Idk, 7300 points don't seem that much...Lince said:90th? :lol stop playing for your sanity's sake.... (the 1% trophy is already yours)
Yes, yes, indeed.Returners said:Question, do the trophy for honor ranks stack? Will getting top 1% also net you the 3% and the 6%?
dk_ said:Idk, 7300 points don't seem that much...
Yes, yes, indeed.
That is true, but are there any so to say 100% safe places (not counting your team's base, but even the team bases arent 100% safe) in any of the maps? If you know where a spawn point is, then it should be possible just to get some of your team mates to gather at that spawn point and start shooting everyone who spawns at that spawn point.Dubbedinenglish said:That is the job of the tactician, to make sure his spawn point is in a safe place (but still close to the objective) and to secure to spawn point. In the beta the clusterfuck would happen but only for a moment as one team would overrun the other spawn making one side loose ground. Right now a spawn can't fail so the clusterfuck continues indefinetly and creates that chaotic mess.
test_account said:A good solution might be to have this as a server option though, so you could choose between having non-invinsible spawn points or not. This way people could choose which spawn points they would prefer![]()
FFObsessed said:Heh, don't know why I didn't think of that. That'd solve it actually, give people a choice. But Guerrilla still need to give us better search options so we can search for games like this. So we can search for games with FF on or Auto-Balance on and whether spawn invincibility is off or not.
Ok, thanks for the info!GodofWine said:Regarding the question of how many people are playing other games, before I traded it in, COD WaW was always showing about 70-80K online at all times basically (24-7), I reckon it had 500,000 weekly members. COD4 probably still had more.
If anyone knows these numbers for certain, Id be interested in COD WaW / 4 , and R2.
Ye, i also wish there was better search options when it comes to finding servers in Killzone 2. Hopefully Guerrilla will add more server search options as soon as possibleFFObsessed said:Heh, don't know why I didn't think of that. That'd solve it actually, give people a choice. But Guerrilla still need to give us better search options so we can search for games like this. So we can search for games with FF on or Auto-Balance on and whether spawn invincibility is off or not.
Spawn invincibility would be a non issue if they had 'no spawn' zones in objective areas and around enemy spawn points.test_account said:One of the negative things is that the non-invinsible might make the spawn points pretty much useless if the enemy is standing around it, which might result in that you must spawn in your base to be safe and then you must run longer distances in the game to get to your objectives. Some of the positive things are that it wont be possible to deploy spawnpoints like 1 meter away from the objective, and there might be less clusterfucks as you mention.
A bit disappointed with this update.. Doesn't address any of the major complaints. I know he says they're looking at some stuff for future updates, but how long do you expect people to put up with some of these issues?GodofWine said:From Seb at KZ forums:
test_account said:Ye, i also wish there was better search options when it comes to finding servers in Killzone 2. Hopefully Guerrilla will add more server search options as soon as possible![]()
motherh666 said:Anyway, down to business. Pending any unforseen problems, early next week patch 1.21 will be released. Ill confirm the timings on Monday. The patch includes the following:
-Increase of the standard points settings for Bodycount. Should ensure longer mode on heavily populated games.
-The return of Online Bots. Adding bots to an online game renders it unranked.
-The option to create unranked games. Players will be made aware that a game is unranked upon joining.
-Fix to Game Search functionality so correct maps are displayed.
-Standardization of the Y-Axis controls on the HGH Scout when zoomed with the Sniper Rifle.
-Fix to Sensitivity setting where the weapon animation did not follow the reticule correctly.
-Fix for auto-aim exploit when rapidly tapping zoom/fire.
-Fix to infrequent collision issues with C4 Proximity mines.
-Fix to list of games displayed on search.
-Stability fix relating to disconnect.
-Fix to Clan button functionality in custom game creation settings.
We are also working on the next updates and here are some of the areas we are exploring and investigating for the future patches:
-Controls. Seeing about giving more options.
-Expanding on Join Game searches and options.
-Improving game and network stability.
-Collision exploits on maps.
-Improvements to help play with friends.
-More game creation options.
-More game options for clans.
-Fixes to Clans unexpectadly losing tournament rounds.
-Other minor fixes.
Now the above does not include the DLC updates that we are working on and they wont all come straight away, but I wanted to give you an idea of the areas we are exploring. If anything else pops up we will of course add that too More on future updates soon.
UntoldDreams said:At least they are getting the bots back in which is important for the COOP VERSUS BOTS crowd.
I know my brother has been waiting around to play this game coop which I told him we would play together a month ago. It was kinda goofy we had to wait.
(He doesn't like online.)
JudgeN said:There isn't coop in the game.
I assume he means 2 humans vs an AI team.JudgeN said:There isn't coop in the game.
Good news. Particularly the bolded.. which is most of it. :lol Hopefully the "other fixes" addresses spawns, class balancing and Air Support tweaks.-Increase of the standard points settings for Bodycount. Should ensure longer mode on heavily populated games.
-The return of Online Bots. Adding bots to an online game renders it unranked.
-The option to create unranked games. Players will be made aware that a game is unranked upon joining.
-Fix to Game Search functionality so correct maps are displayed.
-Standardization of the Y-Axis controls on the HGH Scout when zoomed with the Sniper Rifle.
-Fix to Sensitivity setting where the weapon animation did not follow the reticule correctly.
-Fix for auto-aim exploit when rapidly tapping zoom/fire.
-Fix to infrequent collision issues with C4 Proximity mines.
-Fix to list of games displayed on search.
-Stability fix relating to disconnect.
-Fix to Clan button functionality in custom game creation settings.
We are also working on the next updates and here are some of the areas we are exploring and investigating for the future patches:
-Controls. Seeing about giving more options.
-Expanding on Join Game searches and options.
-Improving game and network stability.
-Collision exploits on maps.
-Improvements to help play with friends.
-More game creation options.
-More game options for clans.
-Fixes to Clans unexpectadly losing tournament rounds.
-Other minor fixes.
Tempy said:From the official forums
No word on class balancing (tactician spawns, assaults), though I did send some suggestions from GAF as well as my own suggestions. Don't hold your breath though.
Other stuff coming in the form of DLCs which people would like, but dunno if I can talk about them.
EDIT: Crap, late by a page.
test_account said:That is true, but are there any so to say 100% safe places (not counting your team's base, but even the team bases arent 100% safe) in any of the maps? If you know where a spawn point is, then it should be possible just to get some of your team mates to gather at that spawn point and start shooting everyone who spawns at that spawn point.
<snipz>
One of the negative things is that the non-invinsible might make the spawn points pretty much useless if the enemy is standing around it, which might result in that you must spawn in your base to be safe and then you must run longer distances in the game to get to your objectives. Some of the positive things are that it wont be possible to deploy spawnpoints like 1 meter away from the objective, and there might be less clusterfucks as you mention.
A good solution might be to have this as a server option though, so you could choose between having non-invinsible spawn points or not. This way people could choose which spawn points they would prefer![]()
jett said:whut about fixing/eliminating the final section of the campaign?
MvmntInGrn said:If they improved Ricos AI in that part it would help GREATLY.
I don't think anything else needs to be touched.
no noticable lag what so ever here... sorry.Lince said:in 32p games? yeah right...
JudgeN said:You expected a full interface change complete with party system/matchmaking, assault class nerf, and a spawn grenade nerf in a 2 weeks? The full list of things people want are going to take MONTHS to figure out/test, you might as well trade in your game now if you aren't happy and this goes for everyone else that is upset with there purchase.
I think this is wrong. Tacticians fail everytime they fail to be a 'tactician'. By putting down a spawn backwards, putting down a spawn in some dumb spot. Its REALLY hard to overrun a well placed spawn.Dubbedinenglish said:There is no 100% safe spawn besides the main base, this is what balances out the Tactician. With every class you can fail (Sab getting caught, sniper being spotted, medic using up his abilities) but right now the Tactician cannot fail. The spawns survive whereever they are placed, even with the enemy overruning a position. Without invincibility (as it should be) the player takes the risk of spawning into a "hot" spawn, they can see from camera or look at map location to determine that. Honestly the only safe spawn should be the base, and it is the tactician's job to determine the safe zones and proper orientation of the player near the frontlines for a spawn point, not to mention this is the purpose of the sentry bot as well to take watch over a spawn.
In the beta the main issue was the spawn at base, not the others (where invincibility should be off).
Always-honest said:no noticable lag what so ever here... sorry.
the_prime_mover said:Either that or just allow you to take him out yourself and nix the revive option.
.GqueB. said:I think this is wrong. Tacticians fail everytime they fail to be a 'tactician'. By putting down a spawn backwards, putting down a spawn in some dumb spot. Its REALLY hard to overrun a well placed spawn.
This is why I never understand the spawn point complaints. Every single complaint Ive heard about spawn points have been the fault of the user not the system. This is coming from a person who used to hate the spawn point system until I became a tactician. Could you imagine having destroyable spawn points? How would you EVER win search and destroy on big maps?
Only thing they COULD do is create a cap on the spawn points. Like they can only be used 10 times. And each time they are used the green circle gets smaller and smaller. But making them destroyable would be a terrible idea.
And maybe the invincibility should be toned down a bit but not turned off. Thatd be silly as well. The other team can just camp the spawn which would also make winning games like capture and hold and search and destroy very frustrating. Spawning in those spots are a gamble sometimes as is because you tend to spawn a little confused as to where you are for a split second. You need SOME time to collect yourself. The spawn system is fine imo as is for the most part. People just suck at being tacticians.
The main issue with the spawn invisibility is that while you can't do anything to them, they're still free to do anything they want to you. ie Once a spawn's placed in the S&D room, Assaults will spawn over and over and fire random rockets/grenades as soon as they spawn with no downside to doing so. Even if they aren't assault, any other class can just spawn and chuck random grenades as soon as they're able to..GqueB. said:And maybe the invincibility should be toned down a bit but not turned off. Thatd be silly as well. The other team can just camp the spawn which would also make winning games like capture and hold and search and destroy very frustrating. Spawning in those spots are a gamble sometimes as is because you tend to spawn a little confused as to where you are for a split second. You need SOME time to collect yourself. The spawn system is fine imo as is for the most part. People just suck at being tacticians.
raYne said:The main issue with the spawn invisibility is that while you can't do anything to them, they're still free to do anything they want to you. ie Once a spawn's placed in the S&D room, Assaults will spawn over and over and fire random rockets/grenades as soon as they spawn with no downside to doing so. Even if they aren't assault, any other class can just spawn and chuck random grenades as soon as they're able to.
I'm not referring to the main spawn. I'm talking about the spawn grenades. With no invincibility, all the other team has to do is stand 5 feet away, and pop you in the head everytime you spawn.Dirtbag said:but who cares about camping spawn points? the maps are large enough that it's usually your own fault if your team get's into that situation - if nothing else, it promotes teamwork. And there are auto-spawning sentry turrets to protect your home spawn as well.... how many other games have that? It's enough.
Yep, that would probably be one option as wellcareful said:Spawn invincibility would be a non issue if they had 'no spawn' zones in objective areas and around enemy spawn points.
I think that i know what you mean with "hot" spawn, but what i described earlier with the spawn points would still be an issue i think, even in the spawn zones that arent hot. It shouldnt really be that big of a problem to find the enemy's spawn point, and especially not if it is closer to an objective like when you are trying to defend in the Search & Destroy mode. Then it would just be for the enemy team to stand around the spawn point and shoot everyone who is comming out of the spawn point without any big problems.Dubbedinenglish said:There is no 100% safe spawn besides the main base, this is what balances out the Tactician. With every class you can fail (Sab getting caught, sniper being spotted, medic using up his abilities) but right now the Tactician cannot fail. The spawns survive whereever they are placed, even with the enemy overruning a position. Without invincibility (as it should be) the player takes the risk of spawning into a "hot" spawn, they can see from camera or look at map location to determine that. Honestly the only safe spawn should be the base, and it is the tactician's job to determine the safe zones and proper orientation of the player near the frontlines for a spawn point, not to mention this is the purpose of the sentry bot as well to take watch over a spawn.
In the beta the main issue was the spawn at base, not the others (where invincibility should be off).
raYne said:I'm not referring to the main spawn. I'm talking about the spawn grenades.
With no invincibility, all the other team has to do is stand 5 feet away, and pop you in the head everytime you spawn.
raYne said:I'm not referring to the main spawn. I'm talking about the spawn grenades.
With no invincibility, all the other team has to do is stand 5 feet away, and pop you in the head everytime you spawn.
Yep, that's exactly what I suggested in an edit.GodofWine said:It should be about 1 second of time, where you cannot be shot, but you also cannot shoot, maybe start with an unloaded weapon and have to load it or something.
see:Dirtbag said:It works both ways, that's the disadvantage of placing the grenade out in the open, or in an easily controlled location. The invincibility has turned these gamemodes into something else. You shouldn't be able to shoot while invincibile at the very least.
raYne said:Yeah, you can argue, "well it's the Tactician's job to.. yadda yadda", but once a spawn grenade is thrown, it's not exactly hard to find out it's there.
Dirtbag said:I'm sorry but the invincibility needs to be totally removed. It's the cause of the problem. Removing it would force tacticians to be smarter with their grenade placement, without totally ruining gamemodes like search and destroy.
I'm also talking about removing the spawn invincibilty everywhere, spawn at base, and spawn on leader as well. It's against the more tactical nature of this game.
I also think a charge up time on placing the grenade would have been worth looking into.
raYne said:Perhaps a forced reload animation.. something.
That way the spawners still have time to collect themselves aren't at an automatic advantage.
I didn't say removing invincibility was the only step. Or even a step...GqueB. said:but I dont think JUST removing invincibility would be a good solution. It would make spawning a chore, a gamble and it just shouldnt be that way. I dont wanna play a game where Im killed the second I spawn. That isnt tactical, its unfun.
raYne said:People possibly camping the spawn points is understandable, so they should keep the invincibility and make it so that they can't do anything offensive until the invincibility period is over. Perhaps a forced reload animation.. something.
That way the spawners still have time to collect themselves and aren't at an automatic advantage.
Pretty much..Dirtbag said:Well the one thing we can all agree on is the current system is broken.
Dirtbag said:Well the one thing we can all agree on is the current system is broken.
I think where you respawn is your own decision so if you keep getting killed the second you respawn at a hotzone, spawn back at base. It's not like anyone is forcing you to use that spawn grenade.
So if your grenade is overrun and camped, you abandon it and the tide of the battle is shifted (like it should).
No invincibility or bust.
That's what we said from the beginning. Which was later met with, "we don't want to restrict players" and "this is already how we wanted them to work ideally" etc.Raist said:If they drop invicibility, you can be SURE spawn nades are going to be camped like there's no tomorrow. Thus being completely useless and killing the tactician class (and it's not the air drones that would save it)
Disable spawn nades in "green zones", problem solved.
Tempy said:From the official forums
No word on class balancing (tactician spawns, assaults), though I did send some suggestions from GAF as well as my own suggestions. Don't hold your breath though.
Other stuff coming in the form of DLCs which people would like, but dunno if I can talk about them.
EDIT: Crap, late by a page.
Raist said:If they drop invicibility, you can be SURE spawn nades are going to be camped like there's no tomorrow. Thus being completely useless and killing the tactician class (and it's not the air drones that would save it)
Disable spawn nades in "green zones", problem solved.
Read my post again...raYne said:I didn't say removing invincibility was the only step. Or even a step..
see:
Dirtbag said:Killing the tactician class :lol
Don't be so obtuse.
If anything else, it would be abandoned by the guys that constantly throw backwards grenades right on top of the objective. I wish the spawn point had the player's name on it, so you know who fucked up and could flame the morons throwing bad points.
I'm not joking, but I wish I was the only player on my team allowed to throw spawn grenades. It's an art.
Wax Free Vanilla said:Don't forget toggle crouch, screen capture for single and multi player modes and a FREE co-op mode DLC.
Dirtbag said:you guys are so full of shit.
it's totally playable, but when there are 4 spawn grenades in a single room around an objective and everyone is shooting rocket launchers from their Assault classes the game takes a noticeable hit.