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

Status
Not open for further replies.
SSM25 said:
Alt 2 is my favorite, maybe I'm of the few who can use it effectively........

As soon as I start playing MP I'll go back to using Alt 2, but for the SP it's Standard 2 for me (shooting using R2 with the realtriggers is fuckawesome!)

Anyone still using the Sixaxis in this thread, WTF are you thinking!? Not only is the controller better, but the force feedback in this game is really well done. BUY IT NAO!
 
Tylahedras said:
Seem to be enough people here saying there's a difference, so I guess I'll have to pick up a Dualshock 3 and Realtriggers (54.78) + KZ2 (60$) = $114.78

Shit this game just got expensive. :lol

Add in those Caps4stix for the thumbsticks. 10 dollars for two.
 
FoxHimself said:
I'm using the Sixaxis. I've been meaning to buy a DS3 anyways, so I think I'll take your advice here! Thanks!

For me, it's as big of a difference as the giant monstrosity which was the original Xbox controller versus the newer styled "s-type" or whatever they were that were the precursor to the 360 controller. I mean it may not be a huge deal for you, but I can tell a pretty big difference.
 
Private Hoffman said:
If it's going to allow you to enjoy great PS3 exclusive games like KZ2, that's a drop in the pan.
This is the one right?

After playing through MGS4 and the KZ2 demo multiple times I think it's best for me to stick with the 360 pad. I'm proficient with the DS3 but after hundreds of hours with shooters and the 360 pad I can work that thing like an extension of my own hands. I realize I'll have to switch to the sixaxis for those gimmicky sections like turning the bomb thing (GG really should have let the player just turn the stick if they wanted to) but it shouldn't get in my way in any other regard. I can map the fire button to the trigger right?

I want to enjoy KZ2 to its fullest and don't have any problem justifying the extra $40.

I can't wait to here you guys cry "haxs" while I mow you guys down using the 360 sticks :)
 
Grimm Fandango said:
... Y'know I haven't tried that yet :lol

I'll see what happens.

Honestly I was have a lot of problems initially with the aiming because I'd constantly be over ajusting my shots on the targets, when I was using the scope and hip firing. I found that turning down the sensitivity really really helped. Now the downside is that your character will turns a little slow, but the trade off was worth it for me. I used to have both Axis at 25%, now they're around 40% (were as default is the 50% mark).
 
EazyB said:
This is the one right?

Blast, only works with wired controllers.

I DO have the PC dongle so I wonder if that'll work.

edit: I tried lowering the sensitivity. Much better this time around. Would still prefer the 360 pad but at least I can enjoy the demo.
 
andycapps said:
I would agree with that. The L3 and R3 buttons also require far less effort to push down.
Always-honest said:
it's not the controller i think..
Does less dead zone make it easier to play the game or would it give almost the same result to just increase the X-axis and the Y-axis sensitivity level? I havnt really thought about the dead zone in the controller before so i am wondering :)

Ye, i think i have also noticed that the L3 and the R3 buttons require far less effort to push down as andycapps says :)

EDIT: I added some text.
 
test_account <<<<<<<<<<<<<<<<

Well I put the sensitivity all the way up on the demo, which makes him turn faster, but makes it harder to do refined short aim changes for headshots.

Probably not a problem in SP but I want as big a MP advantage as I can get. ;)
 
Tylahedras said:
test_account <<<<<<<<<<<<<<<<

Well I put the sensitivity all the way up on the demo, which makes him turn faster, but makes it harder to do refined short aim changes for headshots.

Probably not a problem in SP but I want as big a MP advantage as I can get. ;)
Ah ok, thanks for the info! :) Ye, doing refined short aim might be an advantage in the multiplayer compared to in the single player, i agree! :)

I only have 2 Sixaxis controllers myself, but my sister has 4 DualShock 3 controller for her PS3 if i am not mistaken. I will see if i can go to her place and try the DualShock 3 controller myself and see if i like the DualShock 3 controller better than the Sixaxis controller :) Maybe i can borrow one of her DualShock 3 controllers if i like it better than a Sixaxis controller. Or i can just buy a DualShock 3 controller myself :)

EDIT: I added some text.
 
Tylahedras said:
test_account <<<<<<<<<<<<<<<<

Well I put the sensitivity all the way up on the demo, which makes him turn faster, but makes it harder to do refined short aim changes for headshots.

Probably not a problem in SP but I want as big a MP advantage as I can get. ;)

In MP turning was quite a bit quicker, and the aiming felt smoother to me. You could also turn more while running. So you can probably get a way with having the sensitivity lower in mp so you get the best of both worlds.

Turning and such is slower in single player so you can't break the cover system. If you could turn a lot faster you would run and gun a lot more and could just run past a helghast in cover, turn and shoot. Especially if you had more agility while running like you do in the multiplayer. Along with the fact that all the enemies don't just focus on you as you can have a dozen allies fighting with you, with faster turning speed and more agility while running you could use your allies as a distraction and just run around cover and take out the Helghast rather than using the cover system. Also with slower turning it allows the Helghast to flank you easier, along with the narrow field of view you have, they can really get the jump on you, which forces you to play more cautiously and use cover more. You have to play slower on the harder difficulty levels especially and make sure the Helghast aren't able to get round the sides of you. This is why I think they made the decision to limit your turning movement and make you feel heavier as well as giving you're gun more weight.

In multiplayer this is not an issue as there is no cover system and you need to be able to turn a lot quicker and move with more agility as you can get attacked from 360 degrees in the multiplayer maps. It actually took me a couple of plays of the demo to get adjusted to it because of this fact. I'm fine with the turning speed now as I've realised why it's like that and how you're supposed to play the single player. It was a good decision imo to remove the cover system from mp, and I'm happy the two modes play very differently from each other.

This was how it was in the Beta anyway, I assume it hasn't changed.
 
A.R.K said:
WOW Amazing pics!!! How do you capture your images? The IQ is sooooo goood!!!

Thanks. I'm using a PCI-Express card, BlackMagic Design Intensity Pro.

Btw, here is the demo video in HD (finally! Took you long enough YouTube).

No HUD, just the way GAF likes it. :P
tveksamt.png


http://www.youtube.com/watch?v=qcT6qVveQDE&fmt=22
 
FFObsessed said:
In MP turning was quite a bit quicker, and the aiming felt smoother to me. You could also turn more while running. So you can probably get a way with having the sensitivity lower in mp so you get the best of both worlds.

Turning and such is slower in single player so you can't break the cover system. If you could turn a lot faster you would run and gun a lot more and could just run past a helghast in cover, turn and shoot. Especially if you had more agility while running like you do in the multiplayer. Along with the fact that all the enemies don't just focus on you as you can have a dozen allies fighting with you, with faster turning speed and more agility while running you could use your allies as a distraction and just run around cover and take out the Helghast rather than using the cover system. Also with slower turning it allows the Helghast to flank you easier, along with the narrow field of view you have, they can really get the jump on you, which forces you to play more cautiously and use cover more. You have to play slower on the harder difficulty levels especially and make sure the Helghast aren't able to get round the sides of you. This is why I think they made the decision to limit your turning movement and make you feel heavier as well as giving you're gun more weight.

In multiplayer this is not an issue as there is no cover system and you need to be able to turn a lot quicker and move with more agility as you can get attacked from 360 degrees in the multiplayer maps. It actually took me a couple of plays of the demo to get adjusted to it because of this fact. I'm fine with the turning speed now as I've realised why it's like that and how you're supposed to play the single player. It was a good decision imo to remove the cover system from mp, and I'm happy the two modes play very differently from each other.

This was how it was in the Beta anyway, I assume it hasn't changed.

I hope it hasn't changed. I like the slow pace of sp, but for mp a bit quicker is better. The game was still significantly slower paced then other fps games, but you could still turn to at least see who was shooting you. Though it is still far better to run for cover then try to do a 180 and fight back.

Can anyone who has been able to play some mp from the review copies confirm that mp movement speed is faster than in sp?
 
FFObsessed said:
In MP turning was quite a bit quicker, and the aiming felt smoother to me. You could also turn more while running. So you can probably get a way with having the sensitivity lower in mp so you get the best of both worlds.

Turning and such is slower in single player so you can't break the cover system. If you could turn a lot faster you would run and gun a lot more and could just run past a helghast in cover, turn and shoot. Especially if you had more agility while running like you do in the multiplayer. Along with the fact that all the enemies don't just focus on you as you can have a dozen allies fighting with you, with faster turning speed and more agility while running you could use your allies as a distraction and just run around cover and take out the Helghast rather than using the cover system. Also with slower turning it allows the Helghast to flank you easier, along with the narrow field of view you have, they can really get the jump on you, which forces you to play more cautiously and use cover more. You have to play slower on the harder difficulty levels especially and make sure the Helghast aren't able to get round the sides of you. This is why I think they made the decision to limit your turning movement and make you feel heavier as well as giving you're gun more weight.

In multiplayer this is not an issue as there is no cover system and you need to be able to turn a lot quicker and move with more agility as you can get attacked from 360 degrees in the multiplayer maps. It actually took me a couple of plays of the demo to get adjusted to it because of this fact. I'm fine with the turning speed now as I've realised why it's like that and how you're supposed to play the single player. It was a good decision imo to remove the cover system from mp, and I'm happy the two modes play very differently from each other.

This was how it was in the Beta anyway, I assume it hasn't changed.
You bring up a lot of good points. And a question that I've been hoping someone with a review/final copy of the game could answer is, if the controls from single player are exactly the same in multiplayer? In a weird way, I'm kind of hoping they are, because I'm just fine with the controls as is. The only tweaking to sensitivity I've done is turn up x axis two notches from default. And it feels perfect there. And I swear I've read somewhere that the controls in multiplayer felt a little "lighter". I'd rather not be constantly changing/tweaking sensitivity between single and multi. :( I wish someone could say if the controls feel the same way in multi.
 
FFObsessed said:
In MP turning was quite a bit quicker, and the aiming felt smoother to me. You could also turn more while running. So you can probably get a way with having the sensitivity lower in mp so you get the best of both worlds.

Turning and such is slower in single player so you can't break the cover system. If you could turn a lot faster you would run and gun a lot more and could just run past a helghast in cover, turn and shoot. Especially if you had more agility while running like you do in the multiplayer. Along with the fact that all the enemies don't just focus on you as you can have a dozen allies fighting with you, with faster turning speed and more agility while running you could use your allies as a distraction and just run around cover and take out the Helghast rather than using the cover system. Also with slower turning it allows the Helghast to flank you easier, along with the narrow field of view you have, they can really get the jump on you, which forces you to play more cautiously and use cover more. You have to play slower on the harder difficulty levels especially and make sure the Helghast aren't able to get round the sides of you. This is why I think they made the decision to limit your turning movement and make you feel heavier as well as giving you're gun more weight.

In multiplayer this is not an issue as there is no cover system and you need to be able to turn a lot quicker and move with more agility as you can get attacked from 360 degrees in the multiplayer maps. It actually took me a couple of plays of the demo to get adjusted to it because of this fact. I'm fine with the turning speed now as I've realised why it's like that and how you're supposed to play the single player. It was a good decision imo to remove the cover system from mp, and I'm happy the two modes play very differently from each other.

This was how it was in the Beta anyway, I assume it hasn't changed.
Oh, so the controllers are abit different in the multiplayer in Killzone 2?


Forsete said:
Thanks. I'm using a PCI-Express card, BlackMagic Design Intensity Pro.

Btw, here is the demo video in HD (finally! Took you long enough YouTube).

No HUD, just the way GAF likes it. :P
http://i41.photobucket.com/albums/e298/Forsete/tveksamt.png

http://www.youtube.com/watch?v=qcT6qVveQDE&fmt=22
Great video! Thanks for posting this! :)
 
Hmmm, I'd actually prefer the turning speed etc to be easier or more like you describe it in multiplayer. Sounds more COD4ish, which is different, but preferable to me.

Honestly I'd like the cover to be in multi too now that I've tried it out. I really didn't expect it to work this well.
 
Tylahedras said:
Honestly I'd like the cover to be in multi too now that I've tried it out. I really didn't expect it to work this well.

GG said cover just wasn't fun in MP, which is why they took it out.
 
Yeah I remember they said people were actually avoiding it because it hampered their ability to see and turn. So in line with what he said about them hampering YOUR ability to run and turn. It breaks the cover system. But I can't help but feel like they might have found a happy medium and thrown it into both SP and MP.
 
lupinko said:
GG said cover just wasn't fun in MP, which is why they took it out.
Glad they were perceptive enough to do this. Pace means everything in MP. They've really used all of these years wisely, no stone left unturned.
 
the_prime_mover said:
I hope it hasn't changed. I like the slow pace of sp, but for mp a bit quicker is better. The game was still significantly slower paced then other fps games, but you could still turn to at least see who was shooting you. Though it is still far better to run for cover then try to do a 180 and fight back.

Can anyone who has been able to play some mp from the review copies confirm that mp movement speed is faster than in sp?

This is it exactly. A lot of people are playing it like a CoD or another faster paced FPS and then complaining that the turning speed isn't fast enough to swivel and kill anyone behind you. KZ2 is not like that. I like to think of it as a "common sense shooter". You have to make decisions, smart decisions based on your current predicament. If a guy shoots at you from behind and misses, then you can turn around and if you're a better shot than him, aim for the head and get a kill. But, if he shoots and he hits you with a couple of shots taking a good chunk of your health down, you don't turn around and try and shoot him because he'll kill you, you run! You use one of the many choke points in the map, with many different entry and exit points to either get away, outflank him with a bit of luck, or simply turn a corner of a corridor so you're out of his line of site and then turn and face him.

And if a guy sneaks up behind you in an open area, well, then that's either your fault for not being aware of your environment which is a big part of the game, or he's done a great job in getting behind you and deserves the kill! Or maybe it was just pure luck, and shit happens. But you can still swivel and get a kill if he sucks, but flanking is a big part of KZ2, as is being aware of your environment. This is where the classes do such a good job. Every new class that gets unlocked and new ability keep you on your toes in a different way. Whether it's being aware if a medic is near by and can bring back to life the people you just downed, turrets which means you have to be careful when turning a corner. Spawn grenades mean you have to watch them as you're moving along in case someone spawns from them and shoots you in the back. Air drone so you don't only have to watch your immediate environment, you have to keep an eye on the skies. Saboteurs means you have to watch and be cautious of your own allies. Rocket launchers mean you have to be careful not to go around in close groups, and then lastly the snipers which mean you have to keep and eye on the distance in case you see a faded enemy moving while cloaked, or an ear out for the sound of a sniper bullet whizzing by.

The decision making is the same with iron sights as well. You have to make a choice. It's not CoD4 where you iron sight all the time pretty much no matter what. The iron sights in this game are slow. If the enemy is short-medium range then it may be best to just crouch and shoot from the hip, control the recoil and you'll probably kill him if you're accurate enough. Medium-long range and iron sight may be the best option, maybe slower but the better accuracy over crouch and hip shooting might get you the kill.

I love that about the game, it's very simple decisions but you have to stay on your toes all the time and make the right decisions in the right scenarios.
 
It's unbelievable how immersive KILLZONE 2 is playing on a decent 5.1 or 7.1 system.

Crank it up and it's seriously the most immersive gaming experience I've ever had. The sound engineers that have been working on KZ2 are brilliant. It's the first game to truly capture the sounds in all directions and with certain filters applied for those directions.

If you get under a bridge, you will also notice the proper sound acoustics.

It's just amazing and adds so much to the experience. The sound is equally as impressive as the visuals, imho...nothing even comes close to this.
 
FoxHimself said:
I have the ability to record HD, maybe I should put the first 10 minutes of the game on youtube?

Go for it. Hopefully it wont get taken down, since pre-launch full game videos tend to get snapped up depending on the company.
 
if kolorzone is going to be recorded i best keep my mouth shut. I have a very uninspiring middle-english accent laden with fucks and cunts and shits and dirty laughing.
 
If any of you pre-ordered the game at Gametop and are hoping for a midnight launch you should call and talk to the manager. DM's are leaving it up to Store managers to decide if they do a midnight launch.
 
FoxHimself said:
I'm using the Sixaxis. I've been meaning to buy a DS3 anyways, so I think I'll take your advice here! Thanks!

I've been alternating between the SixAxis a busted DS3(the R2 button is kinda f'd) and personally I see no difference in my aiming skills. Personally I find rumble completely useless, too.
 
the_prime_mover said:
Have we received any confirmation on whether such customized games will be ranked or not? And any confirmation of whether ranked games default to Teamkills on or off?

There's no concept of ranked or unranked - all online games gain you experience points, as long as there is more than one human player in the game (you can play on your own, but you won't get any points for it). Teamkilling defaults to OFF when creating a new online game in the final retail version.
 
tiddles said:
There's no concept of ranked or unranked - all online games gain you experience points, as long as there is more than one human player in the game (you can play on your own, but you won't get any points for it). Teamkilling defaults to OFF when creating a new online game in the final retail version.

I think that is a pretty big mistake, especially when people start to unlock the rocket launchers.

I won't be too surprised if that's changed to ON with the first patch, and I hope it will be. Every game I make will be TK ON and I hope other gaffers will do the same! :p
 
Wow, probably late to the party (if there was one for it) but just realised you can move the loading screen around using the Sixaxis motion controls. Nice touch!

Have to say I`m liking the demo the more times I play it...

1st time: Hmmm thought it was ok, trying to get used to how it controlled
2nd time: Yeah this is cool, quite enjoying it now. Alt 2 controls are nice.
3rd time: Dayum this is awesome, checking out all the details and using standard setup. Works a treat.

Better play no more in case I can`t take the awesome anymore. :D
 
FFObsessed said:
The decision making is the same with iron sights as well. You have to make a choice. It's not CoD4 where you iron sight all the time pretty much no matter what. The iron sights in this game are slow. If the enemy is short-medium range then it may be best to just crouch and shoot from the hip, control the recoil and you'll probably kill him if you're accurate enough. Medium-long range and iron sight may be the best option, maybe slower but the better accuracy over crouch and hip shooting might get you the kill.

I love that about the game, it's very simple decisions but you have to stay on your toes all the time and make the right decisions in the right scenarios.

Ironsights actually has about the same accuracy as crouched in KZ2... you can try this out by aiming at a wall and looking at bullet impacts. Call Of Duty has apparently trained a generation of FPS players that they are not shooting properly unless they are looking down the sights, but in KZ2 it's really not necessary unless you are trying to shoot someone a long way away (although if you want the greatest accuracy then you should use ironsights and crouch together). What's much more important is burst control - this will have a much greater effect on your accuracy. Of course, it's not always easy to control your bursts when you are desperately trying to shoot another player before they shoot you...
 
Katana_Strikes said:
Wow, probably late to the party (if there was one for it) but just realised you can move the loading screen around using the Sixaxis motion controls. Nice touch!
Have to say I`m liking the demo the more times I play it...

1st time: Hmmm thought it was ok, trying to get used to how it controlled
2nd time: Yeah this is cool, quite enjoying it now. Alt 2 controls are nice.
3rd time: Dayum this is awesome, checking out all the details and using standard setup. Works a treat.

Better play no more in case I can`t take the awesome anymore. :D

You are very late ;)
 
FFObsessed said:
And if a guy sneaks up behind you in an open area, well, then that's either your fault for not being aware of your environment which is a big part of the game, or he's done a great job in getting behind you and deserves the kill! Or maybe it was just pure luck, and shit happens. But you can still swivel and get a kill if he sucks, but flanking is a big part of KZ2, as is being aware of your environment. This is where the classes do such a good job. Every new class that gets unlocked and new ability keep you on your toes in a different way. Whether it's being aware if a medic is near by and can bring back to life the people you just downed, turrets which means you have to be careful when turning a corner. Spawn grenades mean you have to watch them as you're moving along in case someone spawns from them and shoots you in the back. Air drone so you don't only have to watch your immediate environment, you have to keep an eye on the skies. Saboteurs means you have to watch and be cautious of your own allies. Rocket launchers mean you have to be careful not to go around in close groups, and then lastly the snipers which mean you have to keep and eye on the distance in case you see a faded enemy moving while cloaked, or an ear out for the sound of a sniper bullet whizzing by.

I love that about the game, it's very simple decisions but you have to stay on your toes all the time and make the right decisions in the right scenarios.

Wow.....i cannot wait :D
 
FFObsessed said:
I think that is a pretty big mistake, especially when people start to unlock the rocket launchers.

I won't be too surprised if that's changed to ON with the first patch, and I hope it will be. Every game I make will be TK ON and I hope other gaffers will do the same! :p

The rocket launchers are much more balanced in the final version (splash damage was reduced following feedback from the beta) - now you actually need some skill to use them! I too was initially a little dubious about defaulting to no teamkills, but in practice it works fine, it's nothing to worry about.

It will be interesting to see what happens in the games where people set it to ON, though :)
 
Status
Not open for further replies.
Top Bottom