Killzone: Shadow Fall Thread

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Starfield Gazer
Sep 11, 2013
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The game looks great, but it still looks like it controls like molasses. I can't play a shooter with a dead zone in the controls. :(
 
Dead zone? Please explain. I know the controls feel different but I didn't notice that specifically. My aim has been off so maybe that is part of it..
 
Dead zone? Please explain. I know the controls feel different but I didn't notice that specifically. My aim has been off so maybe that is part of it..

I push right on the joystick, my character aims right a half second after I pushed the stick. In COD the aiming feels instantaneous.
 
Oh! I get you, control latency. I agree that it is much slower compared to Call of Duty but I like the way everything works (Running, Ducking, Sliding, Turning, Jumping) to create a real sense of weight and physicality within the environment. You don't have that in COD, you just kinda float over the ground.

Have you played Killzone 3? I could not stand Killzone 2 (I only played the demo for 10 minutes at most), but the third entry is fantastic! Control wise anyways.
 
The controls were better, I just can't adjust. Even BF3 adjusted the controls to be more CODDISH. I hope there's a demo I can try at some point.
 
Guerrilla Games opts for challenge-based progression rather than XP points in Killzone: Shadow Fall.

There will be no XP progression in PlayStation 4 launch title Killzone: Shadow Fall, developer Guerrilla Games has said.

Previous titles in the series have tied unlocks and progression to an experience point system, similar to Call of Duty and Battlefield. Instead, the next-generation Killzone will feature player advancement through a series of challenges.

Explaining the change in a blog post, Guerilla community editor Victor Zuylen said Killzone: Shadow Fall will ship with more than 1500 challenges for players to complete. Challenges will vary in difficulty, with two examples given: a simple "destroy 1 turret" and a far more complicated "kill 1 enemy player with a laser tripmine while they are carrying a beacon."

Each completed challenge in Killzone: Shadow Fall adds one point to a player's rank, Zuylen added.

Another new feature in the game is the Spotlight System at the end of each multiplayer round, which features the top three players from the winning side and the top player from the losing side. One of the winning players is given a limited time to perform a flashy Spotlight move on the losing player, who gets the opportunity to perform a counterattack if their assailant is unsuccessful.

Zuylen also confirmed that the game's arsenal would all be based on skill, and that there would be no auto-aiming or recoil-less weapons. Each weapon will allow for two attachments, too, but not all weapons in the game will support each attachment.

There will also be no exoskeletons or jetpacks in Killzone: Shadow Fall's multiplayer at launch. "Their inclusion would introduce a wide number of new variables and exceptions to account for, and we want to focus on offering fair, reliable, and consistent Warzone customizability," said Zuylen.
 
I really hate the idea of progressing through challenges. 5 head shots in a row without dying 25 times before you get the Revolver, SMH. I think I will pass if that's the case. Plenty of other multiplatform games out there.
 
George you misunderstand. All weapons are unlocked from the very beginning, you only do challenges to unlock attachments for weapons and as well as earn new abilities (or modifications for already unlocked abilities).
 
The challenges thing worries me as well, but it could be cool if it's implemented well. Really looking forward to this game, had a blast with Killzone 2 and 3 (especially 3).
 
A progression system based on accomplishments rather than time played? Took long enough. I hope all games shift to this method in the future.
 
This is the only PS4 launch title that I will be purchasing. I may get others, but this is the only one that will be delivered to my apartment with my PS4.
 
George you misunderstand. All weapons are unlocked from the very beginning, you only do challenges to unlock attachments for weapons and as well as earn new abilities (or modifications for already unlocked abilities).

The perks were everything in Killzone 2 and 3. What good is the infiltrator if you can't run without getting tired or you can't maintain your disguise after a melee kill? If you only unlock perks after some challenging feat then my point still stands. I am a horrible sniper in almost every other game, but because I had taken the time to level up that class I did well with it. If I had to be a great sniper off the bat to unlock perks then I that class would have been useless to me. Same for pretty much every class except the infiltrator.
 
The perks were everything in Killzone 2 and 3. What good is the infiltrator if you can't run without getting tired or you can't maintain your disguise after a melee kill? If you only unlock perks after some challenging feat then my point still stands. I am a horrible sniper in almost every other game, but because I had taken the time to level up that class I did well with it. If I had to be a great sniper off the bat to unlock perks then I that class would have been useless to me. Same for pretty much every class except the infiltrator.

They haven't been too clear yet on everything with regards to the abilities. The Killzone blog is supposed to update in a few weeks. Once they announce some information about abilities we can have a better idea of how they're working.

I am really looking forward to having all weapons at the start. That is a boon as it allows you to immediately get comfortable with how you like to play. Waiting forever to use a weapon at higher level usually led to tiers of weapons. All available at start should lead to much better balancing I am hoping.
 
Looks good, I'm really wanting to see more mp footage.
 
They haven't been too clear yet on everything with regards to the abilities. The Killzone blog is supposed to update in a few weeks. Once they announce some information about abilities we can have a better idea of how they're working.

I am really looking forward to having all weapons at the start. That is a boon as it allows you to immediately get comfortable with how you like to play. Waiting forever to use a weapon at higher level usually led to tiers of weapons. All available at start should lead to much better balancing I am hoping.
My most anticipated for both consoles are multiplatform games...kind of sad.

Why is this sad? Right now you prefer games from a few 150 man development teams over a few other 150 man development teams.
 
I haven't played Mercenary's yet, but 2 was awesome. I enjoyed 3, but didn't get into it as much as 2. I'm glad the MP director from 2 is back for Shadow Fall.
 
Killzone 2 Had Better Maps. Killzone 3 had a better class based reward system. Killzone Mercenary is also fun... different side of the coin. Its faster paced... its like a bastard child of COD and Killzone
 
I am thoroughly enjoying Killzone 3, I am just disappointed at the lack of sliding, cover and leaning in the multiplayer. I am very happy that the multiplayer in Killzone Shadow Fall is going to reintroduce these aspects into multiplayer. Or were they in Killzone 1 and Killzone 2? I never had the opportunity to play either of those two titles online but I did complete the campaign for the original Killzone.

Has anyone decided on a class they are going to primarily build. Assault, Scout or Support?

I will probably build around Support first. Healing is fun, but depending on the abilities for each class I may actually go Assault since that is how I play. I play a Medic in Killzone 3 and typically push the front lines and perform flanking maneuvers. Once you start healing players start to stick to you.
 
Sliding wasn't available in KZ 2 SP... it was introduced only in KZ3 SP. It was a choice of not using the cover mechanic in both KZ 2 and 3 as it wouldn't have helped multiplayer of everyone started camping with it
 
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Sliding wasn't available in KZ 2 SP... it was introduced only in KZ3 SP. It was a choice of not using the cover mechanic in both KZ 2 and 3 as it wouldn't have helped multiplayer of everyone started camping with it


@BOLD Oh..:meh:

killzone.com said:
Player Mechanics:Most of the player mechanics available in the single-player campaign are now also available in multiplayer. This includes the cover system that allows you to snap in to/lean out of/vault over cover, as well as the sliding mechanic. In addition, the brutal melee system has been expanded with drop-down melees (as seen in the single-player playthrough).

A lot of great information though.
  1. Weapons:Multiplayer features 22 different weapons, all of them unlocked from the get-go. Your ability to master the weapons is key, as each weapon has very different dynamics. For an in-depth look at the new weapons, read our “Guerrilla Armory” articles about the StA-55 assault rifle, the VC-15 shotgun pistol, the M55 assault rifle and the VC-30 shotgun. More weapon articles are coming to Killzone.com soon!
  2. Attachments:There are 19 different weapon attachments in multiplayer, unlocked by completing specific challenges. You can use these to extend the functionality of your weapons in a variety ways, from enhanced scopes to new ammo types to secondary fire options. Adding attachments that complement your playing style can greatly enhance your combat effectiveness.
  3. Classes & Abilities:There are three distinct classes and 12 unique special abilities in multiplayer. Each of the classes can be enhanced with up to two special abilities, allowing for some highly specialized playing styles. We’ll cover the three classes and their available abilities in more detail in the coming weeks, but we can already reveal that there will be a Placeable Spawn Beacon ability.
  4. Custom Warzones:Warzones, with their trademark rotating mission modes, return to multiplayer with supercharged customization features. There are eight mission modes in total, four of which are new to Killzone. More importantly, you can customize these modes to your heart’s content and share your favorite settings with the rest of the community. We will regularly highlight popular and interesting community-created Warzones for you to try out.
  5. Combat Honors:Combat Honors are temporary bonuses that can be activated by earning enough points during a round. These bonuses stay active for as long you continue play - when your play session ends, you lose your Combat Honors. Combat Honors include bonuses such as an increase to movement speed, etc.
  6. Post-Launch Support:We aim to keep the post-launch multiplayer experience fresh through the frequent release of paid DLC expansion packs that offer new gameplay and customization features. At the same time, all DLC multiplayer maps will be released free of charge to prevent the player base from becoming fractured.
Part 2 said:
  1. Progression System:Unlike previous Killzone games the multiplayer progression in Killzone Shadow Fall isn’t based on XP, but on Challenges. Completing a challenge adds a point to your rank, and rewards you with weapon attachments as well as enhancements to your abilities and visual identity. There will be more than 1500 challenges available when the game launches, ranging from straightforward (“Destroy 1 Turret”) to very specific (“Kill 1 enemy player with Laser Tripmine while they are carrying a Beacon”).
  2. Combat Honors:
    Combat Honors are temporary bonuses that can be activated by earning enough points during a round. They’re stackable, and you can unlock as many Combat Honors as you put points into. They only last as long as your play session, however, meaning you’ll lose all combat honors when you quit playing. Of course, you can disable Combat Honors in your own Custom Warzones if you like.
  3. Weapons & Attachments:
    Weapons can be augmented with up to two different attachment types at once. The number of attachments available for each weapon varies – for example, some guns won’t have room for a grenade launcher attachment, while others will be compatible with a range of grenade launcher attachments and ammo types. All weapons are skill-based – there will not be recoil-less or auto-aiming firearms.
  4. Shields:
    As glimpsed in the Gamescom multiplayer trailer, players can now select the ability to deploy a smart nano-shields that block enemy attacks while allowing allied projectiles through. The nano-shields can be destroyed or knocked out with EMP weapon attachments, or simply deconstructed when no longer needed. As with all class abilities, players have the option of disabling nano-shields in their custom Warzones. We’ll cover the classes and their available abilities in more detail in the coming weeks.
  5. Spotlight System:
    The Spotlight System allows you to celebrate your victory in style. At the end of each round, players are presented with a brief scene featuring the three top players from the winning side and the top player from the losing side. One of the winning players gets to select a Spotlight move to celebrate his victory over the losing player. If he fails to execute the move in time, the losing side has an opportunity to perform a countermove. The game ships with a wide selection of Spotlight moves, and more will be released after launch.
  6. Warzone Leaderboards:
    In Killzone Shadow Fall, each warzone will have its own leaderboard. This doesn’t just apply to official or featured Warzones, but to custom ones as well. You can even choose which stats you want the leaderboard to be ranked on when you set up a custom Warzone, to encourage a particular form of play.
  7. Online and Offline Bots:
    You can add bots to online matches for any Warzone you create. Human players can replace bots during the match, to ensure that there’s always a consistent amount of players present in the Warzone. You can even add bots to only one faction, to allow for ‘Bots vs. Humans’ type Warzones. In offline mode you can still create your own Warzones and play against bots, but you don’t have the ability to complete Challenges.
  8. No Exoskeletons or Jetpacks:Owing to the decision to ensure that custom Warzone presets work on all multiplayer maps, there will be no Exoskeletons or Jetpacks in multiplayer when Killzone Shadow Fall launches. Their inclusion would introduce a wide number of new variables and exceptions to account for, and we want to focus on offering fair, reliable and consistent Warzone customizability.