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Forums - Sony - Killzone 2 patch adds parties, balancing and new control options.

http://computerandvideogames.com/article.php?id=215889

"Guerrilla will tomorrow release a patch for Killzone 2 that will, among other things, fix the game's much-discussed controls with a new 'Precision Controls' option, which makes the analogue sticks more responsive.

It also features tweaks to the Skirmish mode and other online tweaks. Here's the full lowdown on the patch in the form of an official interview with Eric Boltjes, Guerrilla's lead multiplayer designer:

First of all, Eric, can you run us through the highlights of Patch 1.27?
Sure! Most importantly, we've added functionality to make the process of finding and playing with friends much easier, tweaked the Skirmish Mode to keep it interesting for players with lower-bandwidth network connections, introduced a new 'High Precision' option to the controller configuration menu, and improved the overall balance of the game. There's also a host of smaller changes as well, but I'll save that for the change log.

Let's start with the first one: finding and playing with friends. How has that been changed?
We've examined how party systems work and added similar functionality to our game where possible. The 'Join Friend' option has been changed so that the player can automatically join a friend's faction and squad - even if faction balancing is on. In addition, squads and their factions are now persistent over multiple games, so friends can keep playing together continuously.

You said the Skirmish Mode been tweaked - can you explain?
Well, we've decided to unlock all the badges in Skirmish Mode. Considering that the game has been out for a while, and that many players have already reached the rank of General, we believe this is a nice way for players with lower-bandwidth network connections to experience the full range of weapons and abilities available in the Warzone.

Control-wise, what exactly does the new 'High Precision' option do?
When this option is switched on, it makes the analog sticks more responsive to small movements. Turned off, the controls behave exactly as they did before the patch. It's not a radical overhaul of the control system, so the layout and the 'weight' of the controls remain the same.

Still, a lot of us here at Guerrilla really enjoy the new High Precision option, so we've decided to switch it on by default for new players. Existing Killzone 2 players will have the option turned off by default after patching - we wouldn't want to force a sudden change to the controls on you!

How have you improved the overall balance of the game?
For starters, Patch 1.27 allows players to switch factions manually if the factions are unbalanced. If the factions consist of, say, 13 players versus 11 players, a player from the largest faction can manually switch over to make it an even 12 versus 12. Switching in the other direction is not allowed, so players from the smaller team can't defect to the larger team if the battle doesn't go their way. Players who switch over retain all their points, but squad affiliations will of course be lost.

Furthermore, we've removed the temporary invulnerability awarded to players who spawn at a spawn point other than the base camp. The players will still be safe at their own base camp, but custom-placed or mission-based spawn points do not yield temporary invulnerability anymore. This will hopefully give opposing players already at this location a fair chance.

Finally, we've made a couple of changes to the Badge abilities. The Assault Badge, for instance, was deemed too powerful by many players - so we tweaked down its Armor ability from 100 hit points to 50 hit points. The Tactician Badge's secondary ability (to request air support from a Sentry Bot) has also been tweaked to make the Sentry Bot more useful. It can aim more accurately now, and its health is a little higher as well. To make it even more useful, we've reduced the way automated turrets target them, so they're not shot down as fast. It should certainly make the Air Support Specialist ribbon easier to obtain!

This patch demonstrates the continued support and dedication to Killzone 2. Stay tuned for more downloadable content and more tweaks coming in the near future.
"

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Wow, that's a pretty awesome patch. I might start playing more again, with all this in place.



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Yes sir! Badges in Skirmish mode! I always wondered why they didn't unlock them in the first place. Sometimes, bots are more intelligent than some other members in our team, thus it makes more interesting matches.

Also, instead of moving while shooting, I'll be able to move the crosshair only and have more precision in my shots. Exactly what I needed!



Random game thought :
Why is Bionic Commando Rearmed 2 getting so much hate? We finally get a real game and they're not even satisfied... I'm starting to hate the gaming community so f****** much...

Watch my insane gameplay videos on my YouTube page!

Wow! the controls sensitivity was no problem for me (I am a sniper), but the air support ribbon was the one thing I never got (due to the damned turrents killing them as they set up in the air). I do not like that they took the armour down on the assault class (they are suppose to be tanks), the invulnerability at spawn points is a really nifty change ( I usually snipe suckers as they appear, now I can actually keep spawning people from over powering points on the map). This update is "Genius".



This should have been added at launch. It's too late now.



                                   

"The Tactician Badge's secondary ability (to request air support from a Sentry Bot) has also been tweaked to make the Sentry Bot more useful. It can aim more accurately now, and its health is a little higher as well. To make it even more useful, we've reduced the way automated turrets target them, so they're not shot down as fast. It should certainly make the Air Support Specialist ribbon easier to obtain!"


THANK GOD!



Platinums: Red Dead Redemption, Killzone 2, LittleBigPlanet, Terminator Salvation, Uncharted 1, inFamous Second Son, Rocket League

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SlumsofOhio said:
This should have been added at launch. It's too late now.

I think it is "right" on time, especially with 1.2 million players online daily.



Avarice28 said:
SlumsofOhio said:
This should have been added at launch. It's too late now.

I think it is "right" on time, especially with 1.2 million players online daily.

Whoa, I think your very, very wrong. I doubt 1.2 million people play this game daily.



                                   

SlumsofOhio said:
Avarice28 said:
SlumsofOhio said:
This should have been added at launch. It's too late now.

I think it is "right" on time, especially with 1.2 million players online daily.

Whoa, I think your very, very wrong. I doubt 1.2 million people play this game daily.

sorry you are right 1.2 million unique users have logged into warzone.  Either way the game environment is very active and always has rooms for head shooting scrubs day or night



YES! No more getting pwned by some asshole who just spawned with invincibility. That was so cheap. And I'm glad to see the Air Support bots are actually useful now, and the Assault class isn't overpowered (as much - how much remains to be seen).

This makes me wanna go play right now lol.



This
Furthermore, we've removed the temporary invulnerability awarded to players who spawn at a spawn point other than the base camp. The players will still be safe at their own base camp, but custom-placed or mission-based spawn points do not yield temporary invulnerability anymore. This will hopefully give opposing players already at this location a fair chance.

and this

The Assault Badge, for instance, was deemed too powerful by many players - so we tweaked down its Armor ability from 100 hit points to 50 hit points

Pure awesomeness



 

It is better to die on one's feet

then live on one's knees