5 Great things in Killzone 2 Multiplayer

http://kotaku.com/5040775/killzone-2-multiplayer-hands-on-+-five-good-things

5.Combat Itself: Killzone 2 multiplayer manages to maintain the fluid speed of the single player experience without sacrificing the looks that get the game featured in so many “look how pretty this game is” magazine spreads. Combat takes place at the perfect speed for me - not Unreal quick, but not Lost Planet slow. Just right.

4. Spawning Mechanics: Dying in Killzone 2 multiplayer brings up a map of possible spawn points, as well as a camera displaying what is going on at each locations, allowing you to pick the location that best fits your play style. When playing with a squad, players can choose to respawn on their squad leader to get right back into the action. Very handy when your squad leader finds himself all alone guarding an objective with tons of enemy inbound.

3. The Badge System: The Badge system represents the different classes you can play in multiplayer, from scout to engineer to medic. Each of the six badges have their own skill sets. Where Killzone 2 makes things interesting is that you can combine the power of two badges to create your own class based on your own particular play style. Want an engineer with healing skills? A stealthy soldier with a bazooka? Knock yourself out!

2. Dynamic Missions: Instead of playing one mission type and then waiting for the new map to load before beginning another, Killzone 2 features dynamic missions, which allows you and your friends to play through multiple game types on one map without loading.

Hit the link for the last one.

I like how they took Battlefield's multiplayer system and added onto it. And Dynamic Missions sound like a great idea for a FPS.

http://kotaku.com/5040415/killzone-2-adds-multiplayer-bot-action

On another note Killzone 2 will have bot action for those who don't have internet access or for LAN parties.
 
Sounds like it's going to have serious balancing issues if you can combine two classes without sacrificing much from either class and can spawn right on the squad leader. A mobile spawn-point like that makes it far too easy for one man to slip behind the enemy and have half of the team join him. I'm thinking that will do nothing but make the match frustrating and difficult to finish.
 
Homicidal Cherry53 said:
Sounds like it's going to have serious balancing issues if you can combine two classes without sacrificing much from either class and can spawn right on the squad leader. A mobile spawn-point like that makes it far too easy for one man to slip behind the enemy and have half of the team join him. I'm thinking that will do nothing but make the match frustrating and difficult to finish.
I'm sure there will be limits. Though I can see the concerns. Squad leader backed into a corner, all of a sudden, the rest of the team suicides and spawns on him.
 
True but, we don't know if that is gunna be a feature for every gametype. You would hope they would take that out in a gametype like CTF or so on.

fhqwhgads said:
Squad leader backed into a corner, all of a sudden, the rest of the team suicides and spawns on him.

That would depend on the situation as well.
 
Fr0dus Maximus said:
True but, we don't know if that is gunna be a feature for every gametype. You would hope they would take that out in a gametype like CTF or so on.
A control point map would become equally chaotic. The enemy could basically materialize out of nowhere and flank the enemy. Any kind of battle line would dissolve completely and the map would be reduced to squad leaders, trying to get behind the enemy to the control point, and campers trying to kill those squad leaders. A longer respawn time might be able to curb the problem a bit, but it would still end up pretty messy.
 
That's why they don't have the whole team on one squad leader. Just like in BF2142 you get into a group of team members in one squad and everyone else on other squads.
 
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