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Killzone 3 "open beta" February 3rd to 15

TrAcEr_x90 said:
holy shit, that map looks awesome. I love the ones that have death traps in them. This game is so intense, the sound and graphics are just unrivaled in any other game right now. Whether theres some balance issues going on, i get a pretty visceral combat feeling everytime ive played the beta.


Do we know if every map has some sort of death trap in it? I have just seen this one and the beta map and both of em have some player triggered environment attack. (Assuming the garbage compactors in this vid is player triggered)
 
Graveyard looks interesting. The compressor seems like a more meaningful idea than the EMP in Turbine.

However, what is up with the Melee Assist? Has anyone got something like this in the Beta? I am noticing that more and more melee hits are the rifle butt swing rather than a brutal melee and I am wondering if GG is going to bring back the two hit in some circumstances.
 
Animator said:
Do we know if every map has some sort of death trap in it? I have just seen this one and the beta map and both of em have some player triggered environment attack. (Assuming the garbage compactors in this vid is player triggered)
No, of the 5 maps we've seen so far only two do. Turbine Concourse and MAWLR Graveyard. Thank Christ.

I fucking hate environmental hazards. They are pushing this game so far away from being a good competitive shooter with unbalanced maps, unbalanced classes and environmental hazards. I was waiting to get some info on clan features and how they are working the tournament system this time around, I'm amazed we've heard nothing about it 2 weeks before release. I am extremely pesamistic it is going to live up to KZ2's clan support.
 
Some more answers from MotherH

1. Online botzone?
No bots in Online multiplayer.

2. Bringing back KZ2 squad/spawn system
Something we might look at, but we will not be bringing it back in its entirety as it was in KZ2.

3. Patching online co-op?
Unlikely

4. Photo-mode, theater-mode
Unlikely

5. Web based game player coming back?
Possibly

6. New weapons?
Maybe

Very disappointed on no online co-op and botzone :(. Again I don't get why you would take out a good feature from your previous game.
 
No photo mode?? What the fuck are you doing GG?

It's more important than custom games and KZ2 squad system put together.
 
Only a possibly on the web based replays? It's astounding all the features they've removed, seemingly pointlessly.

I really wish they had a blog that gave explanations and reasoning behind decisions or better yet Q&A sessions with fans (though this will probably end up being filled with crap like "bring back spawn grenades as they were in KZ2!").

Why are they so disconnected with their audience? We even practically had to beg them to give feedback on the beta forums in the closed beta and give them ideas on how to structure the mess that it was with specific official threads on different aspects of the game etc.
 
Cagen said:
Only a possibly on the web based replays? It's astounding all the features they've removed, seemingly pointlessly.

I really wish they had a blog that gave explanations and reasoning behind decisions or better yet Q&A sessions with fans (though this will probably end up being filled with crap like "bring back spawn grenades as they were in KZ2!").

Why are they so disconnected with their audience? We even practically had to beg them to give feedback on the beta forums in the closed beta and give them ideas on how to structure the mess that it was with specific official threads on different aspects of the game etc.

Well, the development Killzone 1 and 2 were very long, I guess Sony and GG are tired of making games in 5+ years, so they're less ambitious.
 
RockmanWhore said:
Well, the development Killzone 1 and 2 were very long, I guess Sony and GG are tired of making games in 5+ years, so they're less ambitious.
They already had the basis, if not the entire code to include these features that were in KZ2. I can't understand the thinking behind not including such things, unless Sony slapped a deadline on them and move / 3D support took up more time than they had anticipated.

Naughty Dog threw out Uncharted 2 in less than 2 years with a fairly feature rich multiplayer.
 
Animator said:
Do we know if every map has some sort of death trap in it? I have just seen this one and the beta map and both of em have some player triggered environment attack. (Assuming the garbage compactors in this vid is player triggered)

Yeah I think its player triggered, not random like some maps in KZ2. You can see it at 1:28, he pushes the button and crushes that bot.
 
Cagen said:
They already had the basis, if not the entire code to include these features that were in KZ2. I can't understand the thinking behind not including such things, unless Sony slapped a deadline on them and move / 3D support took up more time than they had anticipated.

Naughty Dog threw out Uncharted 2 in less than 2 years with a fairly feature rich multiplayer.

I don't think we can really compare ND to GG. GG has great artists and a very good engine, but it doesn't seem like they have much vision or confidence as a team. I am sure that losing some key members of their MP team set them back a bit and perhaps the people they brought in to replace them are a lower quality. Nevermind that there are probably pressures to make KZ3 more market friendly which has cut into development time and resources.
 
Amazing.

A sequel that screws up the gameplay, removes features from the previous game, doesn't add features that people were asking for before the previous game came out, and reportedly has a shorter campaign.

Wow
 
Kuroyume said:
Amazing.

A sequel that screws up the gameplay, removes features from the previous game, doesn't add features that people were asking for before the previous game came out, and reportedly has a shorter campaign.

Wow

Wow at your post. I hope you don't only focus on negatives like that in your everyday life, I bet it'd drive you crazy.
 
The damage is terrible, You've basically got the damage of a twitch shooter without the speed or controls to evade and escape. Armour doesn't help in the slightest, it does nothing.
Campers EVERYWHERE. And who can fault them? This game doesn't reward skill it rewards patience. When you know the other player doesn't have the agility to evade your high-powered shots then why even risk engaging them on even terms? Killzone literally plays like Checkers, you sacrifice a piece to take a piece.
 
fuzzyreactor said:
Campers EVERYWHERE.

This is true. However, unlike you and probably most I don't mind it. Actually I fucking love it. It is my absolute joy in every multiplayer shooter I play to seek out and humiliate these guys. You may get me once, but that will be it. I promise.

I don't care about K/D. It just doesn't matter to me in the slightest. I realize I'm in the minority in the way I think about campers and perhaps it really is a problem for a lot of people. It hasn't presented a disadvantage to me. I'm taking a lot more checkers than I'm giving away.

The game has really grown on me. Still not day one as I'm sure the servers will be a mess for at least a week but the 'beta' hasn't dissuaded my purchase.
 
fuzzyreactor said:
The damage is terrible, You've basically got the damage of a twitch shooter without the speed or controls to evade and escape. Armour doesn't help in the slightest, it does nothing.
Campers EVERYWHERE. And who can fault them? This game doesn't reward skill it rewards patience. When you know the other player doesn't have the agility to evade your high-powered shots then why even risk engaging them on even terms? Killzone literally plays like Checkers, you sacrifice a piece to take a piece.
You've been playing the wrong kind of checkers, man. You dominate checkers by moving every piece forward and forcing the opponent to suck it up and give in.

That said, as stated above; I don't mind campers in the beta cause it gets insanely fun once you flank them and keep on killing them all for omega fun! I love it when Helghast snipers think they are so amazing. I run, capture the lone TSA up the hill and keep on fucking their shit up from the back.
 
shagg_187 said:
You've been playing the wrong kind of checkers, man. You dominate checkers by moving every piece forward and forcing the opponent to suck it up and give in.

That said, as stated above; I don't mind campers in the beta cause it gets insanely fun once you flank them and keep on killing them all for omega fun! I love it when Helghast snipers think they are so amazing. I run, capture the lone TSA up the hill and keep on fucking their shit up from the back.

That kind of checkers sounds like spawn camping. Eww.. that's not fun.

Totally agree with you about flanking and killing them though. Fun x 10. I like it because it requires me to use a 'strategy' of making the map work to my advantage instead of just running around aimlessly. Maybe I'm part of the problem because I am a lone wolf. I know people complain about that a lot also. I do the objectives as much as I can though. But not at the risk of hunting out a camper.
 
I guess I know why they call it Infiltrator! :lol
Oh and there is no harm being lone wolf if that lone wolf takes out three other camping lone wolfs. You need each player for Warzone and taking out a few leaves opening for the team to take a breath and complete the objective.
 
-viper- said:
The Helghast announcer sounds awful. So awful. His voice hurts my ears. I honestly thought it was placeholder voice acting by the Guerrilla staff but its actually in the final game.

I don't like that guy either. It sounds like he's spitting all over the place when he talks.
 
I really wish GG would do something with the stairs so you're not like catching air every time you run down them. It's really aggravating, and there's no reason why it should be like that. Just make us be able to run down the stairs regularly.
 
//B1G said:
I really wish GG would do something with the stairs so you're not like catching air every time you run down them. It's really aggravating, and there's no reason why it should be like that. Just make us be able to run down the stairs regularly.

Yep. I remember we used to get stuck in the ground in KZ2 so I wonder if they overcompensated.
 
fuzzyreactor said:
and wtf is up with the Marksman. Why the fuck does someone with cloaking and radar jam get to run around with a AR. fucking pos game.

We get it. You don't like KZ3. Stop shoving it down our throats and go play KZ2.
 
So, I am now Major 1 and just unlocked Extra Primary Weapon. But when I unlocked Extra Ammo, I had a bug where I lost all my Upgrade points, the upgrade I made (Engineer++ or whatever) and the XP I got (the "your xp cannot be saved for this round" message). So now I have EPW but no Extra Ammo :/
 
We should have a seperate thread for those of us who like the game so we dont have to read through half a page of whiny posts from the same people over and over every page.


Like seriously:

and wtf is up with the Marksman. Why the fuck does someone with cloaking and radar jam get to run around with a AR. fucking pos game.

I don't know, suck less?

None of the classes are hard to kill and they all have a counter class they are weak against. If you have marksmans shooting you you too can switch to marksman and countersnipe. They are usually tunnel visioned to a single area in the map so if you flank a bit to the side you usually take out 3-4 marksmans before the enemy team realizes what you are doing, it also helps your team advance.
 
Animator said:
We should have a seperate thread for those of us who like the game so we dont have to read through half a page of whiny posts from the same people over and over every page.


Like seriously:



I don't know, suck less?

None of the classes are hard to kill and they all have a counter class they are weak against. If you have marksmans shooting you you too can switch to marksman and countersnipe. They are usually tunnel visioned to a single area in the map so if you flank a bit to the side you usually take out 3-4 marksmans before the enemy team realizes what you are doing, it also helps your team advance.

What is the marksman's counterclass? Infiltrator? How are they visible at all if they're cloaked (serious question, I don't know enough about the game to know).

I've been playing tactician a lot because it seems like everyone loves being infiltrators, and I need the radar ability to spot them.
 
Does anyone know if the soundtrack and the dynamic theme that comes with the helghast edition will be available on the psn store?
 
people complaining about features that have nothing to do with gameplay experience ;\

lets focus on that first. Except web stats, make sure those are back :)
 
Animator said:
We should have a separate thread for those of us who like the game so we dont have to read through half a page of whiny posts from the same people over and over every page.

I don't know, suck less?

None of the classes are hard to kill and they all have a counter class they are weak against. If you have Marksmans shooting you, you too can switch to marksman and counter snipe. They are usually tunnel visioned to a single area in the map so if you flank a bit to the side you usually take out 3-4 Marksmans before the enemy team realizes what you are doing, it also helps your team advance.

You know what these so called whiners are passionate players who have put in countless hours into the predecessor

I know I put 8+ months of playtime into it. Platinumed it to 100%, grabbing all the DLC along the way

I understood some of the frustrations from KZ2, and now accept why they made these changes

All we are trying to do is tweak or balance some issues, requesting a developer to take a look at it

I just had one with S&M for the Tact, yes it is Wall-Hack, even if for a second that information relayed to you, you have the upper hand
(KZ3 way of combating this is Radar Block from Marksman, but if the class is a stationary class, and not movement oriented, doesn't help)

So I had this idea, if Tact pops S&M, and an enemy gets hit with blue marker, he gets tagged with an icon notifying him that he's been seen
The tag blinks off the S&M wipe the Tact does every 3 seconds, so blink, wait till Tact gets his wipe/scan, it blips/blinks again notifying the enemy it went off

It's fair + balances the class out, pop S&M and use it to your advantage, but be vary, the enemy has a chance now to defend himself

Infiltrator disguise should be adjusted. It can keep the distance glitching effect, but either give it a visual cue that it differentiates them, just a little. Either just dulling the disguises palette color, either make it a little brighter or wash it out, make it look dull
Boost should be an ability marked on the directional button, not this passive Bullshit, use it, 15-30 second use, wait for cooldown

Engineers need a slight boost, maybe through more points for fixing ammo crates, or every time a fix/re-fix a crate, their bot cool down if it is going gets a 5-10% faster cool rate, maybe capping it @20%, so either fix 2 or 4 crates, get your bot back quicker

Marksman I think should lose their cloak, even if they have a silenced weapon. It makes it a little unbalanced, if a INFI has to only melee to keep disguise, why does a cloaked MRKS get to shoot a silenced weapon, but when melees loses cloak

Medic is fine, but the bot needs to be toned down, it should only shoot if medic gets killed, and is waiting to spawn at the spot, be it's buddy, try to be helpful when it's companion is in crit, not shoot willy nilly
The main job for the bot is if it's out, is to help surrounding team members get healed in it's aura, a radius of 5 meters
(Up to 75%, not 100%, so you have a fighting chance again)
If Medic Bot destroyed, Medic should get hit with a penalty, maybe until cooldown is over, always spawn with 75% health, armor takes it back to full

If you use any of you abilities, and die, no more fresh abilities to use again, wait it out, cooldown happens no matter what (make cooldowns longer), maybe add a technique that makes the cooldown go faster:

TACT goes out and gets a spawn point under your control, 25% faster for S&M/Bot
INFI get 2 melee kills, 15% for boost/disguise
ENGI fix crates, 10-20% for bots
MRKS 2 with-out cloak, move cloak timer 10-15% faster
MEDI revive 2 teammates, bots timer 20%

These are my ideas, it's just me voicing my opinions/ideas to make the game feel more competitive/balanced

See constructive criticism, ideas maybe hopefully seen by a dev or someone that knows GG, can point this stuff out

If they use it, awesome, better for it, if not, oh wells, will play, but the longevity for the game won't be there for me

All your praises for KZ3 stem only from how KZ2 sucked, KZ3 is refined and is trying to cater to a mass market

For fuck sakes this a Forum last I checked, there will always be differing opinions, no reason to create a thread to circle jerk, and have the same opinions with others, cause that shit would be f'n boring
 
Zinthar said:
What is the marksman's counterclass? Infiltrator? How are they visible at all if they're cloaked (serious question, I don't know enough about the game to know).

I've been playing tactician a lot because it seems like everyone loves being infiltrators, and I need the radar ability to spot them.


The best marksman counterclass is another marksman imo. They stay cloaked only until they kill someone. You can also tell their position from the bullet trail if you watch for it. Also 9 out 10 times they wont move an inch from their camping point even after they are decloaked and if they die they will just run back to the same area which makes finding marksmans super easy.

As you get more familiar with the game you figure out the sniping areas in the map and periodicly clean those up.

Infiltrator is also a great anti marksman class since you can just flank them and melee 3-4 marksmans in a row which is super fun. :)
 
Animator said:
The best marksman counterclass is another marksman imo. They stay cloaked only until they kill someone. You can also tell their position from the bullet trail if you watch for it. Also 9 out 10 times they wont move an inch from their camping point even after they are decloaked and if they die they will just run back to the same area which makes finding marksmans super easy.

As you get more familiar with the game you figure out the sniping areas in the map and periodicly clean those up.

Infiltrator is also a great anti marksman class since you can just flank them and melee 3-4 marksmans in a row which is super fun. :)

The issue is not them sniping, but being mobile sensor-jamming invisible front combatants who can wield formidable CQB weapons. I personally don't have a problem with them, but about 9 billion people on the official forums seem to.
 
//B1G said:
I really wish GG would do something with the stairs so you're not like catching air every time you run down them. It's really aggravating, and there's no reason why it should be like that. Just make us be able to run down the stairs regularly.

You don't jump when running down stairs?
 
Dibbz said:
Switch to Tactician
Capture spawn points
???
profit

Tactician camps area to spawn point
You kill him
Try to neutralize it
Either team gets 1 more grunt through, or Same Tact spawn there
2 second Invincibility, Full health

Not every game is going to be GAF clan game or players know what the roles are

Teamwork is from a forgone conclusion, it will not be used if you play solo, or try to play with randoms
 
GraveRobberX said:
You know what these so called whiners are passionate players who have put in countless hours into the predecessor


I have put in close to 200 hours in kz2 myself, I still think kz3 is more fun and better in almost every way. At least we don't have the rage inducing boost assault rocket launcher class in this one.

I totally agree with you the game needs adjustments and your ideas are all great ones (except I disagree with tactician tweak, I think spot and mark is fine as it is now since it has a counter in the form of recons passive ability). Definitely agree marksman needs to lose cloak with silenced weapons or otherwise. It needs to be a support class not a frontline class.

If I were to make a list on top of what you suggested:

- Fix the menu flickr glich

- Increase spawn countdown by 2-3 more seconds. This will make medics more useful and give you enough time to capture spawn points without the person you killed there spawn again with invincibility and kill you back.

- Add more tactical spawn points to every map. That way it is way more dynamic. It is way too easy to capture all of em and spawn camp the team as it stands now.

-Make armor useful (does this even do anything?) If you have armor on you should be able to survive a proxy mine or a sniper rifle hit that is not a headshot. As it stands now the skill is utterly useless.

-Make 3rd sniper rifle not a one hit kill anywhere in the body. Only upper torso and headshot should be one hit kill. This alone will make the class more in line with others and take away the unfair advantage people feel it has.
 
Animator said:
I have put in close to 200 hours in kz2 myself, I still think kz3 is more fun and better in almost every way. At least we don't have the rage inducing boost assault rocket launcher class in this one.
We don't have the Assault class any more, however in KZ2 we could customise the games (and keep them ranked) to remove them. Now, in KZ3, we have Marksmen who are running around the front lines cloaked, Infiltrators with infitite boost and Tacticians who can see through walls, all without being able to customise any of it.
 
GraveRobberX said:
Tactician camps area to spawn point
You kill him
Try to neutralize it
Either team gets 1 more grunt through, or Same Tact spawn there
2 second Invincibility, Full health

Not every game is going to be GAF clan game or players know what the roles are

Teamwork is from a forgone conclusion, it will not be used if you play solo, or try to play with randoms
Level your Tact up to level 3 capture. You can kill a guy (leave him wounded), run in and neutralize before he can respawn. If it's a heavily contested spawn point though you gotta hope your team gives some good cover for anyone who spawns.

I've had games where my team is great, we just mow the opposition down and take whatever spawn we want. Others not so much, but that's what you get for playing with public. TBH people are learning though, at the start of the beta it was hell.
 
Cagen said:
We don't have the Assault class any more, however in KZ2 we could customise the games (and keep them ranked) to remove them. Now, in KZ3, we have Marksmen who are running around the front lines cloaked, Infiltrators with infitite boost and Tacticians who can see through walls, all without being able to customise any of it.

Yea I did not forget the joys of creating custom servers and hoping for it to fill up and it usually did not. Or how much of a hassle it was to create a persistent party. I much prefer the current party system, it works like a charm.

A marksman that moves is not invisible, you have half a second of ripple effect every time they move an inch. I honestly do not have any problems finding and killing marksmans and I am far from the best player.

Not sure why infiltrators infinite boost is a problem? It is what that class is for. they are a joke to find and kill with the tactician or even without since I shoot at anything that seems to run at faster than normal speed.

I play tactician %90 of the time and I cant remember a single time marking people through the wall gave me any advantage whatsoever. It is so hard to tell where they are from wall hack it might as well not even mark it. By the time it refreshes the enemy is in another room or in a totally different position anyway not to mention the marksman cloak hides him and teammates in radius from your scan. I am glad it scans through walls because the only time it is useful is if some retard is hiding in a corner not moving hoping to melee whoever enters the door.
 
If you look at each of the classes in isolation, it seems like they would be overpowered, but in the game, I've found quite the opposite. Each class has such an advantageous ability, it just comes down to the person that uses it. Medic is the only class that really needs to be powered up.
 
Cagen said:
We don't have the Assault class any more, however in KZ2 we could customise the games (and keep them ranked) to remove them. Now, in KZ3, we have Marksmen who are running around the front lines cloaked, Infiltrators with infitite boost and Tacticians who can see through walls, all without being able to customise any of it.

.. when you put it like that it sounds great. Lol.
 
Animator said:
Yea I did not forget the joys of creating custom servers and hoping for it to fill up and it usually did not. Or how much of a hassle it was to create a persistent party. I much prefer the current party system, it works like a charm.

A marksman that moves is not invisible, you have half a second of ripple effect every time they move an inch. I honestly do not have any problems finding and killing marksmans and I am far from the best player.

Not sure why infiltrators infinite boost is a problem? It is what that class is for. they are a joke to find and kill with the tactician or even without since I shoot at anything that seems to run at faster than normal speed.

I play tactician %90 of the time and I cant remember a single time marking people through the wall gave me any advantage whatsoever. It is so hard to tell where they are from wall hack it might as well not even mark it. By the time it refreshes the enemy is in another room or in a totally different position anyway not to mention the marksman cloak hides him and teammates in radius from your scan. I am glad it scans through walls because the only time it is useful is if some retard is hiding in a corner not moving hoping to melee whoever enters the door.
I agree KZ3 is so fast paced that the Tact's wall hack only helps if the other guy is camping or is an infiltrator.

Marksmen carry assault riffles so there jamming ability can actually be useful for the team. What's the point in running to objectives with a sniper?

Infiltrators boost is not a problem either. I really need to unlock that actually as it'll help with assassinations and S&D but then again everyone has C4 so just plant some and watch infiltrators fly into them.
 
Animator said:
Yea I did not forget the joys of creating custom servers and hoping for it to fill up and it usually did not. Or how much of a hassle it was to create a persistent party. I much prefer the current party system, it works like a charm.

A marksman that moves is not invisible, you have half a second of ripple effect every time they move an inch. I honestly do not have any problems finding and killing marksmans and I am far from the best player.

Not sure why infiltrators infinite boost is a problem? It is what that class is for. they are a joke to find and kill with the tactician or even without since I shoot at anything that seems to run at faster than normal speed.

I play tactician %90 of the time and I cant remember a single time marking people through the wall gave me any advantage whatsoever. It is so hard to tell where they are from wall hack it might as well not even mark it. By the time it refreshes the enemy is in another room or in a totally different position anyway not to mention the marksman cloak hides him and teammates in radius from your scan. I am glad it scans through walls because the only time it is useful is if some retard is hiding in a corner not moving hoping to melee whoever enters the door.
I never once had a problem populating rooms, we usually had enough clan members on to play a decent game without randoms but even when we didn't we could find or populate a game with ease unless you constricted the classes or weapons too much.

I am not sure how anyone can say giving a Marksman an automatic weapon and having them cloaked on the front lines isn't wrong.

Infinite boost completely breaks search and retrieve.

I honestly can't believe you can say with a straight face that being able to track enemies so readily through walls, without even having to take yours eyes off the action and look at the mini map doesn't give you an advantage.

Thrakier said:
Game is a lot of fun. There I said it. Eat it up, Ragen Cagen.

:D
 
Cagen said:
I never once had a problem populating rooms, we usually had enough clan members on to play a decent game without randoms but even when we didn't we could find or populate a game with ease unless you constricted the classes or weapons too much.

I am not sure how anyone can say giving a Marksman an automatic weapon and having them cloaked on the front lines isn't wrong.

Infinite boost completely breaks search and retrieve.

I honestly can't believe you can say with a straight face that being able to track enemies so readily through walls, without even having to take yours eyes off the action and look at the mini map doesn't give you an advantage.



:D

Lucky you. We had trouble populating rooms or being on the same team when we join.

Marksman is only cloaked till they kill someone. He is NOT cloaked %100 when he is moving and is easy to spot. If you are running front lines with your silenced pistol and encounter another class you will die. I have put 20 hours into the beta and I cant ever remember frontline marksmans being any problem.

Infinite boost breaks search and retrieve if your whole team doesnt have a single infiltrator for it, than its your fault. Its like saying tactician breaks capture and hold. Infiltrators carry the thing while the rest of the team plays intercept and defend, there is nothing broken with the gametype.

You must have a different spot and mark from me because you do not readily track shit across the wall. It pops up for a second and disappears, by the time you get there they are gone. I already described this above.
 
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