02-25-2009 08:43 PM
Well, Killzone 2 is not far from dropping and I everyone is really excited for the multiplayer class system. The beta testers know mostly all the ins and outs of the system. What this guide should do however is provide a much clearer understanding of the information you've seen in videos and articles. I'll go into strategies and what exactly how you can use these classes to most benefit your team. If there is anymore info I should add (or take out) I'll add it to this post. So without further adieu I present my comprehensive guide to the Multiplayer Classes.
Table of Contents
- Infantry Class January 8th
- Medic Class January 15th
- Engineer Class January 22nd
- Tactician Class January 29th
- Assault Class February 5th
- Saboteur Class February 12th
- Scout Class February 19th
- Special Surprise February 26th
Your very basic class, there is seemingly nothing very special about this class. After all what's the point in having it? You have no primary or secondary abilities, it's just a worthless soldier. You would be oh so wrong in thinking that. When you first start in the game it will be the only class available to you until you unlock others. While it may not have the same advantages as some other classes, what it does have however is a much larger weapons library. Most of the other classes are restricted to use with one weapon, the Infantry class has nearly every weapon available to them (when fully unlocked). Your first match you will be able to use the ISA assault rifle or the HGH Assault Rifle, both are extremely good but do have their differences. As you may have noticed in the videos the ISA Assault Rifle has red dot (or green dot depending on how you look at it) sight. This allows you to be fairly accurate from medium to long ranges. Shooting from the hip you'll find it's really only good up close and somewhat good at a medium distance if your shooting (this should also apply for the single player campaign). As you continue to play you’ll be unlocking more weapons such as the shotgun and the SMG. However there are a few weapons that are exclusive to specific classes, like the sniper rifle.
As the soldier your pretty much the grunt of the battle. Your best serving your team as support and racking up kills. While you will eventually find what your favourite weapons are, these are not the most important thing to win. Like any tactical game your going to need great team communication. This is where the squad system of multiplayer comes in. Your able to within the team break into little
five four man squads and each have the one leader, with a total of 6 squads per team. If you end up joining a squad you need to learn how to play together well. Cover each others backs and let them know when your in trouble or where they need to go. Back to the Infantry class though, when is it best to use this class? For most people when they start ranking up you’ll find a class that fits your play style best. As others also rank up, use of the Infantry class will most likely become increasingly rare. But you still have certain advantages over other classes. For one, you have a much larger weapon arsenal to your disposal. This can be really useful for when you need to quickly choose a weapon best suited for the job at hand. Another advantage you will have is that you won’t be as focused on specific tasks. For instance, the tactition should be focused on getting the team into good locations through spawn placements and that’s their main objective. As a grunt you will be in the main action for a large part of any round. While all the other classes are focused on their duties you’ll be carrying out the mission objectives (not to say that other classes won’t be doing the same).
The Engineer, probably the second most powerful class in Killzone 2 (Assault being the most). As an Engineer you have the ability to set up automated turrets nearly anywhere you want and you can later unlock the ability to repair/destroy. Coming off of the heals of Medic, your going to play a drastically different game as the Engineer. Your starting weapon and the only weapon available to you is the shotgun. The shotgun has a maximum of 8 rounds per clip and a decent starting amount of ammo. It’s perfect for getting in people’s faces. Up close the shotgun is essentially a one hit kill and the farther from the target the less accurate and damaging you will be. This being because the shot gun fires out tiny pellets that as the farther away you are the more they spread. So you really want a narrow spread to be most effective.
An Engineers primary ability is to set up an automated turret. These turrets basically fire at any foe within the line of sight and a certain proximity (it won’t shoot an enemy from across the map). Each team is allowed a maximum of four turrets each. So say you spawn and there are only two Engineers including yourself. If the other Engineer builds one turret that then only leaves your team with three turrets until that one is destroyed or self destructs. Turrets don’t really do much damage to a player and are not exactly the quickest to notice an enemy. If a player is paying attention they can easily escape death by turret.
This is where effective placement comes in. Your turret will do no good if it’s sitting in an open area with the enemy behind and in front of it. Best placement of the turret would be in a higher up above the height of a player. This makes it much more likely that your turret will land a headshot. Good places to look for are areas of high traffic. If the enemy if constantly coming down a certain hallway then it’s best to find a hidden and spot to place your turret. So say the enemy is running through the door, place it right in the corner so they don’t notice as they run past. You may not get many kills but they really repel the enemy when trying to defend.
Your secondary ability is the repair tool. As an Engineer your map shows you the locations of things you can repair (a little wrench sign). When you approach an ammo pile, gun emplacement, or an automated turret, you just whip out your Repair tool and go to work. Essentially all you do is just press R1 and a progress bar will show up. For each repair you get a point and it also goes towards some ribbons. The Repair tool is fairly hard to get due to how hard it is to get the required kills with turrets. Although if you do get the repair tool, your team will love the ammo stashes. Not only can you create ammo piles but you can create gun emplacements which are great for defending, and you can repair auto turrets. Most people during the beta didn’t make use of this unfortunately, so if you have good turret placement just go around and repair your teams turrets. Along with repairing you can destroy enemy piles , etc. Quick word of advice though, the auto turrets blow up and kill you. I was victim to this several times, so just damage it until it’s nearly dead then then run away and shoot it.
That’s really all there is to the Engineer class, it’s kind of like a better version of the Infantry class and focuses more on defence. If you have more questions post in this thread. PsychoReaper and Clinton were both really good Engineers so they might be best to ask for tips.
The Tactician. The images portray the Tactician as a leader and communicator. Very true in both respects, but it’s up to the player really. The Tactician as far as weapons is exactly the same as the Medic. You have the ability to spawn with either the ISA or Helghast Assault rifles. Now as far as abilities go, there is your primary and secondary (typical to nearly all the classes). When you first play as the Tactician you primary ability is to throw out spawn grenades. This works much like the turrets do for the Engineer as you have a limited supply per team. A single team can have only two spawn grenades thrown out at a time. When you throw a spawn grenade it bellows out some green smoke and then that’s when the team can spawn on them. On your radar you can see that their is a spawn placement near you by there being a circle on the map. A foe’s spawn grenade is red. Your secondary ability once unlocked is to call in air support. This comes in the form of throwing out a beacon (like the spawn grenade) which within the minute a Sentry Bot will fly in. These behave much like the Engineer’s turret only they move around and don’t fire quite as fast. They will not leave the immediate area of the beacon so you need to be strategic about the placement.
During the beta there was a problem where whenever there was an enemy spawn, people would camp the players as they spawn. It was frustrating yes, but was it cheap? Not in my views. I blame the Tacticians of the opposing team for this. Your not going to help your team any if you just randomly throw a spawn wherever you feel like it. If you feel like just throwing it out in the open, your fault if an enemy sniper decides to camp it. Throwing spawn grenades involves lots of strategy and understanding where the need is. As a Tactician your job is to get a constant flow of players for the objective. Say your defending in Search and Destroy. Your job as the Tactician is to place the spawn grenade close by but not where teammates will be killed on spawn. So what is smart spawn placement. When placing a spawn, make sure that there is plenty of quick cover near by. Also, placing it behind a wall is a good idea sometimes so that it blocks the view of snipers and campers. Really the best thing is to assess and ask: “How accessible is this to the enemy?”, “Is there good defensive positions?”, “Will this get my friends to where they want to be?”. If you concentrate on those questions your good to go.
Sentry Bot’s are super hard to rack up kills with. Hardly any beta testers were able to get the badge for it because they were so hard. However I can give a few tips of my own. Personally I never used the sentry bots as a way to rack up kills. They are better for repelling I’ve found. They do some damage and enemies typically will go find a different route if their is a sentry in the area. Also the bots tend to work better if they are in a confined space. For instance if there is an area where there is a small open area but hard to get out of in a hurry that might be a good spot to call one in. Finally, this is kind of obvious but they can be very effective if you use them to defend in Search and Destroy, Capture and Hold, and sometimes Assassination. If you end up getting the badge, the sentry might make a good combo with the Sniper class to protect oneself. It all depends on the map really for how effective a sentry will be. Finally I’d like to say that if your Tactician, you need to lead the charge for your team and really coordinating where your team should be and whatnot.
KILLZONE 2 RELEASE
Days to Release
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