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Man said:
sega4life said:
dhummel said:
klaudkil said:
nooo..... for the last time!! they made it soo you can feel the weight of the gun
this is not a call of duty arcade game
you have to have real skill in it...

trust me it will be alright after some time...

inaccuret? whahha..nooo... you can make a headset with the first 2 guns in MP and thats something.

Oh. My. God. If I hear this assinine "realistic" excuse one more time...

You are a futuristic soldier invading another planet occupied by aliens. And you are invoking realism? You can sprint and reload your gun at the same time, an impressive and probably quite dangerous action, buit you are claiming realism? You can lighten the "weight" of your gun in the options menu through upping the sensitivity, but you are invoking realism?

This realism argument is foolish and pathetic.

 LMFAO... BRILLIANT !

 

 It is isnt it. 

Im dissapointed that dhummel's post has been largely ignored by the posters in this thread, so im gonna quote it to bring it back to the fore. :)

 

TBH I think both points are essentially irelivant.  No game I've played is realistic apart from a true flight sim.

 

KZ2 was designed deliberately as it is.  The developers have said themselves they wanted you to feel heavier and slower, weighed down more than in other FPS.  Not every game should be the same and while some approaches may be more popular that doesn't make them right, simply more popular with more people.

 

It's like all the complaints over LBP for the characters floating and having some weight.  LBP wan't supposed to be Mario like in its controls - i.e. pixel sharp jumps, etc.  It was supposed to feel like a less predictable Sackboy, something small that moved with a sense of gravity.

 

KZ2 is the same - designed different from a CoD style of feel.

 

Neither CoD nor KZ2 are truly realstic - but neither to me is any more right than the other.  I suspect more people might find CoD feel easier to get used to than KZ2, I know I did, but that didn't mean the developers did anything wrong - they just went in a different, potentially more risky direction with the controls.

 

When controls are wrong is when the developer is trying for something and misses - like an FPS that wants to be like CoD but misses.  Then they messed up.  But here there was clearly no such attempt so it's pointless to argue one way or the other.

 

If you don't like controls for KZ2 then that's just life, a shame, but unless we want all games to be cookie cutter designs intending to repeat more of the same for an audience that frowns on anything different you should nonetheless be glad that developers do try different things, different feels, etc.  Just be prepared it might mean its not to your liking.

 



Try to be reasonable... its easier than you think...