Shotgun Pistol



Shotgun Pistol

Killzone 3 online multiplayer experience

You STILL haven’t gotten a taste of Killzone online? I’ve had the privilege to have participated in the limited private beta test and the free open beta for the game’s multiplayer. Let me tell ya, KZ3 in my ever so humble opinion, is the best console shooter ever made. Now your opinion may vary greatly. But let me go into detail about what you will find in Killzone 3′s multiplayer and show you that at the very least, it’s an awesome shooter, definitely worth your time and money.

 

First, I’ll begin with telling you about the game modes available. You have Guerrilla Warfare, Warzone, and Operations. Guerrilla Warfare: Basically team deathmatch. The winning team is the one who reaches the score limit first or who has the highest score when the time runs out. Warezone: this mode features randomized mission types for each team to accomplish, which constantly changes the gameplay from one game to the next. It features missions like assassination, bodycount, search and destroy, search and retrieve, and capture and hold. Warzone is my personal favorite mode and probably will be the most popular with everyone. Operations: The ISA soldiers and the game’s mascot characters, the Helghast, battle for control of specific objectives – the ISA always on the offensive and the Helghast defending. The best players on each team are featured throughout the match in cutscenes depicting their successes. A very entertaining mode.

 

Now, let me tell you about the new and improved character classes in this game along with their new skills and abilities. All the classes start of with basic abilities exclusive to each, but as you rank up and earn unlock points, you can improve them tremendously. The classes are Engineer, Marksman, Tactician, Infiltrator and Field Medic.

 

The Engineer’s starting primary ability is the Repair Tool. With it he can repair damaged or destroyed ammunition dispensers, mounted guns, and automated turrets. Also he can repair Exoskeletons before they are completely destroyed. Exoskeletons are armored mechs that are featured on certain maps that can be piloted. When you are able to upgrade your primary ability, your repair speed is increased, allowing you to build turrets faster and repair objects more quickly. The final upgrade increases repair speed even further. In addition, the Engineer can now hack enemy placed turrets, transferring ownership.

 

The Engineer’s starting secondary ability is the Sentry Turret. You can deploy a machine gun turret that will automatically target and fire at enemies in range. When upgraded the turret’s firing rate is increased and can be deployed twice as fast as before. The final upgrade allows your turrets to track targets faster and are augmented with auto-fire rockets that fire every few seconds.

 

The starting primary weapon for the Engineer is the M224-1A LMG. It has good iron sights and a large clip size. The accuracy is very good for a light machine gun. The next weapon you can purchase with unlock points is the STA11 SMG. It”s a fully automatic sub-machine gun perfect for close-range. The final primary weapon is the STA3 LMG. Unlike the long range capabilities of the M224-A1 LMG, the STA3 LMG is designed for close-range. With it’s high rate of fire and large clip size, it’s designed to be hip-fired. A dangerous light machine gun.

 

The first secondary weapon you can buy is the STA18 Pistol. Nothing special. Just a decent semi-automatic pistol. The next secondary weapon you can buy is the VC8 Shotgun Pistol. Yes. I said shotgun pistol. It is excellent for a CQC situation. The final weapon to get is the STA2 Battle Pistol. It basically is a grenade launcher you hold in your single hand. WOW.

 

The Marksman’s starting primary ability is the Cloak Suit. With it you can stay cloaked for a limited time. Firing any weapon will disable the cloak and moving around will reduce it’s effect. The upgrade to this allows you to stay cloaked indefinitely, although as before, firing any weapon will disable the cloak and moving around will reduce it’s effect. The last upgrade allows you to stay cloaked forever while firing a 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.

 

The first secondary ability is Scramble. The Marksman and any allies within 15 meters will not show up on the enemy’s radar, even while firing weapons. The upgrade allows you and any allies within 15 meters to not be revealed when an enemy Tactician uses their Recon ability. The final upgrade will disable the radars of all enemies within 15 meters.

 

The first primary weapon available is the STA14 Rifle. It’s a scoped semi-automatic rifle capable of killing targets with 2 or 3 shots. Meant for medium to long range. The next weapon is the STA52 Assault Rifle. It’s a Helghast-issued weapon equipped with a reflex scope. All-purpose. The final weapon is the VC32 Sniper Rifle. It has a long-range zoom and high accuracy. It will kill with 1 shot 90% of the time.

 

The first two secondary weapons are the STA18 Pistol and the VC8 Shotgun Pistol. The final secondary weapon is the M66 Machine Pistol. It’s equipped with a reflex scope and a silencer. Obviously for close-range.

 

The Tactician’s basic primary ability is called Tactics. With it he can capture Tactical Spawn Areas in the level which, once captured, allow all team members to spawn there. Some Tactical Spawn Areas may unlock special level-specific objects, like jetpacks or mortar beacons. After upgrading, Tactics reduces the time it takes to capture Tactical Spawn Areas. The final upgrade to Tactics allows Capture and Hold mission areas and Tactical Spawn Areas to be captured at much faster speeds.

 

The basic secondary ability is called Recon. It temporarily marks enemy positions on the mini-map. Any enemies within 30 meters of you will be revealed. When upgraded, the Tactician can 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. The final Recon upgrade improves the Tactician’s Sentry Drone, allowing it to track and fire faster.

 

The starting primary weapon available to the Tactician is the STA11SE SMG. It’s a silenced sub-machine gun best suited for operating behind enemy lines. The next weapon for purchase is the LS13 Shotgun. A very powerful semi-automatic shotgun equipped with a reflex scope. Can kill with 1 shot. The final weapon available is the M82 Assault Rifle. It’s the standard issue ISA rifle. It’s fully automatic equipped with a reflex scope. All-purpose.

 

The first secondary weapon is the STA18 Pistol. The second is the M4 Revolver. It’s a typical six shooter that can kill in two shots. The final available secondary is the VC9 Missile Launcher. It’s an anti-armor weapon that is capable of destroying turrets and drones in a single shot.

 

The Infiltrator’s main ability is Disguise. Infiltrator’s can disguise themselves as a member of the opposing team for a limited time. Any enemies targeting the Infiltrator can see through their disguise. The upgrade allows him to be in disguise indefinitely and he is undetectable by Engineer Turrets, Sentry Drones and Medi-Droids. Enemies at medium range can see through their disguise. The final upgrade allows the Engineer to perform melee attacks without breaking disguise, since dealing damage or taking damage removes the disguise. Also only close range enemies can see through their disguise.

 

The Infiltrator’s secondary ability is called Survivalist. It increases his stamina by 50% and allows the Infiltrator to sprint at faster than normal speeds. Upon upgrade, he gains unlimited stamina which means he can sprint indefinitely. The final upgrade improves character actions. Placing and disarming explosives are done 50% faster.

 

The first two primary weapons available to the Infiltrator is the LS13 Shotgun and the STA11 SMG. The final one is the STA52SE Assault Rifle. It’s a Helghast weapon equipped with a reflex scope, silencer, and burst fire mode. Best at medium range.

 

 

The secondary weapons available to the Infiltrator is the STA18 Pistol, the STA2 Battle Pistol, and the VC9 Missile Launcher.

 

The Field Medic’s basic primary ability is Revive. When used on a mortally wounded teammate they are revived with full health and a clip of ammo. Upon upgrade, mortally wounded players are revived with higher maximum health, 2 clips of ammo and 1 explosive. With the final upgrade, mortally wounded teammates are revived with even higher health, ammunition, and grenades.

 

The Field Medic’s secondary ability is called Triage. An aura of health is emitted from the Field Medic, regenerating himself and nearby teammates. When upgraded, the medic can deploy a hovering Medi-Droid that will accompany and provide cover for the Field Medic until his death. Upon the final upgrade, if still mortally wounded at the end of the respawn timer, the Field Medic will be given the option to stand back up where he fell with full health and ammunition. This ability can only be used once per life.

 

The first of the primary weapons for the Field Medic is the LS 57 SMG. It has low recoil and a fast rate of fire. The second is the M224-1A LMG. The third is the ISA weapon M82SE Assault Rifle.It has a reflex scope, a silencer, and burst fire mode. Made for mid-range.

 

Secondary weapons are the STA18 Pistol, M4 Revolver, and M66 Machine Pistol.

 

Now all the different classes have access to special abilities that can only be earned by simply ranking up. They are Armor, Silent Footsteps, Extra Ammo, and Extra Primary Weapon. Armor allows you to absorb damage that would normally reduce your health. Silent footsteps allows you to be unheard by enemies. Extra Ammo starts you off with additional ammunition. And Extra Primary Weapon Substitutes a secondary weapon with a previously unlocked primary weapon for the given class.

 

Every class can also use the M194 Frag Grenade which can be ‘cooked’ as well as Proximity Mines which are placed charges that auto-detonate when an enemy is within range.

 

 

That pretty much is the extent of my knowledge of the game, only having played in betas with extremely limited map selections. But I can’t wait for the full game to be released February 22nd. Obviously, you all know I’m a huge fan of Killzone and I hope that when the game launches, you will be too. I’m a veteran at this series and I will be writing multiplayer strategies for the game in the near future, as the game is very unique and requires a slightly different mindset and approach from average shooters. Stay tuned!

About the Author

I’m known as Gun-Fu_Projekt on PlayStation Network, Gun for short.  I’m a full-time gamer, part-time ninja ( no really ), and self-proclaimed virtual world tactician.  I’m a proud member of the Solo Special Forces Clan on PSN and I dedicate all video game articles to them as well as my other loyal friends on PSN. 

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