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[Wed 12 Mar 20:30] Killzone Shadow Fall - Medic!

Martok

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Come and join us for our regular Wednesday evening session on Killzone Shadow Fall.
 

SHROUD

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Just another 20 challanges and I'll be at 600 woohoo! Maybe tonight (guessing probably not though).
 

SHROUD

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I know there was an element of frustration last night with a couple of attendees ;). The only way we can address this for the most part is to operate more as a team, rather than a jolly. I'm OK either way, it comes down to whether we want to put some effort into it. For example I could do a random teleport, distract the spawn camping scum sucking swamp donkeys sufficiently for someone to pop out from our team and provide us with a tactical advantage.

What's the geenral view?
 

yinkin

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I had a play with the tactical spawn last night and I would say its effective about 50% of the time, the rest of the time it spawns you right next to enemy, or a few yards from your spawn. The other problem with the tactical spawn is you become isolated from the team and have to lone wolf which means you often just die a lonely death in some obscure corner rather than with your mates back at base where you stand a remote chance of being revived. It is a partial solution to the problem but it limits your choice of tactical ability, only allowing you tactical scan as the recon or medic ability with the support, which is okay, but takes away the fun of choosing your ability. The proble is it solves an unpleasant unfun situation with another unfun situation, it would be better if the unfun situation didnt occur, namely the spawn camping.

To be fair I didnt think spawn camping was especially bad last night, it was more a case that the other players were superior players which meant we spawned, died and lost games with unerring regularity, not sure what we can do about that. On killzone 3 we had a pretty tight group of players and on the whole we did quite well, I wonder if some of the frustration people are feeling is a result of a lack of adjustment to the new game, I certainly find the new game more difficult to do well in than the old one, guns seem to be more deadly and there are no second chances, you meet someone and you cant run away, its kill or be killed, it lacks the room for manuevre killzone 3 had, or at least thats how I feel about it. It has taken me quite a while to get to grips with the new killzone.

I am not keen on the new interface, the messages telling you which mission you are on are small and hard to see, I often find we have changed mission without realising it, which I dont think helps squad cohesion and focus.
 
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SHROUD

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Well put @yinkin , we could counter that by having more than one person randomly teleporting. Say one scout and one support (or even more depending on the number of players). That would cause the opposing team sufficient jitters in providing a window of opportunity in getting out. Although yes last night for the most part we were out played. I'm only just getting to grips with this, although admit I'm still loving it, even when I losing :)
 

yinkin

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I think you would need more than two to cause the teams we faced the other night some jitters. but the plan is of some merit. I think we also need to work on basic core skills too, we some co-ordination to get people heading towards specific objectives, maybe even someone to call each game mode. On killzone 3 we used to have Clarky and Halo directing traffic and capturing the tactical spawns etc, I suspect we need this sort of moving and shaking to make us more competitive, if thats what people want.
 
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