Killzone 3 Beta Multiplayer Classes and Abilities


[tab:Intro]Info from the Killzone 3 multiplayer beta has started to roll out. Continued below you will see info of abilities and weapons for classes such as Infiltrator, Field Medic, Marksman, Tactician and Engineer.

Its a pretty lengthy list so lets hope that adds to the strategy.

[tab:Engineer]

ENGINEER

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PRIMARY ABILITIES

  • Repair Tool

    • Repair damaged or destroyed ammunition dispensers, mounted guns and automated turrets.
  • Repair Tool+

    • Increases repair speed.
  • Repair Tool++

    • Hack enemy placed turrets, transferring ownership until the Engineer is killed or the turret is re-hacked. Stacks with previous ABILITIES.

SECONDARY ABILITIES

  • Sentry Turret

    • Deploy a machine gun turret that will automatically target and fire at enemies in range.
  • Sentry Turret+

    • Turret’s firing rate is increased and can be deployed twice as fast as before.
  • Sentry Turret++

    • Deployed turrets can now track targets faster and are augmented with auto-fire rockets that fire every few seconds.

PRIMARY WEAPONS

  • M224-1A LMG

    • Friend to bunkered soldiers everywhere, the LMG’s iron sights and large clip size will make the enemy think twice before storming any position.
  • STA11 SMG

    • No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.

      • STA3 LMG
    • Accuracy is overrated. The StA3’s high rate of fire and large clip size will clear out a room in seconds. A formidable close-range weapon.

SECONDARY WEAPONS

  • STA18 Pistol

    • Standard issue semi-automatic pistol.
  • VC8 Shotgun Pistol

    • The best weapon for a close-quarters fight, nothing says ‘up close and personal’ like the VC8.
  • STA2 Battle Pistol

    • Increases grenade storage capacity and fires grenades farther than a soldier could ever throw.

[tab:Marksman]

MARSKMAN

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PRIMARY ABILITIES

  • Cloak Suit

    • Stay cloaked for a limited time. Firing any weapon will disable the cloak and moving around will reduce its effect.
  • Cloak Suit+

    • Stay cloaked indefinitely. Firing any weapon will disable the cloak and moving around will reduce its effect.
  • Cloak Suit++

    • Stay cloaked indefinitely while firing weapon. Damaging an enemy player or moving around will cause the cloak to ripple for a short time. Mortally wounding or killing an enemy will disable the cloak unless using a silenced weapon.

SECONDARY ABILITIES

  • Scramble

    • The Marksman and any allies within 15 meters will not show up on the enemy’s radar, even when firing WEAPONS.
  • Scramble+

    • Marksman will not be revealed when an enemy Tactician uses their Recon ability. Stacks with previous ability.
  • Scramble++

    • Enemies within 15 metres of the Marksman will have their radars disabled. Stacks with previous ability.

PRIMARY WEAPONS

  • STA14 Rifle

    • A scoped semi-automatic rifle capable of felling most targets before they can get near you.
  • STA11 SMG

    • No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
  • VC32 Sniper Rifle

    • With a long-range zoom (UP on D-Pad) and high accuracy, this rifle is capable of felling most foes in a single shot.

SECONDARY WEAPONS

  • STA18 Pistol

    • Standard issue semi-automatic pistol.
  • VC8 Shotgun Pistol

    • The best weapon for a close-quarters fight, nothing says ‘up close and personal’ like the VC8.
  • M66 Machine Pistol

    • Equipped with a reflex scope and a silencer, the machine pistol is an ideal weapon for close-range, surprise encounters.

[tab:Tactician]

TACTICIAN

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PRIMARY ABILITIES

  • Tactics

    • Can capture Tactical Spawn Areas in the level which, once captured, allow all faction members to spawn there. Some Tactical Spawn Areas may unlock special level-specific objects, like jetpacks or mortar beacons.
  • Tactics+

    • Reduces the time it takes to capture a Tactical Spawn Area by half.
  • Tactics++

    • Capture and Hold mission areas can be captured at twice the normal speed. Stacks with previous ABILITIES.

SECONDARY ABILITIES

  • Recon

    • Temporarily mark enemy positions on the mini-map by pressing left on the D-PAD. Any enemies within 30 metres of you will be revealed.
  • Recon+

    • Activate [RIGHT on the D-PAD] and throw a beacon to call in a flying Sentry Drone to attack enemies. If no enemies are present the drone will patrol the vicinity for threats.
  • Recon++

    • Upgrades the Tactician’s Sentry Drone, allowing it to track and fire faster.

PRIMARY WEAPONS

  • STA11 SMG

    • No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
  • M224-1A LMG

    • Friend to bunkered soldiers everywhere, the LMG’s iron sights and large clip size will make the enemy think twice before storming any position.
  • STA14 Rifle

    • A scoped semi-automatic rifle capable of felling most targets before they can get near you.

SECONDARY WEAPONS

  • STA18 Pistol

    • Standard issue semi-automatic pistol.
  • M4 Revolver

    • One shot will severely cripple an enemy, or kill a wounded one.
  • VC9 Missile Launcher

    • Capable of destroying turrets and drones in a single shot, the VC9 missile launcher is the very definition of an anti-armor weapon.

[tab:Infiltrator]

INFILTRATOR

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PRIMARY ABILITIES

  • Disguise

    • Infiltrators can disguise themselves as a member of the opposing faction.
  • Disguise+

    • In addition to being disguised, Infiltrators are undetectable by Engineer Turrets, Sentry Drones and Medi-Droids.
  • Disguise++

    • Perform melee attacks without breaking disguise. Stacks with previous ABILITIES.

SECONDARY ABILITIES

  • Survivalist

    • Increase stamina by 50% and sprint faster than normal.
  • Survivalist+

    • Unlimited stamina.
  • Survivalist++

    • ‘Use’ actions, such as placing and disarming explosives, are completed 50% faster.

PRIMARY WEAPONS

  • LS13 Shotgun

    • The LS13 is a powerful semi-automatic shotgun equipped with a reflex scope. Whatever this hits stays dead.
  • STA11 SMG

    • No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
  • STA52 Assault Rifle

    • Standard Helghast issued assault rifle equipped with reflex scope. Sturdy, easy to use and ideal for just about any combat situation.

SECONDARY WEAPONS

  • STA18 Pistol

    • Standard issue semi-automatic pistol.
  • STA2 Battle Pistol

    • Increases grenade storage capacity and fires grenades farther than a soldier could ever throw.
  • VC9 Missile Launcher

    • Capable of destroying turrets and drones in a single shot, the VC9 missile launcher is the very definition of an anti-armor weapon.

[tab:Field Medic]

FIELD MEDIC

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PRIMARY ABILITIES

  • Revive

    • Mortally wounded players are revived with full health and a clip of ammo.
  • Revive+

    • Mortally wounded players are revived with higher maximum health, 2 clips of ammo and 1 explosive.
  • Revive++

    • Mortally wounded players are revived with higher maximum health and maximum ammunition and grenades.

SECONDARY ABILITIES

  • Triage

    • An aura of health is emitted from the Field Medic, regenerating himself and nearby faction members.
  • Triage+

    • Deploys [Right on the D-PAD] a hovering Medi-Droid that will accompany the Field Medic until death.
  • Triage++

    • If still mortally wounded at the end of the respawn timer, the Field Medic will be given the option to respawn where he fell with full health and ammunition.

PRIMARY WEAPONS

  • STA11 SMG

    • No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
  • LS13 Shotgun

    • The LS13 is a powerful semi-automatic shotgun equipped with a reflex scope. Whatever this hits stays dead.
  • M82 Assault Rifle

    • Standard issue to all ISA combatants, the assault rifle is well-suited to most combat situations. Equipped with a reflex scope, this weapon is deadly in the hands of an experienced soldier.

SECONDARY WEAPONS

  • STA18 Pistol

    • Standard issue semi-automatic pistol.
  • M4 Revolver

    • One shot will severely cripple an enemy, or kill a wounded one.
  • M66 Machine Pistol

    • Equipped with a reflex scope and a silencer, the machine pistol is an ideal weapon for close-range, surprise encounters.

[tab:END]


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All primary and secondary abilities can be upgraded to ‘+’ and ‘++’ versions, which may provide different abilities entirely, mapped to a separate button, example; Recon (LEFT on D-Pad), Recon+/++ (RIGHT on D-Pad) or an upgraded version which stacks with previous abilities.
The ‘Career Selection’ screen has the following options:
CAREER (Class, example: Engineer, Field Medic, etc)
PRIMARY (Primary weapon)
SECONDARY (Secondary Weapon)
EXPLOSIVES (Explosive equipment type, example: Frags or Mines)
SKILL (Passive abilities, example: Extra Health, Extra Ammo)

All classes also have separate, passive abilities (skills) made available through the use of unlock points. They are the following:

    Armor

  • Begin with armour that absorbs damage that would normally reduce your health.
    Extra Health

  • Increases maximum health.
    Extra Ammo

  • Weapons start with more ammunition.
    Extra Primary Weapon

  • Substitutes a secondary weapon with a previously unlocked primary weapon.

There are also two types of explosives available to the player, which are:
M194 Frag Grenade
Equip and use Fragmentation Grenades.
Proximity Mine
Equip and use Proximity Mines.


Written by: Eddie - Contributing Editor


  1. #1 by premiersoupir on October 24th, 2010 [ 17020 Points ]

    Pretty cool. Surprisingly support-focused classes for the most part. I’d have expected more attack classes, like Marine, Heavy Gunner, Arsonist, and so on (fond memories of Weapons Factory for Quake 2 and WFA for Q3).

  2. #2 by Gibb on October 25th, 2010 [ 2415 Points ]

    Lovely to see the classes got more team-oriented abilities (anti-radar aura, healing aura)! Hope this will encourage people to use squads even more..

  3. #3 by Eddie on October 25th, 2010 [ 44542 Points ]

    pretty sure I’m going to like Engineer again.

  4. #4 by Emrah on October 25th, 2010 [ 7319 Points ]

    Infiltrator overpowered much? Disguise++, running like mad, half time to denonate / place bombs. I hope not!

  5. #5 by Blackstaffer on October 25th, 2010 [ 7211 Points ]

    In KZ2 the infiltrator’s disguise did not include the red or blue lights. So there was a way to tell if the dude was on your team or not. Hopefully it’s the same in KZ2.

    I’m worried about never being able to see a marksman.

  6. #6 by Eric on October 25th, 2010

    Pretty awesome! At first i was sceptic and feared that Kz3 was gonna be the same as Kz2 but now i think I’m gonna get KZ3…:P

  7. #7 by Jake on March 10th, 2011

    Actually, marksman has the STA assault rifle and so that, with cloak + is amazing.


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