Patch 1.27 - Now available

DeanE

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As the title says, filesize is 76 mb.
 
Had a game earlier (had to do a skirmish mind you as online was giving me an error code) and the precision aiming does make a difference. It feels far more responsive with smaller movements, and the 'dead zone' has pretty much gone. However I've found that I have needed to adjust my sensitivity setting to compensate for the finer control. Its not a huge difference, but I'm finding that for those smaller precise movements, it really does help. :thumbsup:

EDIT : Just managed to play online and the spawn point placement is going to have to be protected in some way. Actually, I think they may have rendered this ability useless as I was dead before I even got the chance to control my character. :(
 
For those behind firewalls

Killzone 2 Patch 1.27 Details
28-May-2009 - by Victor Zuylen
Category: News

Even though the game has been out in stores for a while, Guerrilla remains committed to keeping Killzone 2 one of the strongest multiplayer experiences for the PLAYSTATION 3.


This week sees the release of Patch 1.27, which introduces a number of tweaks based on direct feedback from the Killzone community. We sat down with Eric Boltjes, Guerrilla's Lead Multiplayer Designer, to walk us through the most important changes and the reasons for their implementation.


First of all, Eric, can you run us through the highlights of Patch 1.27?

Sure! Most importantly, we've added functionality to make the process of finding and playing with friends much easier, tweaked the Skirmish Mode to keep it interesting for players with lower-bandwidth network connections, introduced a new 'High Precision' option to the controller configuration menu, and improved the overall balance of the game. There's also a host of smaller changes as well, but I'll save that for the change log.


Let's start with the first one: finding and playing with friends. How has that been changed?

We've examined how party systems work and added similar functionality to our game where possible. The 'Join Friend' option has been changed so that the player can automatically join a friend's faction and squad - even if faction balancing is on. In addition, squads and their factions are now persistent over multiple games, so friends can keep playing together continuously.



You said the Skirmish Mode been tweaked - can you explain?

Well, we've decided to unlock all the badges in Skirmish Mode. Considering that the game has been out for a while, and that many players have already reached the rank of General, we believe this is a nice way for players with lower-bandwidth network connections to experience the full range of weapons and abilities available in the Warzone.


Control-wise, what exactly does the new 'High Precision' option do?

When this option is switched on, it makes the analog sticks more responsive to small movements. Turned off, the controls behave exactly as they did before the patch. It's not a radical overhaul of the control system, so the layout and the 'weight' of the controls remain the same.

Still, a lot of us here at Guerrilla really enjoy the new High Precision option, so we've decided to switch it on by default for new players. Existing Killzone 2 players will have the option turned off by default after patching - we wouldn't want to force a sudden change to the controls on you!



How have you improved the overall balance of the game?

For starters, Patch 1.27 allows players to switch factions manually if the factions are unbalanced. If the factions consist of, say, 13 players versus 11 players, a player from the largest faction can manually switch over to make it an even 12 versus 12. Switching in the other direction is not allowed, so players from the smaller team can't defect to the larger team if the battle doesn't go their way. Players who switch over retain all their points, but squad affiliations will of course be lost.

Furthermore, we've removed the temporary invulnerability awarded to players who spawn at a spawn point other than the base camp. The players will still be safe at their own base camp, but custom-placed or mission-based spawn points do not yield temporary invulnerability anymore. This will hopefully give opposing players already at this location a fair chance.

Finally, we've made a couple of changes to the Badge abilities. The Assault Badge, for instance, was deemed too powerful by many players - so we tweaked down its Armor ability from 100 hit points to 50 hit points. The Tactician Badge's secondary ability (to request air support from a Sentry Bot) has also been tweaked to make the Sentry Bot more useful. It can aim more accurately now, and its health is a little higher as well. To make it even more useful, we've reduced the way automated turrets target them, so they're not shot down as fast. It should certainly make the Air Support Specialist ribbon easier to obtain!
 
I had a try of that new high precision thing and my god I can't work it. Then when I turn it off I'm good again.

One thing I hate is say you spawn in capture and hold from a spawn grenade. You shoot and kill them while you're still protected giving them unfair advantage. It needs to be changed to either your bullets do no damange until it's a 1 second of protection left or soon as you shoot you your protection goes away.
 
I've spent the last few weeks just trying to get the "air support specialist" medal. I'd finally got to 7 ribbons, and now the patch has made the bots loads more dangerous.

It only took one more go and now i've got all 8:smashin:. Wish i'd waited for the patch now, would have saved loads of frustration:D

I'm not sure about the spawn point changes but it cuts out spawn points being placed right next to "search and destroy" targets. I dont know about anyone else, but i had got into the habit of spawning - throwing a grenade or 2 - taking someone out and dying all within 5 seconds of spawning, but this should make games a bit better by cutting that out a little.

It is very frustrating mind, when someone camps right next to a spawn point and shoots you before you've got chance:mad:
 
sorry to bat on with the whole controls theme again but does the latest update warrant picking up killzone again for somebody that struggled with the original setup?
i only managed 4 hours online and got used to(kind of) the controls but just could not enjoy the game with dodgy deadzone/weight feel.:)
 
sorry to bat on with the whole controls theme again but does the latest update warrant picking up killzone again for somebody that struggled with the original setup?
i only managed 4 hours online and got used to(kind of) the controls but just could not enjoy the game with dodgy deadzone/weight feel.:)

I have only just got the game and i can safely say(after update) that the controls are superb,no deadzone at all and very smooth.
 
I have only just got the game and i can safely say(after update) that the controls are superb,no deadzone at all and very smooth.

did you have the game pre patch?
if so,how did you find the controls?
is there anybody who struggled pre patch that is happy with how the game handles now?

im tempted to give this a second chance if the improvements are noticeable:thumbsup:
 
did you have the game pre patch?
if so,how did you find the controls?
is there anybody who struggled pre patch that is happy with how the game handles now?

im tempted to give this a second chance if the improvements are noticeable:thumbsup:

With the precision mode switched on the whole aiming process is alot smoother. If you played it pre patch you will definately notice the difference. I've had to actually put my sensitivity down as it was moving to fast.

Big shame they never had this at the start as Batblade said. Alot more people would still be into this.
 
I think they had to do something about the spawn grenades because game modes like S&D they ruin the match but the 'no-protection spawn' idea is rubbish. Would have been better if they just had a boundary where if the spawn grenade is thrown into it doesn't go-off, it becomes a dud.
 
I think they had to do something about the spawn grenades because game modes like S&D they ruin the match but the 'no-protection spawn' idea is rubbish. Would have been better if they just had a boundary where if the spawn grenade is thrown into it doesn't go-off, it becomes a dud.

I think they could have easily solved the spawn grenade problem by whilst you were invulnrable you are unable to fire your weapon. This way no-one has any advantage at all. Now you just get spawn camped wherever the grenade is dropped.
 
Well if people played properly; you'd find somewhere safe to throw your spawn grenade (ie: out of sight from snipers etc), hold the area, drop it, and spawn thru it - keep a couple of defenders to stop the enemy camping it.

Of course if people use them like they did pre-patch, then they deserve all they get IMO :suicide:
 
The spawnpoints have definitely improved S&D in my opinion, it's much less hectic, more controlled. Of course 32 player games are still pretty full-on, but the smaller (16/20 player) games are much better.

The main thing to remember is not to chuck a spawn nade right next to the objective, instead you have to try and control the area by placing spawns closeby, but not too close, and in clever locations to allow a couple of different attack routes, flanking etc. then once you've secured the area it's much easier to defend, and you can place the c4 :smashin:

It has changed the game quite a lot, but for the better IMO. :smashin: The key to winning is having competent tactitians, who know what they're doing (which is pretty rare in random games unfortunately - backwards spawn points?! :suicide:)
 
That was my point. In S&D the spawn grenades ruined the gamemode, the change is a pro for that game mode but since the change a mode like deathmatch is ruined because spawn camping will be worse.
It's no good hoping that when you join a random game that the people are all master tacticians lol Anyway, how many times have you spawned/seen a spawn grenade and thought, "I'll just wait here to cover this spawn in case the enemy try to camp it"?

All in my opinion of course.
 
So far I love the way the spawn is.

I have been tact since the patch (was always medic before) and I have mostly placed the spawn points in good places which contributes a lot to my team winning.

If the enermy place spawn points in dumb places then I will happily spawn camp :D

And airbots are useful which now gives me a good reason to be the tact.
 
did you have the game pre patch?
if so,how did you find the controls?
is there anybody who struggled pre patch that is happy with how the game handles now?

im tempted to give this a second chance if the improvements are noticeable:thumbsup:

If controls were the only problem you had with the game before then I can honestly say you wont now.

This is the second control patch they have released.

Launch controls - I hated it, stopped me from enjoying the game.

1st patch - made a massive difference, and was acceptable.

(another inbetween to tone down the auto aim)

2nd patch (now) - tweaked a bit from patch 1, now very good. Day and night from launch controls.
 

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