Post: Killzone 3 ULTIMATE INFO + BETA INFO + VIDEOS + MORE!
10-22-2010, 04:55 PM #1
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KILLZONE 3 - MULTIPLAYER CLASSES

The following will look at the abilities of the ENGINEER, MARKSMAN, TACTICIAN, INFILTRATOR and FIELD MEDIC classes, as well as their primary and secondary weapons. Use Ctrl+F to quickly jump to a specific class. This information has been obtained from the KILLZONE 3 BETA.



ENGINEER


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.



MARSKMAN


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



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
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




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


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
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)



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


SKILL (Passive abilities, example: Extra Health, Extra Ammo)


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.




BETA INFO :


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Will the Beta support Move and 3D?

No, at least not at first.


Will I be allowed to share information regarding the Beta?

Yes, the NDA will be lifted once the Beta goes Public on October 25th.


Where can I find the private Beta feedback forums?

beta.killzone.com

In order to get access to the Beta feedback forums you must be participating in the Killzone 3 Beta Trial.


How many Maps / Game modes will there be in the Beta?

The Beta Trial will feature 3 Maps and 3 Game modes.

Maps:

* Cornith Highway
* Frozen Dam
* Turbine

Game modes:

* Warzone
* Operations
* Guerilla Warfare

The Beta will also feature a Skirmish or "Botzone" mode where you can play any of the above with offline bots.


How many vehicles will be available in the Beta Trial?

The Jetpack and the Exoskeleton vehicles will be available in some maps.


VIDEOS

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UNLOCKS VIDEO :

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Thanks for reading! ( Credit for PS forums + NewNumberz )
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The following 2 users say thank you to Vaner for this useful post:

PHgua, ThereThatGuy
10-23-2010, 02:04 AM #2
hmmmm i might try get in on the beta Happy
10-30-2010, 07:16 PM #3
Wooow great post thanks

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