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.
- No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
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.
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.
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.
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.
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.
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:
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Armor
- Begin with armour that absorbs damage that would normally reduce your health.
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Extra Health
- Increases maximum health.
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Extra Ammo
- Weapons start with more ammunition.
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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.
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