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Suggestion s for "KZ4" MULTIPLAYE R
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on 02-14-2012 06:40 AM - last edited on 02-14-2012 06:42 AM
so my friend and i were talking about it and here's what we came up with. this is assuming GG goes the KZ2 route and basically builds on the greatness that was/IS KZ2. so it would DEFINITELY still have the weighted feeling and core gameplay of KZ2 and hopefully feel as close to KZ2 as possible.
The class abilities should maintain the balance and "risk" factor they had in KZ2 (i.e. medic had to put his gun away to use revive tool or health pack, sniper had to be exposed to the open line of fire between him and the target he wanted to mark, etc..) basically everything would be the same as it was in KZ2 but the classes would have the choice of an alternate secondary.
Medic - Primary: revive tool
- Secondary: health pack OR the medi-droid (BUT the droid would only become active when the medic puts his gun away and has the revive tool. this is to give th emedic a little extra cover while reviving. at the expense of the health packs of course)
Engineer - Primary: turrets (KZ2 turrets. you can set more than one and they won't spam rockets at soldiers, only air drones)
- Secondary: repair tool OR ammo pack (like the health pack but ammo. can only bepicked up by a single soldier and gives about 1 magazine of ammo per gunand maybe a grenade. it couldn't "fill you up" because ammo boxes wouldhave less of a purpose)
Saboteur - Primary: disguise (the way it was in KZ2. meaning no "lights")
- Secondary: 3 proximity mines (maybe claymores) OR C4 that must be manuallydetonated. (only one could be set but it would do more damage than a singlemine of course)
Tactician - Primary: spawn grenades
- Secondary: air drone OR an EMP grenade that could be thrown/cooked like a normalgrenade and not just plopped in front of you like a spawn grenade. it woulddisable turrets, air drones, sniper's cloak and other electronics for a certainamount of time.
Sniper - Primary: cloak (maybe tweeked a bit as to not allow "complete" invisibilty. the sniper isusually far away anyway)
- Secondary: spot & mark (not KZ3's X-ray vision but KZ2's "SPOT" & mark) OR a waypointmarker very similar to the "ping tool" in portal 2's co-op mode. this would be used to markanywhere on the map and can be seen by all teammates. but it could not be used to marka moving target (such as an enemy soldier or vehicle)
New class suggestion: Mortar class (not KZ3 mortars exactly)
- Primary: a deployable mortar cannon similar to BF3's mortar. (but you could only hold a maximum of about 3 or 4 mortar shells depending on their strength. or it would have to recharge like the proximity mines, idk. but once again, defnitely NOT going for KZ3's overpoweredness)
- Secondary: boost OR body armor. (these would give him a little wiggle room if he started to take enemy fire while mortaring. know what i mean?)
- not sure if this class would be able to start out with an assault rifle, shotgun or just a rocket launcher to balance out the mortar ability
once again these are just ideas and could probably use some tweeks after being tested in gameplay. the ability to mix and match secondary abilities in KZ2 was nice but i'm not sure if it would work with this many. for example the mortar & sniper classes could give themselves ammo while remaining hidden and safe. or any class would be able to have proximity mines, C4, or medi-droid. not sure if i like the sound of that.
on the other hand giving the classes a choice between only two secondaries makes them more specialized and would therefore make team work more necessary.
other things i'd LOVE to see implemented in the multiplayer would be bullet drop and dismemberment (for shotguns, higher caliber weapons, and explosives).
as for pistols i defintely liked the standard semi-auto and revolver KZ2 had. a 3 shot burst fire pistol would be cool (like in KZ1) but would have to have weaker damage per bullet of course. i'm not sure if the shotgun pistol and grenade pistol would fit into the game i have in mind. it would depend on their strength. and the machine pistol should just be a primary weapon. it's supressed AND full auto. come on now.
anyway my friend an I were thinking about sending an e-mail similar to this to GG (maybe we'll send it a few times a day :-P)
WHAT SAY YOU?
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-14-2012 06:42 AM
it looked better than this when i wrote it. at least it kept the paragraphs apart... :-/
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-14-2012 07:01 AM
PS/ Can you also make both male and female characters selectable in the multiplayer as well. Thks.
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-14-2012 07:04 AM
I've posted this elsewhere, don't wanna re-paste it all since it's over 2k words. If you wanna read all my explainations on stuff, click this link: http://dynamicgamer.wordpress.com/2012/02/04/the-s
Other wise, here are the classes themselves. The one thing to note, is that the two new classes at the end would be "power classes" similar to power weapons in a game like Uncharted. If KZ4 is 16v16 (hopefully) teams would be limited to having 2 of each of those classes active at any one time.
Rifleman - Typical grunt class from KZ2. Exchanges abilities for all the weapons.
Ability #1 - None
Ability #2 - None
Primary Weapons - M82 Assault Rifle, StA52 Assault Rifle, LS57 SMG, StA-11 SMG, M224-A1 LMG, StA3 LMG
Secondary Weapons - StA18 Pistol, VC8 Shotgun Pistol, M4 Revolver, M66 Machine Pistol, FSK-7 Fury Combat Knife
Medic - A blend of the KZ2 Medic and KZ3 Field Medic's abilities and weapons. Maybe the most important class besides the Tactician.
Ability #1 - Revive; Revive downed teammates to 75% health.
- Revive +; Revive downed teammates to 100% health, with ammunition supply reloaded.
- Revive ++; Increase the range of the Reviving Device.
Ability #2 - Heal; Drop health packs the return teammates to 75% health.
- Heal +; Drop health packs that return teammates to 100% health.
- Heal ++; Drop health packs that give teammates 125% health.
Primary Weapons - M82 Assault Rifle, StA52 Assault Rifle
Secondary Weapons - StA18 Pistol, M4 Revolver
Engineer - Extremely important as a vital source of ammo for the team, and defending sections of the map.
Ability #1 - Repair; Repair destroyed ammo boxes and turrets.
- Repair +; Repair ammo boxes and turrets 25% faster.
- Repair ++; Hack enemy ammo boxes, emplaced guns and sentry turrets.
Ability #2 - Sentry Turret; Place a stationary sentry bot that fires at enemy soldiers and drones.
- Sentry Turret +; Turret is able to spot cloaked and disguised enemies.
- Sentry Turret ++; Increased rate of fire and fires rockets at vehicles/drones.
Primary Weapons - LS13 Shotgun, (New HGH Shotgun; Higher ROF, Lower DMG)
Secondary Weapons - StA18 Pistol, M66 Machine Pistol
Tactician - Can control the flow of a match. Mid-level unlock so teams aren't out of the loop too long, but new players aren't able to access the class.
Ability #1 - Spawn Beacon; Place a beacon to designate a temporary spawn point for teammates.
- Spawn Beacon +; Spawn Beacon lasts 60 seconds longer.
- Spawn Beacon ++; Able to deactivate your own spawn beacon.
Ability #2 - Sentry Drone; Throw a beacon to call in a flying drone that fires at enemies.
- Sentry Drone +; Drone fires at enemy sentry drones and sentry turrets.
- Sentry Drone ++; Increase rate of fire, and fires at cloaked and disguised enemies.
Primary Weapons - M82 Assault Rifle, StA52 Assault Rifle
Secondary Weapons - StA18 Pistol, M4 Revolver
Infiltrator - A CQC expert, perfect for flanking the enemy and thinning their ranks from the inside.
Ability #1 - Disguise; Activate a cloak that disguises the player as an enemy soldier.
- Disguise +; Perform melee attacks without breaking disguise.
- Disguise ++; Disguise recharge time is decreased by 25%.
Ability #2 - Proximity Mine; Place a stick, proximity-activated charge.
- Proximity Mine +; Carry a third proximity mine.
- Proximity Mine ++; Ability recharge time is decreased by 25%.
Primary Weapons - LS57 Submachine Gun, StA-11 Submachine Gun
Secondary Weapons - StA18 Pistol, FSK-7 Fury Combat Knife
Scout - The perfect long-range killing machine; excells at range, but has limited ability in close quarters.
Ability #1 - Cloak; Activate a cloak that makes the player invisible until they fire a shot.
- Cloak +; Cloak disabled when a the shot fired hits an enemy.
- Cloak ++; Cloak recharge time is decreased by 25%.
Ability #2 - Spot & Mark; Temporarily mark any enemies that can be seen with an on-screen marker.
- Spot & Mark +; Any marked enemies will also be temporarily marked on the mini-map.
- Spot & Mark ++; Calls in a UAV sweep, marking enemies not under cover on the radar. Refreshes every 3-5 seconds.
Primary Weapons - StA14 Rifle (Unscoped), VC32 Sniper Rifle
Secondary Weapons - StA18 Pistol, M66 Machine Pistol
Grenadier *NEW* - "Power Class" A combination of the KZ2 Assault, as well as some of the KZ3 Infiltrator abilities.
Ability #1 - Demolitions; Plant or defuse charges 25% faster.
- Demolitions +; Plant or defuse charges 50% faster.
- Demolitions ++; Carry one extra frag grenade and one extra rocket/six extra M327 grenades.
Ability #2 - Boost; Sprint speed is temporarily increased.
- Boost +; Regular movement speed is temporarily increased.
- Boost +; Stamina is temporarily increased.
Primary Weapons - VC9 Rocket Launcher, M327 Grenade Launcher
Secondary Weapons - StA18 Pistol, VC8 Shotgun Pistol
Support *NEW* - "Power Class" A new class that allows the game to keep mortar strikes, but would hopefully limit abuse/base camping for them.
Ability #1 - EMP; Detonate an EMP that jams the radar of enemies within a certain radius of the player.
- EMP +; Disables enemy cloaks and disguises.
- EMP ++; Disables enemy sentry turrets and sentry drones.
Ability #2 - Mortar Strike; Throw a beacon to designate a mortar strike on that location.
- Mortar Strike +; Mortar Strike blast radius increased by 10%.
- Mortar Strike ++; Mortar Strke recharge time is decreased by 10%.
Primary Weapons - M224-A1 Light Machine Gun, StA3 Light Machine Gun
Secondary Weapons - StA18 Pistol, VC8 Shotgun Pistol
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-14-2012 09:01 AM
BSprofile wrote:
it looked better than this when i wrote it. at least it kept the paragraphs apart... :-/
-On paper things always look better. I read this type of suggestion threads and wonder if people think about it before they suggest it. These suggestions however aren't a huge drastically new change though, they are just suggesting to back track on everything that was made in KZ3 and make KZ4 a KZ2.5. Essentially the Same exact thing that Activision has been doing with COD. Sound a bit rash? Not really if you Re-read what you've suggested[1]. With the exception of the mortar class(Interesting idea. A new class would be nice), the rest is the same as before(KZ2) with minor minor tweaking..
so my friend and i were talking about it and here's what we came up with. this is assuming GG goes the KZ2 route and basically builds on the greatness that was/IS KZ2. so it would DEFINITELY still have the weighted feeling and [1]core gameplay of KZ2 and hopefully feel as close to KZ2 as possible.
-That's not gonna happen. Go back to the weight that it was for KZ2. Why? Because it was arguably THE biggest complaint from the critical and gamer standpoint. To this day it's still a reason people don't play KZ2 & 3. Even though none of the "KZ2 vets" want to accept it, as a developer they had to change this aspect.(Personally...I could care less. The controls were fine to me but atleast i understand and am willing to admit why they changed it. Everything from the weight/scheme in KZ2 was fine to me. But that opinion is a minority compared to the majority.)
The class abilities should maintain the balance and "risk" factor they had in KZ2 (i.e. medic had to put his gun away to use revive tool or health pack,
-The risk factor in this was fun and exciting but slow paced as well. Which is probably why it won't come back. The same goes for the Engineer. Far to many times I've been caught off guard with my medic gun/repair tool and unnable to respond quick enough. It was improved by making it faster and not locking you to the revive/repair position and you could atleast defend yourself quicker..
sniper had to be exposed to the open line of fire between him and the target he wanted to mark, etc..) [1 & 2]basically everything would be the same as it was in KZ2 but the classes would have the choice of an alternate secondary.
-Unlike COD, KZ doesn't have the fan backing to make such subtle changes to the multiplayer and market it as new. The "KZ Community" is small, so small that i'm hesitant to even call it that. Especially if certain aspects of said multiplayer continue to stay the same.
Medic -
- Secondary: medi-droid (BUT the droid would only become active when the medic puts his gun away and has the revive tool. this is to give th emedic a little extra cover while reviving. at the expense of the health packs of course)
-The revive process from the moment the beam/electric bolt(
) shots from the medic gun to the time it stops is roughly 1-2 seconds Max and that extra second is a stretch. Its probably nano seconds. Basically the evolution is so fast that it would render the medi-droid usless basically making it the same ol KZ2 class..
Engineer - Primary: turrets (KZ2 turrets. you can set more than one and they won't spam rockets at soldiers, only air drones)
-The turret itself won't 'spam rockets' but the engineer himself would be able to 'spam' turrets even if there is a cool down period. Essentially the same class with the same abusable ability as in KZ2 which at times were a cluster..
Saboteur - Primary: disguise (the way it was in KZ2. meaning no "lights")
- Last i remember, The hig eyes still glowed and the ISA still had the blue light around their uniform..
Tactician - Primary: spawn grenades
- Secondary: air drone OR an EMP grenade that could be thrown/cooked like a normalgrenade and not just plopped in front of you like a spawn grenade. it woulddisable turrets, air drones, sniper's cloak and other electronics for a certainamount of time.
- A la Metal Gears chaff granade? Fond memories come up. Interesting idea and probably one of the most innovative ones I've read. But if it disrupts electronics it would also have to technically disable radars as well right. Similar to the Marksman jammer except it would be stationary..
[3]Sniper - Primary:[4] cloak (maybe tweeked a bit as to not allow "complete" invisibilty. the sniper isusually far away anyway)
-[3] Hmm...I always find it interesting when anybody talks about this class. Remember how embarrasing these boards were last year? All the marksman bitching? Due to the constant sniping(Among the many)?. So now we're gonna make him from being a team oriented class(Marksman) to strictly a Sniping Class(Sniper)? So players will pitch a tent in some far off corner of the map and the rest do the dirty work? A complaint that still exist today. Doesn't make much sense to me..
-[4]Never saw Anything wrong with this ability in either game.
- Secondary: spot & mark (not KZ3's X-ray vision but KZ2's "SPOT" & mark)
-What is this?
...
New class suggestion:[5] Mortar class (not KZ3 mortars exactly)
- Primary: a deployable mortar cannon similar to BF3's mortar. (but you could only hold a maximum of about 3 or 4 mortar shells depending on their strength. or it would have to recharge like the proximity mines, idk. but once again, defnitely NOT going for KZ3's overpoweredness)
- Secondary: [6]boost OR body armor. (these would give him a little wiggle room if he started to take enemy fire while mortaring. know what i mean?)- not sure if this class would be able to start out with an assault rifle, shotgun or just a rocket launcher to balance out the mortar ability
-[5]Hmm...Having 1 mortar beacon at a time with a 1 min refresh rate is More overpowered than having the ability to produce 3 or 4 mortar shells which would be enough to take out multiple players at any one given time is Not?. A mobile tank of sorts. How about doing away with mortars completly from the series?.
[6]Return the boost ability that was abused in KZ2 rendering the opposing player almost unshootable? (That's not even compensating for lag which despite popular belief is not the developers/game fault)
on the other hand giving the classes a choice between only two secondaries makes them more specialized and would therefore make team work more necessary.
-*sigh*.....I wish more players thought this way. Teamworks always necessary to win, even with random players in pubs.
other things i'd LOVE to see implemented in the multiplayer would be [7]bullet drop and [8]dismemberment (for shotguns, higher caliber weapons, and explosives).
-[7]Ever play Sniper Elite for PS2? Same concept but would be best if only applied to the VC32/Sta14. Now that we have to watch for gravity, How many more shots would it take to kill someone and not to mention how long would it take as well..
[8]If KZ4 happens and GG has enough development time like KZ2 had, this would be an awesome possibility..
as for pistols i defintely liked the standard semi-auto and revolver KZ2 had. a 3 shot burst fire pistol would be cool (like in KZ1) but would have to have weaker damage per bullet of course.
-The one thing that really had me think due to the memories. I was playing KZ1 multiplayer not long ago and i think it must've taken 4-6 burst to kill someone. How many would you think would be fair if it were to make a return? 2-3 burst? 4 vs armored?..
anyway my friend an I were thinking about sending an e-mail similar to this to GG (maybe we'll send it a few times a day :-P)
WHAT SAY YOU?
To tired to spell check for mystakes. Hope i made my point of view clear..
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-14-2012 10:20 AM
just give us improve graphics new maps improve on the already awesome in game clan system (kz2)
fixed the s.hit that has been posted here loong as.s time ago not gonna re-hash the same crap
just do a search and ull know what im talkin bout
i.e. bot rockets killing u assault class input lag etc
if GG put a litttle more effort in KZ2 in terms of more dlc content modded their game
i will prob still be playing this game
sorry but ur ideas are s.hit ur just basically making a kz2+kz3 hybrid
take what was KZ2 and improve upon that
forget KZ3 existed its a marketing success and sales success yes
but a TRUE kz2 succesor its not
i cringe at the thought of hearing "medic ++ ability" mortar class f.uck that just give us gun gameplay
the more hardcore the better and f.uck the ADS sh.it
those are for the players that need a game to hold their hands
my 2c
/rant
p.s. cloud-emz lieks big cawk
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-14-2012 09:18 PM - last edited on 02-14-2012 09:22 PM
l-Remix-I wrote:just give us improve graphics new maps improve on the already awesome in game clan system (kz2)
fixed the s.hit that has been posted here loong as.s time ago not gonna re-hash the same crap
just do a search and ull know what im talkin bout
i.e. bot rockets killing u assault class input lag etc
sorry but ur ideas are s.hit ur just basically making a kz2+kz3 hybrid
take what was KZ2 and improve upon that
forget KZ3 existed its a marketing success and sales success yes
but a TRUE kz2 succesor its not
Prety much agree, f*** KZ3 give us a proper sequel to KZ2 with the minor improvements it needed such as:
- Ability to limit the number of bots per team
- Better spectator mode/ auto join from spec.
- Fix grenades/rockets that disappear
- Spawn grenades cancel/disappear
- Buff the water pistol
- Buff the M80 (ISA) RL
- Slightly better disguise for sab
- Better moderation for clans/cheating
- More support from GG for competition
And put the cool web features back in, as well as server lists, custom soundtracks, spawn grenades, class system.
Obviously:
- New maps like those in KZ2 ( No MAWLR halway campfests)
- Improved graphics.
Things worth keeping from KZ3:
- 4 sided ammo crates
- burst weapons
Put it on PS4 so no-one complains it's a rehash.
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-14-2012 09:53 PM
l-Remix-I wrote:just give us improve graphics new maps improve on the already awesome in game clan system (kz2)
fixed the s.hit that has been posted here loong as.s time ago not gonna re-hash the same crap
just do a search and ull know what im talkin bout
i.e. bot rockets killing u assault class input lag etc
if GG put a litttle more effort in KZ2 in terms of more dlc content modded their game
i will prob still be playing this game
sorry but ur ideas are s.hit ur just basically making a kz2+kz3 hybrid
take what was KZ2 and improve upon that
forget KZ3 existed its a marketing success and sales success yes
but a TRUE kz2 succesor its not
i cringe at the thought of hearing "medic ++ ability" mortar class f.uck that just give us gun gameplay
the more hardcore the better and f.uck the ADS sh.it
those are for the players that need a game to hold their hands
my 2c
/rant
p.s. cloud-emz lieks big cawk
When did you start to talk like this rival? im appalled at your behaviour young man ![]()
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-15-2012 05:55 AM
JIN0sc1de wrote:
-On paper things always look better. I read this type of suggestion threads and wonder if people think about it before they suggest it. These suggestions however aren't a huge drastically new change though, they are just suggesting to back track on everything that was made in KZ3 and make KZ4 a KZ2.5. Essentially the Same exact thing that Activision has been doing with COD. Sound a bit rash? Not really if you Re-read what you've suggested[1]. With the exception of the mortar class(Interesting idea. A new class would be nice), the rest is the same as before(KZ2) with minor minor tweaking..
KZ2.5? D@MN STRAIGHT. if it's not broke don't fix it. isn't that what sequals are supposed to do? build on what's already good about the game and therefore make it "better"? i also would want vehicles in the game (and the ability to go prone lol). i forgot to put that in since it was getting kinda late. i think the new abilities would add more depth along with the vehicles. jet packs seem a bit like a "gimmick" to me though. i'd prefer exos and those ISA jeeps maybe
-That's not gonna happen. Go back to the weight that it was for KZ2. Why? Because it was arguably THE biggest complaint from the critical and gamer standpoint. To this day it's still a reason people don't play KZ2 & 3. Even though none of the "KZ2 vets" want to accept it, as a developer they had to change this aspect.(Personally...I could care less. The controls were fine to me but atleast i understand and am willing to admit why they changed it. Everything from the weight/scheme in KZ2 was fine to me. But that opinion is a minority compared to the majority.)
i completely understand why they had to take it out. but GG really needs to do their OWN thing. if people want to glide around like figure skaters play CoD. simple. CoD players were probably the majority of the complainers anyway. ANYTHING feels weighted compared to CoD.
Gran Turismo's a good example of a game that's definitely not noob friendly. if GT nerfed their physics for "arcade racing" fans that would KILL the franchise. it's sales are nowhere near CoD's but it KICKS @$$ at what it does. probably because they've stuck with it for so long and have had a good amount of time to perfect it.
-The risk factor in this was fun and exciting but slow paced as well. Which is probably why it won't come back. The same goes for the Engineer. Far to many times I've been caught off guard with my medic gun/repair tool and unnable to respond quick enough. It was improved by making it faster and not locking you to the revive/repair position and you could atleast defend yourself quicker..
well i've definitely never fallen asleep while playing KZ2. if you think that's slow you should play operation flashpoint lol. you always have the option of using a close range weapon and rushing the enemy. i'd like the game to be grounded in reality. yes CoD's "random running around" style is fast paced but it's just not realistic. at ALL.
The risk factor is too much of a significant part of KZ2 for me to let go of. teamwork should compensate for that risk (make sure someone's there to cover you when you revive, set a turret, etc.) i understand teamwork requires thought and most people don't like that. but they're probably playing CoD anyway.
-Unlike COD, KZ doesn't have the fan backing to make such subtle changes to the multiplayer and market it as new. The "KZ Community" is small, so small that i'm hesitant to even call it that. Especially if certain aspects of said multiplayer continue to stay the same.
understandable. but you can't go on sales alone. remember KZ is a PS3 exclusive. CoD is not. KZ2 got REALLY good ratings according to wiki. slightly better than KZ3 even, KZ2's supposed "improved" sequal.
-The revive process from the moment the beam/electric bolt(
) shots from the medic gun to the time it stops is roughly 1-2 seconds Max and that extra second is a stretch. Its probably nano seconds. Basically the evolution is so fast that it would render the medi-droid usless basically making it the same ol KZ2 class..
once again, if it's not broken don't fix it. the KZ2 medic had the risk factor wich is what makes the game a bit more hardcore and unique.
-The turret itself won't 'spam rockets' but the engineer himself would be able to 'spam' turrets even if there is a cool down period. Essentially the same class with the same abusable ability as in KZ2 which at times were a cluster..
not sure what you're talking about on that one. in KZ2 a TEAM could only have a max of 4 turrets deployed. that's 4 for the entire team. NOT 4 per engineer. i can't recall an online game that i was killed time and time agian by turrets. and usually when i saw a turret deployed they averaged a lifespan of about 8 sec before they were destroyed lol.
- Last i remember, The hig eyes still glowed and the ISA still had the blue light around their uniform..
it has obviously been a while since you've played KZ2. check out a youtube video or play the game again to check it out.
- A la Metal Gears chaff granade? Fond memories come up. Interesting idea and probably one of the most innovative ones I've read. But if it disrupts electronics it would also have to technically disable radars as well right. Similar to the Marksman jammer except it would be stationary..
the enemies only appeared on radar when firing their weapon. it gave the enemy's location while he made noise. so i've always thought of the "radar" as the player's "directional hearing" if you will. kind of what the soldier sees in his mind rather than an electronic device. know what i mean? (wich is why i disliked th eradar jammer in KZ3) but then again it did act as a "radar" when enemies were spotted and marked. so maybe the EMP grenade would only hide the "marked" enemies on radar. unless they fired their weapon of course.
-[3] Hmm...I always find it interesting when anybody talks about this class. Remember how embarrasing these boards were last year? All the marksman bitching? Due to the constant sniping(Among the many)?. So now we're gonna make him from being a team oriented class(Marksman) to strictly a Sniping Class(Sniper)? So players will pitch a tent in some far off corner of the map and the rest do the dirty work? A complaint that still exist today. Doesn't make much sense to me..
-[4]Never saw Anything wrong with this ability in either game.
i've never really had a problem with how the KZ2 sniper worked. it was a suggestion because i've heard complaints of him being "completely invisible".. idk.. lol
- Secondary: spot & mark (not KZ3's X-ray vision but KZ2's "SPOT" & mark)
-What is this?
...
never used the KZ3 tactician? his spot and mark ability would just reveal ANYONE (except snipers i think) no matter WHERE they were on the map. it was WAY overpowered just like everything else in KZ3.
New class suggestion:[5] Mortar class (not KZ3 mortars exactly)
- Primary: a deployable mortar cannon similar to BF3's mortar. (but you could only hold a maximum of about 3 or 4 mortar shells depending on their strength. or it would have to recharge like the proximity mines, idk. but once again, defnitely NOT going for KZ3's overpoweredness)
- Secondary: [6]boost OR body armor. (these would give him a little wiggle room if he started to take enemy fire while mortaring. know what i mean?)- not sure if this class would be able to start out with an assault rifle, shotgun or just a rocket launcher to balance out the mortar ability
-[5]Hmm...Having 1 mortar beacon at a time with a 1 min refresh rate is More overpowered than having the ability to produce 3 or 4 mortar shells which would be enough to take out multiple players at any one given time is Not?. A mobile tank of sorts. How about doing away with mortars completly from the series?.
i clearly said "similar BF3's mortar." NOT KZ3's meteor shower BS. check out BF3's mortar on youtube if you haven't seen how it works. if this class did have the KZ3 style mortar i would want it toned down and/or have a LONG recharge time. just think, everyone would be gunning for him too lol.
[6]Return the boost ability that was abused in KZ2 rendering the opposing player almost unshootable? (That's not even compensating for lag which despite popular belief is not the developers/game fault)
boost made you unshootable? LOL maybe you needed to practice more?? trust me, i've died plenty of times while using boost and have killed players using it. it's not that bad. not sure if i'd want the "regenerate health" aspect of it to carry over into "KZ4" though. that seems a bit iffy.
-*sigh*.....I wish more players thought this way. Teamworks always necessary to win, even with random players in pubs.
(AGREED)^10
-[7]Ever play Sniper Elite for PS2? Same concept but would be best if only applied to the VC32/Sta14. Now that we have to watch for gravity, How many more shots would it take to kill someone and not to mention how long would it take as well..
i think grenades and shotguns should also dismemeber BUT you'd have to be close enough. and i mean pretty close. since the Sta-14 is a bit weaker than the VC32, it should only dismember on the killing shot. as far as dismemberment goes with the VC32 and Sta-14, i was thinking dismemberment might depend on distance as well since bullets lose velocity at long ranges. just a thought.
and yes, how many shots would it take with bullet drop is the question. that of course would depend on the player's experience and skill. remember this isn't a "hop on and play" and "cater to the noobs" like CoD. this is KILLZONE. it would also tone down the number of snipers per team considering most people want the easiest kill possible. sniping wouldn't just be an "easy way to fix your K/D ratio" like it is in most shooters. know what i mean? BF3 is kind of like that.
[8]If KZ4 happens and GG has enough development time like KZ2 had, this would be an awesome possibility..
-The one thing that really had me think due to the memories. I was playing KZ1 multiplayer not long ago and i think it must've taken 4-6 burst to kill someone. How many would you think would be fair if it were to make a return? 2-3 burst? 4 vs armored?..
good question. it would have to be tested in gameplay of course. 2-3 bursts 4 vs body armor sounds reasonable. the accuracy would have to suffer a bit considering rate of fire. maybe it would be the only gun that would take 2 headshots instead of one to kill. like i said, it would have to be tested and tweaked until a good balance was found.
Re: Suggestion s for "KZ4" MULTIPLAYE R
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on 02-16-2012 04:48 AM
i figured people would be all over this forum. i guess it's been done many times before?
