KILLZONE 2 - input lag now? if you want a reskinned COD4, go play WaW

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SolidSnakex said:
The shotgun is horrid. It's only useful up close and anyone that has spent a good deal of time with that rifle I posted will cream a shotgun player.

At close-range the shotgun completely dominates.
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I'm not in the beta but the shotgun makes a devastating sound when fired in the videos, is it that powerful?, because I'm sick of sissy shotguns like the ones in Halo and Resistance.
 
Kittonwy said:
At close-range the shotgun completely dominates.
angry.gif

You've got to get close first. :)

SSM25 said:
I'm not in the beta but the shotgun makes a devastating sound when fired in the videos, is it that powerful?, because I'm sick of sissy shotguns like the ones in Halo and Resistance.

If you're up close you'll drop someone with a single shot.
 
SolidSnakex said:
You've got to get close first. :)

Close is obviously relative. I have gone down from one shot while at full health (no headshot) from a pretty good distance. I have difficulty with the shotgun at the range that I sometimes get taken out at. Perhaps this is a lag issue . . . I don't know, but sometimes I feel like the shotgun is good at midrange.
 
Ah, okay. It's just that at the end of that gif before it loops it looks like the game goes into bullet time. That last image where the body is slowly falling while getting torn apart reminds me of that.

Loudninja said:
bullet time?

It's Matrix/Max Payne/F.E.A.R. effect where you can slow down time and shoot.
 
Kuroyume said:
Ah, okay. It's just that at the end of that gif before it loops it looks like the game goes into bullet time. That last image where the body is slowly falling while getting torn apart reminds me of that.

I see where you could have thought that.
 
the_prime_mover said:
Close is obviously relative. I have gone down from one shot while at full health (no headshot) from a pretty good distance. I have difficulty with the shotgun at the range that I sometimes get taken out at. Perhaps this is a lag issue . . . I don't know, but sometimes I feel like the shotgun is good at midrange.

Most video games highly exaggerate the size of the spread of a shotgun. Think about it, people shoot birds out of the sky with shotguns. The spread is due to the inaccuracy of the individual shots, not because the shell is made to spread out in a cone shape.

If what you say is true, it sounds like a nice change of pace from most shotguns.
 
Kuroyume said:
Ah, okay. It's just that at the end of that gif before it loops it looks like the game goes into bullet time. That last image where the body is slowly falling while getting torn apart reminds me of that.
Yeah, but never judge the speed from gif.
Funny that firefox and IE or on your computer all different speed in gif.
 
ianp622 said:
Most video games highly exaggerate the size of the spread of a shotgun. Think about it, people shoot birds out of the sky with shotguns. The spread is due to the inaccuracy of the individual shots, not because the shell is made to spread out in a cone shape.

If what you say is true, it sounds like a nice change of pace from most shotguns.
The choke on the end of the shotgun controls the spread. From narrow to very very wide.
 
ianp622 said:
Most video games highly exaggerate the size of the spread of a shotgun. Think about it, people shoot birds out of the sky with shotguns. The spread is due to the inaccuracy of the individual shots, not because the shell is made to spread out in a cone shape.

If what you say is true, it sounds like a nice change of pace from most shotguns.

Actually ... the gun is designed to have a spread. There's no singular bullet being spun out of a barrel which causes the inaccuracy. However, there are ways of controlling the spread size through chokes in the end of the barrel. Some chokes have a tight patter and have further range, but are more difficult to shoot. Others are for rookies with wide patterns but shorter range. Then you have to consider size of the shot and, size of the load. A high base shell with buck shot will act differently then a dove load with a low base.

Either way ... I've been shot by a dove load at about 30-40 yards. All it did was SERIOUSLY piss me the hell off.
 
ianp622 said:
Most video games highly exaggerate the size of the spread of a shotgun. Think about it, people shoot birds out of the sky with shotguns. The spread is due to the inaccuracy of the individual shots, not because the shell is made to spread out in a cone shape.

If what you say is true, it sounds like a nice change of pace from most shotguns.

i thought hunters use slugs
 
Fenderputty said:
Actually ... the gun is designed to have a spread. There's no singular bullet being spun out of a barrel which causes the inaccuracy. However, there are ways of controlling the spread size through chokes in the end of the barrel. Some chokes have a tight patter and have further range, but are more difficult to shoot. Others are for rookies with wide patterns but shorter range. Then you have to consider size of the shot and, size of the load. A high base shell with buck shot will act differently then a dove load with a low base.

Either way ... I've been shot by a dove load at about 30-40 yards. All it did was SERIOUSLY piss me the hell off.

Well . . . the shotgun in KZ2 seems to be very powerful if you make a direct hit from anywhere up to about 15-20ft. After that you may need 2 shots, and from close range you can do very little damage if the reticule isn't directly on the target. I just played a round where I only used the shotgun and I was a monster. I think that my earlier assessment did not properly account for the speed of the shot plus the direction/momentum of the target. The shotgun will definitely be a force to recon with if you aren't watching your corners.
 
ianp622 said:
Most video games highly exaggerate the size of the spread of a shotgun. Think about it, people shoot birds out of the sky with shotguns. The spread is due to the inaccuracy of the individual shots, not because the shell is made to spread out in a cone shape.

If what you say is true, it sounds like a nice change of pace from most shotguns.

It's cuz they use bird shot :|

Where are my shotgun slugs? 1 hit kills from long range :lol
 
Fenderputty said:
Actually ... the gun is designed to have a spread. There's no singular bullet being spun out of a barrel which causes the inaccuracy. However, there are ways of controlling the spread size through chokes in the end of the barrel. Some chokes have a tight patter and have further range, but are more difficult to shoot. Others are for rookies with wide patterns but shorter range. Then you have to consider size of the shot and, size of the load. A high base shell with buck shot will act differently then a dove load with a low base.

Either way ... I've been shot by a dove load at about 30-40 yards. All it did was SERIOUSLY piss me the hell off.

Thanks for correcting me. I was going off of what I've heard, and I should've been more clear that I wasn't very knowledgeable in the subject.
 
FFObsessed said:
Only 2 days left!1!11!



http://i37.tinypic.com/10xh7gz.jpg[/IMG[/QUOTE]

Is there something different about how bodies fly in KZ2? For some reason the ragdolls look... ...better than in other games.

[IMG]http://i37.tinypic.com/1p732g.gif
 
roMonster said:
Is there something different about how bodies fly in KZ2? For some reason the ragdolls look... ...better than in other games.
I think it's because they have a lot more weight to them than the limp, light ragdolls in most games.
 
RoboPlato said:
I think it's because they have a lot more weight to them than the limp, light ragdolls in most games.


Yeah, was going to say the same thing. So cannot wait until the 4th. Do we know what time on the 4th info comes out (ie, the embargo ends at a specific hour on the 4th)?
 
Fix The Scientist said:
Are there any open world environments? Daytime levels? Also are there different locations (not war-torn cities)?
What about the level GG have been showing over and over again at every gaming event?
That one is daytime.

Radec Academy is not a war-torn city level, also daytime.
 
roMonster said:
Is there something different about how bodies fly in KZ2? For some reason the ragdolls look... ...better than in other games.

I talked about this a few pages back, it's one of the reasons KZ2 just looks so much more satisfying than any other shooter.

It's because they're not just using rag doll. Guerrilla are blending motion capture animations with rag doll, so you can still apply rag doll physics to the bodies but the reactions are realistic and motion capture quality. That's why the gun play just looks so much fun to me. It actually looks like you're shooting a human being whereas in games that just use rag doll it just looks like you're shooting a, well... doll!

If we don't get one huge vid just showing Helghast after Helghast getting shot to pieces, then previewers = fail.
 
So the NDA for the SP Campaign runs out on the 4th December which is tomorrow going by GMT.

When exactly will we start seeing things? Does the NDA for the 4th apply to NA or the World?

I just wonder if I will have to wait until half way through the day before seeing any footage etc.

Does anyone know?
 
roMonster said:
Is there something different about how bodies fly in KZ2? For some reason the ragdolls look... ...better than in other games.

http://i37.tinypic.com/1p732g.gif[IMG][/QUOTE]


It's a double-edged sword.


The ragdolls in Killzone 2 (and a few other games, most noteworthy being Chaos Theory) have accurate weight in them, so they fall like real bodies. Most games, even high-profile games (Halflife 2, Halo 3, Doom 3, FEAR, Crysis), feature ragdolls with unrealistic weight; so they look odd when you shoot them.

On the other hand, having low-weight ragdolls allows for interaction with them while they're on the ground. It's pretty satisfying to shoot a body and have it move under the impact. Games with real-weight ragdolls can't do that.

In Killzone 2's case, though, they've implemented a combination of ragdolls and animations, which is also a double-edged sword.

When being shot, the animations kick in, and they look great. Upon death, a ragdoll takes over. It all looks very fluid and realistic.

The con, however, is that the transition can be very rough (as seen in the beta). Sometimes the animation doesn't quite fit the ragdoll, and it looks pretty weird. In addition, once the death-to-ragdoll animation has kicked in, the shooting animation is no longer in effect, meaning shooting has no bearing on the body during the animation.


No game is perfect, but Killzone 2 has a pretty good solution overall.
 
FFObsessed said:
I talked about this a few pages back, it's one of the reasons KZ2 just looks so much more satisfying than any other shooter.

It's because they're not just using rag doll. Guerrilla are blending motion capture animations with rag doll, so you can still apply rag doll physics to the bodies but the reactions are realistic and motion capture quality. That's why the gun play just looks so much fun to me. It actually looks like you're shooting a human being whereas in games that just use rag doll it just looks like you're shooting a, well... doll!

If we don't get one huge vid just showing Helghast after Helghast getting shot to pieces, then previewers = fail.

I know about the hit response animation system. I didn't realize the animations had that so much do with the weighty feel before the ragdoll kicks in.

I cannot wait to play.
 
Does the game support custom music for both single player and multiplayer, or just multiplayer?

Also, has there been any announcement for a special edition like with Resistance 2?
 
jsrv said:
Does the game support custom music for both single player and multiplayer, or just multiplayer?

Also, has there been any announcement for a special edition like with Resistance 2?
Not sure about custom soundtracks but a collector's edition is planned, although no details as to what's inside. I'm hoping for a Helghast figure and an artbook.
 
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