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Pristine20 said:

Wow, MM, you easily summarised why even me, one of the biggest kz2 fans ever, is pronouncing a skip on this one. The lack of custom servers which you didnt mention is the game's biggest fail IMO. I just can't think of a good reason why banning those was justified. Even those who whined about kz2 controls at launch surely didnt complain about this? Oh well, I'll play kz2 till it dies or move on to brink instead if it turns out good

Responses from devs on the beta forums have been very positive, so I wouldn't give up hope just yet!

Hey Lince, it was the fans feedback that led us down this path in the first place (Where we go to extra lengths to prevent spawn camping and to balance the game with the exos).

Ideally I could give you a new update during the beta to play around with these changes but we're no longer allowed to patch in content.

My ideal scenario would be to keep the beta going until we go to Gold Master and to continually provide the community with tweaks/changes/updates. Unfortunately that's just not possible.

The feedback I've received so far, whether it's negative or positive has been immensely helpful. So thanks for taking part and taking the time to comment.

I can tell you I've been playing around with the recoil, damage and damage over distance attributes of the weapons and I'm A LOT happier with their behaviour now. I'm certain you guys will be too. No more LMG sniping.

Also, the differentiation between the weapon is a big deal to me. You're spot on with the AR's in KZ2 and it's still the intention to have that differentiation in KZ3. We haven't messed with the M82 or the StA52 too much. Although there is another difference between the two. The M82 does slightly more per bullet damage but the StA52 has less spread while moving.

The differences between hip-fire and ADS are more pronounced too. Like I said, I'm confidet about the way the guns 'feel' right now and I'm sure you guys will be the same. From the comments I've read from you guys it seems as though we're all singing from the same hymn sheet here.

Our intentions with aim assist is that it's not noticeable. If you can see it easily then we're not being subtle enough. Console shooters need to have an element of aim assist but it was possibly too much for the Beta so this is something we have our eyes on and something we'd rather was a little more seamless and subtle.

We have indeed been playing around with the neutralisation and cature times for the TSP's.

The neutralisation times need to be shorter than the respawn timer to allow a Tact to clear out a TSP and then neutrlise it before the enemy respawn.

We've also added additional TSP's to the maps that required them.

There's been quite a lot of changes since this Beta went live and there will be an article soon that details for you guys what we've already addressed and what we intend to address prior to release.

At the very least wait until they post the article detailing all the changes they've made to the game internally.