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

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Just played through the demo with the sens dropped down as low as it could possibly go and had much more success as far as aiming goes (headshots magically became an option again), but in order to achieve that aiming precision I needed to sacrifice any semblence of turning speed...which really is unplayable.

So now that I've come to grips with the controls and understand them, my conclusion remains which is that I hate the control scheme completely (and the button layout for that matter), and I won't be purchasing this game.

The good news is that I can sleep at night knowing that this multi-trillion dollar game was actually implemented to a design and executed on that design, I just hate that design. I can live with that.

I'm officially done shitting up your thread. My apologies for making everyone suffer.
McBacon said:
RubxQub, I don't think this is the game for you.
100% correct, good sir. But again, at least I can rest easy knowing that this game wasn't shittily made. My only fear is how many people will share my opinion in the mainstream market.

I need the PS3 to have some exclusive software that I want to play on it, and soon :(
 
Future said:
I think this confusion is why people are still debating all this after 20+ pages.

When I press jump, I expect to jump. Instead, when I press jump my knees bend and I jump a second later.

When I ram the analogue to aim left, I expect my cursor to turn left. Instead, the cursor barely moves at all and then moves left at the speed i expected some time later.

This isnt lag in the sense that the game isnt registering controls or that there is something wrong with my TV. But it is STILL lag since the expected action happens some time later after performing the action. It's control lag that is designed into the game, but still lag nevertheless. And it throws people off for the reasons mentioned in my other posts.

Tomb Raider would be a good example as a laggy Mario platformer. Like Killzone, the lag is a design choice in how fast she moves, conveying momentum, etc. And its easy to defend that design, because of course you can get used to it. But does the game play better because of it. In Tomb Raider's case, I'd say no (which is why she has gotten more responsive in the latest games). For Killzone? Cant judge exactly from the demo, but I'd assume that it works just fine from the great reviews its been getting. Its just a design choice thats gonna lead to some bad first impressions right at the start.

I'd perfectly understand the complaints if GG had arbitrarily decided to add the heaviness to certain elements of the game, but not others. They didn't, though - it permeates every facet of the gameplay. Every single thing in the game, including the core cover/shoot gameplay itself, has been balanced around your deliberate movement and aiming speed (as well as that of your enemies).

It's a very consistent design philosophy. Everybody is on equal ground.

dhelfric said:
So apparently making shit controls for realism's sake is OK for GAF now but not in the case of RE5?

There's nothing realistic about a guy with biceps larger than your head not being able to move while holding up a pistol.

Sorry Rez. :P
 
Did anyone from GG address the crouch toggle complaints yet? Even stranger since they have a zoom hold option in there.


edit: and I think there's no need for a jump button at all in a weighty feeling game like this. It basically replaces a context-sensitive "leap over cover" button, but it's not like the game has bunnyhopping or anything. :p
 
RubxQub said:
Sadly I don't think this is the case.

I played the demo over at a friend's house and he said that the controls felt "weightier" and that the shooting felt very good, meanwhile I played the same demo and immediately felt the control delay thick and heavily.

My friend who is very capable at FPS on the 360 was unable to shoot a single person in the face. He was unable to shoot people hardly at all.

Just like in real life, there's a sense of weight/momentum conveyed in this game, and it's foreign to the genre unfortunately. People are used to gun on a stick.

Your friend was probably having the problem that many do when they play a game like this, their skills were touched up. Basically every game on the 360 of this genre has medium to over the top amounts of auto-aim and sticky targeting. CoD4 basically aims the damn gun for you. Those people most of the time are not that good to snipe a headshot with a M60 across the map with it's iron sights, it's the auto-aim. It's not saying it's only on 360 games, as all those multi-platform games carry over auto-aim, and Resistance did to a degree as well, but there isn't a SOCOM nor a KZ on the 360 unfortunately. Maybe your friend is really good, but "used" to that being there and is negatively compensating for it, like I catch myself doing sometimes.

There's too much aim assist in games, and when one or two come out that actually rely on real skills moreso, then people think the game's broken. It happened all the time in the past SOCOMs, and it's going to be an issue for people with KZ2 as there's not nearly the amount of aim assist in the game that you'd feel in others. In fact, you're going to see the people that "get" the game faster will be those who played a bit of SOCOM I'm going to guess. Or, they're just good.
 
Zeliard said:
There's nothing realistic about a guy with biceps larger than your head not being able to move while holding up a pistol.

Sorry Rez. :P
Hey, I'd never argue it was realistic. ;)
 
RubxQub said:
Just played through the demo with the sens dropped down as low as it could possibly go and had much more success as far as aiming goes (headshots magically became an option again), but in order to achieve that aiming precision I needed to sacrifice any semblence of turning sp
I'm officially done shitting up your thread. My apologies for making everyone suffer.

yep.. i did that to. there is more room for subtile aiming/ movement.. but yeah.. turning speed is fucked up this way.

it's a must buy though for me.. the controls are good, but there is a slight issue that i'll get used to within an hour of playtime.. the brain adjusts easily...
 
Haunted said:
Did anyone from GG address the crouch toggle complaints yet? Even stranger since they have a zoom hold option in there.
Not going to be in, it apparently encouraged behavior during the single player campaign that GG felt wasn't i9n sync with the experience they wanted to deliver. Or something like that. It's in multiplayer, in any case.
 
J-Rzez said:
Just like in real life, there's a sense of weight/momentum conveyed in this game, and it's foreign to the genre unfortunately. People are used to gun on a stick.

Your friend was probably having the problem that many do when they play a game like this, their skills were touched up. Basically every game on the 360 of this genre has medium to over the top amounts of auto-aim and sticky targeting. CoD4 basically aims the damn gun for you. Those people most of the time are not that good to snipe a headshot with a M60 across the map with it's iron sights, it's the auto-aim. It's not saying it's only on 360 games, as all those multi-platform games carry over auto-aim, and Resistance did to a degree as well, but there isn't a SOCOM nor a KZ on the 360 unfortunately.

There's too much aim assist in games, and when one or two come out that actually rely on real skills moreso, then people think the game's broken. It happened all the time in the past SOCOMs, and it's going to be an issue for people with KZ2 as there's not nearly the amount of aim assist in the game that you'd feel in others. In fact, you're going to see the people that "get" the game faster will be those who played a bit of SOCOM I'm going to guess. Or, they're just good.
Do not question my ability to play a game without auto-aim on the console, as I just mentioned in this thread a couple posts up that I was readily getting headshots at the lowest sensitivity (and in good time as well, not lining up my shot for an hour).

And again, the weight argument makes no sense to me considering that the same mechanics are applied when you are holding the knife or the pistol.
 
RubxQub said:
Just played through the demo with the sens dropped down as low as it could possibly go and had much more success as far as aiming goes (headshots magically became an option again), but in order to achieve that aiming precision I needed to sacrifice any semblence of turning speed...which really is unplayable.

So now that I've come to grips with the controls and understand them, my conclusion remains which is that I hate the control scheme completely (and the button layout for that matter), and I won't be purchasing this game.

The good news is that I can sleep at night knowing that this multi-trillion dollar game was actually implemented to a design and executed on that design, I just hate that design. I can live with that.

I'm officially done shitting up your thread. My apologies for making everyone suffer.

Heh, I think the key is that this game isnt about lining up successive headshots. Game started to get fun for me when I stopped trying to tag fools from a distance, and used cover and movement to get closer to targets and increase my chances to hit. And then you aim near the head, which may land the headshot...or may not. Probably similar to firing a real gun. If you want guaranteed results, knife em.

EDIT: This seems like obvious FPS strategy, but it really isnt. In many games, you tend to use guns with scopes to nail guys from afar and then proceed. Thats why the battle rifles, sniper rifles, and OG pistol in Halo got so much play. Lowering their effectiveness means you cant rely on shooting at high distances, and need to move in closer to get kills. Cover system in Killzone makes this more possible than other FPS
 
Future said:
When I press jump, I expect to jump. Instead, when I press jump my knees bend and I jump a second later.

Yes, just like in real life, when you go to make a jump in the real world you don't jump straight away, you can't you, also another thing that is awesome about the jump is when you jump off a high ledge, he also bends his kness even more upon landing to help soften the impact which is pretty dam cool.

I really don't see how that's an issue, unless of course your not a fan of the fact that it's a more realistic jump and would prefer it not to be, but honestly, once you get used to it makes jumping in COD4 feel like your a bouncing camera.


EDIT: Although, I do still think the Killzone jump doesnt happen when you tap the button quickly all the time, and I'm not sure whats up with that.

That I'll agree with, I did notice a few times that it didn't register the jump command, but that was usually only if I spamming the jump button.
 
Wouldn't necessarily say that RE5's controls are realistic but they are made in a certain way to make you feel in danger.
 
The best advice to people who are having trouble with the controls would be to stop screwing around with the settings and just play the demo a few times on the default settings. If you keep changing the controls every tme you play, you'll never get used to them.
 
Rez>You said:
Not going to be in, it apparently encouraged behavior during the single player campaign that GG felt wasn't i9n sync with the experience they wanted to deliver. Or something like that. It's in multiplayer, in any case.
>:(


I think it's just uncomfortable to hold the L2 trigger while popping out, aiming and shooting. Pity.
 
Zeliard said:
I'd perfectly understand the complaints if GG had arbitrarily decided to add the heaviness to certain elements of the game, but not others. They didn't, though - it permeates every facet of the gameplay. Every single thing in the game, including the core cover/shoot gameplay itself, has been balanced around your deliberate movement and aiming speed (as well as that of your enemies).

Which is why I said it probably works for this game ;). Thats why it doesnt work in tomb raider...because the levels sometimes demanded Mario like responsiveness. Killzone looks like it doesnt, but its still gonna rub a lot of people wrong at first. Hopefully they get over it, cuz this is some good AI
 
Dever said:
The best advice to people who are having trouble with the controls would be to stop screwing around with the settings and just play the demo a few times on the default settings. If you keep changing the controls every tme you play, you'll never get used to them.
In all fairness, all experience up to this point has caused us to think that if something doesn't feel right with the controls we should tinker with the settings (turn speeds, sensitivity). It just so happens that this game controls equally as oddly regardless of what sensitivity you put it on, so you'll never quite feel at home until you play it through with the same settings (as you mentioned).
dhelfric said:
Wouldn't necessarily say that RE5's controls are realistic but they are made in a certain way to make you feel in danger.
Correct. It's a design decision that you either agree or disagree with.
 
Always-honest said:
yeah, i know. but these are the movements that need to happen fast as well as subtile. that's not that easy with these controls. but i will be fine.. it's faaaaaaar from a dealbreaker..
for me it's an almost perfect marriage between CoD4 and Rainbow 6 with a lot of extra juice


I need to add some perspective to this. You guys have only played with rifles in the demo. And rifles are not that great during fast, close quarter confrontations. Now this is why sub machine guns are for. And in Killzone 2 sub machine guns react faster to inputs. Camera moves faster. They are less accurate at long distances obviously, but definitely better than the rifle in close quarter combat.

I already stated how every weapon has a personality, and this is a clear example of how that personality imbues the gameplay with tacticism. With a SMG in your hands, those of you having issues with very close confrontations won't have any.

You basically have to change your combat style based on the weapon in your hands. You got a rifle? Better keep your distance from the target. You got a SMG? You need to get close to it. This is true in every FPS of course, but more so in Killzone 2 since it's not just the fire rate/accuracy being affected but the whole reaction to controller inputs and camera speed.
 
The controls actually remind me of the NBA 2k series recently. I think that's a good example of delayed inputs allowing the controls to feel more weighted and realistic.
 
RubxQub said:
Just played through the demo with the sens dropped down as low as it could possibly go and had much more success as far as aiming goes (headshots magically became an option again), but in order to achieve that aiming precision I needed to sacrifice any semblence of turning speed...which really is unplayable.

So now that I've come to grips with the controls and understand them, my conclusion remains which is that I hate the control scheme completely (and the button layout for that matter), and I won't be purchasing this game.

The good news is that I can sleep at night knowing that this multi-trillion dollar game was actually implemented to a design and executed on that design, I just hate that design. I can live with that.

I'm officially done shitting up your thread. My apologies for making everyone suffer.

100% correct, good sir. But again, at least I can rest easy knowing that this game wasn't shittily made. My only fear is how many people will share my opinion in the mainstream market.

I need the PS3 to have some exclusive software that I want to play on it, and soon :(

That's really unfortunate that you're unwilling to adapt to an issue that really isn't a gigantic departure from other shooters. If you're fine with the dual stick implementation for shooters on a console, you should be perfectly capable of adapting to KZ2's controls.

I've personally found that having the x-axis sensitivity set to about 3/4ths of the way full works fine for me.

And you're wrong about the dead zone; there hardly is any dead zone to be noticed.

You really do not have to press very hard at all to register fine movements.

I seriously don't understand how this can be such an issue for some.

KZ2 is not a twitch shooter; it is more of a tactical shooter where you're constantly using cover. Most fine aiming movements are done through the iron sights but with little to no auto-aim.
 
Haunted said:
>:(


I think it's just uncomfortable to hold the L2 trigger while popping out, aiming and shooting. Pity.
It is. But that's because the L2 and R2 simply suck. Don't blame GG though. Help yourself, buy some Gioteck Triggers.

gioteck-real-triggers-for-ps3-preview-20080930033704246-000.jpg
 
dhelfric said:
Wouldn't necessarily say that RE5's controls are realistic but they are made in a certain way to make you feel in danger.

yeah.. maybe they should have made them mirrored and backwards... even more dangerous..
 
RubxQub said:
Just played through the demo with the sens dropped down as low as it could possibly go and had much more success as far as aiming goes (headshots magically became an option again), but in order to achieve that aiming precision I needed to sacrifice any semblence of turning speed...which really is unplayable.

It's true that turning speed at default sensitivities is slow, especially when it comes to making a 180. The thing is, how often have you found yourself with enemies behind you in the demo? I'm not sure how often it'll happen in the full game, but I'm guessing GG mainly designed it so that it would be a rare case more often than not, at least in single-player. Other set pieces and combat scenarios in the full version could be wider-spaced, though, which would leave the Helghast with more room to flank (and possible get behind you). Remains to be seen, or maybe TTP can confirm.

Could be a different story in multiplayer, where 180 turning speed would be a lot more critical, though I've heard things are sped up a bit there.
 
Private Hoffman said:
That's really unfortunate that you're unwilling to adapt to an issue that really isn't a gigantic departure from other shooters. If you're fine with the dual stick implementation for shooters on a console, you should be perfectly capable of adapting to KZ2's controls.

I've personally found that having the x-axis sensitivity set to about 3/4ths of the way full works fine for me.

And you're wrong about the dead zone; there hardly is any dead zone to be noticed.

You really do not have to press very hard at all to register fine movements.

I seriously don't understand how this can be such an issue for some.
I'm unwilling to adapt because I don't like the slower pacing of the action, it's just not my type of game is all. It's the same reason I don't like sim racing gaming or flight simulators. Just makes sense that by extension I don't like a sim shooting game.

I'm not wrong at all about the deadzone. It's very clearly there and you need to move the stick a millimeter or so before you start registering, so as someone coming from a high sens history, that deadzone combined with the games accelerating aiming really messes with my traditional playstyle, and I don't want to mess up reflexes in all of the other FPS games I plan to keep playing and play in the future.

Just not my game dude, it's cool. I'm at peace with everything now.
 
Funny how controls were never an issue for me before. Not even the quick-tap games on NES. Same with tearing. Nowadays they are huge problems and for some even game breaking.

You see just what you want to see I guess...
 
Future said:
Heh, I think the key is that this game isnt about lining up successive headshots. Game started to get fun for me when I stopped trying to tag fools from a distance, and used cover and movement to get closer to targets and increase my chances to hit. And then you aim near the head, which may land the headshot...or may not. Probably similar to firing a real gun. If you want guaranteed results, knife em.

EDIT: This seems like obvious FPS strategy, but it really isnt. In many games, you tend to use guns with scopes to nail guys from afar and then proceed. Thats why the battle rifles, sniper rifles, and OG pistol in Halo got so much play. Lowering their effectiveness means you cant rely on shooting at high distances, and need to move in closer to get kills. Cover system in Killzone makes this more possible than other FPS

Regarding your edit, I don't find this to be the case at all.

The way I play the game is to take out the guys from a distance.

Perhaps my aiming has just gotten really good thanks to my extensive playtime with the beta, but a significant portion of my kills come from the iron sights at a distance. And now that I'm a bit of an expert at it, I don't find it hard at all. So getting up closer is certainly not a necessity.
 
I'd really recommend practising on full sensitivity, it's paid off for me, now I have the best of both worlds, speed and refinement, it just takes while to get used to.

EDIT -

Also agree with hoff, I hang back and take the enemies out at a distance, very rarely do I get up close and personal.
 
I think I just turned a corner and figured out the controls. I just gave the demo two more run-throughs and spent time with the slow movements philosophy.. it definitely works better.
Still don't really feel at home, nor do I really like it, but it's finally feeling predictable. And once something is predictable, I can improve it. When it felt random (sometimes using flick adjustments which just simply do not work like other games), I had no foundation to build upon.

One thing that made a huge difference, I set my controls to alt-2 (prefer this button layout), but I forgot to switch out to 'hold-zoom.' In the business we call that a 'happy accident.' I found that leaving it a toggle zoom works better with the cover system and overall just makes me think differently (and also relax my hand/aiming so I can make more gentle movements while scoped).

hmmmmm


EDIT:Also, anyone claiming there isn't a programmed dead-zone.. zoom in and do figure 8's and circles.
 
RubxQub said:
I'm unwilling to adapt because I don't like the slower pacing of the action, it's just not my type of game is all. It's the same reason I don't like sim racing gaming or flight simulators. Just makes sense that by extension I don't like a sim shooting game.

I'm not wrong at all about the deadzone. It's very clearly there and you need to move the stick a millimeter or so before you start registering, so as someone coming from a high sens history, that deadzone combined with the games accelerating aiming really messes with my traditional playstyle, and I don't want to mess up reflexes in all of the other FPS games I plan to keep playing and play in the future.

Just not my game dude, it's cool. I'm at peace with everything now.
well, ofcourse that's your choice.. but when your done playing this game, you'll adjust to the other games in no time.. so that won't be that big of a problem.. every game is different in controls.

but.. it's your decision ofcourse.
 
Always-honest said:
well, ofcourse that's your choice.. but when your done playing this game, you'll adjust to the other games in no time.. so that won't be that big of a problem.. every game is different in controls.

but.. it's your decision ofcourse.
Agreed, I'm blowing it a bit out of proportion. I just wanted this game to be my next big endeavor and I no longer feel the need to play it for extended periods of time, let alone dedicate my multiplayer time to it.
Grayman said:
Just because it is possible to adapt to the game does not mean that the stick controls are not bad.
Oh shit dude, even I wasn't going to go there :lol
 
MvmntInGrn said:
After this I'm not sure I will ever play a FPS SP campaign with a HUD. Too awesome. :D

The AI teammates have a lot of dialogue too.

Take 'em down, TAKE 'EM ALL DOWN!!!

/Garza

So very very awesome awesome. :D
 
TTP said:
This is true in every FPS of course, but more so in Killzone 2 since it's not just the fire rate/accuracy being affected but the whole reaction to controller inputs and camera speed.

My take is the way people are describing the issue is that they don't have auto/sticky aim. They can't seem to grasp also that you're a soldier, in gear, whose body weight isn't that of an average 6year old boy as well. They expect you to move very inhuman-like with rapid near full rotations on axis as well perhaps the "dance of death" that other shooters have where you juke while hopping and shooting expecting shots to the dome. The game's designed to lean to more realism to give you that added depth and feel that you're there.
 
Grayman said:
Just because it is possible to adapt to the game does not mean that the stick controls are not bad.

Just because some have difficulty adapting to the game does not mean that the stick controls are bad.
 
Zeliard said:
It's true that turning speed at default sensitivities is slow, especially when it comes to making a 180. The thing is, how often have you found yourself with enemies behind you in the demo? I'm not sure how often it'll happen in the full game, but I'm guessing GG mainly designed it so that it would be a rare case more often than not, at least in single-player. Other set pieces and combat scenarios in the full version could be wider-spaced, though, which would leave the Helghast with more room to flank (and possible get behind you). Remains to be seen, or maybe TTP can confirm.

Could be a different story in multiplayer, where 180 turning speed would be a lot more critical, though I've heard things are sped up a bit there.

There are quite a few situations where enemies come from every direction (both horizontally and vertically). Succeeding in those is not a matter of how fast you turn around to deal with them, but how clever you are in finding a spot that covers you the most while allowing you to pick up some targets. You need to try and stay at the side of the shit storm rather than in the middle, moving from cover to cover as the Higs will attempt to converge on you. When you get fired from behind your first reaction should not be turning around but get the hell out of there and find a better cover.

Same applies to multiplayer. You don't have time to turn around and kill someone who's has already opened fire at you. Unless he sucks, you will be dead (unless you are an Assault class soldier, which has double energy). You have to avoid finding yourself in this kind of situation. You have to carefully plan your route towards a given target, the one with least exposition to potential danger. Despite being a free respawn game, rushing is punished. You get detracted points for being killed. Actually, if you play safe, you can end up getting more XP than those with more kills than you.
 
J-Rzez said:
My take is the way people are describing the issue is that they don't have auto/sticky aim. They can't seem to grasp also that you're a soldier, in gear, whose body weight isn't that of an average 6year old boy as well. They expect you to move very inhuman-like with rapid near full rotations on axis as well. The game's designed to lean to more realism to give you that added depth and feel that you're there.
I'd drop the whole auto-aim schtick that you keep touting. The lack of auto aim really wasn't an issue once I put the sensitivity at a level where I could get a handle of things.

You just look like you're saying everyone who doesn't get the controls sucks at shooter games and it makes me want to go back into angry Rubx mode.
 
J-Rzez said:
My take is the way people are describing the issue is that they don't have auto/sticky aim. They can't seem to grasp also that you're a soldier, in gear, whose body weight isn't that of an average 6year old boy as well. They expect you to move very inhuman-like with rapid near full rotations on axis as well perhaps the "dance of death" that other shooters have where you juke while hopping and shooting expecting shots to the dome. The game's designed to lean to more realism to give you that added depth and feel that you're there.

no.. it's just hard to make ast subtile/small movements with these cotrols. i always turn aim assist off when i can.
 
lupinko said:
RE5's tank controls are realistic now how? :lol

Wow this thread went from Halo 3 vs Killzone 2 to Crysis vs Killzone 2 to Resistance 2 vs Killzone 2 to Gears of War 1/2 vs Killzone 2 to Call of Duty 4 vs Killzone 2 and now to Resident Evil 5 vs Killzone 2. :lol :lol
wait wait wait wait a MINUTE.

RE1 through CV had tank controls, 4 and 5 don't.
 
RubxQub said:
I'd drop the whole auto-aim schtick that you keep touting. The lack of auto aim really wasn't an issue once I put the sensitivity at a level where I could get a handle of things.

You just look like you're saying everyone who doesn't get the controls sucks at shooter games and it makes me want to go back into angry Rubx mode.

Yeah J-Rzez, we could always explain it for you again... I'm sure you, and everyone here would love that.
 
Could this analog deadzone thing be a difference in controllers?

Tried my sixaxis and DS3. DS3 responds to every analog movement I try, even if tiny. My sixaxis does not, you have to push a bit farther (not a lot or anything but enough for me to notice when I tried) to get a response.

I'm currently playing on the DS3 with full sensitivity and doing rather well, lining up shots is no issue.

lupinko said:
Take 'em down, TAKE 'EM ALL DOWN!!!

/Garza

So very very awesome awesome. :D

He is easily my favorite right now. :D
 
polyh3dron said:
wait wait wait wait a MINUTE.

RE1 through CV had tank controls, 4 and 5 don't.
RE4 and two of 5's control schemes actually have the same controls as the classic REs, just with a different viewpoint. Anyway, moving right along... ;)
 
polyh3dron said:
wait wait wait wait a MINUTE.

RE1 through CV had tank controls, 4 and 5 don't.

erm, still feels like a tank to me.... I have RE4 but found the controls crap so never played it much...at least that means RE5 is fresh if I decide to get it
 
TTP said:
There are quite a few situations where enemies come from every direction (both horizontally and vertically). Succeeding in those is not a matter of how fast you turn around to deal with them, but how clever you are in finding a spot that covers you the most while allowing you to pick up some targets. You need to try and stay at the side of the shit storm rather than in the middle, moving from cover to cover as the Higs will attempt to converge on you. When you get fired from behind your first reaction should not be turning around but get the hell out of there and find a better cover.

Same applies to multiplayer. You don't have time to turn around and kill someone who's has already opened fire at you. Unless he sucks, you will be dead (unless you are an Assault class soldier, which has double energy). You have to avoid finding yourself in this kind of situation. You have to carefully plan your route towards a given target, the one with least exposition to potential danger. Despite being a free respawn game, rushing is punished. You get detracted points for being killed. Actually, if you play safe, you can end up getting more XP than those with more kills than you.

Wait, you get detracted points for getting killed now? Can you give me a rundown of what gives you points and what takes away points?

For instance, in the beta it was:

Kills: +1
team kills: -3
Kills during bodycount: +3

etc

Grayman said:
I'm fine with the controls. Delaying input is factually bad.


Then you'll be happy to know that there is no delyed input. We've discussed this ad nauseum before, but what you're experiencing is acceleration and momentum.
 
It's really strange; the controls felt really awful to me at first, for at least two or three run-throughs. I messed around with sensitivities, layouts, et cetera, and then yesterday I simply kept everything on default exceptvI tweaked the sensitivity on both axes one notch higher.

Now, everything feels fine. Sure it is deliberate, and heavy, but it seems to work. It actually feels pretty satisfying. This game really nails the feeling of shooting something hard, at high speed, into other objects / persons.

Looking forward to playing a NEW section of the game sometime soon :)
 
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