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Forums - Sony - Questions for those who played the Killzone 2 Beta

Parasitic said:
IllegalPaladin said:
The gameplay will take getting used to. The input configuration can be changed to resemble other shooter games (L1 being for using iron sights instead of the default, R3).

The gameplay is slower and I'd say more tactical than Call of Duty 4. That doesn't mean it's not intense, but you wont be zipping all over the place feeling like you're a couple inches off the ground. We'll have to see how the developers have adjusted the multiplayer for bugs and tweaks after the beta, but the beta was still quite fun despite 'beta' issues.

You'll chew through ammo pretty fast so you'll have to rely on teamwork (working together to get kills and steal ammo or wait for team mates to repair ammo crates) and not going trigger happy to get your points.

 

 R3 for ironsights? Ouch, that sounds hard to use.....really hope that gets changed. The "more tactical" part sounds good.

I have a question for anyone that doesn't mind answering. I've noticed many FPS's have a habit of starting you off with some shitty weak-sounding pistol that you'll never use again once you get something better. From what I saw in one of KZ2's vids, it looks like the pistol is one beefy gun, but I found out it has unlimited ammo hinting that it might be weak. Is it an effective weapon, or just somethin you use in desperate situations? I've only seen it in like one gameplay vid for a short moment.

You can change to L1 if you want, that's actually the first thing I did. I only used the gun when I ran out of ammo with my other guns, but it's not weak, it's just that the other guns are better.

 

Now I don't think those beta issues will be completely ironed out to be honest, SOCOM and LBP beta issues are still there, Warhawk beta issues were there for a long time. I hope I'm proven wrong but I think we'll be seeing those beta issues until they release a couple of patches post release.

 



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Parasitic said:
IllegalPaladin said:
The gameplay will take getting used to. The input configuration can be changed to resemble other shooter games (L1 being for using iron sights instead of the default, R3).

The gameplay is slower and I'd say more tactical than Call of Duty 4. That doesn't mean it's not intense, but you wont be zipping all over the place feeling like you're a couple inches off the ground. We'll have to see how the developers have adjusted the multiplayer for bugs and tweaks after the beta, but the beta was still quite fun despite 'beta' issues.

You'll chew through ammo pretty fast so you'll have to rely on teamwork (working together to get kills and steal ammo or wait for team mates to repair ammo crates) and not going trigger happy to get your points.

 

R3 for ironsights? Ouch, that sounds hard to use.....really hope that gets changed. The "more tactical" part sounds good.

I have a question for anyone that doesn't mind answering. I've noticed many FPS's have a habit of starting you off with some shitty weak-sounding pistol that you'll never use again once you get something better. From what I saw in one of KZ2's vids, it looks like the pistol is one beefy gun, but I found out it has unlimited ammo hinting that it might be weak. Is it an effective weapon, or just somethin you use in desperate situations? I've only seen it in like one gameplay vid for a short moment.

 

Like I said, R3 is the default, but you can change the layout into a more traditional configuration where L1 is for the ironsights and R3 is for melee.

The standard pistol is a little on the weak side though it can serve you well if you can manage to jam on R1 (being a semi-automatic and all) and still stay in control of the analog sticks. I don't really use it unless I'm out of primary ammo. However, if you get enough kills with the standard pistol, you can unlock the revolver which is more powerful though has a slower rate of fire.



Like I said, R3 is the default, but you can change the layout into a more traditional configuration where L1 is for the ironsights and R3 is for melee.

The standard pistol is a little on the weak side though it can serve you well if you can manage to jam on R1 (being a semi-automatic and all) and still stay in control of the analog sticks. I don't really use it unless I'm out of primary ammo. However, if you get enough kills with the standard pistol, you can unlock the revolver which is more powerful though has a slower rate of fire.

IllegalPaladin said:
Parasitic said:
IllegalPaladin said:
The gameplay will take getting used to. The input configuration can be changed to resemble other shooter games (L1 being for using iron sights instead of the default, R3).

The gameplay is slower and I'd say more tactical than Call of Duty 4. That doesn't mean it's not intense, but you wont be zipping all over the place feeling like you're a couple inches off the ground. We'll have to see how the developers have adjusted the multiplayer for bugs and tweaks after the beta, but the beta was still quite fun despite 'beta' issues.

You'll chew through ammo pretty fast so you'll have to rely on teamwork (working together to get kills and steal ammo or wait for team mates to repair ammo crates) and not going trigger happy to get your points.

 

R3 for ironsights? Ouch, that sounds hard to use.....really hope that gets changed. The "more tactical" part sounds good.

I have a question for anyone that doesn't mind answering. I've noticed many FPS's have a habit of starting you off with some shitty weak-sounding pistol that you'll never use again once you get something better. From what I saw in one of KZ2's vids, it looks like the pistol is one beefy gun, but I found out it has unlimited ammo hinting that it might be weak. Is it an effective weapon, or just somethin you use in desperate situations? I've only seen it in like one gameplay vid for a short moment.

 

 I assumed the ISA had the revolver by default and the Helghast had somethin else. So how many pistols are there and who gets what?



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in terms of movement and control, it's not nearly as fast as COD. While playing KZ you'll feel sluggish and heavy, but powerful, kind of like how Gears of War feels. It's a very organic feel, unlike twitch shooters such as UT and Resistance. It may take some getting used to with some players, but I personally like it.



I actually liked the default control setting. It may be awkward at first, but once you get used to everything, it fits well with Killzone's play-style.

As for the slower movement, this definitely took some getting used to at first. However, once everything fell into place for me, it fell so much better than other shooters have in the past. I'm generally a PC guy, and mot console shooters just feel like PC shooters with far less accurate controls. With Killzone 2, it feels like the first shooter that actually works BETTER with dual analog controls. The sticks really jibe with the emphasis on weight, and the game avoids a lot of the quirks that befall most console shooters. For instance, in many console shooters, if you're running at some guy and fail to kill them, you'll often end up in an idiotic strafing battle, in which you and your opponent circle each other while frantically trying to finish each other off. Killzone 2 makes such encounters impossible.



Parasitic said:
IllegalPaladin said:
The gameplay will take getting used to. The input configuration can be changed to resemble other shooter games (L1 being for using iron sights instead of the default, R3).

The gameplay is slower and I'd say more tactical than Call of Duty 4. That doesn't mean it's not intense, but you wont be zipping all over the place feeling like you're a couple inches off the ground. We'll have to see how the developers have adjusted the multiplayer for bugs and tweaks after the beta, but the beta was still quite fun despite 'beta' issues.

You'll chew through ammo pretty fast so you'll have to rely on teamwork (working together to get kills and steal ammo or wait for team mates to repair ammo crates) and not going trigger happy to get your points.

 R3 for ironsights? Ouch, that sounds hard to use.....really hope that gets changed. The "more tactical" part sounds good.

I have a question for anyone that doesn't mind answering. I've noticed many FPS's have a habit of starting you off with some shitty weak-sounding pistol that you'll never use again once you get something better. From what I saw in one of KZ2's vids, it looks like the pistol is one beefy gun, but I found out it has unlimited ammo hinting that it might be weak. Is it an effective weapon, or just somethin you use in desperate situations? I've only seen it in like one gameplay vid for a short moment.

Millions of Halo owners can do it, so can you



@Parasitic

No, everybody gets that one pistol. However, when you get enough kills with it, you can unlock and use the revolver.

The other weapons as well aren't limited by which team your on. The rocket launcher, standard assault rifles, and light machine guns have an ISA and Helghast version that the classes can choose to spawn with.

 


 



makingmusic476 said:
I actually liked the default control setting. It may be awkward at first, but once you get used to everything, it fits well with Killzone's play-style.

As for the slower movement, this definitely took some getting used to at first. However, once everything fell into place for me, it fell so much better than other shooters have in the past. I'm generally a PC guy, and mot console shooters just feel like PC shooters with far less accurate controls. With Killzone 2, it feels like the first shooter that actually works BETTER with dual analog controls. The sticks really jibe with the emphasis on weight, and the game avoids a lot of the quirks that befall most console shooters. For instance, in many console shooters, if you're running at some guy and fail to kill them, you'll often end up in an idiotic strafing battle, in which you and your opponent circle each other while frantically trying to finish each other off. Killzone 2 makes such encounters impossible.

 

Yea, it doesn't take a whole lot of shots to take people out (compared to pouring on the lead and not scoring a kill in Resistance 2). The health regneration system (multiplayer only) is like the first game too where when you take damage, you can only regenerate a certain amount of health so it's unlike something like Resistance 2 where you not only start regenerating practically the moment you stop taking damage, but also regenerate your whole health bar very quickly.

It makes the medic an asset to those around them.

*edit* - If you watch multiplayer gameplay footage when the player takes damage, the red portion of the health bar is how much your health can regenerate if you stay out of combat long enough.