____ said:I don't mean to proceed...I mean for the waves to stop.
I'm pretty sure I took out more than 4 waves of 4 Helghast waiting for my opportunity to take out the tank.
After every wave, I'd try to go at the tank, and here come another group of 4-6 helghast.
I mean...I'm gonna run it back tomorrow to be certain because MAYBE i'm mistaken, but as long as I spent forcing myself not to throw my controller against the wall on that stage...I was seriously thinking "are they EVER gonna stop?" :lol
Tempy said:I decided to take a look at the script statemachine for that section, and without checking it in game, I see that there are 2 Assaults, then 16 Shock Troopers (SMG guys) (max 4 at a time). The shock troopers stop prematurely if you destroy the tank or move forward. Then 5 more Shocks should spawn (max 3 at a time), and finally there should be a rocket launcher guy somewhere.
arghhhhhhhhhhhh you made my day broZen said:They said they're working on DLC, they've also said (via a community manager on the PS forums) that some of the original Killzone maps will make their way to Killzone 2.
That is exactly what I described, on every difficulty from Trooper to Elite: don't destroy or damage the tank and you get four waves of four, then as you advance two more waves, then the rocket guy is on the balcony on the top left. Thanks for confirming Tempy!Tempy said:I decided to take a look at the script statemachine for that section, and without checking it in game, I see that there are 2 Assaults, then 16 Shock Troopers (SMG guys) (max 4 at a time). The shock troopers stop prematurely if you destroy the tank or move forward. Then 5 more Shocks should spawn (max 3 at a time), and finally there should be a rocket launcher guy somewhere.
Liabe Brave said:That is exactly what I described, on every difficulty from Trooper to Elite: don't destroy or damage the tank and you get four waves of four, then as you advance two more waves, then the rocket guy is on the balcony on the top left. Thanks for confirming Tempy!
Is there any way you can check the AA gun section of Salamun Bridge? You mentioned earlier in the thread that it was finite Helghast, but I couldn't get them to stop.
Start from waaay in the back behind the weapon casing near the left wall.Tempy said:I'll take a look on monday. This is before the AA gunner has died right? If so, where are you standing and shooting from?
You're awesome!Tempy said:I'll take a look on monday. This is before the AA gunner has died right? If so, where are you standing and shooting from?
Zen said:They said they're working on DLC, they've also said (via a community manager on the PS forums) that some of the original Killzone maps will make their way to Killzone 2.
Kittonwy said:I don't know the old maps well, is there one based on that cherry tree level in KZ1? That would make a pretty map.
Tempy said:I decided to take a look at the script statemachine for that section, and without checking it in game, I see that there are 2 Assaults, then 16 Shock Troopers (SMG guys) (max 4 at a time). The shock troopers stop prematurely if you destroy the tank or move forward. Then 5 more Shocks should spawn (max 3 at a time), and finally there should be a rocket launcher guy somewhere.
Tempy said:I decided to take a look at the script statemachine for that section, and without checking it in game, I see that there are 2 Assaults, then 16 Shock Troopers (SMG guys) (max 4 at a time). The shock troopers stop prematurely if you destroy the tank or move forward. Then 5 more Shocks should spawn (max 3 at a time), and finally there should be a rocket launcher guy somewhere.
JB1981 said:These game needs a hardcore mode:
No HUD
No respawn
No radar
No Objectives - Body Count only
No Badges
If you can sit in one place and kill guys, and an infinite number of them come out to replace those, that's the very definition of an infinite respawn. Of course there are triggers to make them stop--otherwise you would've reached the end of the game!A.R.K said:Thats exactly how it goes. I have noticed this: if I am sitting in a corner trying to kill the waves of troops and they keep coming (and I keep dying), I am doing something wrong. You either have to move forward to cause some trigger to happen or take care of some objective. There is no infinite respawn so to speak of.
JB1981 said:These game needs a hardcore mode:
No HUD
No respawn
No radar
No Objectives - Body Count only
JB1981 said:These game needs a hardcore mode:
No HUD
No respawn
No radar
No Objectives - Body Count only
JB1981 said:These game needs a hardcore mode:
No HUD
No respawn
No radar
No Objectives - Body Count only
Yeah I got it. It's REALLY thorough (like overwhelmingly so), I'm impressed.Tempy said:Anybody check out the strategy guides? The European one from Future publishing is especially nice.
Kittonwy said:It would be fun for like one round then I would just get bored and play it regular-style.
JB1981 said:These game needs a hardcore mode:
No HUD
No respawn
No radar
No Objectives - Body Count only
the_prime_mover said:Yeah. No respawn seems good except that it encourages camping. If it is team based body count, you are the last surviving member of your team and you lack a winner's confidence then it encourages you to hide until time runs out so you at least force a draw.
Perhaps increase the respawn timer every time you die to force people to play more conservatively?
Dirtbag said:I'd rather
-No Crosshair (but full hud, enemies only appear on radar after spot and marked)
-Extra bullet damage (grenades are lethal enough, grenades should do more damage to turrets/bots though)
-Map resets after each round (everyone spawns back at bases and all turrets/bots/repairs are reset).
-No respawn invulnerability.
Kittonwy said:The more you penalize a player by keeping him on the sidelines, the less accessible the game is and the fewer people are going to play it.
Doesn't hurt Gears of War ........Kittonwy said:The more you penalize a player by keeping him on the sidelines, the less accessible the game is and the fewer people are going to play it.
Kittonwy said:The more you penalize a player by keeping him on the sidelines, the less accessible the game is and the fewer people are going to play it.
Hurts it for me, as that's the main reason why I don't play the MP.JB1981 said:Doesn't hurt Gears of War ........
Well, that sucks.raYne said:Hurts it for me, as that's the main reason why I don't play the MP.
Totally agreed there.JB1981 said:Well, that sucks.
Anyway, I wasn't suggesting it be the only way to play, just an option. Options are good and KZ lacks them, which will be the main reason why a lot of people move on (which a lot of people seem to be doing).
careful said:RE: Accessibility
The same argument was used by people put off by the controls. 'Just saying..
careful said:RE: Accessibility
The same argument was used by people put off by the controls. 'Just saying..
Killzone 2 has a ridiculously high learner curve, if you can't see and admit that then you are living in the clouds. Everything about the game is a challenge, and nothing is spoon-fed. I can't think of many other FPS's that have a higher entry bar than this one.Kittonwy said:Killzone 2 controls not being ultra twitch actually makes it MORE accessible to non-twitch players who can in fact flank someone and not have him turn 180 and shoot him in the head.
This is very different from trying to make the game move in a direction where half the people are just watching half the time, people who are already having trouble aiming don't have a reticle to work with, they get killed out of nowhere because there's no radar and there's no incentive for them to play because they keep getting killed and the only thing that counts are kills.
JB1981 said:Well, that sucks.
Anyway, I wasn't suggesting it be the only way to play, just an option. Options are good and KZ lacks them, which will be the main reason why a lot of people move on (which a lot of people seem to be doing).
Kittonwy said:Not sure wtf people are moving on to, Killzone 2 is basically the best online experience on the PS3.
Dirtbag said:Oh please, Killzone is still climbing Mt.COD.
Maybe COD gamers haven't moved on yet (to Killzone2).
they better hurry before Fat Princess comes out! gotyKittonwy said:Not sure wtf people are moving on to, Killzone 2 is basically the best online experience on the PS3.
Learning curve's extend to everything from map design, to clear game objectives, to the hud, to controls. Killzone is an incredibly complex game to learn. People that picked the game up at launch also saw the slow unlock of character classes across PSN. Someone just picking up the game now will be thrown right into the goat-rodeo. Even the match finding system isn't particularly clear about which skill level games you enter.j-wood said:1. Killzone 2 does not have "the highest learning curve of an FPS." I suck at FPS's. I sucked at COD, TF2, and I'm actually pretty decent in this game. I take it you haven't played warhawk? That's a high learning curve.
Because I can argue from a different perspective. The perspective of someone who doesn't feel obligated to like everything or even anything about the game. For the record I think that Halo is the still the superior game, but I'm having a great time with Killzone 2, and it validates my ps3 since I play COD on the 360 (with a superior FPS controller as well).2. Is there really a reason why you are in this thread? Unless of course it makes you feel better to try and prove that your favorite game is THE best game. For the sake of the Killzone 2 players, just go back to COD if that's what you really want dude.
Dirtbag said:Learning curve's extend to everything from map design, to clear game objectives, to the hud, to controls. Killzone is an incredibly complex game to learn. People that picked the game up at launch also saw the slow unlock of character classes across PSN. Someone just picking up the game now will be thrown right into the goat-rodeo. Even the match finding system isn't particularly clear about which skill level games you enter.
And no where did I say it was "THE highest", but that it is among the highest.
Warhawk did have a deep learning curve, perhaps part of why it was switched from a full retail release to a PSN one.
Because I can argue from a different perspective of someone who feels obligated to like everything about the game.
The product of all those factors is what makes killzone2 an incredibly deep and not immediately accessible game. It's not just anyone of those alone. Even the clan-first mentality of online play seems to further validate my point. There is no hand-holding in Killzone, for many people this is some of the charm (present company included).j-wood said:If they choose to not filter servers by rank. The game by default only shows you servers that have players with your rank.
You won't start out as a rifleman in a game with scouts and assualts unless you choose too.
The game is still at retail, and people will be buying it every week, so there will constantly be new players.
Back to the learning curve, map design comes with every single online FPS. You have to learn the map for every game. You can't single that on KZ. Same with the hud.
Honestly, objectives are self explanatory. If you don't understand what "Capture and Hold" means, and can't follow arrows on your screen, then you probably shouldn't be playing an FPS online.
Granted the controls ARE different, but after a few matches, it's second nature.
Dirtbag said:The product of all those factors is what makes killzone2 an incredibly deep and not immediately accessible game. It's not just anyone of those alone. Even the clan-first mentality of online play seems to further validate my point. There is no hand-holding in Killzone, for many people this is some of the charm (present company included).