The Official Killzone 3 MEGA HYPE THREAD! (UPDATE!!!!!)

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Vader993

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#151 Vader993
Member since 2010 • 7533 Posts

http://www.youtube.com/watch?v=Jm8MiUWP8EU&feature=related

http://www.youtube.com/watch?v=OrxWnM5kNh8&feature=related

http://www.youtube.com/watch?v=ujD9d4pyY9g&feature=related

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#152 Vader993
Member since 2010 • 7533 Posts

Decided to write a little sum-up of my thoughts and feelings regarding the Killzone 3 beta. Then it turned into a big sum-up. Enjoy

The obvious place to start would be to tell you all how experienced I am with Killzone as a series. I started with KZ2 and, before this beta, it's all I'd ever played in the series. I was an on/off Killzone 2 player. Played it for a few weeks then stopped for a few more. Rinse and repeat.

Of course, as soon as Killzone 3 was announced I couldn't help but start playing KZ2 again. I was never the best uber 1337 amazing Killzone 2 player, but I like to think I was always a player who any team would be happy for me to be a part of. I valued the objectives over anything else. So when I start talking about my thoughts on Killzone 3, I dare say that I'm a player who knows what he is talking about.

With that out the way, onto my thoughts on Killzone 3.

Obviously I have to start on the controls. They'reperfect. If anyone tells you they have been CODified, slap them in the face with your shoe because they're talking bollocks. Guerilla have found the perfect balance between accessibility and hardcore-ness. I would say the controls are 75% BFBC2, 25% KZ2. Killzone purists may claim this is a step in the wrong direction, that Killzone is losing its identity with this change - they would be wrong. What Guerilla has done with the controls is made them difficult enough that you can take time to master them, without making them scary and evil enough to scare off any new players within 3.4 seconds of playing the game. Proof of this is how often you can see random players spraying their guns wildly around the place instead of straight at their opponent in 1v1 gunfights. As an experienced (but not incredible) KZ2 player, I have found myself winning a majority of the gunfights. I put this down to the difficulty and non COD-ness of the controls.

With that out the way, I get to talk about the actual game. The biggest problem for me is the lack of recoil. The SMG has literally zero recoil, as I'm pretty sure do any of the other guns. Surprisingly, I'm not too worried about this because all I've read in any conversation about the beta is how lame the lack of recoil is, so GG must have heard. And no-one can deny how good a track record GG have of addressing their criticisms (sometimes too much, as was the case of the oft-changed Killzone 2 controls).

Speaking of the shooting mechanics, the next thing that I have seen worry a lot of Killzone 2 die-hards is the added emphasis on iron sight usage. Again, this to me is a non-issue as hip-fire is still an extremely useful tool. I have hip-fired people two storeys below me with the SMG with no troubles. The irons make the gunsmoreaccurate, not hip-firelessaccurate.

Moving on now from the game's shooting mechanics to the places you'll be shooting in. There are 3 (I think) maps in the beta. The jetpack one with the EMP's, the snow one and the Exo one. I've only played the Exo one once, so can't really comment on it at all. All I'll say is that it seems pretty damn good with the limited time I've had on it.

My favourite map of the three by far is the snow one. I think it's called Frozen Crossing. It is huuuuuuge. Seriously, it's like a BFBC2 map. The map is in Warzone, Guerilla Warfare and operations. In Guerilla Warfare, you play in a small(ish) section of the map. This is fine as it helps to keep the action around you and the randomised spawns in the game mode mean that spawn camping isn't an issue. But it is in Warzone where the map really shines The game's new spawn system, where tacticians capture pre-positioned bases, works incredibly well on this map. Each round of the Warzone focuses on a small part of the map, so no one base is overpowered.

Frozen Crossing's one fail is in the Operations game mode. Unfortunately, whether or not these issues are exclusive to this one map is impossible to find out as Frozen Crossing is the only Operations-compatible map in the beta. The problem with Operations on Frozen Crossing is the choke points in the map. As with Guerilla Warfare, parts of the map are closed off specifically for this game mode. Unlike Guerilla Warfare, where respawns are random, this means that the operations game mode is full of chokepoints and, unfortunately, spawn camping. Yup, everyone's favourite KZ2 online problem has triumphantly returned. Operation's numerous choke points mean that the defending Helghast can easily run straight to the ISA's spawn and keep them there for all eternity. No fun.

The final map is the EMP one with the jetpacks. It's called "Helghast-Stopway 23" or something complicated like that, so you'll have to forgive me for not knowing its name. This is my least favourite map. It's incredibly open - basically a massive circle. vertical gameplay is encouraged here with jetpacks being thrown at you every 3 seconds and spawn points being placed on perches. My problem with the map is that I keep getting shot from the side. At this point, it's probably my fault; I don't know the map very well so I don't really know where to keep an eye out for enemies. On the other hand, it could be impossible to know where to keep an eye out for the enemies as the map is so completely open. I guess what I'm trying to say is that this map values who sees who first over any shooting ability. For me, it's definitely the weakest map.

Vehicles come into multiplayer for the first time and they areveryfun. As I said, I've only played the Exo map the one time, so haven't had tonnes of experience in them. I did get to use one for short while though, and it's a tonne of fun. It isn't overpowered - it takes only one or two VC9 rockets to take it out. I shot at the enemy Exo with one and it was downed in one hit, which seems too low to have any real fun in a battle between two exo users.

Jetpacks are a nice addition and do a job without feeling overpowered. I never felt all-powerful when wielding one, although jumping over an enemy's head and shooting him in the head is incredibly satisfying

Not really much left to say. Frame rate's a bit shaky, health is a bit lower, new Helghast voiceover guy sucks and is just annoying to listen to. I don't care if it makes no sense, bring back Radec into single player so we can have him as the MP v/o....do zombies exist in the Killzone universe?

http://boardsus.playstation.com/t5/Killzone-3/My-Killzone-3-Beta-Impressions/td-p/46322356

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#153 Kan0nF0dder
Member since 2009 • 1962 Posts

Decided to write a little sum-up of my thoughts and feelings regarding the Killzone 3 beta. Then it turned into a big sum-up. Enjoy

The obvious place to start would be to tell you all how experienced I am with Killzone as a series. I started with KZ2 and, before this beta, it's all I'd ever played in the series. I was an on/off Killzone 2 player. Played it for a few weeks then stopped for a few more. Rinse and repeat.

Of course, as soon as Killzone 3 was announced I couldn't help but start playing KZ2 again. I was never the best uber 1337 amazing Killzone 2 player, but I like to think I was always a player who any team would be happy for me to be a part of. I valued the objectives over anything else. So when I start talking about my thoughts on Killzone 3, I dare say that I'm a player who knows what he is talking about.

With that out the way, onto my thoughts on Killzone 3.

Obviously I have to start on the controls. They'reperfect. If anyone tells you they have been CODified, slap them in the face with your shoe because they're talking bollocks. Guerilla have found the perfect balance between accessibility and hardcore-ness. I would say the controls are 75% BFBC2, 25% KZ2. Killzone purists may claim this is a step in the wrong direction, that Killzone is losing its identity with this change - they would be wrong. What Guerilla has done with the controls is made them difficult enough that you can take time to master them, without making them scary and evil enough to scare off any new players within 3.4 seconds of playing the game. Proof of this is how often you can see random players spraying their guns wildly around the place instead of straight at their opponent in 1v1 gunfights. As an experienced (but not incredible) KZ2 player, I have found myself winning a majority of the gunfights. I put this down to the difficulty and non COD-ness of the controls.

With that out the way, I get to talk about the actual game. The biggest problem for me is the lack of recoil. The SMG has literally zero recoil, as I'm pretty sure do any of the other guns. Surprisingly, I'm not too worried about this because all I've read in any conversation about the beta is how lame the lack of recoil is, so GG must have heard. And no-one can deny how good a track record GG have of addressing their criticisms (sometimes too much, as was the case of the oft-changed Killzone 2 controls).

Speaking of the shooting mechanics, the next thing that I have seen worry a lot of Killzone 2 die-hards is the added emphasis on iron sight usage. Again, this to me is a non-issue as hip-fire is still an extremely useful tool. I have hip-fired people two storeys below me with the SMG with no troubles. The irons make the gunsmoreaccurate, not hip-firelessaccurate.

Moving on now from the game's shooting mechanics to the places you'll be shooting in. There are 3 (I think) maps in the beta. The jetpack one with the EMP's, the snow one and the Exo one. I've only played the Exo one once, so can't really comment on it at all. All I'll say is that it seems pretty damn good with the limited time I've had on it.

My favourite map of the three by far is the snow one. I think it's called Frozen Crossing. It is huuuuuuge. Seriously, it's like a BFBC2 map. The map is in Warzone, Guerilla Warfare and operations. In Guerilla Warfare, you play in a small(ish) section of the map. This is fine as it helps to keep the action around you and the randomised spawns in the game mode mean that spawn camping isn't an issue. But it is in Warzone where the map really shines The game's new spawn system, where tacticians capture pre-positioned bases, works incredibly well on this map. Each round of the Warzone focuses on a small part of the map, so no one base is overpowered.

Frozen Crossing's one fail is in the Operations game mode. Unfortunately, whether or not these issues are exclusive to this one map is impossible to find out as Frozen Crossing is the only Operations-compatible map in the beta. The problem with Operations on Frozen Crossing is the choke points in the map. As with Guerilla Warfare, parts of the map are closed off specifically for this game mode. Unlike Guerilla Warfare, where respawns are random, this means that the operations game mode is full of chokepoints and, unfortunately, spawn camping. Yup, everyone's favourite KZ2 online problem has triumphantly returned. Operation's numerous choke points mean that the defending Helghast can easily run straight to the ISA's spawn and keep them there for all eternity. No fun.

The final map is the EMP one with the jetpacks. It's called "Helghast-Stopway 23" or something complicated like that, so you'll have to forgive me for not knowing its name. This is my least favourite map. It's incredibly open - basically a massive circle. vertical gameplay is encouraged here with jetpacks being thrown at you every 3 seconds and spawn points being placed on perches. My problem with the map is that I keep getting shot from the side. At this point, it's probably my fault; I don't know the map very well so I don't really know where to keep an eye out for enemies. On the other hand, it could be impossible to know where to keep an eye out for the enemies as the map is so completely open. I guess what I'm trying to say is that this map values who sees who first over any shooting ability. For me, it's definitely the weakest map.

Vehicles come into multiplayer for the first time and they areveryfun. As I said, I've only played the Exo map the one time, so haven't had tonnes of experience in them. I did get to use one for short while though, and it's a tonne of fun. It isn't overpowered - it takes only one or two VC9 rockets to take it out. I shot at the enemy Exo with one and it was downed in one hit, which seems too low to have any real fun in a battle between two exo users.

Jetpacks are a nice addition and do a job without feeling overpowered. I never felt all-powerful when wielding one, although jumping over an enemy's head and shooting him in the head is incredibly satisfying

Not really much left to say. Frame rate's a bit shaky, health is a bit lower, new Helghast voiceover guy sucks and is just annoying to listen to. I don't care if it makes no sense, bring back Radec into single player so we can have him as the MP v/o....do zombies exist in the Killzone universe?

http://boardsus.playstation.com/t5/Killzone-3/My-Killzone-3-Beta-Impressions/td-p/46322356

Vader993
Thanks for the write up, man.
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#154 Vader993
Member since 2010 • 7533 Posts

[QUOTE="Vader993"]

Decided to write a little sum-up of my thoughts and feelings regarding the Killzone 3 beta. Then it turned into a big sum-up. Enjoy

The obvious place to start would be to tell you all how experienced I am with Killzone as a series. I started with KZ2 and, before this beta, it's all I'd ever played in the series. I was an on/off Killzone 2 player. Played it for a few weeks then stopped for a few more. Rinse and repeat.

Of course, as soon as Killzone 3 was announced I couldn't help but start playing KZ2 again. I was never the best uber 1337 amazing Killzone 2 player, but I like to think I was always a player who any team would be happy for me to be a part of. I valued the objectives over anything else. So when I start talking about my thoughts on Killzone 3, I dare say that I'm a player who knows what he is talking about.

With that out the way, onto my thoughts on Killzone 3.

Obviously I have to start on the controls. They'reperfect. If anyone tells you they have been CODified, slap them in the face with your shoe because they're talking bollocks. Guerilla have found the perfect balance between accessibility and hardcore-ness. I would say the controls are 75% BFBC2, 25% KZ2. Killzone purists may claim this is a step in the wrong direction, that Killzone is losing its identity with this change - they would be wrong. What Guerilla has done with the controls is made them difficult enough that you can take time to master them, without making them scary and evil enough to scare off any new players within 3.4 seconds of playing the game. Proof of this is how often you can see random players spraying their guns wildly around the place instead of straight at their opponent in 1v1 gunfights. As an experienced (but not incredible) KZ2 player, I have found myself winning a majority of the gunfights. I put this down to the difficulty and non COD-ness of the controls.

With that out the way, I get to talk about the actual game. The biggest problem for me is the lack of recoil. The SMG has literally zero recoil, as I'm pretty sure do any of the other guns. Surprisingly, I'm not too worried about this because all I've read in any conversation about the beta is how lame the lack of recoil is, so GG must have heard. And no-one can deny how good a track record GG have of addressing their criticisms (sometimes too much, as was the case of the oft-changed Killzone 2 controls).

Speaking of the shooting mechanics, the next thing that I have seen worry a lot of Killzone 2 die-hards is the added emphasis on iron sight usage. Again, this to me is a non-issue as hip-fire is still an extremely useful tool. I have hip-fired people two storeys below me with the SMG with no troubles. The irons make the gunsmoreaccurate, not hip-firelessaccurate.

Moving on now from the game's shooting mechanics to the places you'll be shooting in. There are 3 (I think) maps in the beta. The jetpack one with the EMP's, the snow one and the Exo one. I've only played the Exo one once, so can't really comment on it at all. All I'll say is that it seems pretty damn good with the limited time I've had on it.

My favourite map of the three by far is the snow one. I think it's called Frozen Crossing. It is huuuuuuge. Seriously, it's like a BFBC2 map. The map is in Warzone, Guerilla Warfare and operations. In Guerilla Warfare, you play in a small(ish) section of the map. This is fine as it helps to keep the action around you and the randomised spawns in the game mode mean that spawn camping isn't an issue. But it is in Warzone where the map really shines The game's new spawn system, where tacticians capture pre-positioned bases, works incredibly well on this map. Each round of the Warzone focuses on a small part of the map, so no one base is overpowered.

Frozen Crossing's one fail is in the Operations game mode. Unfortunately, whether or not these issues are exclusive to this one map is impossible to find out as Frozen Crossing is the only Operations-compatible map in the beta. The problem with Operations on Frozen Crossing is the choke points in the map. As with Guerilla Warfare, parts of the map are closed off specifically for this game mode. Unlike Guerilla Warfare, where respawns are random, this means that the operations game mode is full of chokepoints and, unfortunately, spawn camping. Yup, everyone's favourite KZ2 online problem has triumphantly returned. Operation's numerous choke points mean that the defending Helghast can easily run straight to the ISA's spawn and keep them there for all eternity. No fun.

The final map is the EMP one with the jetpacks. It's called "Helghast-Stopway 23" or something complicated like that, so you'll have to forgive me for not knowing its name. This is my least favourite map. It's incredibly open - basically a massive circle. vertical gameplay is encouraged here with jetpacks being thrown at you every 3 seconds and spawn points being placed on perches. My problem with the map is that I keep getting shot from the side. At this point, it's probably my fault; I don't know the map very well so I don't really know where to keep an eye out for enemies. On the other hand, it could be impossible to know where to keep an eye out for the enemies as the map is so completely open. I guess what I'm trying to say is that this map values who sees who first over any shooting ability. For me, it's definitely the weakest map.

Vehicles come into multiplayer for the first time and they areveryfun. As I said, I've only played the Exo map the one time, so haven't had tonnes of experience in them. I did get to use one for short while though, and it's a tonne of fun. It isn't overpowered - it takes only one or two VC9 rockets to take it out. I shot at the enemy Exo with one and it was downed in one hit, which seems too low to have any real fun in a battle between two exo users.

Jetpacks are a nice addition and do a job without feeling overpowered. I never felt all-powerful when wielding one, although jumping over an enemy's head and shooting him in the head is incredibly satisfying

Not really much left to say. Frame rate's a bit shaky, health is a bit lower, new Helghast voiceover guy sucks and is just annoying to listen to. I don't care if it makes no sense, bring back Radec into single player so we can have him as the MP v/o....do zombies exist in the Killzone universe?

http://boardsus.playstation.com/t5/Killzone-3/My-Killzone-3-Beta-Impressions/td-p/46322356

Kan0nF0dder

Thanks for the write up, man.

i didn't write it, too lazy for that

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#155 Sandvichman
Member since 2010 • 4006 Posts

[QUOTE="Kan0nF0dder"][QUOTE="Vader993"]

Decided to write a little sum-up of my thoughts and feelings regarding the Killzone 3 beta. Then it turned into a big sum-up. Enjoy

The obvious place to start would be to tell you all how experienced I am with Killzone as a series. I started with KZ2 and, before this beta, it's all I'd ever played in the series. I was an on/off Killzone 2 player. Played it for a few weeks then stopped for a few more. Rinse and repeat.

Of course, as soon as Killzone 3 was announced I couldn't help but start playing KZ2 again. I was never the best uber 1337 amazing Killzone 2 player, but I like to think I was always a player who any team would be happy for me to be a part of. I valued the objectives over anything else. So when I start talking about my thoughts on Killzone 3, I dare say that I'm a player who knows what he is talking about.

With that out the way, onto my thoughts on Killzone 3.

Obviously I have to start on the controls. They'reperfect. If anyone tells you they have been CODified, slap them in the face with your shoe because they're talking bollocks. Guerilla have found the perfect balance between accessibility and hardcore-ness. I would say the controls are 75% BFBC2, 25% KZ2. Killzone purists may claim this is a step in the wrong direction, that Killzone is losing its identity with this change - they would be wrong. What Guerilla has done with the controls is made them difficult enough that you can take time to master them, without making them scary and evil enough to scare off any new players within 3.4 seconds of playing the game. Proof of this is how often you can see random players spraying their guns wildly around the place instead of straight at their opponent in 1v1 gunfights. As an experienced (but not incredible) KZ2 player, I have found myself winning a majority of the gunfights. I put this down to the difficulty and non COD-ness of the controls.

With that out the way, I get to talk about the actual game. The biggest problem for me is the lack of recoil. The SMG has literally zero recoil, as I'm pretty sure do any of the other guns. Surprisingly, I'm not too worried about this because all I've read in any conversation about the beta is how lame the lack of recoil is, so GG must have heard. And no-one can deny how good a track record GG have of addressing their criticisms (sometimes too much, as was the case of the oft-changed Killzone 2 controls).

Speaking of the shooting mechanics, the next thing that I have seen worry a lot of Killzone 2 die-hards is the added emphasis on iron sight usage. Again, this to me is a non-issue as hip-fire is still an extremely useful tool. I have hip-fired people two storeys below me with the SMG with no troubles. The irons make the gunsmoreaccurate, not hip-firelessaccurate.

Moving on now from the game's shooting mechanics to the places you'll be shooting in. There are 3 (I think) maps in the beta. The jetpack one with the EMP's, the snow one and the Exo one. I've only played the Exo one once, so can't really comment on it at all. All I'll say is that it seems pretty damn good with the limited time I've had on it.

My favourite map of the three by far is the snow one. I think it's called Frozen Crossing. It is huuuuuuge. Seriously, it's like a BFBC2 map. The map is in Warzone, Guerilla Warfare and operations. In Guerilla Warfare, you play in a small(ish) section of the map. This is fine as it helps to keep the action around you and the randomised spawns in the game mode mean that spawn camping isn't an issue. But it is in Warzone where the map really shines The game's new spawn system, where tacticians capture pre-positioned bases, works incredibly well on this map. Each round of the Warzone focuses on a small part of the map, so no one base is overpowered.

Frozen Crossing's one fail is in the Operations game mode. Unfortunately, whether or not these issues are exclusive to this one map is impossible to find out as Frozen Crossing is the only Operations-compatible map in the beta. The problem with Operations on Frozen Crossing is the choke points in the map. As with Guerilla Warfare, parts of the map are closed off specifically for this game mode. Unlike Guerilla Warfare, where respawns are random, this means that the operations game mode is full of chokepoints and, unfortunately, spawn camping. Yup, everyone's favourite KZ2 online problem has triumphantly returned. Operation's numerous choke points mean that the defending Helghast can easily run straight to the ISA's spawn and keep them there for all eternity. No fun.

The final map is the EMP one with the jetpacks. It's called "Helghast-Stopway 23" or something complicated like that, so you'll have to forgive me for not knowing its name. This is my least favourite map. It's incredibly open - basically a massive circle. vertical gameplay is encouraged here with jetpacks being thrown at you every 3 seconds and spawn points being placed on perches. My problem with the map is that I keep getting shot from the side. At this point, it's probably my fault; I don't know the map very well so I don't really know where to keep an eye out for enemies. On the other hand, it could be impossible to know where to keep an eye out for the enemies as the map is so completely open. I guess what I'm trying to say is that this map values who sees who first over any shooting ability. For me, it's definitely the weakest map.

Vehicles come into multiplayer for the first time and they areveryfun. As I said, I've only played the Exo map the one time, so haven't had tonnes of experience in them. I did get to use one for short while though, and it's a tonne of fun. It isn't overpowered - it takes only one or two VC9 rockets to take it out. I shot at the enemy Exo with one and it was downed in one hit, which seems too low to have any real fun in a battle between two exo users.

Jetpacks are a nice addition and do a job without feeling overpowered. I never felt all-powerful when wielding one, although jumping over an enemy's head and shooting him in the head is incredibly satisfying

Not really much left to say. Frame rate's a bit shaky, health is a bit lower, new Helghast voiceover guy sucks and is just annoying to listen to. I don't care if it makes no sense, bring back Radec into single player so we can have him as the MP v/o....do zombies exist in the Killzone universe?

http://boardsus.playstation.com/t5/Killzone-3/My-Killzone-3-Beta-Impressions/td-p/46322356

Vader993

Thanks for the write up, man.

i didn't write it, too lazy for that

The fact that i can hitt someone with a similar accuracy with an lmg just the same as a sniper is a bad thing mmkay?
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xYamatox

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#156 xYamatox
Member since 2005 • 5180 Posts

[QUOTE="Vader993"]

[QUOTE="Kan0nF0dder"] Thanks for the write up, man.Sandvichman

i didn't write it, too lazy for that

The fact that i can hitt someone with a similar accuracy with an lmg just the same as a sniper is a bad thing mmkay?

This is a video game, not a combat simulator. Marksmen are already amazing killing machines, don't ruin the balance of the game by complaining about how things work "in real life"...

I agree, there should be slightly more recoil, but only SLIGHTLY more recoil...

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Vader993

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#157 Vader993
Member since 2010 • 7533 Posts

[QUOTE="Sandvichman"][QUOTE="Vader993"]

i didn't write it, too lazy for that

xYamatox

The fact that i can hitt someone with a similar accuracy with an lmg just the same as a sniper is a bad thing mmkay?

This is a video game, not a combat simulator. Marksmen are already amazing killing machines, don't ruin the balance of the game by complaining about how things work "in real life"...

I agree, there should be slightly more recoil, but only SLIGHTLY more recoil...

did you get the beta,how is it

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Sandvichman

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#158 Sandvichman
Member since 2010 • 4006 Posts

[QUOTE="Sandvichman"][QUOTE="Vader993"]

i didn't write it, too lazy for that

xYamatox

The fact that i can hitt someone with a similar accuracy with an lmg just the same as a sniper is a bad thing mmkay?

This is a video game, not a combat simulator. Marksmen are already amazing killing machines, don't ruin the balance of the game by complaining about how things work "in real life"...

I agree, there should be slightly more recoil, but only SLIGHTLY more recoil...

It has nothing to do with real life, it has to do with balance, you honestly don't see a problem with a gun that has 200 bullets and can shoot like a sniper?
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Sandvichman

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#159 Sandvichman
Member since 2010 • 4006 Posts

[QUOTE="xYamatox"]

[QUOTE="Sandvichman"] The fact that i can hitt someone with a similar accuracy with an lmg just the same as a sniper is a bad thing mmkay? Vader993

This is a video game, not a combat simulator. Marksmen are already amazing killing machines, don't ruin the balance of the game by complaining about how things work "in real life"...

I agree, there should be slightly more recoil, but only SLIGHTLY more recoil...

did you get the beta,how is it

i LOVE YOUR SIG.
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Vader993

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#160 Vader993
Member since 2010 • 7533 Posts

[QUOTE="Vader993"]

[QUOTE="xYamatox"]

This is a video game, not a combat simulator. Marksmen are already amazing killing machines, don't ruin the balance of the game by complaining about how things work "in real life"...

I agree, there should be slightly more recoil, but only SLIGHTLY more recoil...

Sandvichman

did you get the beta,how is it

i LOVE YOUR SIG.

im flattered thanks:)

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#161 YuriSH
Member since 2010 • 1803 Posts
[QUOTE="Sandvichman"] The fact that i can hitt someone with a similar accuracy with an lmg just the same as a sniper is a bad thing mmkay?

There's already tons of suggestions in the beta to nerf the LMG, so I'm sure they'll be one of the first things they will change.
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#162 SaltyMeatballs
Member since 2009 • 25165 Posts
AAAA looks like the best FPS of all time, best gameplay, better graphics than Crysis, realism/animations king... etc, etc.
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gaming25

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#163 gaming25
Member since 2010 • 6181 Posts
[QUOTE="Sandvichman"] The fact that i can hitt someone with a similar accuracy with an lmg just the same as a sniper is a bad thing mmkay? YuriSH
There's already tons of suggestions in the beta to nerf the LMG, so I'm sure they'll be one of the first things they will change.

You seem like you have access to beta. I am begging you to PLEASE ask them to make an option to have more than 24 players!!!!! They should at least give us the choice to how many players we want. Flexibility is one of the best assets of a shooter especially in this case, because some people like to play with a small amount of players, and others like to play with a lot so that there can be all out rampage!!!!!!
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omho88

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#164 omho88
Member since 2007 • 3967 Posts
[QUOTE="YuriSH"][QUOTE="Sandvichman"] The fact that i can hitt someone with a similar accuracy with an lmg just the same as a sniper is a bad thing mmkay? gaming25
There's already tons of suggestions in the beta to nerf the LMG, so I'm sure they'll be one of the first things they will change.

You seem like you have access to beta. I am begging you to PLEASE ask them to make an option to have more than 24 players!!!!! They should at least give us the choice to how many players we want. Flexibility is one of the best assets of a shooter especially in this case, because some people like to play with a small amount of players, and others like to play with a lot so that there can be all out rampage!!!!!!

Good point, IF GG wants the game is be more accessable, they need to provide players with alot of options to meet all tastes.
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gaming25

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#165 gaming25
Member since 2010 • 6181 Posts
[QUOTE="gaming25"][QUOTE="YuriSH"] There's already tons of suggestions in the beta to nerf the LMG, so I'm sure they'll be one of the first things they will change.omho88
You seem like you have access to beta. I am begging you to PLEASE ask them to make an option to have more than 24 players!!!!! They should at least give us the choice to how many players we want. Flexibility is one of the best assets of a shooter especially in this case, because some people like to play with a small amount of players, and others like to play with a lot so that there can be all out rampage!!!!!!

Good point, IF GG wants the game is be more accessable, they need to provide players with alot of options to meet all tastes.

I will add that to when I try to contact GG!
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#166 mD-
Member since 2005 • 4314 Posts

I'm going to keep mentioning this, but recoil in this work needs to be present, I don't care that it's aiming from the scope either. It's stupid not to include it for all the weapons.

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vincent380

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#167 vincent380
Member since 2003 • 2244 Posts

I REALLY miss the weighted controls

The beta is alright..........

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#168 YuriSH
Member since 2010 • 1803 Posts
I REALLY miss the weighted controls vincent380
The weighted controls are still there....
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#169 vincent380
Member since 2003 • 2244 Posts
[QUOTE="vincent380"]I REALLY miss the weighted controls YuriSH
The weighted controls are still there....

It doesnt feel as weighted as KZ2
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#170 YuriSH
Member since 2010 • 1803 Posts
[QUOTE="YuriSH"][QUOTE="vincent380"]I REALLY miss the weighted controls vincent380
The weighted controls are still there....

It doesnt feel as weighted as KZ2

That's because of Input lag in KZ2. KZ3 has weighted controls without the lag.
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Nonstop-Madness

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#172 Nonstop-Madness
Member since 2008 • 12869 Posts
Is it me or does the MP gun mechanics seem different than the ones present in the campaign ? I keep on looking at them side by side and it seems like the campaign is a bit more like KZ2 than MP.
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gaming25

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#173 gaming25
Member since 2010 • 6181 Posts
[QUOTE="vincent380"][QUOTE="YuriSH"] The weighted controls are still there....YuriSH
It doesnt feel as weighted as KZ2

That's because of Input lag in KZ2. KZ3 has weighted controls without the lag.

From what I am hearing from many players who have played the beta, it is somewhat of a drastically different approach to weight that fans know and love about Killzone 2.
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#174 YuriSH
Member since 2010 • 1803 Posts

[QUOTE="YuriSH"][QUOTE="vincent380"] It doesnt feel as weighted as KZ2gaming25
That's because of Input lag in KZ2. KZ3 has weighted controls without the lag.

From what I am hearing from many players who have played the beta, it is somewhat of a drastically different approach to weight that fans know and love about Killzone 2.

From what I've played and other beta testers have, most think the controls are perfect.

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#175 vincent380
Member since 2003 • 2244 Posts
[QUOTE="YuriSH"][QUOTE="vincent380"] It doesnt feel as weighted as KZ2gaming25
That's because of Input lag in KZ2. KZ3 has weighted controls without the lag.

From what I am hearing from many players who have played the beta, it is somewhat of a drastically different approach to weight that fans know and love about Killzone 2.

Exactly
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gaming25

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#176 gaming25
Member since 2010 • 6181 Posts

[QUOTE="gaming25"][QUOTE="YuriSH"] That's because of Input lag in KZ2. KZ3 has weighted controls without the lag. YuriSH

From what I am hearing from many players who have played the beta, it is somewhat of a drastically different approach to weight that fans know and love about Killzone 2.

From what I've played and other beta testers have, most think the controls are perfect.

In the official Killzone forums things are heating up. A lot of people are pissed.
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gaming25

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#177 gaming25
Member since 2010 • 6181 Posts

I have had it. I need to adress what is pissing me off about this game. In a few moments, I just have to gather what I am about to say. Yes, I know I made this thread and am one of the biggest Killzone 2 fans out there, but something needs to be addressed about this game. Something us fans need to do discuss.

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Vader993

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#178 Vader993
Member since 2010 • 7533 Posts

[QUOTE="YuriSH"]

[QUOTE="gaming25"] From what I am hearing from many players who have played the beta, it is somewhat of a drastically different approach to weight that fans know and love about Killzone 2.gaming25

From what I've played and other beta testers have, most think the controls are perfect.

In the official Killzone forums things are heating up. A lot of people are pissed.

i heard there a lot of aim assist or auto aim

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#179 YuriSH
Member since 2010 • 1803 Posts

[QUOTE="gaming25"][QUOTE="YuriSH"] From what I've played and other beta testers have, most think the controls are perfect.

Vader993

In the official Killzone forums things are heating up. A lot of people are pissed.

i heard there a lot of aim assist or auto aim

It's only A LOT with Mech, but it is pretty damn noticeable when you are aiming down sights. That's also one of the things that needs to be fixed ASAP(aiming down sights). Maybe it's certain weapons some people are experiencing it on, because I'm definitely not getting a lot of aim assist on the STA52 Assault Rifle. Also if these people are complaining on Killzone 3 Forums why aren't they on the beta forums complaining?

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gaming25

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#181 gaming25
Member since 2010 • 6181 Posts

Ok, I made this hype thread, but I do have huge criticisms about this game. And it has to deal with how the things they have done to the Multiplayer. They started with a decrease (one fourths) of the amount of players in the game. I have no clue why they did that. There was never a problem with how many players in the game. One of the main things that was so great about warzone was that there was so much intense fighting going on, and so much was going on that many fans were in awe and were immersed into the game. Killzone 2 is about the hectic, intence struggle to overtake the other team. And for them to take out 8 players is ridiculous. And not to mention the fact that the maps are supposed to be bigger in this game. If they want to do matchmaking like the otherpopular FPS'sthen fine, but dont take out one of the main things that made Killzone 2 stand out, which was the player count.

Another thing that really irks me is the feedback I have been seeing from beta testers. It seems that my biggest fear has happened. According to many of the testersit didnt feel like killzone weight, but like a typical shooter and then added weight in them. There is a BIG difference. Halo has its identity with movement, COD has its identity with movement, and so does Battlefield Bad Company 2. Killzone 2 had that identity to it, but when you make it into an identity of other games (like some are saying about Killzone 3), and then just tag on weight to it, then what you have done is change the feel of the game. They shouldnt have changed how the weight felt. For example: Bad Company 2 has weight in it, but not the kind of weight that Killzone 2 had. What I am saying is that just because you have weight in the game, doesnt mean that it is automatically the killzone feel.

As I saw through the first wave of the MP videos, I saw these pop ups, and hearing about killstreaks, and first blood. And I am thinking, what are with these things? Do they add to the immersive experience. If those unnecessary and useless things werent needed in Killzone 2, why put them in now? I heard that those things were being looked at by GG and thats good.

BUT then you hear about stuff like floaty weight and no recoil????? Are you kidding me Guerrilla Games??? This just screams at me what is going on here. Guerrilla Games, we dont want the same type of shooters that are out there!!!!!!!! And then I hear about camping. Guerrilla Games, this feedback is breaking my heart

Basically it comes down to what a beta tester on the killzone forums said, they can either go allout COD/BC2 on us, or they can go back to doing things that worked so wonderfully unique for Killzone 2 and give us a game that feels like that Killzone 2 game that us fans love and has that great distinction from the rest of the shooters. Now they have a perfect time to do it, and I hope they use this time to their advantage, and cut all of the Call of Duty crap from this game.

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#182 YuriSH
Member since 2010 • 1803 Posts
Dude, the beta is barely getting bigger now. Can't you wait until at least at a week or two until GG sends out a patch? First, what is there to hate about Killstreaks and first blood, you get more xp and that is all, as far as I noticed. You think different ways for getting more xp is bad? Like I'm sure I've said many times there's already tons of feedback on the recoil and how certain weapons feel. Matter of Fact in the feedback thread on the beta there is 14 pages full of it and not including how many people made seperate topics just for those.
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gaming25

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#183 gaming25
Member since 2010 • 6181 Posts

Dude, the beta is barely getting bigger now. Can't you wait until at least at a week or two until GG sends out a patch? First, what is there to hate about Killstreaks and first blood, you get more xp and that is all, as far as I noticed. You think different ways for getting more xp is bad? Like I'm sure I've said many times there's already tons of feedback on the recoil and how certain weapons feel. Matter of Fact in the feedback thread on the beta there is 14 pages full of it and not including how many people made seperate topics just for those.YuriSH

Patches and adjustments are going to be made based on the feedback we give them. First of all, ways for more XP isnt a good thing for teamwork, especially when it comes to killstreaks. Everyone knows how killstreaks has made the COD franchise into more about the individual player. And the criticisms that you bought up proved my point, those things need to be fixed.

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Vader993

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#184 Vader993
Member since 2010 • 7533 Posts

this is a bit off topic, i found this pretty funny:lol:

http://community.killzone.com/t5/Killzone-3-PS3/THE-OFFICIAL-BETA-REJECTS-CLUB/td-p/538764

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Vader993

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#185 Vader993
Member since 2010 • 7533 Posts

Dude, the beta is barely getting bigger now. Can't you wait until at least at a week or two until GG sends out a patch? First, what is there to hate about Killstreaks and first blood, you get more xp and that is all, as far as I noticed. You think different ways for getting more xp is bad? Like I'm sure I've said many times there's already tons of feedback on the recoil and how certain weapons feel. Matter of Fact in the feedback thread on the beta there is 14 pages full of it and not including how many people made seperate topics just for those.YuriSH

i can't believe their calling first blood first blood,give it a different name like preemptive strike or something

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dercoo

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#186 dercoo
Member since 2006 • 12555 Posts

Wow, people complain still about the controls. I loved Kz2, but the controls are broken and need to be more responsive.

Reminds me of the minority hardcore fans that thought R2 multiplayer was worse then R1, when it was a big upgrade.

Actually, people through around the term CODified also...

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#187 YuriSH
Member since 2010 • 1803 Posts

[QUOTE="YuriSH"]Dude, the beta is barely getting bigger now. Can't you wait until at least at a week or two until GG sends out a patch? First, what is there to hate about Killstreaks and first blood, you get more xp and that is all, as far as I noticed. You think different ways for getting more xp is bad? Like I'm sure I've said many times there's already tons of feedback on the recoil and how certain weapons feel. Matter of Fact in the feedback thread on the beta there is 14 pages full of it and not including how many people made seperate topics just for those.gaming25

Patches and adjustments are going to be made based on the feedback we give them. First of all, ways for more XP isnt a good thing for teamwork, especially when it comes to killstreaks. Everyone knows how killstreaks has made the COD franchise into more about the individual player. And the criticisms that you bought up proved my point, those things need to be fixed.

I think what you earned in CoD for getting killstreaks is what made CoD franchise for instance the helicopter, UAV, and all the other unbalanced crap. Just because you get more XP for killstreaks, I don't think it'd reduce the teamwork. In fact, I believe, defending bases with your team grants you more points than what you get from a killstreak, I'd have to check next time I'm on. Now what they could do is give more points for healing team members(not sure about this one because I've yet to really play as a medic).
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#188 dercoo
Member since 2006 • 12555 Posts

[QUOTE="YuriSH"]Dude, the beta is barely getting bigger now. Can't you wait until at least at a week or two until GG sends out a patch? First, what is there to hate about Killstreaks and first blood, you get more xp and that is all, as far as I noticed. You think different ways for getting more xp is bad? Like I'm sure I've said many times there's already tons of feedback on the recoil and how certain weapons feel. Matter of Fact in the feedback thread on the beta there is 14 pages full of it and not including how many people made seperate topics just for those.Vader993

i can't believe their calling first blood first blood,give it a different name like preemptive strike or something

Like that name.:D

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Vader993

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#189 Vader993
Member since 2010 • 7533 Posts

[QUOTE="Vader993"]

[QUOTE="YuriSH"]Dude, the beta is barely getting bigger now. Can't you wait until at least at a week or two until GG sends out a patch? First, what is there to hate about Killstreaks and first blood, you get more xp and that is all, as far as I noticed. You think different ways for getting more xp is bad? Like I'm sure I've said many times there's already tons of feedback on the recoil and how certain weapons feel. Matter of Fact in the feedback thread on the beta there is 14 pages full of it and not including how many people made seperate topics just for those.dercoo

i can't believe their calling first blood first blood,give it a different name like preemptive strike or something

Like that name.:D

thanks:)

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gaming25

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#190 gaming25
Member since 2010 • 6181 Posts
[QUOTE="YuriSH"][QUOTE="gaming25"]

Dude, the beta is barely getting bigger now. Can't you wait until at least at a week or two until GG sends out a patch? First, what is there to hate about Killstreaks and first blood, you get more xp and that is all, as far as I noticed. You think different ways for getting more xp is bad? Like I'm sure I've said many times there's already tons of feedback on the recoil and how certain weapons feel. Matter of Fact in the feedback thread on the beta there is 14 pages full of it and not including how many people made seperate topics just for those.YuriSH

Patches and adjustments are going to be made based on the feedback we give them. First of all, ways for more XP isnt a good thing for teamwork, especially when it comes to killstreaks. Everyone knows how killstreaks has made the COD franchise into more about the individual player. And the criticisms that you bought up proved my point, those things need to be fixed.

I think what you earned in CoD for getting killstreaks is what made CoD franchise for instance the helicopter, UAV, and all the other unbalanced crap. Just because you get more XP for killstreaks, I don't think it'd reduce the teamwork. In fact, I believe, defending bases with your team grants you more points than what you get from a killstreak, I'd have to check next time I'm on. Now what they could do is give more points for healing team members(not sure about this one because I've yet to really play as a medic).

But it does pose as a distraction from the objective.
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gaming25

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#191 gaming25
Member since 2010 • 6181 Posts
[QUOTE="dercoo"]

Wow, people complain still about the controls. I loved Kz2, but the controls are broken and need to be more responsive.

Reminds me of the minority hardcore fans that thought R2 multiplayer was worse then R1, when it was a big upgrade.

Actually, people through around the term CODified also...

Just because the controls in KZ2 were different doesnt mean that it was "broken". It was really unique imo.
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dercoo

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#192 dercoo
Member since 2006 • 12555 Posts

[QUOTE="dercoo"]

Wow, people complain still about the controls. I loved Kz2, but the controls are broken and need to be more responsive.

Reminds me of the minority hardcore fans that thought R2 multiplayer was worse then R1, when it was a big upgrade.

Actually, people through around the term CODified also...

gaming25

Just because the controls in KZ2 were different doesnt mean that it was "broken". It was really unique imo.

Unique does not mean better or good

Photobucket

Found this browsing Kz forum:lol:

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YuriSH

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#193 YuriSH
Member since 2010 • 1803 Posts

Unique does not mean better or good

Photobucket

Found this browsing Kz forum:lol:

dercoo

Dude that is an awesome picture. Saving that for sure.

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gaming25

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#194 gaming25
Member since 2010 • 6181 Posts

[QUOTE="gaming25"][QUOTE="dercoo"]

Wow, people complain still about the controls. I loved Kz2, but the controls are broken and need to be more responsive.

Reminds me of the minority hardcore fans that thought R2 multiplayer was worse then R1, when it was a big upgrade.

Actually, people through around the term CODified also...

dercoo

Just because the controls in KZ2 were different doesnt mean that it was "broken". It was really unique imo.

Unique does not mean better or good

Photobucket

Found this browsing Kz forum:lol:

At least it doesnt look as boring as the other generic knives that surround it ;)

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#195 johny300
Member since 2010 • 12496 Posts

Decided to write a little sum-up of my thoughts and feelings regarding the Killzone 3 beta. Then it turned into a big sum-up. Enjoy

The obvious place to start would be to tell you all how experienced I am with Killzone as a series. I started with KZ2 and, before this beta, it's all I'd ever played in the series. I was an on/off Killzone 2 player. Played it for a few weeks then stopped for a few more. Rinse and repeat.

Of course, as soon as Killzone 3 was announced I couldn't help but start playing KZ2 again. I was never the best uber 1337 amazing Killzone 2 player, but I like to think I was always a player who any team would be happy for me to be a part of. I valued the objectives over anything else. So when I start talking about my thoughts on Killzone 3, I dare say that I'm a player who knows what he is talking about.

With that out the way, onto my thoughts on Killzone 3.

Obviously I have to start on the controls. They'reperfect. If anyone tells you they have been CODified, slap them in the face with your shoe because they're talking bollocks. Guerilla have found the perfect balance between accessibility and hardcore-ness. I would say the controls are 75% BFBC2, 25% KZ2. Killzone purists may claim this is a step in the wrong direction, that Killzone is losing its identity with this change - they would be wrong. What Guerilla has done with the controls is made them difficult enough that you can take time to master them, without making them scary and evil enough to scare off any new players within 3.4 seconds of playing the game. Proof of this is how often you can see random players spraying their guns wildly around the place instead of straight at their opponent in 1v1 gunfights. As an experienced (but not incredible) KZ2 player, I have found myself winning a majority of the gunfights. I put this down to the difficulty and non COD-ness of the controls.

With that out the way, I get to talk about the actual game. The biggest problem for me is the lack of recoil. The SMG has literally zero recoil, as I'm pretty sure do any of the other guns. Surprisingly, I'm not too worried about this because all I've read in any conversation about the beta is how lame the lack of recoil is, so GG must have heard. And no-one can deny how good a track record GG have of addressing their criticisms (sometimes too much, as was the case of the oft-changed Killzone 2 controls).

Speaking of the shooting mechanics, the next thing that I have seen worry a lot of Killzone 2 die-hards is the added emphasis on iron sight usage. Again, this to me is a non-issue as hip-fire is still an extremely useful tool. I have hip-fired people two storeys below me with the SMG with no troubles. The irons make the gunsmoreaccurate, not hip-firelessaccurate.

Moving on now from the game's shooting mechanics to the places you'll be shooting in. There are 3 (I think) maps in the beta. The jetpack one with the EMP's, the snow one and the Exo one. I've only played the Exo one once, so can't really comment on it at all. All I'll say is that it seems pretty damn good with the limited time I've had on it.

My favourite map of the three by far is the snow one. I think it's called Frozen Crossing. It is huuuuuuge. Seriously, it's like a BFBC2 map. The map is in Warzone, Guerilla Warfare and operations. In Guerilla Warfare, you play in a small(ish) section of the map. This is fine as it helps to keep the action around you and the randomised spawns in the game mode mean that spawn camping isn't an issue. But it is in Warzone where the map really shines The game's new spawn system, where tacticians capture pre-positioned bases, works incredibly well on this map. Each round of the Warzone focuses on a small part of the map, so no one base is overpowered.

Frozen Crossing's one fail is in the Operations game mode. Unfortunately, whether or not these issues are exclusive to this one map is impossible to find out as Frozen Crossing is the only Operations-compatible map in the beta. The problem with Operations on Frozen Crossing is the choke points in the map. As with Guerilla Warfare, parts of the map are closed off specifically for this game mode. Unlike Guerilla Warfare, where respawns are random, this means that the operations game mode is full of chokepoints and, unfortunately, spawn camping. Yup, everyone's favourite KZ2 online problem has triumphantly returned. Operation's numerous choke points mean that the defending Helghast can easily run straight to the ISA's spawn and keep them there for all eternity. No fun.

The final map is the EMP one with the jetpacks. It's called "Helghast-Stopway 23" or something complicated like that, so you'll have to forgive me for not knowing its name. This is my least favourite map. It's incredibly open - basically a massive circle. vertical gameplay is encouraged here with jetpacks being thrown at you every 3 seconds and spawn points being placed on perches. My problem with the map is that I keep getting shot from the side. At this point, it's probably my fault; I don't know the map very well so I don't really know where to keep an eye out for enemies. On the other hand, it could be impossible to know where to keep an eye out for the enemies as the map is so completely open. I guess what I'm trying to say is that this map values who sees who first over any shooting ability. For me, it's definitely the weakest map.

Vehicles come into multiplayer for the first time and they areveryfun. As I said, I've only played the Exo map the one time, so haven't had tonnes of experience in them. I did get to use one for short while though, and it's a tonne of fun. It isn't overpowered - it takes only one or two VC9 rockets to take it out. I shot at the enemy Exo with one and it was downed in one hit, which seems too low to have any real fun in a battle between two exo users.

Jetpacks are a nice addition and do a job without feeling overpowered. I never felt all-powerful when wielding one, although jumping over an enemy's head and shooting him in the head is incredibly satisfying

Not really much left to say. Frame rate's a bit shaky, health is a bit lower, new Helghast voiceover guy sucks and is just annoying to listen to. I don't care if it makes no sense, bring back Radec into single player so we can have him as the MP v/o....do zombies exist in the Killzone universe?

http://boardsus.playstation.com/t5/Killzone-3/My-Killzone-3-Beta-Impressions/td-p/46322356

Vader993
What a great story :P.
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Vader993

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#196 Vader993
Member since 2010 • 7533 Posts

johny300

What a great story :P.

i didn't write it

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johny300

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#197 johny300
Member since 2010 • 12496 Posts

[QUOTE="johny300"]

Vader993

What a great story :P.

i didn't write it

I know and awesome sig btw :P.
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Vader993

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#198 Vader993
Member since 2010 • 7533 Posts

[QUOTE="Vader993"]

[QUOTE="johny300"] What a great story :P.johny300

i didn't write it

I know and awesome sig btw :P.

thanks i stole from some guy off the killzone forums:oops:

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kuraimen

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#199 kuraimen
Member since 2010 • 28078 Posts

[QUOTE="dercoo"]

[QUOTE="gaming25"] Just because the controls in KZ2 were different doesnt mean that it was "broken". It was really unique imo.gaming25

Unique does not mean better or good

Photobucket

Found this browsing Kz forum:lol:

At least it doesnt look as boring as the other generic knives that surround it ;)

I agree that guy had fun that's why it looks that way :)