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re: Killzone 2

Posted on 2/27/09 at 9:21 pm to
Posted by Bunsbert Montcroff
Phoenix AZ / Boise ID
Member since Jan 2008
5524 posts
Posted on 2/27/09 at 9:21 pm to
played it a bit more and yeah, it takes a long time to unlock new classes and guns. not as "fluid" as cod4 or waw's controls, but i'm getting used to them. 32 person games can feel like a clusterF on smaller levels, but i'm digging the fact that the game changes throughout the match--from deathmatch, to assassination, to s and d, etc. liking it a bit more but still outside of my comfort zone

those are my only complaints--the graphics and audio are the tits and the maps are pretty interesting. but shite, two hits and you're dead!?! i've emptied entire clips into people in waw without killing them so it's definitely a change of pace. still don't know exactly when i've hit or killed someone...
Posted by Bunsbert Montcroff
Phoenix AZ / Boise ID
Member since Jan 2008
5524 posts
Posted on 3/3/09 at 4:53 pm to
well i have played even more and still have the same complaints in multiplayer: unresponsive controls and no really clear way to discern if you've hit and/or killed an enemy. my biggest complaint, however, is with the responsiveness of the controls. changing the sensitivity hasn't helped. i have heard people describe this lack of fluidity as "weight" added to the game to render it more realistic but in fact it makes it nearly unplayable. apparently, i'm not the only one with these complaints.

killzone 2 multiplayer: great game hurt by controls?

this guy has found delays and what he calls "deadzones" in the controls. here are some excerpts:

quote:

Let me preface this entire article by saying: I really like Killzone 2. A lot. The multiplayer is great and I spent a lot of my weekend playing the game online. That doesn't mean that I don't have a problem with the game's controls, which have a hardcoded delay and a considerable deadzone on the analog stick.

quote:

Why would you ever ADD lag to your game? Since the dawn of multiplayer gaming, we've been fighting a war against lag. We play video games for 1:1 controls. Adding lag is one of the worst design choices ever. Guerrilla Games was attempting to add weight to the character, but all it does is hurt the way the player actually controls the game.

Think about trying to line-up a quick headshot. You move the analog stick to the right, but overshoot the person just a tad bit so you let off the stick. You've just racked up two instances of the input lag. Now, you re-aim, hitting left on the stick. Another piece of input lag on top of the pile. While the controller is sweeping back across their head, you hit fire! Except, by the time the game registers the shot, your controller has moved beyond your target. Now, you attempt to readjust, but you're still going to be dealing with the lag. By the end of that, you're running a delay of about half a second, which is like pinging 500ms to the server.


i really wanna like this game, and not only because i dropped $65 on it. but has anyone else had a similar experience with the controls?
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