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Killzone 3 multiplayer career abilities guide

The Tactician

Abilities: Tactics, Recon and Sentry Drone

The Tactician class is excellent for approaching a battle without having to deal with too many surprises. His Recon ability lets you see all enemy movement on the radar, and even throws in HUD prompts to reveal cloaked Marksmen and disguised Infiltrators. Tacticians can also create a Sentry Drone (basically, a flying turret) and capture Tactical Spawn Areas (TSA) on the map for the team’s use.

DO:

Location Location Location


Above: Jetpacks. Make. Everything. Better. 

At the very start of the match, haul ass to the nearest TSA and capture it. After that, haul ass to the next TSA and capture that one, too. Keep doing this until you either die or capture all the points on the map. Make sure to use your Recon ability to aid in killing any enemy Tacticians who are attempting the same thing.

You see, captured TSA’s not only provide control over key areas of the map for your allies to spawn in, they give access to special perks like mortar strike beacons and even freaking jetpacks. These things are badass integral to maintaining an advantage over any Warzone or Operations match, so it makes sense to try and grab the TSA’s as early as possible while they’re still neutral.

DON’T:

Forget Your Job

The final primary weapon a Tactician can unlock is the M82 Assault Rifle. This weapon rocks. It has fantastic range, high accuracy and incredible damage; however, accompanied with the Tactician’s Recon ability, this gun is so good that it actually can cause some very bad habits. The worst is ignoring your actual job (capturing those TSA’s) so that you can run around bagging kills.

This advice might seem a little too obvious, but we’re already seen way too much of this stuff online. Do your job, man. Nobody gives a crap about how great your K/D ratio is.


The Engineer


Abilities: Repair Tool and Sentry Turret


Above: ‘TAKE IT!!!’ 

The Engineer class is perfect for setting up defensive perimeters. Using their Sentry Turret ability, Engineers can build robotic death machines that automatically deal out sweet murder to any enemy unfortunate enough to walk within range. Engineers can also use their Repair Tool ability to fix ammo caches for teammates, repair damaged EXO mechs and even hack enemy turrets.

DO:

Roadside Service


Above: There’s just something special about having a giant walking tank back you up 

An EXO is pretty scary, considering it’s a tank that walks around like a f@$%ing man, but these things become even more horrifying when they have an experienced Engineer backing them up. If you want to be a real team player, get a buddy to jump into an EXO and then follow him around while he unleashes hell on the enemy team. Whenever he takes damage, run up and do the repair work. This can be an exceptionally nasty combo for the enemy team to deal with

Guardian Turret

Not only is the Sentry Turret ability good for creating a defensive perimeter around high-traffic areas, it’s exceptional at pointing out enemy locations. If you’re bunkering down to guard a specific objective, build a turret directly in front of the area where the enemy needs to plant the bomb. Regardless of whether your sentry begins firing or starts getting fired at, you’ll have advance knowledge of where the enemy is coming from. Plus, there’s the added benefit of you not being the one getting shot at.

DON’T:

My Beloved Turret and Me

While the Sentry Turret is awesome for cordoning off areas and providing additional firepower, it also has this nasty habit of exploding when it takes too much damage. With that in mind, it’s obviously a bad idea to stand anywhere near the thing during a firefight. And for the love of God, don’t use the turret as cover.

Topics

Sony

7 comments

  • Jordo141 - March 2, 2011 2:56 p.m.

    I preferred KZ2's multiplayer for two crucial reasons: 1. When you are down waiting for a medic, there is an indicator on your screen showing nearby medics. This means ppl will actually stay alive long enough to be revived instead of just repawning. 2. You can only go in squads with friends; as opposed to KZ2 which it could be friend only, random only, or a mix. (As far as my knowledge goes; I hope I'm wrong)
  • Synchronatic - March 2, 2011 4:45 a.m.

    Great article! However, I would have to disagree about putting points into infiltrator weapons being a waste of time. After all, firing your shotgun to kill a dude will remove your disguise, thus leaving you totally fucked and behind enemy lines while you wait for your disguise to recharge. While it is a good way to guarantee a couple of kills per life, it's also a way to guarantee short lives. Also, I love the argument that this game is worse online because you get to access all the content without having to play for endless fucking hours. I loved KZ2, but at least in this game I can enjoy all the content without having to devote my life to it.
  • timothygridley - March 2, 2011 3:13 a.m.

    Anybody else catch the Yahtzee reference in the Marksman section? Zero Punctuation rocks as Yahtzee secretly rules the gameing universe.
  • jayajaya415 - March 2, 2011 2:06 a.m.

    This should be required reading in all public high schools.
  • Wing126 - March 2, 2011 1:34 a.m.

    I really dislike KZ3 online. KZ2 was much more fun, much more challenging and much more team focused. KZ3 is the complete opposite, boring, really easy due to all the classes being unlocked, and more lone wolf focused again because the classes are unlocked. Every freaking game i play there's at leas 5 marksmen on both teams, two or 3 infiltrators using that shotgun and there's never any medics. The only reasons i play this game is because it's so freaking easy, and because i'm sick of Black Ops....
  • BlankBrush - March 2, 2011 1:15 a.m.

    So....This is Team Fortress 2, but with less classes and more realistic visuals and gore? Sorry, KZ3, I'll stick with the original
  • archnite - March 2, 2011 12:18 a.m.

    Love how the Medic Helghast wears his helmet, inside a helmet oh and nice article.

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