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

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shadowsdarknes said:
True. Dying in COD4 was so frustrating because every scene played the same when you replayed it. That probably won't be the case for KZ2 seeing as so many different actions can affect the AI.

TRUTH. This is the reason I keep replaying it. You guys should lure a Helghan up to the balcony, then hop off and climb the stairs up after him. Just watch as he jumps ship to avoid you lol. Also, sneaking your way to the apc and slashing turret man from behind is fun too.
 
more bland pictures.

kz08.jpg

kz09.jpg

kz10.jpg

kz11.jpg

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kz13.jpg
 
[Nintex] said:
That's why the cover system is awesome as well, fire six shots, reload/take cover, fire another six shots. That usually adds up to 12 kills. It's a bit tricky when they close in on you though, every shot has to count.

Yup. I can't wait to play on a higher difficulty - I can imagine the tension ramping up quite a bit at times. A few minutes ago I got a Magnum headshot on a Helghast with the final round in the chamber while he was running towards me, and his head snapped back forcefully and the momentum sent him sliding forward on his knees. Pretty much as satisfying a kill as I've had in any shooter. The gunplay in Killzone 2 is king at this point, as far as I'm concerned.

I'd kill for a replay mode in this game, though I guess it would be too taxing on the frames to be actively recording stuff.
 
shadowsdarknes said:
True. Dying in COD4 was so frustrating because every scene played the same when you replayed it. That probably won't be the case for KZ2 seeing as so many different actions can affect the AI.

I haven't played the game so I cannot attest to whether or not this is true, but Chris Remo from Gamasutra and Idle Thumbs says this is not the case on the 2nd latest podcast. He claimed that the AI behaves the same way every time (after you die, etc). Again, I don't know the validity of this but there you go.
 
Loudninja said:

Well at least we know where the thread will go from here:

lowrider007 said:
My eyes are genuinely watering at how entertaining this this thread is,

This game is gonna be the best thing since slice bread 1111!!11oNe1111

Too many giffffffsss 1111Oneee!!!!!!11!!

The reviewers are biased I tell ya !!111!oNE111

Demo O M G 111!!!1!!!!1OneE!!!1

Edge are gay !1!!!111one111

The demo lagzzz 11!!!111111

No it doesn't 1111!!11oNEE!!!!

Yes It Does !!1!1!!!!!11!!OnE

No It fucking doesn't !111!!!!!!!1!!1OnE

Yes it fucking does !!!!!!!11!!OnEe!!1

This commercial sucks Sony really dropped the ball./Holy Shit Sony finally figured out what a good commercial is
 
Zeliard said:
Yup. I can't wait to play on a higher difficulty - I can imagine the tension ramping up quite a bit at times. A few minutes ago I got a Magnum headshot on a Helghast with the final round in the chamber while he was running towards me, and his head snapped back forcefully and the momentum sent him sliding forward on his knees. Pretty much as satisfying a kill as I've had in any shooter. The gunplay in Killzone 2 is king at this point, as far as I'm concerned.

I'd kill for a replay mode in this game, though I guess it would be too taxing on the frames to be actively recording stuff.
Just imagine the input lag!! It would be liek crazyyy eeehehhhhhh :ooooooo






(j/k)
 
DevelopmentArrested said:
I haven't played the game so I cannot attest to whether or not this is true, but Chris Remo from Gamasutra and Idle Thumbs says this is not the case on the 2nd latest podcast. He claimed that the AI behaves the same way every time (after you die, etc). Again, I don't know the validity of this but there you go.

Completely wrong
 
I'm pretty sure anyone that wanted the demo already downloaded it from EU Store, but I just got a code so here it goes:

TC5F-BKB2-AD2C
 
DevelopmentArrested said:
I haven't played the game so I cannot attest to whether or not this is true, but Chris Remo from Gamasutra and Idle Thumbs says this is not the case on the 2nd latest podcast. He claimed that the AI behaves the same way every time (after you die, etc). Again, I don't know the validity of this but there you go.

No thats not true at all.
 
DevelopmentArrested said:
I haven't played the game so I cannot attest to whether or not this is true, but Chris Remo from Gamasutra and Idle Thumbs says this is not the case on the 2nd latest podcast. He claimed that the AI behaves the same way every time (after you die, etc). Again, I don't know the validity of this but there you go.


The AI acts the same way after death in the demo too. it reacts to stuff well, but its definitely very scripted.
 
DevelopmentArrested said:
I haven't played the game so I cannot attest to whether or not this is true, but Chris Remo from Gamasutra and Idle Thumbs says this is not the case on the 2nd latest podcast. He claimed that the AI behaves the same way every time (after you die, etc). Again, I don't know the validity of this but there you go.

No, it's completely unpredictable. I've never been able to 'get' what the Helghast are doing.
 
DevelopmentArrested said:
I haven't played the game so I cannot attest to whether or not this is true, but Chris Remo from Gamasutra and Idle Thumbs says this is not the case on the 2nd latest podcast. He claimed that the AI behaves the same way every time (after you die, etc). Again, I don't know the validity of this but there you go.

They don't behave the same at all, they just enter in from the same direction every time. That's the only part that's scripted.
 
I have probably played this Warehouse sequence about 15 times now :lol

I mentioned earlier that I was not impressed with the AI because they are not aggressive enough, but after multiple playthroughs I am really quite impressed with how the enemy adjusts to my tactics. When you are tasked with protecting your buddy while he hacks the door, I proceeded to run around to the far side of the warehouse (by the barrel) and go to the little room at the bottom of the stairs ... the AI adapted quite well ... they threw nades in the windows and also tried to flank my right where the door opening is .... I had to ditch that spot and run up the stairs and take them out from above. I still kind of wish the AI was a little more aggressive up close, though ... it's like it takes them too long to recognize that you are coming at them .. they are already locked into their peek-a-boo cover routine to notice

Zeliard: Precisely.
 
Mamesj said:
The AI acts the same way after death in the demo too. it reacts to stuff well, but its definitely very scripted.

Well sure it's scripted but they don't act the same. Helghan B sometimes rushes and flanks or sometimes retreats and throws a grenade. I've played so many times and have noticed times when it felt too easy and other times I was faced with so much from all angles.
 
Raist said:
Wait, so KZ2 has less input lag than any other 30fps game ?

omg :lol
I think it's in line with most of them (8/60). His video that shows 5 frame delay was probably 30FPS video, and there's one frame of delay added by TV (which is subtracted from the results in Gamasutra article). So that would mean 4 frames of delay caused by game, which equals 8/60.
 
MoonsaultSlayer said:
Well sure it's scripted but they don't act the same. Helghan B sometimes rushes and flanks or sometimes retreats and throws a grenade. I've played so many times and have noticed times when it felt too easy and other times I was faced with so much from all angles.

So true.
 
Thread needs more ELPRESIDOR!

I told him that watching his video made buy a ps3 and a can of scoal.
He gave me some pointers on which chewing tobacco was better.

Finally, I can tackle this game with a mouthful of chew that ELPRESIDOR uses. If that doesn't get rid of the flick lag, I don't know what will.
 
blindrocket said:
I like how you can tell that you are about to run out of ammo and need to reload just from the sound of the gun. :D
Yes
One of those little design choices that makes perfect sense. :D
 
ashism said:
Thread needs more ELPRESIDOR!

I told him that watching his video made buy a ps3 and a can of scoal.
He gave me some pointers on which chewing tobacco was better.

Finally, I can tackle this game with a mouthful of chew that ELPRESIDOR uses. If that doesn't get rid of the flick lag, I don't know what will.

I can't wait to see his video response to the input lag debate.
I predict epic one liners.
 
I like playing with the HUD off but it just doesn't work very well for a game environment (i.e. the context sensitive control prompts don't show up and you can't tell when you're running low on extra ammo).
 
Justin Dailey said:
I like playing with the HUD off but it just doesn't work very well for a game environment (i.e. the context sensitive control prompts don't show up and you can't tell when you're running low on extra ammo).
Yea they should allow you to keep SOME things on. It shouldnt be all or nothing. For instance, without surround sound you cant tell where youre squad mates are when theyre down.
 
Justin Dailey said:
I like playing with the HUD off but it just doesn't work very well for a game environment (i.e. the context sensitive control prompts don't show up and you can't tell when you're running low on extra ammo).
I can understand the context sensitive complaint, but ammo, really? That's the point of hudless, you are supposed to get a feel for the clip size and keep reloaded. Never knowing exactly how much is in there unless you were counting is half the fun.
 
Justin Dailey said:
I like playing with the HUD off but it just doesn't work very well for a game environment (i.e. the context sensitive control prompts don't show up and you can't tell when you're running low on extra ammo).
Yeah same here, at first I had everything off.. now I turn off everything but the HUD.

Makes weapon pickups much easier.
 
Was anyone else with the demo not able to see the Helghast symbol when they make you set up the brightness? I was thinking it might be because its meant for PAL TV's?
 
Raist said:
Wait, so KZ2 has less input lag than any other 30fps game ?

omg :lol
The test I did would put it at about 6-7/60ths, closer to 6 though....so...KZ2 lags less than their tests by my tests, though I don't know what type of monitor they used. More than Resistance though, which I also tested.

Too many variables between the two setups, but it certainly seems now that after some more testing, the lag is no more than normal.
 
jett said:
This. They will know...that the KZ2 thread belongs to those who actually like the fucking game.
Doesn't this go for all official threads? I mean, it doesn't make any sense to post in an official thread about a game you don't like, nor have to play.

But what do I know. I'm 16.
 
Dax01 said:
Doesn't this go for all official threads? I mean, it doesn't make any sense to post in an official thread about a game you don't like, nor have to play.

But what do I know. I'm 16.

lol.
 
DevelopmentArrested said:
I haven't played the game so I cannot attest to whether or not this is true, but Chris Remo from Gamasutra and Idle Thumbs says this is not the case on the 2nd latest podcast. He claimed that the AI behaves the same way every time (after you die, etc). Again, I don't know the validity of this but there you go.

You know, from reading his posts here he seemed like a decent pseudojournalist.

I should've known better.
 
Blu_LED said:
Was anyone else with the demo not able to see the Helghast symbol when they make you set up the brightness? I was thinking it might be because its meant for PAL TV's?
Your TV is not calibrated correctly or you have Full RGB selected in the Display setup and your TV doesn't support it.
 
Schrade said:
Your TV is not calibrated correctly or you have Full RGB selected in the Display setup and your TV doesn't support it.
I have a 42" Panasonic plasma. That wouldn't support Full RGB? I've never had this problem when setting up brightness in games like Bioshock.
 
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