called dumped down modes of R2.

Why was the beta delayed?
Is this a sign of downgrade as well?
Why weren't the many of the known bugs and glitches fixed during the beta?
No idea what you are talking about. I haven't encountered any significant, gameplay breaking or cheater haven bug. The early days of R2 matchmaking suffered from heavy load, which may be difficult to fix during the beta. And the solution was not client side anyway.
Why were there so few options to customize your games? Rfom has had more options to start with, and even more were requested by the community, and later provided by Insomniac. 1 hit kill game were especially popular, yet not available for R2.
Obviously absence of 1 hit kill option has nothing to do with lack of time or man power, rather a conscious decision (possibly to promote berserks).
Why is Skirmish the only new gamemode next to DTM and CC? Dropping Assault, Breach, Conversion and Meltdown.
First, Skirmish incorporates both zone mode and assassination modes. Insomniac quite unsuccessfully tried to promote the new mode above all others, so that's why the other zone modes weren't available from day one.
Plus Assault and Breach was not in RFOM originally. Neither was Conversion and that wouldn't make sense in R2 anyway. Still R2 provided a number of lives setting from day one, which covers Conversion's limited life mechanics and more.

Why was it lacking fine tuning? In Skirmish you would respawn all over the place, instead of with your squad.
And what makes you think those instances were results of a bug or lack of fine tuning?
The grenade indicator didn't work properly. Again these were things known during the beta.

Again don't know what you are talking about. Indicator not indicating properly only happens when the thrower is on a laggy connection. One hit kill mechanics are difficult to predict and correct under lag, making all lag hiding business difficult.


So what about the RFOM bugs? Mall has been taken off the ranked games many times because they couldn't fix the glitch. Snow map (sorry RFOM, I forgot the name) had another forbidden place/invincibility glitch which was still there a year after the release.

There is also apparent issues of Chimera vs Chimera and Chimera vs Human.

Anyway, it seems to me, R2 MP is more successful despite much bigger competition on consoles now. RFOM online pretty much died after COD4, while R2 is holding its ground against COD4, COD5 and KZ2.
 
Why is there so little difference in the difficulty settings in the SP? Normal and Hard are about the same, Superhuman just replaces the regular hybrids with advanced hybrids carrying the Bullseye mark 2. As soon as you kill one you pick up that Bullseye keeping things from becoming anymore difficult.

I played RFOM extensively, and the AI never became more advanced, nor did it do much to really become "harder" outside of enemies dealing more damage, and you dealing less.

I also played R2 extensively in SP, and some Chimera do have different behaviors on different difficulty settins (specifically the Ravagers and Steel Heads).

Why is are there no rewards for multiple play through's? Which are quite common in Insomniac games. No extra weapons, no multiplayer skins, ect.

Actually, there were rewards. You unlocked Arcade mode, new difficulty, Super Hybrids, different rendering modes, etc. Not to mention trophies, and experience that tied into the ranking system.

Why was the beta delayed? Why weren't the many of the known bugs and glitches fixed during the beta? [/QUOTE]

The beta was delayed to better accomodate a larger user base. There were also some issues that Insomniac wanted to iron out prior to it's release (things that were present during the private beta that were fixed in the public beta).

Also, I'm curious as to what "known bugs" you're talking about. I've played the game a LOT (being in the Private Beta, Public beta, etc) and I recall a lot of things that were fixed, but not many that were left untouched.

Why were there so few options to customize your games? Rfom has had more options to start with, and even more were requested by the community, and later provided by Insomniac. 1 hit kill game were especially popular, yet not available for R2.

1 Hit Kill was removed as a design choice to improve the quality of unranked matches. Insomniac wants the unranked matches to maintain their competitive edge and playability. As you may well know, 1HK was DOMINANT in Unranked Servers on RFOM. It was nearly impossible to find any rooms that were not 1HK. The soultion to this was to remove this option entirely, which has made unranked matches much much more varied (more maps, more game modes, more players).

Why is Skirmish the only new gamemode next to DTM and CC? Dropping Assault, Breach, Conversion and Meltdown.

Meltdown is in R2. Assault was not in the game to start, it was added later via a patch. Breach and Conversion were dropped, but replaced with Skirmish. I assume this boils down to Skirmish requiring more time to make, given it's complex nature.

Why was it lacking fine tuning? In Skirmish you would respawn all over the place, instead of with your squad.

In Skirmish mode you have always been able to spawn on your team mates. Pressing L1 / R1 will cycle through players. If said player is in a fire fight, you will not spawn on him, you will spawn within your entire teams controlled area. You never spawn in random places.

The grenade indicator didn't work properly. Again these were things known during the beta.

This is an issue of latency and player connection. There is really little that Insomniac can do to improve this, but they are still trying, and it is considerably better now than it was during the beta (waaaay better). It even improved with patch 1.50. It still happens, but again, it's not something Insomniac can just snap their fingers to fix. This also happens in CoD titles, except in those games the indicator will pop up, you'll run, then you'll think you're clear, and die. Latency owns us all.
 
In Rfom's SP the difference between difficulty was, you could take less damage, chimera took more, there were more chimera, and they were more strategicly placed, they were also smarter/more aggressive. This made Superhuman a very good challenge, where as R2's Superhuman is pretty easy for what's suppose to be a difficult settling.

R2 Competitive bugs, there should still a huge list of them somewhere on myres which I'm not going to dig up. I've encountered many bugs myself, which were anywhere between being a minor nuance and making the game unplayable.

Seeing as we're likely going to disagree on the details, let me ask this. Would you say R2 lives up to Insomniac's standards of delivering high quality carefully fine tuned games? I would say they fell just short of that because they set themselves too ambitious goals.
 
In Rfom's SP the difference between difficulty was, you could take less damage, chimera took more, there were more chimera, and they were more strategicly placed, they were also smarter/more aggressive. This made Superhuman a very good challenge, where as R2's Superhuman is pretty easy for what's suppose to be a difficult settling.

R2 Competitive bugs, there should still a huge list of them somewhere on myres which I'm not going to dig up. I've encountered many bugs myself, which were anywhere between being a minor nuance and making the game unplayable.

Seeing as we're likely going to disagree on the details, let me ask this. Would you say R2 lives up to Insomniac's standards of delivering high quality carefully fine tuned games? I would say they fell just short of that because they set themselves too ambitious goals.


You must have played a different RFOM. The placement of the chimera is no different, at all. They are always in the exact same spots. The differences in their AI are extremely minor. Essentially on Superhuman, they charge in to kill you after you hit their trigger points. The reason tehy can do this is because they take more damage, so going into open cover is easier to do. The differences aren't very significant at all.

I'm extremely active on MyRes, and the list of Bugs isn't that long. The list of "complaints" however, is more extensive. I'm still curious to know what bugs you're experiencing, as the general term "bugs" is entirely too broad.

Lastly, I think R2 was a victim of development timelines rather than being over ambitious.

The ambitions that Insomniac Games had for this game were entirely achievable, and they did a great job with the alloted time. However, they did not have the time to polish things to the level that they have done other games in the past. You have to remember, this was their first time doing Co-op, and they did it BIG (in an extremely fresh manner). Selling that short is ridiculous.

Again, it had nothing to do with their ambitions or choices, and had everything to do with the time. Insomniac is perfectly capable of delivering on their promises, and they did, however, as is the case with each and every game that is ever released, more time could have done them well.

Unfortunately, the team still working on R2 is smaller than the original team, because those members have moved on to Ratchet and Clank: ACiT.
 
Would you say R2 lives up to Insomniac's standards of delivering high quality carefully fine tuned games?
I don't think R2 in any significant way deviated from what Insomniac had delivered before it.
In fact for what it is, I would consider R2 Insomniac's biggest achievement ever, by far.

Fine tuning you say? R1 MP had more obvious examples of imbalance than R2. Some were corrected in patches, only to be replaced by others.

Needless to say, R2 has some pretty poor design decisions including a few unacceptable ones since R1 had them right. Indeed I'm sure some are just "cheap and lazy" decisions purely based on resource constraints. Some others are soulless, copycat decisions because people think they were cool in other games.

In the end, I'd argue most of the wrongs of R2 have nothing to do with time or capability but with Insomniac's perception in the community and maybe lack of confidence to some extend.

Still, I don't think R2 is any lesser than Insomniacs previous efforts or even other games out there what seem to be universally accepted as superior as a whole package.
 
Hey the_con, thanks for the quick game. I don't get to play much these days. Thank god it's nearly Friday. Who are your clan mates ? I saw about 10 in our party last time. Are they people in your unit ?
 
I am close to getting my medic to lvl30 now, I hope that Insomniac comes with a coop update soon if not this game is probably going to be rested for awhile.
 
I am close to getting my medic to lvl30 now, I hope that Insomniac comes with a coop update soon if not this game is probably going to be rested for awhile.

What about the other 2, the Spec Ops and Soldier. I am on R2 all the time if anybody wants to join in. I play CO-OP and Competitive.

psn id - gazsix, here is my stats:

CO-OP:
Level 30 in all 3 Classes
Obtained All the Medals
Obtained All Ribbons

Competitive:
Currently Level 24
Ranked Matches - Only need another 4 Medals
Ranked Matches - Obtained All Ribbons

Campaign:
Completed on All Levels

Trophies 37 out of 39
 
What about the other 2, the Spec Ops and Soldier.

Already lvl 30 :) I do not play competitive and campaign does not really draw me into playing it again. When I reach the lvl30 medic I guess I will miss the survive 300 coop mission medal and the 30 stalker kills medal.
 
Already lvl 30 :) I do not play competitive and campaign does not really draw me into playing it again. When I reach the lvl30 medic I guess I will miss the survive 300 coop mission medal and the 30 stalker kills medal.

this medal took me ages to get but was will worth it, I am now focusing on the 10000 kills to get my last trophy, only 1000 more to go.
 
OK I give you those, now can you tell me, in good conscious, they'd created less assets for SP compared to RFOM? There weren't any kind of textures in RFOM mind you. .

What are you talking about? there are obviously textures in RFOM, as there is in any 3d game ?

Without textures, the game would look like this:
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Already lvl 30 :) I do not play competitive and campaign does not really draw me into playing it again. When I reach the lvl30 medic I guess I will miss the survive 300 coop mission medal and the 30 stalker kills medal.

I used to play co-op exclusively. The competitive is pretty good once you get used to the gun dynamics. After that I played much more competitive than co-op.

I am not as good now though, usually ends up in the bottom half.
 
I have found competitive type of games more of being random carnage and not much fun, that is why I love coop in R2, since there is a bit more structure to it.
 
Ah, the team deathmatch encounters are random. But if you have a strong clan, they would have their favorite playing style and strategy (Each will find their own role).

For objective games, the structure is there. Again, a clan would have their favorite order and attack pattern.

For combo-objective games like Skimish, it's more fluidal and abrupt because you'd be ordered to run from objective to objective. :)


I am curious about tha_con's clan because they seem pretty tight (colleagues ?). There are plenty of opportunities to figure out a clan strategy tailored to each player's strengths and weaknesses.
 
I don't know everyone in my clan personally, but we try to keep everyone pretty tight knit. I make good use of PS Home, MyResistance, and the PSN Chat Rooms to hang out with everyone in the clan and get to know them better. Last night was kind of a bust because most of the folks were busy, but we usually have 10 or more people in our party, which makes for great nights. We had one REALLY close game last night, we lost by one kill. Those are the absolute best matches, IMO. I love them a lot.

Hopefully you'll be able to play with us next thursday! Maybe I'll see some other B3D members too!
 
I don't know everyone in my clan personally, but we try to keep everyone pretty tight knit. I make good use of PS Home, MyResistance, and the PSN Chat Rooms to hang out with everyone in the clan and get to know them better. Last night was kind of a bust because most of the folks were busy, but we usually have 10 or more people in our party, which makes for great nights. We had one REALLY close game last night, we lost by one kill. Those are the absolute best matches, IMO. I love them a lot.

Yap, I was in that fight and I contributed to the loss :devilish: (I was 2 short of a balance kill/death).

10 - 12 is nice. We used to have 20+ in RFOM. That was overpowering because some opponents would quit in the lobby when they saw such a large clan. :LOL:
Who are the top 5 players in your clan ? Man, I was so rusty last night I had to test which buttons are for aim, run, throw grenade, on the spot.

Hopefully you'll be able to play with us next thursday! Maybe I'll see some other B3D members too!

I'll definitely try ! Next week should be fine. I'd be travelling again the week after.
 
Man, I was so rusty last night that I had to test which buttons are for aim, run, throw grenade, on the spot.
That's always embarrasing in any game. Nothing instils your comrades with confidence quite like a grenade to their face first thing into a level because you hit the wrong button :oops: :mrgreen:
 
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