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Engineer Guide

by DaricSoldar

K - I - L - L - Z - O - N - E  2
Engineer's Manual: A Guide to Playing the Engineer in Warzone
v. 0.6

TABLE OF CONTENTS
[EM1] Section 1: Introduction
[EM2] Section 2: Engineer's Mission
[EM3] Section 3: Requirements for Attaining the Engineer Class
[EM4] Section 4: Gaining the Engineer Class
[EM5] Section 5: Engineer's Armament and Capabilities
[EM6] Section 6: Placing Sentry Turrets
[EM7] Section 7: Using other Secondary Badges with the Engineer Class
[EMA] Appendix A: Updates
[EMB] Appendix B: Contact the Author
[EMC] Appendix C: Contributions
[EMD] Appendix D: Copyright Information
[EME] Appendix E: Websites Approved for Use of this Guide

SECTION 1: Introduction -------------------------------------------------[EM1]

This is the first FAQ I have written since I wrote one for "Star Wars: The
Clone Wars" for the XBOX.

Why did I choose to make this guide?  I find this class really enjoyable, and
decided to write up some hints and tips on playing the engineer class online. 
I have found several guides on general hints and tips for playing the engineer
class, but I have never seen a guide attempt to show pictures of effective
placement of the sentry turrets, and thought this may help new players.  I am
also a sophomore college student majoring in engineering (if all I had to do
was kill 800 people to become an engineer, instead of spending all this time
and money on college, I would have done it ages ago!…completely joking).

I have not been playing Killzone 2 since launch, so I am happy and willing to
take hints and comments to add to my guide from those more experienced.  If
you contribute new material which I find worth adding to this guide, I will
put your name in my sources (be it an online name, your real name, or both).

I hope you enjoy this guide, and let's get to it!

-DaricSoldar

SECTION 2: Engineer's Mission -------------------------------------------[EM2]

The engineer is an interesting class.  In my opinion, it is a hybrid between a
support class, and an attack class.  With its ultra-powerful shotgun, it is a
devastating class for clearing out rooms for squad mates.  With well-placed
sentry guns, it can turn a desperate situation into a manageable one, and can
be extremely helpful in protecting a squad mate during Assassination mode, or
defending a target during Search and Destroy mode.

Unlike the medic, whom I would deem a (mostly) support class, and the assault
class, whom I would deem as an attack class, the engineer lies somewhere in
the middle.  You might not rack up as many points as the guy who is launching
rockets left and right, and you might not get as many points as the medic who
is reviving and healing left and right.  But, if you enjoy being a tough,
reliable character, are willing to support your team (and not just go
vigilante-style), and enjoy watching your points go up as your sentry turret
takes out another unfortunate enemy soldier, then the engineer might be the
right class for you.

Sentry turrets can be used as a useful offensive or defensive tool.  Placed
above a high traffic area, it can force enemies to pull back as they find
themselves in a hard spot.  Placed near an objective, it can be a guardian
against anyone who tries to blow up your base.  As with anything, keep
practicing, and you'll find the best places to mount these turrets.  Your
success as an engineer will be learning when, where, and how to place these
turrets to ensure maximum efficiency.

SECTION 3: Requirements for Attaining the Engineer Class ----------------[EM3]

In order to become an engineer, you must first spend at least 4 years at a
university (just a joke).

In all seriousness, you must perform these actions before being able to even
select the engineer online:

Receive the rank of LIEUTENANT:
	- Gain 800 total points.

That's it.

SECTION 4: Gaining the ENGINEER class -----------------------------------[EM4]

Now, one question that a new gamer may ask is: how do you gain enough points
to become an ENGINEER?

It's quite simple.  Basically anything that requires an action in Killzone 2
(be it setting a bomb in Search and Destroy mode, killing an enemy unit,
reviving/healing a teammate as a Medic, eliminating the target or surviving as
the target in Assassination mode, etc.) will net you points.

When you start the game, the only points you get really come from killing
enemy units and completing mission objectives.  When you earn the rank of
MASTER SERGEANT, however, you unlock the ability to play as the MEDIC class.
Once you are a medic, you can revive players to earn points, as well.  After
earning the secondary badge for the medic, you can also heal teammates for
points by using health packs.

I will admit that gaining ranks before reaching medic and engineer was much
more difficult, but as you gain more ribbons (which give you more starting
ammo, or extra points for headshots or kills during Body Count mode, etc.) it
becomes much easier to gain those points.

My advice for making engineer: use either the M82 or STA52 Assault Rifle
(however, I prefer using the M82 as its scope is better for medium-range
sniping) until you gain the MEDIC class.  Then, continue to provide support
with your choice of rifle behind your teammates while reviving them to gain
points.  Gain the Medic secondary badge (by reviving 5 teammates in a match
for 1 ribbon; thus, it must be done 8 times in 8 different rounds/matches to
get the Trauma Surgeon Badge).  Then, fire/revive/heal your teammates until
you gain the rank of LIEUTENANT.  Sounds easy enough, right?

I have been playing Killzone 2 for about a week, and got LIEUTENANT about 3
days ago.  I haven't really been playing the single player; instead, I have
been focusing on multiplayer.

SECTION 5: Engineer's Armament and Capabilities -------------------------[EM5]

Main Weapon: LS13 Shotgun
Support Weapon: Choice of: 1) STA18 Pistol or 2) M4 Revolver
Primary Badge: Deployable Sentry Turret
Secondary Badge: Repair and Hack

Note: Gun ratings (out of 4 stars) are based on opinion and not on any in-game
statistics.

LS13 SHOTGUN

Magazine Size: 8 rounds.
Starting Ammo: 12 (24 after earning the Example Soldier Badge)
Range: **
Rate of Fire: **
Damage: ****
Recoil: **
Reload Time: Depends on rounds expended; * if clip is empty, *** if one round
is used.
Accuracy: ** (obviously much more accurate at closer ranges)

The shotgun.  This is the only choice of primary weapon as an engineer, so
you'd better get used to it.  As in most shooting games, shotguns are not the
best weapons for long-range targeting or sniping.  If you prefer longer-ranged
weapons, stick to a class that can use the M82 Assault Rifle, or the sniper
rifle (if you have the patience to level up to actually use it).

In most other shooters, shotguns have extremely short range, and can't be used
more than 5 or 10 feet away from the target.  Surprisingly, I have found that
the shotgun is effective in taking down targets up to at least 15 or 20 feet
away.

One thing you'll notice about the shotgun is that, unlike the other guns in
Killzone 2, the targeting reticle does not get larger or smaller depending on
how fast you are moving, whether you are crouching or not, or on how fast you
fire the weapon.

What does this mean?  The advantage is that shotguns are useful for running
and gunning.  This means that you don't have to worry about crouching, walking
slowly, or aiming down the sights for your accuracy to increase; in fact, if
you try, it won't help at all.  The shotgun doesn't even have sights!

The disadvantage is that it is incredibly inaccurate outside of 15 or 20 feet.
Thus, it isn't as useful in large, open maps as it is in maps with tighter
corridors where you can sneak up on your enemy and blast them.

After using the M82 for several hours of gameplay, switching to the shotgun is
definitely a different feel to it.  Most of my early kills online involved
crouching behind something, aiming through my scope, and killing far away
targets.  This will definitely take time to get used to, but once you do, you
will fall in love with it.

General Strategies for using the LS13 Shotgun:
This is great for tight corridors.  Since the shotgun has a very limited
range, it is harder for enemies to snipe you and it is easier to get kills
because of the spread of the shotgun (since soldiers have to cram together in
the tight spaces).  The downfall is that you will be prey to grenades in these
rather tight spaces.

Instead of tracking a target carefully before firing, try waiting outside of a
room of enemies.  Stick against the wall, flip inside the room, blast off a
round or two, and go back to your spot to reload.  This can be very effective
in clearing out a small room of enemy units.  Think of the shotgun as a means
of clearing a room; but don't expect to hold up very long in a longer-range
firefight.

Remember, unlike other guns, the more rounds you use, the longer it takes to
reload.  It's a pain to be caught in a firefight with a completely empty clip
and having to wait 4 or more seconds just for your gun to reload! Time is
precious.  Keep an eye on the rounds in your clip, and go somewhere safe to
reload when you're running low.

Practice makes perfect.  Enemies who effectively use the shotgun can be an
extreme pain.  But if you can master this yourself, you have a powerful means
of protecting yourself.

STA18 PISTOL

Magazine Size: 12 rounds.
Starting Ammo: Unlimited.
Range: **
Rate of Fire: ***
Damage: *
Recoil: **
Reload Time: ***
Accuracy: **

This is the pistol you start out with.  It's a decent pistol; it seems to take
me at least 4 or 5 successive shots to kill someone (granted I don't land a
headshot).  I have used this in the past for mainly two purposes: 1) Shooting
someone at close range when my primary gun is out of ammo to finish him off,
and 2) getting the Quick Draw badge to unlock the M4 Revolver.

This gun is decent.  It does what it is supposed to: it is a backup gun for
when you run out of ammo for your primary weapon, and need to find another
gun/more ammo of of someone else.  But it doesn't do too well as a primary
weapon (I had quite a headache trying to get the Quick Draw badge…ugh).

Use this until you get the M4; then, never look back.  Admittedly, this gun
does have decent range (if you aren't moving, crouching, and looking down the
sights).

M4 REVOLVER

Magazine Size: 6 rounds.
Starting Ammo: Unlimited.
Range: ***
Rate of Fire: **
Damage: ***
Recoil: *
Reload Time: **
Accuracy: ***

By looking at the stats, it may seem that the STA18 Pistol is the better gun
from the start.  The M4's recoil and rate of fire are kind of a pain, but the
fact that this has longer ranger and much more stopping power than the STA18
is crucial to the survivability of an engineer.

While it may take 5 or more shots to kill someone with the STA18 Pistol, the
M4 Revolver can take someone down in one to two shots (depending on their
health).  This is great!  The fact that its range and accuracy reach much
further make it the obvious choice for the engineer, as you will lack any kind
of long range primary weapon.

Get this as quickly as possible, and get used to using it (namely, the rate of
fire and recoil) as it will greatly help protect you in medium to medium-long
range encounters with enemies.  Don't get too reliant on the shotgun; learn to
use this for enemies that are too far to reach with the shotgun, and for when
you run out of ammo.  The ability to knock one person out with one to two
shots is awesome.

Primary Badge: Deployable Sentry Gun

You get this badge when you earn the rank of LIEUTENANT and are capable of
playing as an engineer.

To place the sentry, you must press & hold the left directional button on your
PS3 controller, and hold it until the sentry is placed.

If you are in an incompatible position, or if your team already has the
maximum allowed sentries placed on the map (4 is the max), you won't be able to
place a sentry.

Later on in the guide, I will give pictures (in vivid, hi-def ASCII art) of
suggestions on where to place these sentry guns.

Basically, these sentries are effective when used correctly, and nearly
useless if not.  They are extremely vulnerable to attacks; 2 grenades, a
rocket, or several shotgun blasts will fry this thing.  That's why placement
is so important, and that is also why I will spend a lot of time coming up
with different ways to set the sentry up on the map to make it the most
effective.

Secondary Badge: Repair and Hack

You get this ability after receiving the Defensive Specialist medal (you must
get 8 Turret Specialist ribbons; you get one of these ribbons by making 5
kills by your sentry turrets in a match).

What this allows you to do is repair fixed guns (which players can then use),
ammo boxes (where players can get more grenades), or sentry turrets.

This will net you many points, if you go around and repair ammo boxes, sentry
turrets, etc.  You should do this as often as possible.

After gaining the Field Mechanic medal (by gaining 8 Repair Specialist
ribbons; you get one by repairing 5 turrets/ammo boxes in one match), you can
use the repair ability as a secondary ability for another class whose secondary
ability is unlocked.  But…who would want to be anything but an engineer?

That's it for the engineer's weaponry and abilities.

SECTION 6: Placing Sentry Turrets ---------------------------------------[EM6]

In this section, I will attempt to draw in not-so-great ASCII art some ideas
for effectively placing sentry turrets.  Any suggestions are welcome.

After spending several hours trying to earn the Engineer Secondary Badge (and
finally accomplishing it), I've noted a few effective ways to getting kills
with sentry turrets.

In general, placing sentry turrets in locations near Search and Destroy and
Assassination targets will be areas where a lot of enemies are going in and
out, as well as teammates.  These are good places to (strategically) place your
sentries, as the enemy will be so distracted by the chaos and your teammates,
that they won't notice the sentry sitting in the corner shooting them.  When
the sentries are placed in a low-traffic area, it's easier for the person to
look and see where the fire is coming from, and to lob a couple grenades to
take out your turret.  I can remember being frustrated many times after seeing
my turret destroyed after only being up for a second or two.

Key points to remember when placing sentry turrets:
1) Try to place sentry turrets in a spot where they have a good view of the
   enemy, but where they will not be overly exposed to enemy fire.  Try to put
   them somewhere that isn't completely obvious.  If the enemy discovers and
   destroys your turret, try to put it somewhere a little different, as the
   enemy will be looking for any turrets which are placed there later on.
2) Try to place turrets in an elevated spot, above the enemy.  This will
   increase the likelihood of headshots.
3) Try to place turrets near a choke point.  For example, if there is a tight
   space where many enemies have to pass through, this is a good spot to try
   and aim your turret.  Even if the turret misses one enemy, most likely, the
   guy behind him will get hit with a stray bullet.  This has helped me to gain
   a majority of the kills I needed to get the Engineer Secondary Badge.

Note: The direction of placing the turret isn't important.  The turret rotates
in all 360 degrees horizontally, and at least 270 degrees in the vertical
plane.  Just place it where you want it to go, and it will automatically
rotate towards the nearest target.

PLACEMENT 1
This is useful for a tight corridor, where many enemies may be passing
underneath:

Side view:

 _________________________
|                         |
|                         |
|                         |
|____X                    |
|                         |
|                         |_______
  0 ->                         VVV
__________________________________

X = turret
0 = enemies
V = teammates
-> = direction of movement

The idea is that, in passing through the room/corridor, the enemy is attacked
by the sentry after he passes under it.

This will be effective in a high traffic area, where you or other teammates
are also providing fire from the other direction.  This provides fire from
behind the enemy and in front of them, leaving them between a rock and a hard
place.

PLACEMENT 2
This can also be useful if there is a high amount of enemies passing through a
tight corridor.  This can be effective, depending on the amount of space
between the turret and the door.  The closer the turret is to the door, the
more likely the enemy will be able to throw a grenade or two and destroy the
sentry turret.  Thus, the further the turret is away from the door, the more
likely it will last longer.

Top view:

            | 0 |
            | 0 |
 ___________| 0 |__________________ 
|             |                   X|
|             v                    |
|                                  |
|                                  |
|                                  |
|                                  |
|                                  |

X = turret
0 = enemies
| = direction of enemy movement
v

PLACEMENT 3
This can be useful for protecting an Assassination target, or for protecting
during Search and Destroy.  This gives the turret a wide range of fire, but it
can greatly expose the turret to enemy fire.  If you keep the pressure on the
enemy, and don't leave the turret by itself, it can be an effective way to
place your turret.

Top View:

 __________________________________
|                                  |
|                                  |
|                                  |
|__                                |
|  |                               |
|  |                              D|
| X|                              D|
|  |                              D|
|__|                               |
|                                  |
|                                  |
|                                  |
|__________________________________|

Side View:

 _________________________
|                         |
|                         |
|                         |
|__X                      |
|                         |
|                         |
|                       D |
|_________________________|

X = turret
D = defended target (for example, Search and Destroy/Assassination Target)

This is similar to placement 1.  Again, this gives the turret a wide range of
fire and coverage for the target you are attempting to defend.  Since the
sentry is above the target being defended, the turret has a greater chance of
getting head shots as it is pointing downwards on the enemy.

This doesn't need to be a small room; on the top-down view, the top and bottom
walls don't necessarily need to be there.

PLACEMENT 4

Top View:
    | |
   _| |_______________________
  |                         X |
__|                           |
__                            |
  |                           |
  |                           |
  |                           |
  |                           |
  | X                         |
  |___________________________|

X = turret

I've seen this work pretty well in certain cases were there are two doorways
leading inside a room.  As long as the turret is far enough away from the door
that there won't be too many many grenades flying in and blowing up your turret
too quickly.  Again, the effectiveness of this layout is dependent on the
amount of traffic going through the room.  The more enemies going through the
room, the more likely these turrets will get a kill as there is more fodder
for the cannons.

More sentry placements to be added soon.  Again, if you have any ideas for
effective placement, send me an e-mail and I'll consider adding it.  Pictures
(in ASCII art, or as any type of image file) along with a description of why
it is effective and in which situations it is to be used are appreciated.

SECTION 7: Using other Secondary Badges with the Engineer Class----------[EM7]

Once you have gained the rank of LIEUTENANT, and have earned the Engineer
Class's Secondary Badge, you can then use the secondary badges of other classes
whose secondary badges are also unlocked, and whose tertiary badges have been
unlocked (this is just the term I have made up for it; after earning a
secondary badge, you must use this secondary ability several times before
earning this medal).

For example, if you have played as a medic before playing as an engineer
(which I will assume most of you have), and have unlocked the Secondary Badge
for the Medic (unlocked by earning 8 Revival Specialist ribbons, giving you the
Trauma Surgeon medal, allowing you to throw Health Packs), and having then
earned the Field Medic Medal (by gaining 8 Healing Specialist ribbons), you can
then use an Engineer as your primary badge, and Medic as your secondary badge.
This allows you to set up sentry turrets, and throw health packs.

So in short, in order to use secondary abilities from other classes with the
Engineer Class:
1)  Unlock Engineer Class and other class whose secondary ability you wish to
    use.
2)  Unlock the Engineer's and the other class's secondary badge.
3)  Unlock the other class's 'tertiary badge', which allows you to use the
    other class's secondary badge with your Engineer's primary badge.

Thus you can become an Engineer/Medic, or an Engineer/Tactician, etc.

If you would rather play another class as your primary badge, say Medic (so
that you can revive players), and be able to repair sentries and ammo boxes,
then you would have to unlock the Engineer's secondary badge AND the tertiary
badge, allowing you to become a Medic/Engineer.  Got it?  If there are any
questions about this, or if you would like a clearer explanation, send me an
e-mail.

Now, I will talk about the different combinations of badges, and their merits,
uses, and disadvantages.

1.  Engineer/Medic

This will probably be the first secondary ability you can use for an engineer,
after unlocking the Repair and Hack ability.  This is a good combination for
someone looking to be a support player (aka team player).

This will allow you to place sentries in choke points to keep enemies at bay,
as well as allowing you to throw health packs to heal wounded players.

This is also useful to keep yourself alive, in case you keep getting hit by
enemy fire.  I tended to use health packs very often in this manner, in healing
myself rather than others.  But don't get greedy! Medics are there to help
others, too!

ADVANTAGES: Good support player.  Great at keeping enemies at bay and healing
            teammates.  Good durability (health packs will keep you alive
            longer).

DISADVANTAGES: Not as strong of an offensive character.

2.  Engineer/Tactician

This is actually quite an interesting combination.  I have seen several people
using the Tactician's secondary badge.

This allows you to place sentry turrets and to use Air Support, which calls in
a flying sentry bot.

If used correctly, turrets and sentry bots placed at choke points can be a
deadly combination, especially if used at Search and Destroy targets.

ADVANTAGES: Great defensive capability.  Great for keeping the enemy on their
            toes.  If turrets and flying bots are placed well, they can lead to
            a lot of kills and a lot of frustration in the enemy team.

DISADVANTAGES: Doesn't allow you to repair your damaged turrets or to heal
               yourself if hurt.  While waiting for your primary and secondary
               abilities to recharge, you could become vulnerable.  Also, if
               there are a lot of other engineers or tacticians placing bots
               and turrets, you won't be able to place your own, basically
               rendering your character useless.

3.  Engineer/Saboteur
4.  Engineer/Assault
5.  Engineer/Scout

I haven't had a chance to use these last three combinations, but once I have,
I will update this guide ASAP.

Appendix A: Updates -----------------------------------------------------[EMA]

3/5/2010 - Version 0.5 - Started the guide.  Wrote sections 1-6, appendices A
- D.

3/9/2010 - Added Appendix E, and updated some statistics on the weapons
section.

3/15/2010 - Version 0.6 - Added some information in Section 6.  Added Section
7.

Appendix B: Contact the Author ------------------------------------------[EMB]

If you have suggestions, comments, or would like to contribute to this FAQ,
you may contact me at [email protected].  Tell me whether you like this
guide, if you think it's helped you at all, or if it's a waste of webspace, I
don't care.  Just tell me what you think.  If you happen to be talented with
ASCII art, and would like to help me out to make the title of the page look
snazzier, I am accepting fan art as well.

If you would like to send me an e-mail related to this guide, please label
your e-mail with something to the effect of "Killzone 2" or "Engineer Guide"
so that I know that your message isn't just spam.

If you would like to contribute to this guide, I will credit you in my
"Contributions" section of the guide, with either your online or real name, as
you wish.

If you want to play me on Killzone 2 (or Street Fighter 4, Super Puzzle
Fighter II Turbo HD Remix, or Metal Gear Online), or even just send me a cool
message, my Playstation Network name is DaricSoldar (only the D and S are
capitalized, and there are no spaces).

Appendix C: Contributions -----------------------------------------------[EMC]

None so far.

Appendix D: Copyright Information ---------------------------------------[EMD]

Most of the information about weapon names, names & requirements of badges &
ranks, and other material come from directly from Killzone 2 (produced by
Guerrilla; licensed by SCEA).

If you would like to post my FAQ on your website, send me an e-mail at
[email protected] with something in the subject line referring to
"Killzone 2" or "Engineer" or some related subject so that I know you have a
question about the guide.

Otherwise, as the creator of this document, it is copyrighted and may not be
distributed, copied, or used without my written consent. It is meant for
personal, private use only.

Appendix E: Websites Approved for Use of this Guide ----------------------[EME]

This is a list of websites who have asked for, and received, permission to
upload my guide to their websites.

http://www.gamefaqs.com
http://www.supercheats.com

If you would like permission to use this guide on your website, send me an
e-mail and I will consider adding your site to this list.

Copyright 2010, Matthew Eklund