Hydrargyrus
Member
What is FFO????
Hydrargyrus said:What is FFO????
Hydrargyrus said:What is FFO????
makingmusic476 said:I still enjoy it quite a bit, despite its issues (except for when I get put in a 5 v 1 game >_>). New class system + brutal melees + Operations is all good.
I'm just concerned now that the many smaller issues I assumed would be improved/fixed for launch may not get touched at all. The more I read on the beta forums, the more I believe this, and they're running out of time either way.
But who knows, maybe this really is just an incredibly old build, and they simply refuse to update for us testers. Maybe all these issues are already much better and/or fixed. Maybe.
itsnervedamage said:It is pretty different from KZ2, but I've been enjoying it overall. It's still pretty Killzoney to me but I would try to wait for a demo or something to form your own opinion. It seems like some of the different part will be pretty divisive for series fans, but of the group of people that I played KZ2 with...overall opinion is pretty positive.
Some things are pretty broken, like spot & mark but that is supposedly getting fixed (hearsay...). I don't think I see more complaining here than I remember seeing in the 2 thread about bad spawns rockets and framerate, so I would say GAF community response is about the same?
:lolNoisepurge said:...no one can be told what the FFO is...
There's a KZ3 chatroom. There's a general gaming one we all hang out in as well. I can't add you, friends list is fullB1gg_Randall said:Is there a Killzone 3 or 2 text chat???
IronFistedChampion said:Anyone know what class this is?
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Huh?? You mean my friendlist or yours...If mines I will delete someone...CrushDance said:There's a KZ3 chatroom. There's a general gaming one we all hang out in as well. I can't add you, friends list is full![]()
I guess I had an extra slot after all lol.B1gg_Randall said:Huh?? You mean my friendlist or yours...If mines I will delete someone...
friend request sent
We've decided to expand the beta trial! 5,000 additional Plus-subscribers from SCEA and SCEE will automatically receive invites through PSN.
AcidCatFish said:We are playing around with adding some more TSP's to the levels.
We'll roadtest it internally to see if this helps with the base camping.
Also, we've drastically reduced the amount of time it takes for a Tact to neutralise a TSP, it's now shorter than the respawn timer so you can clear a TSP of enemies and then neutralise it before the enemies respawn.
Lince said:good news regarding the spawn areas:
I don't know why they're keeping that for internal testing though
Lince said:slow morning at work, been checking the beta forums and there's a lot of criticism towards the S&M skill, spawn areas, medics, EXOs and other stuff that worries me. On the other hand lag, framerate, team work, camping, weapon balance and unlock system are not discussed enough. Also, it's shocking seeing just a few beta players giving feedback when we have near 20k players already. Language barrier? unawareness of the beta forums? maybe GG should include some MOTD everytime you join a game "don't forget to leave your feedback on the beta forums @ beta.killzone.com". We should consider the language barrier as well, 2011 is almost here come on I can't believe how a big studio doesn't employ a couple of translators working on some hypothetical "international" section of the forum.
edit: some interesting thread on the beta forums for leaving your "final" feedback as a lot of people stopped playing
http://beta.community.killzone.com/t5/Beta-Trial-Feedback/Hearsay/m-p/38306/highlight/false#M15462
Wait...that's kind of stupid if the respawn times are still 3 secs long. So it takes less than 3 seconds to capture a point? So basically a tactician just has to run by a spawn point to neutralize it? Surely they cant be that dumb. How are you supposed to defend the spawn points then? I'm guessing/hoping that they upped the respawn time.Lince said:good news regarding the spawn areas:
I don't know why they're keeping that for internal testing though
Lince said:good news regarding the spawn areas:
I don't know why they're keeping that for internal testing though
We are playing around with adding some more TSP's to the levels.
alr1ghtstart said:They need to increase the spawn time to 8-10 seconds as well. Add more of those indestructible bots near the base (on Corinth, just put one on either side of the map near each spawn) and it will kill the base camping (at least for people on foot).
Yea, at least they're listening!KZObsessed said:You didn't highlight the best part!
They're listening!
mr_nothin said:Wait...that's kind of stupid if the respawn times are still 3 secs long. So it takes less than 3 seconds to capture a point? So basically a tactician just has to run by a spawn point to neutralize it? Surely they cant be that dumb. How are you supposed to defend the spawn points then? I'm guessing/hoping that they upped the respawn time.
KZObsessed said:They're listening!
Lince said:slow morning at work, been checking the beta forums and there's a lot of criticism towards the S&M skill, spawn areas, medics, EXOs and other stuff that worries me. On the other hand lag, framerate, team work, camping, weapon balance and unlock system are not discussed enough. Also, it's shocking seeing just a few beta players giving feedback when we have near 20k players already. Language barrier? unawareness of the beta forums? maybe GG should include some MOTD everytime you join a game "don't forget to leave your feedback on the beta forums @ beta.killzone.com". We should consider the language barrier as well, 2011 is almost here come on I can't believe how a big studio doesn't employ a couple of translators working on some hypothetical "international" section of the forum.
i think the sabo should not run faster at all, but instead show up friendly when carrying the speaker in capture for 10 secs, then 20 for the 2nd rank. his primary abilities are fine thoughFacism said:if they sort out player health, crazy weapon accuracy and all players, except usain bolt infiltrator, having the stamina of a legless obese man, i'd be interested.
Excellent news!Lince said:good news regarding the spawn areas:
I don't know why they're keeping that for internal testing though
BruceLeeRoy said:Can I redeem a code through Sony's site?
NameIess said:Yes, but all of the codes are gone...
believe me, it's not worth it. the beta is a clusterfuck of epic proportions. it's laggy, it's unbalanced, and it's full of fucking campers.thuway said:SOMEBODY GIVE ME A CODE... :-X
UntoldDreams said:Just got my beta invite via PSN message.
Setup a game with bots to test it out.
Visually its quite impressive... I was surprised the mech was in there. I have no idea how this game balances itself out if people are allowed in vehicles like that.
I noticed the controls have a more tight feeling compared to Killzone 2. I don't know if its assisted or not but it felt reasonably comfortable aiming.
...
This just reminds me of how screwed up the Tactician grenade mechanic was in Killzone 2.
I look forward to examining the changes.
H_Prestige said:I like the idea of spawn grenades better, since it allows the tactician to be, well, more tactical. You get to decide exactly where your team spawns, and whichever side has the more clever tacts will win. The only problem I had was with the unnecessary smoke that makes concealing a spawn point so much more difficult. It should have just been a small flashing light similar to those air support things. But as it is, the other team can usually see the giant plume of smoke from half way across the map. And then comes the spawn camping.
With TSP, GG has chosen the spawn areas and all tactician's job is to get to them as fast as possible and try to hold off the enemy from taking over. There doesn't seem to be anything tactical about that. No real thinking required. It's really just a game of capture and hold that is constantly going on.
UntoldDreams said:I understand what you are saying about providing team value by being a good tactician "grenade dropper". However I think its still a poor mechanic.
There was nothing good about having opposing teams have spawn grenades right next to each other at an objective. Its just silly to even allow that situation.
We could say those are "stupid tacticians" but the problem is the game mechanic lets "anyone do it" and even wreck the team gameplay by having inexperienced tacticians.
I just don't particularly think Spawn Grenades were the right mechanic.
I was totally okay with the "Squad Leader is a portable spawn point" as a mechanic though. Heck that mechanic forced teamplay and rewarded you for doing it right.
EDIT: If the Tactician was capable of team speak with all squad leaders that in my opinion would work excellent. Far better than Spawn Grenades.
Also give the Tactician "Metal Gear Solid SOLITON RADAR". Make him a super radar device so he can coordinate teams.
:lolJardeL said:I need help at Beta forums for spamming the forum with Mercenaries 2 LOVE!!! I've even created a " [Suggestion] Remove Competitive MP " thread. :lol
Because you're certainly taking the mature approach to the situation...MrPliskin said::lol
And you had the nerve to pass judgement on my comments with regards to KZ3?
Child :lol
Hydrargyrus said:Looks at the particles:
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Thanks to my friend alucardd
TTP said:That's also very representative of how it runs.