Too much effort to just melee the guy rolling around on the ground? Had that mortally wounded problem a couple times. Relates to the Black Knight scene of Monty Python and the Holy Grail.
Getting even more reasons to go back to Medic. Cooldown time reduced? Might as well do an AOE revive. That I'm not as confused by as the increased distance to revive another player. There haven't been many opportunities that make sense to revive a player, because odds are you'll wait until an area is clear to rez them. Why increase the distance if you just have to run to them to revive 'em?
Cincitucky on
Imagine what "cheese' could exist if someone tried to copy Velveeta.
I never said he was an enemy.... that's the common pubbie marksman on my team who cleverly camps high traffic doorways and hallways, only he's terrible, so he's always laying down in the doorway... basically the internets equivalent of a person that stops to check his phone between the two automatic doors at the grocery store
BladeOfSanjuro on
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CarbonFireSee youin the countryRegistered Userregular
Too much effort to just melee the guy rolling around on the ground? Had that mortally wounded problem a couple times. Relates to the Black Knight scene of Monty Python and the Holy Grail.
Getting even more reasons to go back to Medic. Cooldown time reduced? Might as well do an AOE revive. That I'm not as confused by as the increased distance to revive another player. There haven't been many opportunities that make sense to revive a player, because odds are you'll wait until an area is clear to rez them. Why increase the distance if you just have to run to them to revive 'em?
The distance to revive was essentially right over a player, and given how fast the bleed-out/respawn timer is, actually getting to a player before he taps out and respawns is fairly difficult. Increasing the distance to revive will increase the chance you'll get there before the player just taps out.
They really should highlight the medic more when you're downed. I would tap out a lot less if I knew a medic was nearby to revive me immediately when I went down.
I never said he was an enemy.... that's the common pubbie marksman on my team who cleverly camps high traffic doorways and hallways, only he's terrible, so he's always laying down in the doorway... basically the internets equivalent of a person that stops to check his phone between the two automatic doors at the grocery store
True, you didn't say it was an enemy but I've only ever noticed the stone-walling when it was the opposing team's wounded.
Should've used a sarcasm tag around my entire post. The changes definitely are positive but only for a person that plays the medic well. There have been few instances were I was actually revived when there was a good opportunity to do so. Sometimes I'd like to reject the revive because its being done in the middle of crossfire and my cynical side tells me the jackass is doing it just for the points. I'll get a good laugh if I'm revived by a medic that's behind cover and I'm left in front of a charging platoon of the enemy.
There currently isn't anything that lets you know a medic is around unless you're paying attention to who's around you, right?
Cincitucky on
Imagine what "cheese' could exist if someone tried to copy Velveeta.
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CarbonFireSee youin the countryRegistered Userregular
I never said he was an enemy.... that's the common pubbie marksman on my team who cleverly camps high traffic doorways and hallways, only he's terrible, so he's always laying down in the doorway... basically the internets equivalent of a person that stops to check his phone between the two automatic doors at the grocery store
True, you didn't say it was an enemy but I've only ever noticed the stone-walling when it was the opposing team's wounded.
Should've used a sarcasm tag around my entire post. The changes definitely are positive but only for a person that plays the medic well. There have been few instances were I was actually revived when there was a good opportunity to do so. Sometimes I'd like to reject the revive because its being done in the middle of crossfire and my cynical side tells me the jackass is doing it just for the points. I'll get a good laugh if I'm revived by a medic that's behind cover and I'm left in front of a charging platoon of the enemy.
There currently isn't anything that lets you know a medic is around unless you're paying attention to who's around you, right?
The camera will sometimes focus on a nearby medic after you've been downed for a few seconds, but usually by that time most people just tap out and respawn. It really should focus on any nearby medics much faster, or at least pop something on your screen to let you know one is nearby.
I never said he was an enemy.... that's the common pubbie marksman on my team who cleverly camps high traffic doorways and hallways, only he's terrible, so he's always laying down in the doorway... basically the internets equivalent of a person that stops to check his phone between the two automatic doors at the grocery store
True, you didn't say it was an enemy but I've only ever noticed the stone-walling when it was the opposing team's wounded.
Should've used a sarcasm tag around my entire post. The changes definitely are positive but only for a person that plays the medic well. There have been few instances were I was actually revived when there was a good opportunity to do so. Sometimes I'd like to reject the revive because its being done in the middle of crossfire and my cynical side tells me the jackass is doing it just for the points. I'll get a good laugh if I'm revived by a medic that's behind cover and I'm left in front of a charging platoon of the enemy.
There currently isn't anything that lets you know a medic is around unless you're paying attention to who's around you, right?
The camera will sometimes focus on a nearby medic after you've been downed for a few seconds, but usually by that time most people just tap out and respawn. It really should focus on any nearby medics much faster, or at least pop something on your screen to let you know one is nearby.
Like, oh I dunno, a small + instead of a normal * for friendly medics on your map maybe?
I never said he was an enemy.... that's the common pubbie marksman on my team who cleverly camps high traffic doorways and hallways, only he's terrible, so he's always laying down in the doorway... basically the internets equivalent of a person that stops to check his phone between the two automatic doors at the grocery store
True, you didn't say it was an enemy but I've only ever noticed the stone-walling when it was the opposing team's wounded.
Should've used a sarcasm tag around my entire post. The changes definitely are positive but only for a person that plays the medic well. There have been few instances were I was actually revived when there was a good opportunity to do so. Sometimes I'd like to reject the revive because its being done in the middle of crossfire and my cynical side tells me the jackass is doing it just for the points. I'll get a good laugh if I'm revived by a medic that's behind cover and I'm left in front of a charging platoon of the enemy.
There currently isn't anything that lets you know a medic is around unless you're paying attention to who's around you, right?
The camera will sometimes focus on a nearby medic after you've been downed for a few seconds, but usually by that time most people just tap out and respawn. It really should focus on any nearby medics much faster, or at least pop something on your screen to let you know one is nearby.
Like, oh I dunno, a small + instead of a normal * for friendly medics on your map maybe?
Maybe even make the cross fill up as the cool down is going out to let the player know when the res is comming. Still playing medic is like stat padding the opposing team. Usualy if someone knows there is a medic on the other team they will camp their kills when the medic shows up a well placed burst will get them a quick double kill while the medic and revived player are both vunerable.
Wow so the "Sharpshooter" made a horrid impression on me. Returning it stat. The sensitivity is waaaaay higher than by just holding the wands in your hand... This must be because the range of movement is all over the place... When I use just the move all the movement is pretty much all in my wrist, not waving the thing all around. Almost think the design should have placed the wand in the stock and not the barrel. Had motion sickness in a game for the first time ever. Also found the button layout very disagreeable.
I've grown to absolutely love the move control setup. Tried going back to the ds3 a few days ago and it seemed practically unplayable.
You can add me down for some matches. PSN is Borntohula87, I'm usually active late at night and mid afternoon. Beta was pretty awesome from what I've played, I'm hoping retail replicates the same thing.
BornToHula on
Origin is the exact same as my Steam, in case you're needing a Support or Assault in BF3.
You can add me down for some matches. PSN is Borntohula87, I'm usually active late at night and mid afternoon. Beta was pretty awesome from what I've played, I'm hoping retail replicates the same thing.
Please apply for the clan through the Killzone website (killzone.com, search Wanghast) so that instead of having to friend all players individually you can search through the clan list for squadmates.
Edit: Wow, tried move again with the single player campaign, feels amazing. You have to get adjusted to turning with flicks/longer arm movements instead of with your wrist. Gonna try it out in some botmatches, see if it still holds up in the hecticity (not a word!) of multiplayer
JAEF on
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Der Waffle MousBlame this on the misfortune of your birth.New Yark, New Yark.Registered Userregular
edited March 2011
Those patch notes look good.
Also jesus fucking christ I am getting tired of games where half the team seems to be unaware that you can change spawn points.
Had by far my best game of Killzone multiplayer to date last night.
Spawned as Helghast, playing on Salamun Market Redux in Warzone. Already played two round-types and it's gotten to Body Count. I'd been playing as a Marksmen the whole game, trying to keep the highground to take out anyone daft enough to bolt onto the main road, any Drones flying around and EXO pilots.
Only the enemy have realised this now, and I see a squad of four come out a side ally and head for the stairs leading to my Snipers Nest before I can fire on them. Bollocks!
So I do what any self respecting Sniper does: chicken out and hurl myself out the second floor window. I hit the ground, my vision bloodying up, but I'm still alive, and BONUS the enemy haven't noticed I've left my spot.
I charge through the door and brutal melee the rear trooper (a medic). Two of his friends are to his right and turn round weapons blazing. I take a few hits as I bound up the stairs to escape. As I hit the top I run directly into the fourth trooper, an engineer, who rushes me to try and melee me. On total reflex I hit the trigger on my rifle and BANG accidental close-range headshot.
On total adreniline now, I leap on his corpse and heft his LMG into my hands, spinning round just as his two comrades reach the top of the stairs. I don't even think, I don't even aim, I just squeeze the trigger for all I'm worth and hose the area till the gun is dry. The LMG clicks as it runs out of ammo, and the two remaining enemies lie bleeding on the ground. The whole scenario played out in little under a minute but felt so much longer. Those final four kills won us the Body Count.
Felt so unbeleivably awesome, and my crowning moment to date
Thanks for the invite last night, JAEF. I've been stuck in pub matches all week, getting my teeth kicked in. Having an organized team makes this game a shit load more fun. Was nice to be the one doing the kicking for a change...except for that one game...the top spawn with mounted machine guns on each side makes all the difference on that map, not sure what the name is..the one with jetpacks.
EDIT: Damn Seanron, sounds like you had some good games last night too.
Man the lack of quick and accurate turning, including the difficulties of aiming while turning, make the move subpar for multi for me.
Here are the move settings that work for me:
dz width: 30
dz height: 40
cursor: 50
turn: 60
Kinda tricky to explain but the big "eureka" moment was when I figured out that you can't rotate the player orientation when crouched.. this means when you are crouched you can aim anywhere on your screen without turning (without having your crosshairs in the deadzone). IMO this gives you a huge advantage. Once you get used to it, the dual shock in comparison (where you can only shoot in the dead center of the screen) is extremely limiting.. I don't need to be directly facing you in my line of sight to cap your ass, and that is awesome.
Sploozoo on
Mnemonic anamnesis.
aka Grillaface
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CarbonFireSee youin the countryRegistered Userregular
edited March 2011
Fun Story Seanron, I love those moments.
Salamun Market seems to breed those kind of moments more than most of the other maps. It's too bad they didn't just bundle the damn thing with the full game, it plays so much better than most of the super choke-heavy maps.
And in other news, I just got a 24" 1080p monitor, holy CRAP this game look so much better scaled up (was on a 19" 1440x900 monitor @ 720p, bleh :P)
Static spawn points - The inability to spawn outside of a tightly clustered, typically indoor area with 1-3 exits that are easily camped should be obvious. The fact that these spawn points are often cutoff areas to get to objective means that they're more important than almost anything else in completing objectives in Warzone or Operations. This issue is compounded by:
[*]Map design - Most of the new maps have tight corridors of fire and typically 1-2 entrances to key positions instead of the more usual 3-4 you would see in KZ2 maps. Even the remade KZ2 map, Salamun Market, is plagued by the new spawn issues that create problems where there were none, namely:
[*]Camping - Both of the above make camping a far more serious problem than it was in KZ2. The inability to spawn from your squad leader or a grenade anywhere on the map, coupled with extremely limited spawn point options means you always know where your opponents are coming from. Options to flank your opponent exist in a drastically smaller capacity than they did in KZ2. Camping in KZ3 is also heavily rewarded. Sitting at your base or an appropriate spawn point sniping the enemy as they exit a spawn will easily net you masses of kills, often giving you more points than anyone else, regardless of who wins. Thus you gain levels (and new unlocks) faster than people actually completing objectives.
[*]Marksman cloak - This actually isn't a problem on its own. What creates the issue is the limited corridors/poor map design/poor spawn design which mean that actually reaching and punishing snipers can be incredibly difficult. Due to the distinct way new maps are divided and controlled, you are often forced to move through key entrypoints or through the groundtroops of the enemy team to reach an enemy marksman who is invisible until they kill someone and will never show up on your radar, even as a tactician.
[*]Lack of control customization - For some ungodly reason I continue to be unable to map my own controls. I am forced to put my instant kill melee on either my freelook joystick which seems to have poor click detection/response and and can throw my view around in ways I don't intend, or I have to put my iron sights on the same click. Both of these options are absolutely terrible, considering how important both of those actions are. There's simply no excuse for this.
That's all that pops into my head right now. All these things combined make for a really souring multiplayer experience. I don't touch on the obvious technical/network/hardlock issues because I shouldn't have to.
Man the lack of quick and accurate turning, including the difficulties of aiming while turning, make the move subpar for multi for me.
Here are the move settings that work for me:
dz width: 30
dz height: 40
cursor: 50
turn: 60
Kinda tricky to explain but the big "eureka" moment was when I figured out that you can't rotate the player orientation when crouched.. this means when you are crouched you can aim anywhere on your screen without turning (without having your crosshairs in the deadzone). IMO this gives you a huge advantage. Once you get used to it, the dual shock in comparison (where you can only shoot in the dead center of the screen) is extremely limiting.. I don't need to be directly facing you in my line of sight to cap your ass, and that is awesome.
Yes, once you have your preferences set up, it's much faster to move the crosshair over to a target with the Move. It just requires that you stop trying to place object in the center of your screen. That's the hardest thing to get wrapped around in your head when you first start using it. Now, I just quickly find my target while still traveling on a different vector and go about my merry way.
@Jaef
I'm relatively a FPS noob but the melee controls feel standard to me. Pretty sure that I used a setup that used left-stick-click for run and right-stick-click for melee in Borderlands, MAG, and BLOPS. I guess I'm just used to it now.
If the other parts of this game weren't so appealing, those things would probably wear on me a lot faster.
The new spawn system is like a crappy version of BF Conquest, mostly due to the piss-poor placement of most of the spawns. The lack of squad spawning is really the biggest let down.
The core Killzone experience is so visceral and satisfying, it's unfortunate that Guerrilla can't get all of the systems working as well.
If the other parts of this game weren't so appealing, those things would probably wear on me a lot faster.
The new spawn system is like a crappy version of BF Conquest, mostly due to the piss-poor placement of most of the spawns. The lack of squad spawning is really the biggest let down.
The core Killzone experience is so visceral and satisfying, it's unfortunate that Guerrilla can't get all of the systems working as well.
The thing that's most frustrating to me is that they "fixed" all the typical FPS issues with the way KZ2 was designed and then threw it all out. Why? It's so vexing.
@Jaef
I'm relatively a FPS noob but the melee controls feel standard to me. Pretty sure that I used a setup that used left-stick-click for run and right-stick-click for melee in Borderlands, MAG, and BLOPS. I guess I'm just used to it now.
That doesn't help me or anyone else that has issues with using the freelook stick as a trigger. I've played other games. This has always been an issue, and has always been unacceptable in instances where you cannot properly remap these buttons or viable alternate control schemes don't exist. Failing at the core interaction level of your game is one of the cardinal sins.
I don't mind the aim control being on the right joystick, mostly because the guns are accurate enough that you don't have to aim often on these tight maps.
I don't mind the aim control being on the right joystick, mostly because the guns are accurate enough that you don't have to aim often on these tight maps.
Not the issue.
JAEF on
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CarbonFireSee youin the countryRegistered Userregular
If the other parts of this game weren't so appealing, those things would probably wear on me a lot faster.
The new spawn system is like a crappy version of BF Conquest, mostly due to the piss-poor placement of most of the spawns. The lack of squad spawning is really the biggest let down.
The core Killzone experience is so visceral and satisfying, it's unfortunate that Guerrilla can't get all of the systems working as well.
The thing that's most frustrating to me is that they "fixed" all the typical FPS issues with the way KZ2 was designed and then threw it all out. Why? It's so vexing.
The only two reasons I can come up for why they dropped the old system:
They wanted to reduce the amount of objective zerging from KZ2 - throw down a spawn point right on top of an objective, then just overwhelm it with waves of guys and explosive spam.
Or
They really, really wanted the mortar strike to take up that third ability slot, and thus didn't have any more controls to assign for a placeable spawn point.
There were better solutions to both of those issues, but oh well....c'est la vie.
It'd be monstrously simple to implement zone restrictions on spawn grenades (e.g. cannot be used within 20 yards of objectives/enemy spawn) and give them a slightly larger spawn radius so they weren't a tight grenade beacon. Regardless, removing them was a choice. A really, really poor choice, considering the fact that they didn't replace it with any other type of dynamic spawning system.
I don't mind the aim control being on the right joystick, mostly because the guns are accurate enough that you don't have to aim often on these tight maps.
Not the issue.
If the issue is not allowing free remapping of controls, it's generally "excused" by the company saying they don't want people to have an advantage based on control scheme, but that sounds like a really weak excuse to me, and if I want aim up to be X and shoot to be select, they should let me.
If the issue is not allowing free remapping of controls, it's generally "excused" by the company saying they don't want people to have an advantage based on control scheme, but that sounds like a really weak excuse to me, and if I want aim up to be X and shoot to be select, they should let me.
This is a game that lets you use a magic fucking wand to point at people and shoot them. There is no excuse for a lack of more alternate control sets or complete remapping.
It'd be monstrously simple to implement zone restrictions on spawn grenades (e.g. cannot be used within 20 yards of objectives/enemy spawn) and give them a slightly larger spawn radius so they weren't a tight grenade beacon. Regardless, removing them was a choice. A really, really poor choice, considering the fact that they didn't replace it with any other type of dynamic spawning system.
I actually really like the idea of spawn grenades, cause when used properly in KZ2 they were really handy. I like the static spawn capture points as well as they are natural firefight areas, but the grenades are trully missed!
Posts
Getting even more reasons to go back to Medic. Cooldown time reduced? Might as well do an AOE revive. That I'm not as confused by as the increased distance to revive another player. There haven't been many opportunities that make sense to revive a player, because odds are you'll wait until an area is clear to rez them. Why increase the distance if you just have to run to them to revive 'em?
The distance to revive was essentially right over a player, and given how fast the bleed-out/respawn timer is, actually getting to a player before he taps out and respawns is fairly difficult. Increasing the distance to revive will increase the chance you'll get there before the player just taps out.
They really should highlight the medic more when you're downed. I would tap out a lot less if I knew a medic was nearby to revive me immediately when I went down.
Those patch notes are a pretty good start :^:
True, you didn't say it was an enemy but I've only ever noticed the stone-walling when it was the opposing team's wounded.
Should've used a sarcasm tag around my entire post. The changes definitely are positive but only for a person that plays the medic well. There have been few instances were I was actually revived when there was a good opportunity to do so. Sometimes I'd like to reject the revive because its being done in the middle of crossfire and my cynical side tells me the jackass is doing it just for the points. I'll get a good laugh if I'm revived by a medic that's behind cover and I'm left in front of a charging platoon of the enemy.
There currently isn't anything that lets you know a medic is around unless you're paying attention to who's around you, right?
The camera will sometimes focus on a nearby medic after you've been downed for a few seconds, but usually by that time most people just tap out and respawn. It really should focus on any nearby medics much faster, or at least pop something on your screen to let you know one is nearby.
Maybe even make the cross fill up as the cool down is going out to let the player know when the res is comming. Still playing medic is like stat padding the opposing team. Usualy if someone knows there is a medic on the other team they will camp their kills when the medic shows up a well placed burst will get them a quick double kill while the medic and revived player are both vunerable.
I've grown to absolutely love the move control setup. Tried going back to the ds3 a few days ago and it seemed practically unplayable.
aka Grillaface
Origin is the exact same as my Steam, in case you're needing a Support or Assault in BF3.
4 minutes on a reply, all the good yummy info ya need.
And no, I have no idea why I'm sucking up. It must be my brown nosing nature shining through.
This post just got kinda weird...
Edit: Wow, tried move again with the single player campaign, feels amazing. You have to get adjusted to turning with flicks/longer arm movements instead of with your wrist. Gonna try it out in some botmatches, see if it still holds up in the hecticity (not a word!) of multiplayer
Also jesus fucking christ I am getting tired of games where half the team seems to be unaware that you can change spawn points.
Spawned as Helghast, playing on Salamun Market Redux in Warzone. Already played two round-types and it's gotten to Body Count. I'd been playing as a Marksmen the whole game, trying to keep the highground to take out anyone daft enough to bolt onto the main road, any Drones flying around and EXO pilots.
Only the enemy have realised this now, and I see a squad of four come out a side ally and head for the stairs leading to my Snipers Nest before I can fire on them. Bollocks!
So I do what any self respecting Sniper does: chicken out and hurl myself out the second floor window. I hit the ground, my vision bloodying up, but I'm still alive, and BONUS the enemy haven't noticed I've left my spot.
I charge through the door and brutal melee the rear trooper (a medic). Two of his friends are to his right and turn round weapons blazing. I take a few hits as I bound up the stairs to escape. As I hit the top I run directly into the fourth trooper, an engineer, who rushes me to try and melee me. On total reflex I hit the trigger on my rifle and BANG accidental close-range headshot.
On total adreniline now, I leap on his corpse and heft his LMG into my hands, spinning round just as his two comrades reach the top of the stairs. I don't even think, I don't even aim, I just squeeze the trigger for all I'm worth and hose the area till the gun is dry. The LMG clicks as it runs out of ammo, and the two remaining enemies lie bleeding on the ground. The whole scenario played out in little under a minute but felt so much longer. Those final four kills won us the Body Count.
Felt so unbeleivably awesome, and my crowning moment to date
EDIT: Damn Seanron, sounds like you had some good games last night too.
Actually, yeah :P
Here are the move settings that work for me:
dz width: 30
dz height: 40
cursor: 50
turn: 60
Kinda tricky to explain but the big "eureka" moment was when I figured out that you can't rotate the player orientation when crouched.. this means when you are crouched you can aim anywhere on your screen without turning (without having your crosshairs in the deadzone). IMO this gives you a huge advantage. Once you get used to it, the dual shock in comparison (where you can only shoot in the dead center of the screen) is extremely limiting.. I don't need to be directly facing you in my line of sight to cap your ass, and that is awesome.
aka Grillaface
Salamun Market seems to breed those kind of moments more than most of the other maps. It's too bad they didn't just bundle the damn thing with the full game, it plays so much better than most of the super choke-heavy maps.
And in other news, I just got a 24" 1080p monitor, holy CRAP this game look so much better scaled up (was on a 19" 1440x900 monitor @ 720p, bleh :P)
Static spawn points - The inability to spawn outside of a tightly clustered, typically indoor area with 1-3 exits that are easily camped should be obvious. The fact that these spawn points are often cutoff areas to get to objective means that they're more important than almost anything else in completing objectives in Warzone or Operations. This issue is compounded by:
[*]Map design - Most of the new maps have tight corridors of fire and typically 1-2 entrances to key positions instead of the more usual 3-4 you would see in KZ2 maps. Even the remade KZ2 map, Salamun Market, is plagued by the new spawn issues that create problems where there were none, namely:
[*]Camping - Both of the above make camping a far more serious problem than it was in KZ2. The inability to spawn from your squad leader or a grenade anywhere on the map, coupled with extremely limited spawn point options means you always know where your opponents are coming from. Options to flank your opponent exist in a drastically smaller capacity than they did in KZ2. Camping in KZ3 is also heavily rewarded. Sitting at your base or an appropriate spawn point sniping the enemy as they exit a spawn will easily net you masses of kills, often giving you more points than anyone else, regardless of who wins. Thus you gain levels (and new unlocks) faster than people actually completing objectives.
[*]Marksman cloak - This actually isn't a problem on its own. What creates the issue is the limited corridors/poor map design/poor spawn design which mean that actually reaching and punishing snipers can be incredibly difficult. Due to the distinct way new maps are divided and controlled, you are often forced to move through key entrypoints or through the groundtroops of the enemy team to reach an enemy marksman who is invisible until they kill someone and will never show up on your radar, even as a tactician.
[*]Lack of control customization - For some ungodly reason I continue to be unable to map my own controls. I am forced to put my instant kill melee on either my freelook joystick which seems to have poor click detection/response and and can throw my view around in ways I don't intend, or I have to put my iron sights on the same click. Both of these options are absolutely terrible, considering how important both of those actions are. There's simply no excuse for this.
That's all that pops into my head right now. All these things combined make for a really souring multiplayer experience. I don't touch on the obvious technical/network/hardlock issues because I shouldn't have to.
Yes, once you have your preferences set up, it's much faster to move the crosshair over to a target with the Move. It just requires that you stop trying to place object in the center of your screen. That's the hardest thing to get wrapped around in your head when you first start using it. Now, I just quickly find my target while still traveling on a different vector and go about my merry way.
It was good to team up with a couple people here earlier today.
I'm relatively a FPS noob but the melee controls feel standard to me. Pretty sure that I used a setup that used left-stick-click for run and right-stick-click for melee in Borderlands, MAG, and BLOPS. I guess I'm just used to it now.
If the other parts of this game weren't so appealing, those things would probably wear on me a lot faster.
The new spawn system is like a crappy version of BF Conquest, mostly due to the piss-poor placement of most of the spawns. The lack of squad spawning is really the biggest let down.
The core Killzone experience is so visceral and satisfying, it's unfortunate that Guerrilla can't get all of the systems working as well.
That doesn't help me or anyone else that has issues with using the freelook stick as a trigger. I've played other games. This has always been an issue, and has always been unacceptable in instances where you cannot properly remap these buttons or viable alternate control schemes don't exist. Failing at the core interaction level of your game is one of the cardinal sins.
The only two reasons I can come up for why they dropped the old system:
They wanted to reduce the amount of objective zerging from KZ2 - throw down a spawn point right on top of an objective, then just overwhelm it with waves of guys and explosive spam.
Or
They really, really wanted the mortar strike to take up that third ability slot, and thus didn't have any more controls to assign for a placeable spawn point.
There were better solutions to both of those issues, but oh well....c'est la vie.
If the issue is not allowing free remapping of controls, it's generally "excused" by the company saying they don't want people to have an advantage based on control scheme, but that sounds like a really weak excuse to me, and if I want aim up to be X and shoot to be select, they should let me.
I actually really like the idea of spawn grenades, cause when used properly in KZ2 they were really handy. I like the static spawn capture points as well as they are natural firefight areas, but the grenades are trully missed!
CorriganX on Steam and just about everywhere else.