Oh yeah, this is the one major problem that the patch doesn't seem to address.Lince said:game info before joining
Oh yeah, this is the one major problem that the patch doesn't seem to address.Lince said:game info before joining
Dirtbag said:I wish they'd give us the ability to turn off secondary badges without turning off the entire class (C4 and boost anyone) and patch in the ability for the rifleman to use the saboteur and sniper rifles.
No kidding. Nothing more frustrating than having to enter 10 different games before finding the one that has the options you want.FFObsessed said:Wait, where are the improved search features?
C'mon Guerrilla, can't be that hard, should have been in the first patch.
Lince said:you know... now tacticians will be the real game-deciders, Cagen should be happy or extremely annoyed with these news :lol
Raist said:
Lince said:tomorrow will be a fucking mess, all the noob tacticians that don't check the Internet for news and stuff will still be placing the spawns backwards and on top of the S&D objectives, unaware players will still be trying to spawn there and plant/defuse... tons of carnages and rage quits... should be epic :lol
FFObsessed said::lol
Let's play 2moro!
Don't you mean your first step?Lince said:now that we're guaranteed to stay same team/squad from the very first game to the last... our next step is marriage I think <3
Lince said:now that we're guaranteed to stay same team/squad from the very first game to the last... our next step is marriage I think <3
-viper- said:Don't you mean your first step?
Yeah, he was talking about meFFObsessed said:Nice way of putting it :lol
Probably they need more time to implement that, since it requires changes to the UI and stuff like that.Firewire said:I love the spawn fix and being able to stay with squads, but I'm a bit disappointed that no enhancements have been made when searching for games.
-viper- said:Coming to think about it, the spawn invincibility issue is a double edged sword.
My original idea was to remove invincibility as soon as you fire.
Fersis said:The Spawn invencibility removal is a game changer for me.
This mean less spawn fests!
Tempy said:And Tacticians should be smarter where they throw those spawn grenades.
Tacticians shouldn't throw spawn grenades down in places where spawning players could be susceptible to dying upon spawn; and spawning players should be weary of this also. There's no better change to the game that they could've made than this.A.R.K said:or this could be worse with opposing teams camping near by and picking off spawners specially the morons who just play for K/D ratio
EagleEyes said:I wonder if the High Precision mode is also coming to the single player campaign. That would be amazing if true.
Thrakier said:Meh, still no "no respawn" mode, wtf. high precison mode sounds good, though.
Spawnfests will still happen, of course, it's just that people will die much faster...and much more. Good for my K/D-ratio I guess, after all, I'm a fucking K/D-whore.
A.R.K said:or this could be worse with opposing teams camping near by and picking off spawners specially the morons who just play for K/D ratio
Tempy said:In the beta, what would happen is that a shotgunner would stand behind the spawn point and blast people to hell.
So make sure the area you're spawning to is safe (look at the cam view!!!!!). And Tacticians should be smarter where they throw those spawn grenades.
EazyB said:The update sounds awesome. So glad they tweaked the spawn invincibility; it practically broke the game for me. Can't wait to see how the tweaked controls feel as well.
Unfortunately most of the people I played with gave up on the game so if a few of you guys could hit me up with a FR (PSN: Eazy-Bee) I'd really appreciate it.
I am reading it correctly that I will have all the badges and abilities unlocked once this patch hits, right? If so that's really awesome. Seems like GG may realize some of the potential this game has.
Oh fuck me. I don't give a damn about trophies, give me the option to disable trophies I just want to be able to snipe like everyone else or use C4. The fact that relatively new players are at a severe disadvantage compared those that've simply played longer and suffered through pistol only matches is complete bullshit. It's probably a good reason KZ hasn't caught on like a CoD. Until GG realizes this fundamental design flaw they've never achieve anything more than mediocre numbers.FFObsessed said:No. Skirmish mode is offline with bots. They'll be unlocked for that mode, not for the online of course, coz that would just give you all the trophies and such.
Beach head?Thrakier said:KZ2 should have a map where it rains. It should rain so hard that you can barely see anything. And fog in one corner. So awesome.
How would that even work?Fersis said:So, to make Fersis happy GG only has to :
-Show info of the match before joining
-No Spawn option (Or Spawn limits)
-viper- said:Beach head?
Lince said:heh.. that's the main problem, every single player of a team can be tactician, and now they're the ones who will make you win or lose. Anyway the changes and improvements are welcome, thanks guys.
This part right here intrigues me. They really seem to like the High Precision mode. I'll try it out for sure. Toggle crouch for singleplayer would top it all off.Control-wise, what exactly does the new High Precision option do?
When this option is switched on, it makes the analog sticks more responsive to small movements. Turned off, the controls behave exactly as they did before the patch. Its not a radical overhaul of the control system, so the layout and the weight of the controls remain the same.
Still, a lot of us here at Guerrilla really enjoy the new High Precision option, so weve decided to switch it on by default for new players. Existing Killzone 2 players will have the option turned off by default after patching we wouldnt want to force a sudden change to the controls on you!
I think it's a good chance it'll be in single player also. The last patch where they tweaked the controls was across the board. For multiplayer and singleplayer. Maybe they'll go with this mode from the get-go with Killzone 3?EagleEyes said:I wonder if the High Precision mode is also coming to the single player campaign. That would be amazing if true.
EazyB said:Oh fuck me. I don't give a damn about trophies, give me the option to disable trophies I just want to be able to snipe like everyone else or use C4. The fact that relatively new players are at a severe disadvantage compared those that've simply played longer and suffered through pistol only matches is complete bullshit. It's probably a good reason KZ hasn't caught on like a CoD. Until GG realizes this fundamental design flaw they've never achieve anything more than mediocre numbers.
Fuck it, I'll still boot up the game tomorrow and see how long it takes before I get frustrated trying to unlock the rest of the badges so I can be on a level playing field.
TTP said:Where is the complete change log?
Firewire said:I don't think one has been posted anywhere. Looks like we will have to wait till tomorrow for that, but I'm guessing anything not already mentioned will be minor.
I can now play balanced games with friends. Thank you GG.The Join Friend option has been changed so that the player can automatically join a friends faction and squad even if faction balancing is on. In addition, squads and their factions are now persistent over multiple games, so friends can keep playing together continuously.
The problem is when you throw the spawns in a corner the cam will sometimes show not available..Tempy said:In the beta, what would happen is that a shotgunner would stand behind the spawn point and blast people to hell.
So make sure the area you're spawning to is safe (look at the cam view!!!!!). And Tacticians should be smarter where they throw those spawn grenades.
How have you improved the overall balance of the game?
For starters, Patch 1.27 allows players to switch factions manually if the factions are unbalanced. If the factions consist of, say, 13 players versus 11 players, a player from the largest faction can manually switch over to make it an even 12 versus 12. Switching in the other direction is not allowed, so players from the smaller team cant defect to the larger team if the battle doesnt go their way. Players who switch over retain all their points, but squad affiliations will of course be lost.
Furthermore, weve removed the temporary invulnerability awarded to players who spawn at a spawn point other than the base camp. The players will still be safe at their own base camp, but custom-placed or mission-based spawn points do not yield temporary invulnerability anymore. This will hopefully give opposing players already at this location a fair chance.
Finally, weve made a couple of changes to the Badge abilities. The Assault Badge, for instance, was deemed too powerful by many players so we tweaked down its Armor ability from 100 hit points to 50 hit points. The Tactician Badges secondary ability (to request air support from a Sentry Bot) has also been tweaked to make the Sentry Bot more useful. It can aim more accurately now, and its health is a little higher as well. To make it even more useful, weve reduced the way automated turrets target them, so theyre not shot down as fast. It should certainly make the Air Support Specialist ribbon easier to obtain!