Killzone 2 Multiplayer Guide: Classes

Weapons and Class Abilities

Killzone 2 - Kotaku
Killzone 2 - Kotaku
An overview of the Killzone 2 multiplayer classes, detailing their weapons, abilities, and the best tactics to employ

For newcomers, Killzone 2's multiplayer can be a daunting prospect. Their first few matches will be brutal and unforgiving, as they find themselves gunned down by unmanned turrets and sniped from afar by an invisible adversary. To succeed, players must unlock and make good use of the seven distinct classes Killzone 2's multiplayer has to offer.

The Rifleman Class

To begin with in Killzone 2 multiplayer, only the Rifleman class is unlocked and the two basic rifles, the ISA’s M82-G and the Helghast’s STA-52 LAR, are accessible. The M82-G has the benefit of a pseudo-scope, for easier long-distance shots, whereas the STA-52 feels slightly more powerful. There is the standard pistol, which can eventually be replaced with a magnum, although it should only be used as a last resort. The Rifleman can eventually unlock the heavy machine guns, the SMG and one version of the Rocket Launcher, although he is barred from using the Sniper Rifle

The two basic rifles are in fact some of the best weapons in the game, equally adept at close-quarters and long-distance combat, but they lack the precision of the Sniper Rifle and the destructive force of the Grenade and Rocket Launcher. It’s best to attempt medium range assaults, utilising cover well. Ammunition tends to deplete fast, so try to reload after every fire fight, as it can take a while to slip another clip in.

The Medic Class

The first proper class that can be unlocked is the Medic. His primary ability allows him to heal wounded teammates, rewarding points in the process. The Medic has access to the same basic weapons as the Rifleman, but can influence battles in a far greater way.

Eventually, the Medic can unlock his second class ability, Medical Packs, which can be strewn about at strategic locations or tossed directly at a teammate, thus healing them. Games such as Capture and Hold or Search and Destroy can be won a lot easier if a skilled Medic leaves a few Med Packs lying around and is selfless enough to heal a few wounded teammates.

The Engineer Class

After the Medic comes the Engineer. The Engineer is defence oriented, with the ability to set up unmanned turrets, and able to wield the Shotgun. The Shotgun is devastating up close, but mostly useless from afar, so an Engineer should try to bridge the distance between foes quickly if he wants to survive.

The Engineer’s second class ability is the Repair mechanic. Around the maps, ammunition crates and turrets can be found, but they are in bad shape. An Engineer can repair them and reap the rewards, either filling up his ammo and grenade count, or laying waste to enemies with the sheer force of a turret.

The Tactician Class

The Engineer is followed by the Tactician class, who is perhaps the most strategic of them all. Able to throw a spawn-point grenade that spews a pillar of smoke, a smart Tactician can infiltrate enemy-controlled areas and have them overrun. A smart choice to make as a Tactician is to run to a strategic area, such as a Capture and Hold spot, and drop a spawn-point grenade for teammates to exploit.

The Tacticians next class ability allows him to call in a Sentry Bot, in much the same fashion as they lay spawn-points. Honestly, the Sentry Bot is perhaps the weakest of the class abilities, and doesn’t have much use other than to overwhelm the enemy with noise. A rival turret can take out Sentry Bots quite quickly.

The Assault Class

The Tactician is then replaced by the Assault Class. With access to the most powerful weaponry, such as the chaos-inducing Grenade Launcher and the overpowered Rocket variant, the Assault class is a force to be reckoned with. Unlike the other classes, the Assault class has both its abilities already unlocked. The first is Heavy Armour, which can soak up more damage, and the second, the Boost Pill, allows him to run much faster and regenerate health. The Assault class is a little unwieldy but very dangerous.

The Saboteur Class

The second to last class is the Saboteur, who can take on the guise, and name, of an enemy player. This ability isn’t infallible; however, if an enemy has a Saboteur in their sights for long enough, the illusion wears off. However, if a Saboteur is smart and fast enough, he can cause chaos in the enemy ranks, utilising the close-quarters SMG to good effect.

The Saboteur’s second ability allows him to drop proximity charges. These are best placed in discreet locations, as an errant bullet or grenade can set them off and ruin a well-laid plan.

The Scout Class

The last class to be unlocked in Killzone 2 is the Scout, who is the sniper of the bunch. The Scout has two of the best abilities on offer, and access to the deadly Sniper Rifle. First, the Scout can cloak himself, rendering him invisible to the enemy as long as he doesn’t move too quickly.

The second ability is known as Spot and Mark. Activating Spot and Mark tags every player in view, and relays their position to the Scout’s entire team. Spot and Mark is essential for good sniping, for if a Scout misses his shot, he can follow where his target is going and plan his next shot.

Final Tips on Killzone 2's Multiplayer

Adapting to the different classes in Killzone 2's multiplayer is vital for success. For seasoned FPS-players, it won't take too long to unlock them all, but discovering the best tactics to employ, and accessing their secondary abilities will. Learn what each class can and can't do well, and watch the points, and kills, rack up!

Read more Killzone 2 Multiplayer Guides here:

Killzone 2 Multiplayer Guide: Warzone Walkthrough

Killzone 2 Multiplayer Guide: Maps Walkthrough

Cheers?, Felix Kemp

Felix Kemp - Felix Kemp is an aspiring writer of all kinds who finds it strange to write about himself in third-person. He is currently studying a ...

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