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. This information has been obtained from the KILLZONE 3 BETA.

 

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.

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:
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.

    • SITHLORD-GAMBLE
    • October 25th, 2010

    WOW! Some of the abilities look awesome! COD/MW KILLER! RIP! I can’t wait for this game. KZ is the KING of FPS! Look for the Helghan Saints (ThS) … we will be ready … if anyone is looking for a clan, we are recruiting.

    Add me on PSN: SITHLORD-GAMBLE

      • 3Volt
      • March 3rd, 2011

      Dude sithlord can i join? sounds pretty sick, how exactly do you join them in Kz3, haven’t seen any clan searching tool :S hopefully seeya soon bro!

      • griffin
      • June 16th, 2011

      Can i be in the clan? I’m new.

    • mark
    • October 25th, 2010

    sounds epic to me n loving the marksman n infiltrator

    • mark
    • October 25th, 2010

    ALPHA MALE 22 on N4G is trolloing every kz3 article trying to put the game down .
    He is a stealth 360 fanboy

    • Tom
    • October 25th, 2010

    This is a direct copy&paste of the work of others, it was posted on GameFAQs first:
    http://www.gamefaqs.com/boards/996959-killzone-3/56832726

    • Tom
    • October 25th, 2010

    I feel sorry that the author gets zero credit D:
    no sources listed PlaystationInformer?

    • whoever
    • October 25th, 2010

    hey ahole if you steal shit straight from gamefaqs at least have the decency to cite it instead of being a bitch and posting the news on N4G and taking full credit.

    • ed
    • October 31st, 2010

    looks great but how are you going to spot mines, shouldn’t that be part of an abitlity. the medic reviving people to over maximum health looks bad. the best thing about killzone 2 was it was the most balanced fps i’ve played. everything apart from the tactician looks more powerfull.

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    • Cosca
    • December 25th, 2010

    Some abilities look a bit caotic, like the medic can have a drone, the tactician can call a drone, the engie can have a sentry… Looks like it is too much. Also the medic reviving where he died is stupid, it makes it easy to get a revenge kill. Just have to wait and see if all of that will work together.

    • Killzone
    • January 26th, 2011

    WOW………………………………….its the same……wth dude thats it? i really hope this is not legit its almost the exact same!

    • Only@Human
    • February 24th, 2011

    Medic have medi-dron that is weak, but fly with it’s owner.Tactician have stronger flying dron that fly at one place and engineer have staying turret and it’s very strong and at third level is very hard to destroy(it’ll kill you at the moment you see it :). It’s good that are lots of kinds of drons I have nothing to regret about this. Medic skill is to strong? Look at skills of anothers. engineer have very strong turret and opcion to hack another turrets. Infiltrator have never-ending disguise(if you kill someone in melee combat) and unlimited very fast sprint. Third weapons of engineer and tactician are very powerfull so why not to raise the strength of medic :)?

  2. Thanks for sharing such a fastidious thinking, piece of writing
    is pleasant, thats why i have read it fully

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