Figured we could use a thread dedicated to beta talk, both for those in the beta and those merely interested in finding out how the game compares to Killzone 2 and other shooters.
This is a companion thread to the official thread, CGI. :P
I finally got to play for a few hours this afternoon (about to play some more), and here's how I think it compares to Killzone 2 so far.
Things I like:
- New game modes. Guerrilla Warfare for the scrubs who can't handle the strategy involved in Warzone (j/k!), Operations for those interested in a more scripted, cinematic affair. All around three great modes.
- New class system. You no longer start with nothing. Instead, all classes are immediately available, and you can choose to upgrade whichever features from whichever class you want with points gained through earning Exp. It gives you a lot more freedom, and it makes the game more fun for new players.
- Input lag is gone, making the controls much easier to initially grasp, and easier to ease back into after having not played for awhile. It just clicks faster.
- Assists. If you empty a clip into someone, then some other fucker comes along and finishes him off, you still get points! Yay! It always annoyed me that Killzone 2 didn't have this.
- Brutal Melee System. Slitting an enemy's throat is downright awesome. Hell, even getting your own throat sliced ain't that bad, just because of the spectacle of it all.
- Graphics. Duh. Though there seems to be more jaggiez than in Killzone 2, despite image clarity on the whole being much improved. I assume your MLAA implementation is still being tweaked? At least I hope it's not final.
Things I could go either way on, but still appreciate:
- Point pop-ups. I thought they'd annoy the piss out of me, but I actually barely notice them. For maybe a second I think "Yeah! 250 points!", then they're gone. It provides a more tangible indication of how much experience you're earning in a match, so on the whole I suppose it's a positive. However, I notice the Chirp is not quite as noticeable now. I'm not sure if it's because my attention is now drawn to these pop-ups, or if the Chirp is quieter now or something, but it's definitely different.
- Predetermined spawn points. The theory is good, and it removes the possibility of some idiot Tactician throwing a spawn point in a horrible location, and the clusterfucks that can arise from crappy spawn placement, but some of the preset locations just aren't very good. In Turbine Concourse, both spawn points can only be reached via multiple jumps with a jetpack right in the middle of the heaviest fighting. Trying to reach a spawnpoint is asking to get killed, and the only game in which I managed to take one I ended up with a 15:25 K/D ratio. It's basically a race to get the spawnpoint first, and whichever team takes it isn't going to lose it, and they are then free to camp the enemy's base below, which can be quite devastating to the other team given the current weapon design (see below).
Things I don't like, and want to see fixed or improved in some way:
- Lack of noticeable recoil. Almost every gun has too little recoil when using sights. Removing the input lag was an excellent and necessary move, but making recoil negligible for just about every gun when using ironsights/scope was going way too far in the opposite direction. Yes, people screamed that GG went left, but instead of aiming closer to the middle, they've now decided to go right, which is just as bad to many people. The SMG and LMG in particular are far too accurate, and I know first hand since I spend all my time as a Tactician. I've heard they're working on this however, at least in the LMG's case. Though honestly, all guns need more recoil.
Imo, the best control scheme would be Killzone 2's animations/recoil Killzone 3's lack of input lag, but I can understand speeding up things a hair. They've just gone too far! Of course, recoil in particular is my main issue. Running, reloading, etc. are all pretty much fine, though a bit fast.
- Because of the lack of recoil, and probably some other factors (I think people now have lower health), people die so much faster. You generally get mowed down pretty quick after spawning, and you feel like you're participating in the objectives less as a result. In general it feels you spend a lot less time on the strategy side of things, instead focusing solely on not dying. Fully regenerating health kinda makes up for this, but it's still a problem. The game just feels too fast, like the basic gameplay is designed more for Guerrilla Warfare (aka TDM) than Warzone.
- Mechs. They need to tone down the auto-aim significantly and keep them away from enemy spawns. Too much auto-aim means instant death if you get anywhere within one's LoS, and it's far too easy for mechs to camp an enemy's spawn.
- No server lists. I would've preferred the control that server lists provide over matchmaking, but I understand why they went with matchmaking. It would've been nice to have both, but I guess that just isn't happening. Actually, my main issue with this is that you can't even select your own team. C'mon! Yeah, it's kinda needed for balance purposes, but you can at least let us select a preference. In KZ2, I played like 98% Helghast. You can't make me play as those ISA scum! =(
- Matchmaking is fucking broken. I mean seriously. I'm sure it's all WIP though, and will be much better by launch.
On the whole, I'm liking it quite a lot. The lack of recoil is my only major concern, but from what GG have said, it should be better by launch.
It'll definitely be more widely appealing than its predecessor, I'll say that.











