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

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tiddles said:
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...

I've been playing with ironsights in the demo a lot because I play without a crosshair. I like it because it's similar to Crysis on its hardest difficulty, where it removes your crosshair and generally makes you rely on ironsights for accurate aiming rather than shooting from the hip.

Eventually in both Crysis and Killzone 2 you get a good sense of where the crosshair would be in relation to your gun, but it's also harder to gauge recoil without the crosshair visibly opening up on the screen when you shoot.

Needless to say, I'm definitely playing with the crosshair on in MP. ;) But in SP, immersion is far more important to me, and I don't want anything on the screen.
 
Zeliard said:
I've been playing with ironsights in the demo a lot because I play without a crosshair. I like it because it's similar to Crysis on its hardest difficulty, where it removes your crosshair and generally makes you rely on ironsights for accurate aiming rather than shooting from the hip.

KZ2 also removes the crosshair in Elite difficulty (unlocked when you complete the game once).
 
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.
This sounds great! :) I cannot wait for try out the Killzone 2 multiplayer like SolidC213 also said! :)
 
tiddles said:
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 :)

Ok, I'll trust you on that, thanx for the info!

I think I'll still set it to ON when I make a game, because it's just another aspect of the game that keeps you on your toes. Sure, it can be frustrating if you're down the sights of a sniper and some jackass just walks in front of you when you're firing, but it meant that if you go into a room with say 2 allies and 3 enemies, you can't just go in there spraying like a fool and hope you hit something, you have to be more careful. You have to pick your shots more carefully and time them well. Especially if you're sniping and it's one shot kill, it's just more intense with it ON.

I've lost count how many times I've fired a bullet past the faces of two of my allies and just caught an enemy in the shoulder downing him. With team kills on, it makes you're heart skip a beat when it's that close to an ally, in fear of hearing teh ANTI-CHIRP!!!111!!! :D

By the way, you need a cat avatar to go with your name. :p
 
Facism said:
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.

Would add to the overall feeling of the fight :D Dont think it would turn out the same as the MP trailer though. If recorded, it would probably end up being just in game noises, unless the person recording figured something out.


tiddles said:
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...

All FPS need to be like that. Really dont like games that force you to look down the sights to kill anything. Glad its for long distance accuracy.
 
FFObsessed said:
Ok, I'll trust you on that, thanx for the info!

I think I'll still set it to ON when I make a game, because it's just another aspect of the game that keeps you on your toes. Sure, it can be frustrating if you're down the sights of a sniper and some jackass just walks in front of you when you're firing, but it meant that if you go into a room with say 2 allies and 3 enemies, you can't just go in there spraying like a fool and hope you hit something, you have to be more careful. You have to pick your shots more carefully and time them well. Especially if you're sniping and it's one shot kill, it's just more intense with it ON.

I've lost count how many times I've fired a bullet past the faces of two of my allies and just caught an enemy in the shoulder downing him. With team kills on, it makes you're heart skip a beat when it's that close to an ally, in fear of hearing teh ANTI-CHIRP!!!111!!! :D

By the way, you need a cat avatar to go with your name. :p
Does multiplayer feature regenerative health? I'd hate to jump around a corner with my team mate to blast 90% of my life away, leaving me exposed to death from a single shot.
 
-viper- said:
Does multiplayer feature regenerative health? I'd hate to jump around a corner with my team mate to blast 90% of my life away, leaving me exposed to death from a single shot.
This is what I got from a few pages back:
TTP said:
Health regenerates but never to the max. You always lose something when you get hit.
Say you have 100 health. You get hit and bar goes down to 70 and then slowly back up to 80.

Heathpacks are secondary badge items for the Medic. You can throw them to buddies (or down on the ground to be collected, even by yourself if needed) in order to regen them back to 100. The medic can see health bar of top of his comrades btw. There is a waiting period before you can toss another helthpack so it's not like you are an healing god like, say, in Resistance 2 coop.
 
-viper- said:
Does multiplayer feature regenerative health? I'd hate to jump around a corner with my team mate to blast 90% of my life away, leaving me exposed to death from a single shot.

It does albeit slow, but you only go up to I think its 70%? something like that, I'm sure someone has the exact number, until you get a healthpack from a medic

Edit: Beaten ;P
 
OT: Was writing a paper about God War and its impact. During my research i found that edge gave GoW II a 7 also. Not that i think there opinion is wrong. But now i do know for sure , they do have a different taste in games than i do
 
Well I just bought a DS3 controller and it was significantly better than my sixaxis. I knew something was wrong with my other controller. I couldn't turn left every single time and keep the crosshairs perfectly straight. Regardless it is more responsive also. I played it at the same setting as my other controller and it felt quicker and more precise. The 2 analog buttons are definitely easier to press also. Rumble doesn't hurt either.
 
TTP said:
Ah! Good question!
TTP, don't know if you can answer, but do the controls feel the same in mutiplayer as they do in singleplayer? I've heard they feel a little "lighter" in multi. I really wouldn't mind if the controls felt exactly the same in multi as they do in singleplayer...
 
Tom Penny said:
Well I just bought a DS3 controller and it was significantly better than my sixaxis. I knew something was wrong with my other controller. I couldn't turn left every single time and keep the crosshairs perfectly straight. Regardless it is more responsive also. I played it at the same setting as my other controller and it felt quicker and more precise. The 2 analog buttons are definitely easier to press also. Rumble doesn't hurt either.

FWIW, I dropped my sixaxis controllers awhile ago, they were junk. never had any problems the life of my ps2 controllers. the original and extra sixaxis i bought were both having major problems within a year.

an now my white import DS3 has two sticking buttons buttons and the first NAmer. DS3 i had to return immediately, it had a sticking x button right out of the box.
 
greenjerk said:
FWIW, I dropped my sixaxis controllers awhile ago, they were junk. never had any problems the life of my ps2 controllers. the original and extra sixaxis i bought were both having major problems within a year.

an now my white import DS3 has two sticking buttons buttons and the first NAmer. DS3 i had to return immediately, it had a sticking x button right out of the box.

The first DS3 I got the R2 button stuck. I bought a new one from Target and exchanged the broken one :lol

Haven't had any problems since, but I haven't been back to that target either...
 
Recoil reminds me of Counter Strike in this game( as far as each weapon seems to have a different one) I burst at the head them pull down for the second shots. I like that. You can obviously spray but at midrange kids are going to get pissed when they ain't hitting shit.
 
fps fanatic said:
TTP, don't know if you can answer, but do the controls feel the same in mutiplayer as they do in singleplayer? I've heard they feel a little "lighter" in multi. I really wouldn't mind if the controls felt exactly the same in multi as they do in singleplayer...

I think they are very slightly lighter yeah.
 
MickeyKnox said:
Best thing about the DS3 over the 6axis is the lack of bluetooth dropouts, holy shit that used to drive me nuts.

^^^
Wow I almost forgot about that. Shows how long it's been since I've played on a SIXAXIS
 
MickeyKnox said:
Best thing about the DS3 over the 6axis is the lack of bluetooth dropouts, holy shit that used to drive me nuts.
yes, doing 360's in resistance 1 while the chimera were trying to kill you was not fun at all, man that was frustrating.
 
fps fanatic said:
Thanks. I was wondering about that. :D

I just cross checked and they are definitely lighter and more responsive (faster acceleration maybe). You can also turn much faster while running compared to SP.
 
TTP said:
I just cross checked and they are definitely lighter and more responsive (faster acceleration maybe). You can also turn much faster while running compared to SP.
I'm thinking that'll throw me off a little. I have it where it feels perfect to me in single player (I raised the x sensitivity two spaces). I'm wondering if I could leave it at the same sensitivity for multiplayer without throwing me off. The one thing about the beta I remember was that at a bit higher sensitivity, going into iron sights using the sub-machine gun, it would swing kinda crazy left to right. Where as I don't get that with the demo. I also don't seem to get as much recoil with the demo. I guess I'll see later this month. :)
 
Dunlop said:
No they don't

This has always been a problem for me. From a marketing standpoint, I'm not sure why the chose to call it Killzone 2 when the original was not really a huge sucess. As opposed to calling the game Killzone <insert catchy phrase here>

I never played the original and really did not know the story. I know it's easy to Wikki it but Joe sixpack might be less willing to get involved figuring they need to have played the original game. This is the game you want people to buy a PS3 over.
No one gives two craps about story give me a break. Only story they need is "kill the dudes with the red eyes". That really IS it. Story in games like this are just there to give you at least a reason to shoot things and thats all that matters to "joe six pack".

2 games later and do you think Joe six pack knows why hes really killing locusts in Gears. I sure as hell dont.
 
Finally got a chance to play the demo over the weekend.
Man it's pretty (haven't seen 'too' much coverage).
Enjoy the Helgast's chatter (like chatty enemies, like the Brutes). Your 'squad' not so many.
Not only did they seem really dumb (I had to baby them every so often, strange path-finding too), they didn't sound particularly interesting either.

Like the weapon system too, nice trade off to what you can carry around (pistol feels nice too).
Just makes me wish DS3s weren't so goddamn expensive (Europe).

Still really bummed about no local/lan multiplayer, but I've said that before.
 
Haunted said:
Makes me angry thinking that this pos site holds any sway with devs and pubs. >:(
It holds sway with them because it holds sway with us.

If fanboys didn't have such an obsession with using Metacritic scores as bragging tools against opposite forces, then it wouldn't be so important.
 
So I just read the PSX Extreme thing via Shawn Elliott's Twitter feed.

:lol :lol :lol

Ahahahahahahaha what a douche! Peeing his pants because someone doesn't have the same objective opinion as him. He even actually played the x > y card based on a review of some lame game in the same review section. I'm not playing attention to KZ2 really at all but the hyperventilation surrounding it is just priceless entertainment.
 
fps fanatic said:
I'm thinking that'll throw me off a little. I have it where it feels perfect to me in single player (I raised the x sensitivity two spaces). I'm wondering if I could leave it at the same sensitivity for multiplayer without throwing me off. The one thing about the beta I remember was that at a bit higher sensitivity, going into iron sights using the sub-machine gun, it would swing kinda crazy left to right. Where as I don't get that with the demo. I also don't seem to get as much recoil with the demo. I guess I'll see later this month. :)

It's not a night and day difference so you should be fine.

Also, there is no SMG in the demo ;)
 
FFObsessed said:
TTP, can you save two separate controller settings? One for online and one for singleplayer? Or do they both just use the same one?

They share the same config.
 
Haunted said:
Man just looking at that page gives me a headache. Metacritic is worthless.

An EDGE 7 is an IGN 9, but does Metacritic acknowledge that? No.
I know what you mean, but it's not always like that at all. Edge also gives same or higher scores to some games than IGN, so how would some calculation formula of that kind account for that.
 
Forsete said:
"Some" pics. Going to upload a HD video to YouTube later today.

http://pici.se/pictures/WiCLGFSPM.jpg
http://pici.se/pictures/vyFwofwMW.jpg
http://pici.se/pictures/FICQiPCuo.jpg
http://pici.se/pictures/ofxujtoiF.jpg
http://pici.se/pictures/nBQcULVUq.jpg
KjwevIcNO.jpg
Nice pictures..but..that one looks familiar.. Anyway, looking at your other pictures they seem a tad blurrier than my offscreen shots. Does your capture card add some sort of blur effect?

kz11.jpg
 
Lord Error said:
I know what you mean, but it's not always like that at all. Edge also gives same or higher scores to some games than IGN, so how would some calculation formula of that kind account for that.
I was being facetious and trying to show how useless the aggregation sites are for that very reason (among others). :p
 
mintylurb said:
Nice pictures..but..that one looks familiar.. Anyway, looking at your other pictures they seem a tad blurrier than my offscreen shots. Does your capture card add some sort of blur effect?

His look sharper to me, just less saturated due to the more normal white/black balance.
 
WHOAguitarninja said:
His look sharper to me, just less saturated due to the more normal white/black balance.
I did say other pictures but yeah, the one I posted is a bad shot. Dang my old shaky hands. But compare my other shots against his caps. I think they look a bit sharper, esp the gun.

URwJlzeol.jpg

kz08.jpg
 
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