Combining more intensity than anyone could hope for in an FPS with three releases of DLC in less than six months of being on the market has resulted in a unique multiplayer experience provided by Killzone 2, which has been unmatched by any other Playstation 3 title and thus it still remains a popular choice among fans of the genre.
Up to seven badges, or classes, can be unlocked. Each badge contains a primary ability that when mastered and used correctly, can swing the momentum of a battle. Ribbons and medals can be earned to unlock secondary abilities for each badge, and players can even customize their badges by pairing them with different secondary abilities. Still today many players are unfamiliar with how to use most load outs in a way that will be most beneficial to their team. Every few days I will dissect each badge by discussing strategies, as well as the badge’s advantages and disadvantages.
Rank unlocked: Lieutenant (800 experience points needed)
Primary ability: Sentry Turrets
Secondary ability: Repair
Medal to unlock ability: Defensive Specialist
Medal to combine ability: Field Mechanic
Weapons: L513 Shotgun
Not many first-person shooters offer their players the option to completely change their playing style by simply changing their class, but playing as an Engineer in Killzone 2 will do just that. Armed with the abilities to construct and repair sentry turrets, a master Engineer can be very deadly.
As one of the most complex badges, the Engineer is often misused. No worries, though. Being a successful Engineer is no easy task. In order to do so, you must keep in mind that you aren’t playing as a character type offered in typical first-person shooters. Focus on where the best locations to build turrets might be, not on getting a bunch of kills. Only engage in direct combat if you’re waiting for your sentry turret ability to recharge, chances are you won’t survive that long. Eventually, more often than not you’ll find yourself racking up a bunch of points. Think of the shotgun as a tool for destroying turrets. It is great for this and since a team may only have four active turrets at a time, take advantage of it. Sometimes turrets will wind up out of place and of no use when a mission changes, so feel free to take them down and replace them in a better location. Once you’ve convinced yourself that you aren’t going to see results by diving into the thick of battle over and over again the hard part is over. Now you need to learn how to plan ahead. In a standard Warzone match (or any match with multiple missions) remember which missions have already been played and which are coming up, then accordingly find a setting for your turret. The ideal placement for a turret would be at the top of a hill or ledge overlooking an area which is likely to have some traffic. Elevating your turrets increases the chance of them getting a headshot and a easy kill for you. Avoid doorways and cramped rooms as often as possible. If you’re turrets are close to a wall then it is easier for explosives to hit near them and do damage. Once you’ve unlocked the repair ability as an Engineer you can repair your own turrets or the turrets of fellow Engineers, as well as mounted guns and ammo boxes that will help your team. Repairing a mounted gun or ammo box earns you one point. If you’re having some initial troubles ranking up as an Engineer then this may be a good supplement for points, but continue practicing your technique.
Body Count: You have a lot of freedom here, but it can also be difficult because there is no guarantee of your enemies coming through a specific area. Pay attention to where they seem to keep pressing and try to find a good location based on the suggestions already discussed. For many people the Engineer might not be the badge of choice during Body Count, but with a lot of practice it can be very useful in any mission.
Search and Destroy: Whether attacking or defending, build your sentry turrets near the objective, but at a safe enough distance so that they won’t be immediately destroyed by explosives. If you’re defending and already have a turret in good position overlooking the objective then try to push your enemies further back by placing additional turrets along their path to the objective. This will benefit your teammates with other badges and hopefully keep some heat off of your team for a little while.
Capture and Hold: Place your turrets similar to how you would in S&D; close, but not too close. Start with the objective in the neutral area of the map and once that looks secure then reinforce the objective near your teams’ base. This will give your team a good opportunity to maintain control over two out of the three objectives, but ensure that you keep repairing or adding turrets as needed.
Search and Retrieve: It’s easiest to build your turrets where they have a good view of the objective pickup location, and especially if you can find a spot with some elevation then this is probably where you’ll see the best results. If you’re feeling crafty you can place them near the drop off locations for your team or the enemy team, keep in mind that a turret fires in bursts and unless it claims a headshot it can take quite a bit to kill an enemy. This means that if your turret is too close to your enemies’ drop off location then they can likely run through the fire and secure the objective, especially an Assault badge or any other badge combined with the Boost ability. If your turrets are protecting your team’s drop off location and are too close, they will allow enemy players to pursue a friendly carrier the entire way. Constructing your turrets well into the paths players must take when making a drop off is a much better strategy. This will keep fire on enemies well before and after they reach the point of your turret, which will either slow or stop completely an enemy carrier, or thin out the resistance following an enemy carrier.
Assassination: If attacking, build turrets so near the perimeter of the target zone so that they keep constant fire on your enemies and help your team push towards the target. If defending, build turrets within good view of vulnerable areas of the target zone where the enemy team will likely push, or in areas that your teammates may not be paying attention to where an enemy can flank the target. Stay near your turrets and the turrets of your teammates and repair them as needed. If there is a mounted gun around, repair that and mow down some enemies.
Engineer/Health Pack: As an Engineer you will often be working alone, so this combination is probably not your best choice.
Engineer/Air Support: Air support is arguably more difficult to master than sentry turrets, but if you have then this can be a lethal combination and very, very fun. Use your basic Engineer strategy, but place a beacon (or two, if you’re able) in the same area for a further disruption for enemy players. This results in more kills for you without even having to fire your weapon!
Engineer/Boost: Not a terrible choice. It’s important for an Engineer to quickly get to a location and build turrets and Boost will help with just that.
Engineer/C4 Explosives: You could have some fun placing C4 near turrets and setting it off just as a squad comes through. C4 is also good for destroying enemy turrets, or your team’s useless turrets.
Engineer/Spot and Mark: Sentry turrets can already detect cloaked and disguised players, so this is another combination that should probably be avoided. You can still be a team player, but leave Spot and Mark to other badges.
Tactician: Sentry turrets are an excellent defense against the Tactician’s air support.
Scout: Sentry turrets can detect and lock on to Scouts using their cloak ability, thus allowing them to be seen by your fellow teammates, and hopefully eliminated. In any case it will probably disrupt them from getting another shot at one of your vulnerable friends (sentry turrets are not recommended in singles’ bars, though).
Assault: Sentry turrets don’t stand a chance against rockets and grenades. Combine that with the armor and boost abilities of the Assault badge and you’re lucky if your turret even lands a shot on them.
Saboteur: Although a sentry turret will fire on a Saboteur if they wind up in their sites, their C4 and powerful STA11 submachine gun making blowing these fine pieces of machinery to pieces look easy.
Article from Gamersyndrome.com