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Guerrilla Games Please Read This! (Why KZ4 aiming should be like KZ2)
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on 02-22-2012 10:32 AM
Hello,
I just want to bring up a contriversial matter and share my view on what made Killzone 2 that much more enjoyable for many others.
In Killzone 2, the somewhat heavy feel and lack of auto aim with more recoil allowed for longer survival rate and ultimately the game was about learning to aim your gun properly and tap fire in such a way that the bullets would be more accurate.
In Killzone 3 and what a lot of people say when they mean "It's like Call of Duty" is that when you see somebody, all you have to do is put the aims on him and just hold down the fire button.
Now I believe a real soldier should know how to use a gun and thus a real life scenario is likely to rather play out as it does in Killzone 3 than 2 HOWEVER some people LOVE Killzone 2 because of the fact that it was more.. hectic in a way. You have to remember that it's a game after all.
Thanks to the harder way of dying/killing in Killzone 2:
You would go with your team mates against the opponent and their team mates. You would see 6-7 Helghasts, and you would be with 6-7 ISA members. You all would just run out and try to get your bullets onto one another. This allowed for a "war feel" where you saw many people and you got to enjoy the actual struggle of killing others while watching your friends die. In Killzone 3 however, you're usually on your own and even if you are with friends: Encounters are usually very short in comparison to Killzone 2.
I personally don't mind Killzone 2 nor Killzone 3. I actually love both and I can look past this but recently by going around from KZ3 to KZ2 and vice versa, this is something that has been reduced and it does effect the overall feel of Killzone.
I would propose that you make encounters longer and harder like Killzone 2. Make us learn the guns and have that recoil/very heavy feel/bullet spread that allows for much longer encounters and ultimately more fun.
Looking forward to Killzone 4!
Sincerely,
Aldro.
Re: Guerrilla Games Please Read This! (Why KZ4 aiming should be like KZ2)
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on 02-22-2012 10:40 AM - last edited on 02-22-2012 10:43 AM
I've recently ditched the crosshairs in KZ3 as I'm tired of the way they put me off, they don't even show you where your bullets actually hit, which should be the center, instead KZ3 is geared for 3D and you basically have to line up the angle of your gun to what you think the center should be, which means closer targets are more to the right of the crosshairs, I think a choice of crosshairs might have been more appropriate for KZ3, such as a single dot as one option besides the crosshairs. Possibly an option to make the crosshairs more opaque might have been more appropriate aswell.
Re: Guerrilla Games Please Read This! (Why KZ4 aiming should be like KZ2)
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on 02-22-2012 06:10 PM
PatrickCameron wrote:I've recently ditched the crosshairs in KZ3 as I'm tired of the way they put me off, they don't even show you where your bullets actually hit, which should be the center, instead KZ3 is geared for 3D and you basically have to line up the angle of your gun to what you think the center should be, which means closer targets are more to the right of the crosshairs, I think a choice of crosshairs might have been more appropriate for KZ3, such as a single dot as one option besides the crosshairs. Possibly an option to make the crosshairs more opaque might have been more appropriate aswell.
mmmmmm...interesting observation Patrick.
Re: Guerrilla Games Please Read This! (Why KZ4 aiming should be like KZ2)
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on 02-22-2012 06:22 PM
i play without crosshairs on KZ2 and KZ3, because i hip fire alot and the cross hairs don't represent where the bullets are going perfectly as it is hip fire in the end of the day, and especially its not going to be fully accurate when you strafe alot as you shoot which i do.
Games i use ADS alot such as COD and BF i use cross hairs as it shows me where the ADS will appear when i press the ADS button.
