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