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    Spaminator!!!! Borlaxx's Avatar
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    Killzone 3 Multi-Player Guide

    GAME MODES

    1) Warzone - the premiere objective-based KZ3 game mode. Supports up to 24 players. A single match will consist of seven rounds with changing objectives. The changing objectives are as follows:

    - Body Count - Basic death match. Both teams battle for the most kills.

    - Capture and Hold - Teams compete for control of 3 towers emitting propaganda speeches for the longest period of time possible. The round winner is not determined by who holds all 3 towers first, but by the amount of time the towers are held by a faction. This game mode is reminiscent of Conquest, Headquarters or Capture the Flag in other Online games.

    - Search and Retrieve - A propaganda device is spawned in the center of the map and needs to be taken to the collection point. Bring home the set amount of these devices and your team will win the round. Points for this mode are also given for which ever faction retrieves the speaker the most. Even if one faction retrieves it first, the other faction can kill them and take it.

    - Assassination (2 rounds) - A player is selected from one of the teams to be the assassination target. The opposing team must kill the target while other team tries to protect the target. The target must stay in the designated area or time will run out resulting in losing the round. If the target is mortally wounded the round could still be won if the target isn't killed. There is only one way for a team to win -- kill the target/keep the target alive.

    - Search and Destroy (2 rounds) - The objective of the game is to destroy or defend two objects. This game mode is reminiscent of Rush in Battlefield games.

    2) Operations - In this mode, players fight to achieve various strategic objectives on the map before time runs out, with objectives changing as the match progresses. Unlike other game modes, where the victory conditions are somewhat arbitrary, Operations sets up its objectives in a more thoughtful manner; i.e., the ISA forces are attempting to level the dam, while the Helghast try to defend it. The mode is also structured into attacking and defending teams, each one preset for the particular map. For example, on the map Frozen Dam, the Helghast are set as the defending force, while the ISA comprise the attackers. During each match, there will be several layered objectives for each side to complete; the attackers must destroy a series of blast doors, shut down a security system, etc., with the completion of each objective opening up more of the map and bringing the attacking team closer to victory. If time runs out before the objectives are completed, then the defenders win. The best players are featured throughout the match in cutscenes depicting their successes. This mode is only supported on 3 maps, and supports up to 16 players.

    3) Guerilla Warfare - classic team death match style game in which the team that reaches the kill limit or the team with the most kills when time runs out wins. Supports up to 16 players.


    CLASSES

    - Basic Info About Classes: There are 5 classes in KZ3, and each class has access to set weapons and perks for that class. Each class has two perks, and each perk has three levels that can be unlocked. Points are earned to unlock perks and weapons when you level up. You can spend unlock points on any class, which means you don’t have to play as a certain class all the time to level up that class’ perks. The five classes are as follows:

    1) Infiltrator - "The infiltrator hides in plain sight, using deception to confuse the enemy when going swiftly about his tasks with unprecedented speed and stamina".

    a) Ability #1 - Disguise

    - 1st Level: Disguises you as one of the enemy for a period of time. The disguise will be broken if you injure or kill an enemy or if an enemy injures you. Enemies looking directly at you can see through the disguise.

    - 2nd Level: Disguises you as one of the enemy indefinitely. The disguise will be broken if you injure or kill an enemy or if an enemy injures you. While disguised enemy engineer turrets, Sentry drones and Medi-Drones will not target you, however base defense turrets (turrets not placed by an engineer) will still fire on you regardless of the disguise. Only enemies looking directly at you at short and mid range can see through the disguise.

    - 3rd Level: Melee attacks no longer break the disguise, killing enemies with any other weapon or taking damage will still break the disguise though. Only enemies looking directly at you at short range can see through the disguise. Stacks with previous abilities.


    b) Ability #2 - Survivalist

    - 1st Level: Stamina is increased by 50% plus increased movement speed.

    - 2nd Level: You can sprint indefinitely.

    - 3rd Level: Use actions, such as planting and disarming explosives, are completed 50% faster. Stacks with previous abilities.


    c) Available Primary Weapons

    - LS13 Shotgun

    - StA-11 SMG

    - StA-52SE Assault Rifle


    d) Available Secondary Weapons

    - StA-18 Pistol

    - StA-2 Battle Pistol

    - VC9 Missile Launcher


    2) Engineer - Engineers are important members of their team, using their repair tool to make ammo boxes for their team, and building turrets to kill enemies and block areas, while using their machine guns to mow down any enemies they encounter. Engineer's are most important in objective based game modes where their turrets allow them to easily hold off enemies, or depending on their ability level hack and take control of enemy turrets.

    a) Ability #1 - Repair Tool

    - 1st Level: Repair damaged or destroyed ammunition dispensers, mounted guns, and automated turrets. Also repair Exoskeletons before they are completely destroyed.

    - 2nd Level: Increases repair speed, allowing the Engineer to build turrets faster, and repair objects more quickly.

    - 3rd Level: Hack enemy placed turrets, transferring ownership. Stacks with previous abilities.


    b) Ability #2 - Sentry Turret

    - 1st Level: Deploy a machine gun turret that will automatically target and fire at enemies in range.

    - 2nd Level: Deploy your turret twice as fast.

    - 3rd Level: Deployed turrets can now track targets faster and are augmented with auto-fire rockets that fire every few seconds.


    c) Available Primary Weapons

    - M224-A1 LMG

    - StA-11 SMG

    - StA-3 LMG[/list]


    d) Available Secondary Weapons

    - StA-18 Pistol

    - VC8 Shotgun Pistol

    - StA-2 Battle Pistol


    3) Field Medic - Restores health to wounded soldiers and, in doing so, provides additional ammunition and explosives. Can earn the ability to survive injuries that would prove fatal to others, and the ability to deploy a Medi-Droid.

    a) Ability #1 - Revive

    - 1st Level: Players are revived with full health and a clip of ammo.

    - 2nd Level: Mortally wounded players are revived with higher maximum health, two clips of ammo, and one explosive.

    - 3rd Level: Mortally wounded players are revived with higher maximum health, ammunition, and grenades.


    b) Ability #2 - Triage

    - 1st Level: An aura of health is emitted from the Field Medic, regenerating himself and nearby faction members.

    - 2nd Level: Deploys a hovering Medi-Drone that will accompany and provide cover for the Field Medic until death.

    - 3rd Level: 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.


    c) Available Primary Weapons

    - StA-11 SMG

    - LS13 Shotgun

    - M82SE Assault Rifle


    d) Available Secondary Weapons

    - StA-18 Pistol

    - M4 Revolver

    - M66 Machine Pistol


    4) Tactician - Brings order from chaos and turns a hostile battlefield into a controlled warzone.

    a) Ability #1 - Tactics

    - 1st Level: Can capture Tactical Spawn Areas in the level which, once captured, allow all faction members to spawn there. Some Tactical Spawn Areas unlock special level-specific objects, like jetpacks or mortar beacons.

    - 2nd Level: Reduces the time it takes to capture Tactical Spawn Areas.

    - 3rd Level: Capture and Hold mission areas and Tactical Spawn Areas can be captured at much faster speeds.


    b) Ability #2 - Recon

    - 1st Level: Temporarily mark enemy positions on the mini-map. Any enemies within 30 meters of you will be revealed.

    - 2nd Level: 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.

    - 3rd Level: Upgrades the Tacticians Sentry Drone, allowing it to track and fire faster.


    c) Available Primary Weapons

    - StA-11SE Submachine Gun

    - LS13 Shotgun

    - M82 Assault Rifle


    d) Available Secondary Weapons

    - StA-18 Pistol

    - M4 Revolver

    - VC9 Rocket Launcher


    5) Marksman - As their name suggests Marksmen act largely as Snipers, using their Cloaking ability to stay hidden and take out enemies from a distance, while their passive Scramble ability disables enemy radars when they get too close.

    a) Ability #1 - Cloak

    - 1st Level: Stay cloaked for a limited time. Firing any weapon will disable the cloak and moving around will reduce its effect.

    - 2nd Level: Stay cloaked indefinitely. Firing any weapon will disable the cloak and moving around will reduce its effect.

    - 3rd Level: 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.


    b) Ability #2 - Scramble

    - 1st Level: The Marksman and any allies within 15 meters will not show up on enemy radar, even while firing weapons.

    - 2nd Level: The Marksman and any allies within 15 meters will not be revealed when an enemy Tactician uses their recon ability. Stacks with previous ability.

    - 3rd Level: Enemies within 15 meters of the Marksman will have their radars disabled. Stacks with previous abilities.


    c) Available Primary Weapons

    - StA-14 Rifle

    - StA-52 Assault Rifle

    - VC32 Sniper Rifle


    d) Available Secondary Weapons

    - StA18 Pistol

    - VC8 Shotgun Pistol

    - M66 Machine Pistol


    OTHER UNLOCKABLE SKILLS THAT APPLY TO ALL CLASSES

    1) Armor: Equip armor that absorbs damage that would normally reduce your health. You must be ranked Corporal or above to unlock this skill. Good choice for all classes, but especially for Field Medics and Infiltrators.


    2) Silent Footsteps: When equipped, enemy players will not hear your footsteps. You must be ranked Staff Sergeant to unlock this skill. Markman, Tactician, and Infiltrator will get the most use out of this Skill.


    3) Extra Ammo: Equip your primary and secondary weapons with additional ammunition. You must be ranked Sergeant First Class to unlock this skill. All classes should consider using this Skill.


    4) Extra Primary Weapon: Substitutes a secondary weapon with a previously unlocked primary weapon. You must be ranked Lieutenant to unlock this Skill. If you find yourself in situations where you always have the wrong weapon for the job, this Skill is perfect for you. Also, for larger maps, using the Marksman class with this skill allows you to equip a long and short range weapon, making you extremely deadly at all ranges.


    RIBBONS

    - Ribbons Basic Information: Ribbons in Killzone 3 are eared during a single match. There are five types. Once you earn a ribbon (or multiple ribbons) it/they stay with you throughout the rest of the match. Since Warzone matches tend to last the longest, gaining any of the advantages early on in a game will be of utmost importance and will be the most beneficial to you and your team. It doesn't matter if you switch classes or weapons during the game, the benefits transfer throughout the match.


    1) Bullet Damage Ribbon: If you can get this ribbon early in a match, you should be the guy leading every charge. Choose the Engineer Class and a high magazine LMG so that reloading won't come into play as often. Get ready to mow your enemies down!

    - What it Earns You: Bullet Damage is Increased by 25%

    - How to Get it: Get FIVE assists


    2) Double Kill XP Ribbon: If this doesn't encourage gamers everywhere to actually help to capture objectives instead of camping in a corner, then nothing will. Although this only lasts for a minute, it can be well worth the effort.

    - What it Earns You: Double XP for each kill

    - How to Get it: Complete an objective in either Warzone or Objective


    3) Faster Aim Ribbon: Being the easiest ribbon to get, it also brings the weakest benefit. Many weapons in Killzone 3 are just as effective shooting from the hip, so players may find themselves using the sights in situations they shouldn't. Obviously, this does not apply to snipers, because this benefit is extremely useful for the Marksman Class.

    - What it Earns You: Aim down your sights 50% faster on primary weapons

    - How to Get it: Get FIVE kills while aiming down the sight/scope


    4) Faster Reload Ribbon: Everyone should try to get this ribbon. The ability to reload your weapons faster, regardless of class, is extremely useful in all match types and modes. As an Engineer using an LMG, this ribbon carries the most importance because reload times are so slow on those weapons.

    - What it Earns You: Allows faster reload time

    - How to Get it: Get TEN kills by firing from the hip


    5) Increased Accuracy Ribbon: During Warzone matches, players should try for the first few minutes to get this ribbon. Although 25% doesn't sound like a huge advantage, don't underestimate it. This is very useful for all classes and gameplay styles, but most beneficial for gamers who like to shoot from the hip. With this ribbon, there is little use for aiming down site, so don't waste the time pulling up your weapon. Spray and Pray!

    - What it Earns You: Weapon Accuracy increased by 25%

    - How to Get it: Get FIVE melee kills


    BRUTAL MELEE

    - This game uses a melee system called “brutal melee” in which a short animation shows your character violently killing the enemy is one of several ways like cutting their throat, poking out their eyes, snapping their neck, etc. Since the animation takes a moment to perform, teammates have a brief moment to save you from the melee attack.


    TACTICAL SPAWN POINTS

    - Maps in Warzone and Operations contain Tactical Spawn points that can be captured by players using the Tactician class. These points often are critical to winning, and teams fighting back in forth for them becomes a metagame within the main game. Once captured by your team you can spawn at these locations. Without a captured tactical spawn point, you can only spawn in your base, which can lead to a well organize team holding you at your base and making it hard to break out. In addition to providing a place to spawn, some tactical spawns points give you access to ammo crates, and other perks like jet packs, exoskeletons, and mortar strikes.


    JET PACKS, EXOSKELETONS, MORTAR STRIKES, ETC.

    1) Jet Packs - Available at some captured tactical spawn points and bases on some maps. Allows the wearer to fly into the air for a very brief period of time. More of a jump pack than a flying pack. Comes equipped with a belt-fed submachine gun with a range that has been upgraded to allow the wearer to fire from great heights.

    2) Exoskeleton - Available at some captured tactical spawn points and bases on some maps. Slow and clunky but extremely well-armored, the ISA Exoskeleton is equipped with a heavy machine gun and a rocket launcher. It does have a weak spot in the windshield allowing enemies to snipe the pilot.

    3) Mortar Strikes - Available at some captured tactical spawn points on some maps. Allows the user to mark a location for a mortar strike.

    4) Mini Gun - Can only be fired from a fixed mount and is located at set locations on some maps. Intended strictly for stationary defense, the immensely powerful mini gun can project a wall of lead that will tear anything short of an armored vehicle to pieces in seconds.

    5) WASP Rocket Launcher - Can only be fired from a fixed mount and is located at set locations on some maps. The weapon launches a volley of homing missiles in primary fire mode, and a targeted ‘bunker buster’ strike in alternate fire mode.


    GENERAL TIPS FOR FRUSTRATING TACTICS

    1) Disguised Infiltrators: It can be very frustrating to get killed over and over by Infiltrators disguised as a member of your team. The first level of the disguise can easily be broken just by looking at the enemy at any range, but level two and three of the ability require you to be closer to the enemy when looking at them for the disguise to fail. At all three level the disguise will be broken if the enemy injures or kills you or a teammate, or if you injure the disguised enemy. Since there is no friendly fire, it is better to shoot first and ask questions later. If you see someone who appears to be your teammate either going the opposite direction of the rest of your team, or running directly at you, it is best to open fire on them just in case.

    2) Cloaked Marksmen: In my opinion the Marksmen ability to cloak is the only really overpowered perk in this game. If you thought you hated wookies in Battlefield, you will have nightmare about invisible ones. At the first and second level firing any weapon will disable the cloak and moving around will reduce its effect, but at the third level the cloak only ripples when damaging an enemy player or moving around and will only completely fail when mortally wounding or killing an enemy, but even then using a silenced weapon will not disable the cloak. While most Marksmen players tend to stay out of the front line and snipe which means you just need to keep moving and avoid open lines of fire, some people will use the classes silenced pistol and just cloak and camp. If you thought you hated corner campers, wait to you get killed by an invisible corner camper. I found the best way to avoid this is to make sure your back is never to a corner, and if you think you see a ripple, open fire on that area.

    3) Self-Reviving Medics: Once a medic has leveled up their perks enough, they can revive themselves once per life. I use this class a lot, and I have got a ton of kills by people leaving me critically wounded (when you take enough damage in this game you don't die instantly but instead fall down and friendly medics have a limited amount of time in which they can revive you before you bleed out), and then I just stand up behind them and slit their throats. The best thing to avoid this is if you critically injure a medic, make sure you take a moment to finish them with a few more bullets or a melee attack while they are on the ground so they don't have a chance to revive themselves. Actually, it is a good tactic to finish off anyone who is critically injured so a medic can't come revive them. I personally have seen the tide of matches change when one team puts several people on the other team into the injured state but not finish them only to have a medic come up and revive them all and catch the other team by surprise.

    4) Base Trapping: Like I said above, tactical spawn points are often the difference between winning and losing, and for no reason more than the potential for base trapping. If you don't have a tactical spawn point you can only spawn in your base, and a well organized enemy team can try to hold down all the paths exiting from the base, essentially trapping you in the base. This can be frustrating, but it isn't unbeatable. The best thing to do is avoid this to begin with by making sure there is at least one Operative on a team whose main job is to just go around capturing spawn points. If you find yourself trapped, try to form a couple squads of a few players each with Operative and Medics. The operative can take the lead with the medics covering them, and if the operative fall the medics can try to finish off the enemies and then revive the operatives. It also sometimes help to have a disguised infiltrator sneak through the enemy lines and then create a distraction so your operatives can get out of the base and capture a spawn point.

  2. #2
    Spaminator!!!! Borlaxx's Avatar
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    Re: Killzone 3 Multi-Player Guide

    Above is the guide I came up with. Let me know if anything needs to be added or if anything is wrong. Thanks.

  3. #3
    MPV RC-1136's Avatar
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    Re: Killzone 3 Multi-Player Guide

    Thanks, B. This is awesome. I'm looking forward to getting into this tonight.
    LEEROOOOOOOOY JENKINS!


  4. #4
    Spaminator!!!! Borlaxx's Avatar
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    Re: Killzone 3 Multi-Player Guide

    Added a section about frustrating tactics and how to beat them.

  5. #5
    xMisFitToyx
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    Re: Killzone 3 Multi-Player Guide

    Quote Originally Posted by Borlaxx
    GENERAL TIPS FOR FRUSTRATING TACTICS

    1) Disguised Infiltrators: It can be very frustrating to get killed over and over by Infiltrators disguised as a member of your team. The first level of the disguise can easily be broken just by looking at the enemy at any range, but level two and three of the ability require you to be closer to the enemy when looking at them for the disguise to fail. At all three level the disguise will be broken if the enemy injures or kills you or a teammate, or if you injure the disguised enemy. Since there is no friendly fire, it is better to shoot first and ask questions later. If you see someone who appears to be your teammate either going the opposite direction of the rest of your team, or running directly at you, it is best to open fire on them just in case.
    I just shoot a couple of bullets into anyone I see to weed out the Infiltrators (like Borlaxx said. There is no friendly fire in this game, so you won't injure your teammates doing this.)

    Quote Originally Posted by Borlaxx
    2) Cloaked Marksmen: In my opinion the Marksmen ability to cloak is the only really overpowered perk in this game. If you thought you hated wookies in Battlefield, you will have nightmare about invisible ones. At the first and second level firing any weapon will disable the cloak and moving around will reduce its effect, but at the third level the cloak only ripples when damaging an enemy player or moving around and will only completely fail when mortally wounding or killing an enemy, but even then using a silenced weapon will not disable the cloak. While most Marksmen players tend to stay out of the front line and snipe which means you just need to keep moving and avoid open lines of fire, some people will use the classes silenced pistol and just cloak and camp. If you thought you hated corner campers, wait to you get killed by an invisible corner camper. I found the best way to avoid this is to make sure your back is never to a corner, and if you think you see a ripple, open fire on that area.
    I'm about to unlock my silenced pistol .... AND I CAN'T WAIT !!! :devil: :devil: :devil:

    Quote Originally Posted by Borlaxx
    3) Self-Reviving Medics: Once a medic has leveled up their perks enough, they can revive themselves once per life. I use this class a lot, and I have got a ton of kills by people leaving me critically wounded (when you take enough damage in this game you don't die instantly but instead fall down and friendly medics have a limited amount of time in which they can revive you before you bleed out), and then I just stand up behind them and slit their throats. The best thing to avoid this is if you critically injure a medic, make sure you take a moment to finish them with a few more bullets or a melee attack while they are on the ground so they don't have a chance to revive themselves. Actually, it is a good tactic to finish off anyone who is critically injured so a medic can't come revive them. I personally have seen the tide of matches change when one team puts several people on the other team into the injured state but not finish them only to have a medic come up and revive them all and catch the other team by surprise.
    You will see the enemy moving around on the ground ... once they are fully dead, you will not see a red crosshair when you aim at them and you will also see them drop their weapon. :-bd

  6. #6
    MPV Jackie R's Avatar
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    Re: Killzone 3 Multi-Player Guide

    That's a great guide! Thanks Nate!
    :-bd

  7. #7
    Spaminator!!!! Borlaxx's Avatar
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    Re: Killzone 3 Multi-Player Guide

    Added sections to the guide for Unlockable Skills that Apply to All Classes and a section for Ribbons earned in multi-player matches.

  8. #8
    Spaminator!!!! Borlaxx's Avatar
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    Re: Killzone 3 Multi-Player Guide

    Here is a short video going over some of the basics. Two things he says in the video are false. One, I don't ever recall seeing an EMP is this game, so I don't know what he is talking about. Two, there is full clan support in this game and you have to join a clan to add a tag, you can't just make one up like in COD games. I am the clan leader so I have to invite and/or accept you into the Team MP clan before you can have the MP tag.

    Keep in mind this video is from the beta and not the final game, but watch it in 720 to get an idea of how awesome this game looked even in the beta.

    [yt:324myosn]FGAXl2d3_jY[/yt:324myosn]

  9. #9
    Forum Moderator TonkaToys's Avatar
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    Re: Killzone 3 Multi-Player Guide

    Any knowledge of maps would be useful, thanks.
    -Charlie



    Check out the Team MP World Map. Read about it here

    PSN / uPlay: TonkaToys, Windows Live: T0nkaT0ys, Steam: Tonka_Toys, Twitch: TonkaToysUK, Origin: TonkaToys1

    (I should just pick one and stick with it!)

  10. #10
    Spaminator!!!! Borlaxx's Avatar
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    Re: Killzone 3 Multi-Player Guide

    Quote Originally Posted by TonkaToys
    Any knowledge of maps would be useful, thanks.
    Unfortunately all gaming site are blocked at my work, and copy and pasting and running them from my phone is a pain in the ass. I will try to remember to post info later when on my home computer.

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