Very, very long and epic post/wall of text coming up... If you have ADD, are a KZ2 vet that already know about all the flaws to the game, or a blind fanboy that sees nothing wrong with KZ2 and think Guerrilla Games is perfect, you might want to skip this post. Heck, you might want to skip it just because of the length, but I think its a good summation of all the online multiplayer portion of the game. Take your time, grab some popcorn, and maybe even split the read into sessions.
Killzone 2 does many things right but it does so many more things wrong. TTP had his opinions of the game in the OP and Lince has had his. :lol Well, heres my personal opinion / review / criticisms of the online multiplayer portion of the game:
First and foremost, I do like the game and I do have fun playing it (thats probably why Ive already logged 300+ hours). So dont take this post the wrong way and think I hate the game or Guerrilla Games, because I dont. Its just that GG made so many amateur mistakes in the game and there are so many excluded game features, it boggles my mind how/why they made the game design decisions they did, especially with so much development / beta time and having such a large budget / team size.
What most newbies notice when starting their first online MP game (other than how good it looks), is how different the controls feel. I suppose this is one of the reasons why so many people complained about the controls lagging or feeling sluggish. Having played KZ2 for so long, I can honestly say that the controls in the game is perfectly fine, even before the patch that changed the controls. Its just that KZ2 feels and controls very differently from most FPSs. Thus, it takes players longer to adjust to (some never do or dont have the patience to). GG did a good job making players truly feel the weight of the weapons. However, it does take a while to get used to.
My first gripe isnt with the controls (although the first day or two I played KZ2, I didnt like it). Its the fact that new players start out so underpowered and the fact that it takes a lot of grinding to unlock everything in the game so that you can finally start playing the game with all classes, all of their different class combinations, and all weapons. Yes, I know youre supposed to have to put in some time and effort to unlock the max ammo count and 1 extra grenade, and that it doesnt take too long to achieve.
Veterans not only had experience and map knowledge over newbies, they also have a very distinct and unfair advantage in more weapons choices, larger ammo count, more classes, and even extra point bonuses. Some people might not mind having to grind, to unlock just about everything to have fun, but many players do. I personally didnt mind too much because Im a hardcore FPS player, but I just wanted to point out that this is one of the main reasons I believe drives away the casual gamers and gamers who arent very good at KZ2 (which is the majority of the playerbase, sadly). The grind takes a long time and many players eventually resort to setting up rooms where buddies help them unlock certain annoying/ridiculous ribbons and medals.
Heres my breakdown of each class in KZ2:
Rifleman No special abilities but has access to a lot of weapons after theyve been unlocked. Most people (who have already unlocked other classes) pick this class for the LMG because of its spray and pray qualities. Others pick it for the rocket launcher in games where the game creator banned the Assault class but didnt turn off the Helghan rocket launcher. Quite a balanced class, since they dont have any special, overpowered or underpowered abilities. I actually wouldnt mind if KZ2 had no class system at all and just made everyone be Riflemen (or some generic soldier class with character customization) but gave them the sniper rifle and other weapons and take away rocket launchers. The game would be so much more balanced this way but it would obviously be less unique, I suppose.
Medic The revive ability is flawed. It takes forever to recharge the revive gun, which I suppose prevents it from being overpowered in a game already plagued with respawn issues. What makes the revive feature really retarded is the fact that once revived, the revived player usually spins 180 degrees, takes like 3 seconds to get up, then by the time they can get situated, they are killed again by the surrounding enemies or the person who originally killed them. It also sucks that once revived, none of your timers are reset and you are left with whatever ammo/grenades you died with. I wish GG gave players the ability to decline a revive.
The secondary function of the Medic class: the blood/med pack, is a very powerful secondary ability. In fact, when combined with the already overpowered and broken Assault class, its nearly cheating. Ill get more into Assault later on. But the med pack is a great choice as a secondary ability due to the relatively fast reuse timer and the fact you can heal not just yourself, but others as well. The problems with the med pack is that it cant be thrown very far, is hard as hell to spot, and can also be picked up by enemy players. If GG increased the distance med packs can be thrown, added an icon on the map indicating where med packs are, and didnt allow enemies to use your teams med packs, I would probably use it a lot more often as my secondary ability.
Engineer The motherfuckin Engineer class. Quite possibly the most played and most overpowered class other than Assault in KZ2. Every good / smart clan knows to stack their team with dedicated Engineers. The class importance and dominance is enhanced in clan games because clan games usually have lower player counts than large public games, which results in less turrets being destroyed and their ability to focus fire on single targets a lot more effective. Having 4 turret bots constantly shooting and defending an area is more than annoying, its straight-up deadly and an essential tactic in most game modes, required in clan games. You blow one turret up, they put up another one. You are now left with low health, distracted from the objective, and the enemy (usually the Engineer camping near the turrets) get a nice and easy kill on you. The bots are in my opinion, very overpowered. They can get headshots too easily, can absorb too much damage (unless they were freshly placed and are still in a vulnerable state), they do too much damage compared to the mostly useless air bots, and they fire rockets (at air bots) way too rapidly. Oh yeah, and its quite retarded how Engineers can just die to immediately refresh their reuse timer on turret bots. Thats how people can get so many bots up so quickly to flood an area with bots. The only negative thing (and its not even really negative, mostly annoying) about Engineers / bot placement is the fact that the placement timer resets every time someone runs by you and you also have to be facing a certain way to place them in certain areas.
The damn shotgun
Other than grenade / rocket launchers, the shotgun is the most complained about weapon in KZ2 and for good reason. Simply put, it is overpowered. The range on this gun is ridiculous, especially given its power and accuracy. Since there is no damage reduction to the shotguns pellets in relation to distance traveled, it does too much damage even if fired from a lengthy distance. Also, even if 1 pellet hits your head, it counts as a headshot. Aim-assist on this gun is just ridiculous. Sure, GG finally took out the auto-aim exploit but the shotgun STILL locks onto people like a friggin magnet. Then add in the fact that most objectives on most maps in KZ2 are located in close quarters, with tons of choke points and narrow corridors, the shotgun shines in most situations. If a smart Engineer / shotgun user is running out in the open, simply carry around another overpowered weapon: the Magnum (you just have to grind to unlock it).
Tactician My favorite and most played class. In my opinion, its the class that requires the most skill and thought to be good at. No overpowered weapons, no overpowered (although very important) abilities, and you need to have some intelligence and suicidal tendencies in order to place good spawn points.
The spawn grenade is a good idea and a cool concept. However, GG implemented it completely wrong. They didnt put any restriction to where spawn grenades can be placed and used. This causes the mind-numbing clusterfucks that constantly occur when 2 or more opposing spawn grenades are in close vicinity of each other. Then you add in the ridiculous spawn invincibility (while still being able to deal damage) and you have yourself a recipe for chaos and frustration. I honestly dont know how such a well-funded, well-staffed, and well-supported development team can make such amateur and idiotic game design mistakes like they did with spawn grenades. I mean, any semi-intelligent gamer or even amateur game designer can see the problems that would arise when you allow players to respawn ANYWHERE on the map in a FPS, plus spawn invincibility. The easiest and most obvious solution to this problem is to restrict spawn grenades from being used within certain areas close to the objectives, enemy base, or even opposing spawn grenades. After that, make it so that when invincible, you cannot do damage to enemy players OR just take out spawn (grenade) invincibility completely. Id prefer the former to the latter but both would work.
I dont know why GG made it so that Tacticians have to be facing backwards to where you want you and your teammates to face when respawning, when throwing out spawn grenades. It just doesnt make much sense, but whatever, I eventually got used to it. The problem is, newbie or retarded Tacticians that dont know about the whole turn your back to where you want to face when respawning aspect, always throw their spawn grenades in terrible directions and locations. Which leads me to the next few gripes
you cant disarm/disable friendly or opposing spawn grenades, so you and your team is stuck with badly-placed spawn grenades for a minute or so. Theres no way to tell who threw what grenades where, so shitty Tacticians go unnoticed (unless you actually witness them throwing the grenades out) and unpunished (not like anyone actually gets voted out of games in KZ2 anyway). What makes this worse is the fact that the Tactician who threw the grenade has a ~10 second exclusive right to throw that same grenade out again once it runs out. Meaning, if you have stupid Tacticians that keep throwing out spawn grenades in terrible places, they can keep throwing them out and other Tacticians cant do shit about it.
Another dumb aspect of spawn grenade-throwing is the fact that when 2 spawn grenades are thrown out at around the same time, they both fizzle out or become duds. It takes another 10 or so seconds for that spawn grenade to become available again, while the 2 Tacticians who threw out the duds are left with a long reuse timer. Lastly, I hate the fact that throwing out a spawn grenade shows you on the enemys radar. As if its not bad enough to have to run into an enemys stronghold on a suicide mission, they make it so youre a fucking red dot giving the opposing defenders / campers a headsup to your location. Every time I throw out a spawn grenade, I prepare myself for the 3+ rushing enemies running straight at me, guns blazing, hoping I can get in a kill or two before being overwhelmed.
About the air bots: they suck. Plain and simple. Yes, they do get lucky headshots and might actually kill a wounded enemy stuck out in the open once in a blue moon. Yes, they do provide a bit of distraction. And yes, they do a decent job at revealing Saboteurs and nearby Scout locations. But air bots are just too damn weak and crappy compared to their overpowered ground turret bot counterparts. Its stupid how every team can only have 2 air bots out, while 4 turret bots are available to each team. Then add in the fact that ground bots eat air bots for breakfast with their rapid firing rockets, air bots are nearly useless. Getting the 5-kill air bot ribbon 8 times for the medal is annoying and hard as fuck without resorting to getting a buddy to sit there and let your air bot kill him over and over.
Saboteur Ahh, the class that GAFers love to whore-out. I think people mainly play this class for the cheesy spray and pray mini SMG (it should be renamed HMG: Headshotting Machine Gun) more than they do for the disguise main ability. To vets of KZ2, a disguised Saboteur can be spotted from a mile away. The disguise can only trick dumber or less experienced players unless theyre within a clusterfuck where its hard to tell whos an enemy even if theyre not disguised. I guess its harder to notice a Helghast player disguised as an ISA Rifleman because the absence of their blue lights are less obvious than the red eyes-less ISA Saboteur disguised as a Helghast Rifleman. Still, its not that hard to notice if youre aware of your surroundings.
About the C4. It should be renamed Sticky Proximity Mines (SPM) or something because they do not at all behave like C4. First off, you cant throw C4, you need to place / set them. Second, C4 is not proximity-activated. You need to manually detonate it or set a timer. Anyway, aside from semantics, C4 in KZ2 is still broken. There are minor detection problems but what really frustrates me is the fact that if you die and respawn, your C4s become duds. They may still have the blinking lights on them but they wont go off anymore. You need to find them, then blow them up manually with a direct bullet hit or grenade explosion and wait ~10 seconds for them to be available to use again. Its a hassle and ridiculous to have to go through so much crap just to reuse C4. Either make them permanent so that they must be set off by enemies or blown up. Or put a timer on the effectiveness of the proximity detonation, but make them automatically disappear and made available for reuse without having to jump through hoops.
C4s are quite cheap (not overpowered) but then again, the entire Saboteur class is cheap in my opinion, due to their disguise, SMGs, and nature of being a "sneaky" class. I suppose if the C4s were a bit easier to spot or detect (some sort of distinct noise or something), I wouldnt call it cheap. I do have to say though, getting C4 kills is pretty funny and being able to throw them on teammates and turn them into suicide bombers is REALLY funny. Too bad if they die before the C4s goes off, youre shit out of luck, left without C4s for the 3+ minutes it takes them to disappear and get back into your inventory.
Assault Fuck this class and everything about them (their weapons, extra armor/health, Boost) and fuck GG for being stupid enough to include them in the game, not nerfing the shit out of them 2+ months after release, even with tons of complaints from so many people. By now, most posters in this thread know how broken and overpowered the Assault class is. Even with a large portion of the official forums bitching about everything related to Assault, there are still lots of fanboys, Assault users, and inexperienced players on that forum defending this piece of shit class. Whats even worse, GG doesnt seem to think theres a problem with Assault (or any weapon/class balance issues for that matter) and probably have no plans to change anything about Assault. Im guessing their reasoning and attitude is, If you dont like the class, then make or play in a room without it. Were not going to go through the trouble of redesigning or balancing a completely broken and overpowered class. In fact, I think that's their attitude with most of the problems in this game.
As if the bitching on forums wasnt enough proof of how bad this class is for the game, GG only has to look at the games search results and take a look at the large amount of rooms which specifically ban Assault and/or their fucked up weapons (while not banning most other classes). Its hard for me to play in rooms these days that has both Assault and their grenade / rocket launchers enabled. On some rare occasions, when rockets/Assault off rooms are sparse or all full, Ill go into a room that has them enabled just to remind myself how utterly broken this class is. Ill admit though, sometimes it is fun just running around like a mindless n00b with the launchers in hand spamming rockets and grenades. It's so pathetically easy to get (cheap) kills as an Assault.
Boost doesnt belong in this game. KZ2 already suffers from lag and framerate issues. Boost just makes things worse and its nearly impossible to kill a strafing booster (unless youre a shotgun n00b with magnet aim-assist, getting a lucky shot or two). Boost also makes the game a lot less tactical. Assassination and Search & Retrieve is just too easy with Boost, even more so if used with Assault. Even though I dont think Boost is good for the game, I do use it the most as my secondary ability (if its available) because its just too good (and cheap) not to use, especially as a suicidal Tactician trying to get to my destination in good time. The only map where I dont mind Boost at all in, is on Pyrrhus Rise. PR is almost unbearable without Boost, just because its too wide-open and theres too many snipers camping everywhere.
Anyway, Assault should be nerfed and/or completely taken out of the game. Having 200% health, double speed, double health regeneration rate, and spammable 1-shot ranged explosive AoE weapons is just ridiculous. This class simply has NO DOWNSIDE. Theres nothing negative about the class whatsoever, not even slower walk/run speed, even though they have all that armor and lugging around heavy rocket launchers. Heck, if you want to be even more overpowered and cheap as Assault, just use med packs as a secondary and youll have always have 100-140% more health than your opponents (unless theyre Assault too). I mean, at the VERY LEAST make it so that the class advantage is actually what its supposed to be: double ARMOR, not health. As of now, Assault has double health because they regen back to 120% of a normal class health
and I suppose in GGs illogical world, it makes sense to give an already overpowered and broken class the ability to heal all of their ARMOR back to 200% with blood / med packs.
Scout I have mixed feelings about this class. On one hand, its the most overpowered sniper class in any FPS, ever. They are almost completely invisible (when not moving) have a 1-shot (ANYWHERE on the body, except against Assault, non-headshot) sniper rifle, along with the ability to put a permanent X on all visible enemies for you, as well as putting a permanent red dot on all friendly allies' radars? Really? WTF was GG thinking? "Let's make this the ultimate, superdooper, bestest ever sniper in the history of online gaming?!?"
Even though Scout is a K/D whores wet dream (along with Assault with med packs) and a near-perfect/ideal sniper class, it can be countered by other snipers and smart players. Opposing Scouts can make each others camping lives miserable, particularly with Spot and Mark. Smart players can look for hidden snipers when they shoot because theyll show up on the radar. Just match the red dot that pops up with their shots or look for the awkward red dot on the map in some remote location if they are spotted and marked. Im on the fence about whether or not Scout is really an overpowered class, but I do know one thing it is: a selfish, stat-boosting and mainly non-helpful class during most objective games. They only help during Search and Destroy, Bodycount, and sometimes Capture and Hold. But it takes a smart Scout camped in a good position, taking good shots to be actually useful in these game modes.
Overall, Id say that at least half the classes and weapons in this game are not balanced, with a few specific bad apples that are ridiculously overpowered and/or cheap. I highly doubt GG will try to balance out any of these classes or weapons, simply because they thought they already have balanced them throughout the past few years. It is what it is