U2, Thanks for posting that trailer the game looks great. I don’t know if its because I’ve seen a lot of footage for this game and I got used to it. But muzzle flash looks to be toned down a bit. Its still pretty flashy from hip-fire but when scope-locked on target its doesn’t look to hinder aiming which was a fear of mine. Another worry which hasn’t been put to rest yet are the game-play requirements to unlock weapon attachments since they ditched the traditional xp system found in most shooters. I hope they don’t require anything too crazy that will put me off and frustrate me.
Killzone Shadow Fall multiplayer features three distinct character classes: the Assault class, the Scout class and the Support class. Each class can be enhanced with special abilities, enabling highly specialized playing styles. In the coming weeks we will examine the character classes and their unique abilities, starting with the Assault Class.
Assault players can usually be found at the forefront of battle, heading the offensive. With five punch-packing primary weapons to choose from, they can overwhelm their enemies with sheer firepower. Don’t overlook their defensive potential, either – the primary ability of the Assault Class is the Nano Shield, which allows players to deploy a temporary energy screen that block enemy attacks while letting allied projectiles through.
In addition to the primary Nano Shield ability, Assault players can choose one of three secondary abilities:
- Speed DashThe Speed Dash ability lets Assault players move faster for a short amount of time. It is very useful for seizing the initiative during mission modes where speed is of the essence, such as Search & Destroy. It can also be used to beat a hasty retreat when ammo supplies and health run low.
- Stun Blast
The Stun Blast ability temporarily stuns and blinds nearby enemies, making them easier to target. It is ideal for quickly turning the tables when faced with a particularly resilient opponent, or for situations where enemies are attacking from multiple directions.- Buddy DroneThe Buddy Drone ability deploys a flying combat drone that automatically attacks nearby enemies. As such, it works as an effective counter against impending brutal melee attacks. The Buddy Drone can be customized with skins.
Assault players who master their primary and secondary abilities are formidable opponents in combat, but like all classes their abilities do have counters - a well placed E-Pulse attack can be devastating against a deployed Nano Shield or Buddy Droid. Still, it’s better to avoid direct encounters with Assault players where possible, so learn to recognize their Helghast and VSA incarnations using the diagram and the screenshots below:
I love the character designs, probably some the best I've seen in the series and they were already the best of any fps, but the multiplayer gameplay looks to have taken a step back in the videos, doesn't look as furious as KZ3.
More tactical maybe?
Slower games are always more 'tactical'.
Faster, or more "furious" games, are always more fun?
To me anyways, I know some people prefer slower paced shooters and good for them. But to say they are more tactical because of their reduction of speed doesn't make any sense.
I just hope we can still run through teammates in Killzone Shadow Fall. My favorite part of KZ3 multi is that I don't get stuck on teammates. *flips off halo 4*
To say a twitch shooter (I will use Q3A as an example) doesn't require tactics because you have to be a quick shot is silly. You can use the environment to your advantage as well as each weapon has a different style of employment. Tactics made in a split second versus tactics made in a few minutes doesn't change the fact that they are both.. tactics.
I have a few friends who enjoy ARMA.. not my type of game.
You never did. Just your end point about slower is more tactical and then brought up ARMA as your example. I also never actually stated that you had said "twitch shooters don't require tactics". I apologize for my phrasing. I was just using Q3A as my example versus your usage of ARMA to define slower gameplay versus twitch. We used two extremes on opposing ends to state that both are filled with tactical opportunities.
Or did I misunderstand something?
Online coop survival DLC? Uh ohs, they know how to tempt me into spending more money.
I'm still wondering about how unlocking weapons and perks will be different in this game compared to KZ3. I liked the way it worked in KZ3 and I've heard they changed it.