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!!tuOwy1ct2dy 08/18/10(Wed)15:27 No.70641XXX File1282159626.jpg-(416 KB, 1024x576, killzone 3.jpg)
>First off, had a problem with controls? Addressed. http://www.killzone.com/kz/news.psml >Problems with the colour palette? Addressed. The
opening of KZ3 has you escaping the nuked city in the multiplayer
trailer and getting to snowy environments. The snowy level is just a
part of the variation though. The third level in the game. >Had a problem with spawn points? Addressed. Deployable spawn points can now be taken by the enemy is not properly held. >Wanted more customization? Addressed. There are now 5 classes. Each class can be customized with two abilities to make unique classes or special things. >Had a problem surviving as a medic? Addressed. Medics
can now have an ability with them to revive right where they died. Uses
a cooldown. They also can call a protector bot to follow them to
protect the squad. >Worried it still might not be a squad shooter with tactics? Addressed. Squad
leaders can now give their squads positioning and they get XP for
listening. Makes squads want to move together. A special squad leader
HUD was talked about too. Very little said about it. >Worried assault is overpowered? VC9
rocket launcher is still there - bigger and heavier - no more boost
skill, and can be independently made from one of the classes so many
would be able to match an assault. >Worried you have to unlock all your classes again? Addressed. Classes have to be leveled up individually. >Wanna hear of some more abilities? Some
levels have the ability to fire out a chaff once or twice per game to
disable all vehicles for a while. Engineer turrets can also fire rockets
at jetpack users and vehicles. There is also nerve gas that blocks off a
part of the level. Very few amounts of that. Also mortar strikes can be
called by saboteurs. They have to be within 5 feet of its target though
so it rewards those stealthy enough to get there. |