Attachment 1012
Stay tuned και δηλώστε συμμετοχή στο thread που ξεκινάει σιγά-σιγά και πρόκειται να περιλαμβάνει σε λίγο καιρό:
- Ψηφοφορία (poll) για το όνομα της νεας clan του forum.. *
- Ψηφοφορία (poll) για τον leader της και τους officers ... *
- Ανακοινώσεις για tournaments ... *
- Απορίες, παράπονα, εντυπώσεις, συζητήσεις, προτάσεις και γενικά ότι έχει να κάνει με το online κομμάτι του...
* Ισως υπάρξει παραπομπή σε νέα threads...
PS: Παρακαλώ εαν είναι δυνατό να επικεντρωθούμε ΜΟΝΟ στο ONLINE μέρος του παιχνιδιού.
Για οτιδήποτε άλλο, εδώ: KILLZONE 3
Διαβάστε παρακάτω:
UNLOCKS, WEAPONS, ABILITIES, CLASSES (σε spoiler για πιο εύκολη ανάγνωση)
ΓΕΝΙΚΑ:
Spoiler!
Ολες οι πρωτεύουσες (primary), και δευτερεύουσες (secondary) ικανότητες (abilities), αναβαθμίζονται σε + και ++ και ενεργοποιούνται ως εξής:
οι μεν primary με το αριστερο πλήκτρο, οι δε secondary με το δεξί πλήκτρο στο D-pad.
Με το κάτω πλήκτρο στο D-pad, "φοράς" το jetpak (αν το έχεις).
Με το πάνω πλήκτρο toggle το ΖΟΟΜ Χ2 ,Χ5 (στο snipping).
Ξεκλειδώνουν (όπως και τα όπλα) με unlock points. Στη συνέχεια όπου αναλύεται η κάθε κλάση, μπορείτε να διαβάσετε όλα τα abilities..
Το loadout menu ξεκινάει για όλους με τα εξής:
CAREER (επιλέγεις Class)
PRIMARY (επιλέγεις Primary weapon)
SECONDARY (επιλέγεις Secondary Weapon)
EXPLOSIVES (επιλέγεις Explosives δηλαδή Frags or Mines)
SKILL (ένα απο τα παρακάτω):
- Armor
- Begin with armour that absorbs damage that would normally reduce your health.
- Extra Health
- Increases maximum health.
- Extra Ammo
- Weapons start with more ammunition.
- Extra Primary Weapon
- Substitutes a secondary weapon with a previously unlocked primary weapon.
Τέλος τα εκρηκτικά είναι δύο ειδών:
- M194 Frag Grenade
- Proximity Mine
ENGINEER
Spoiler!PRIMARY ABILITIES
- Repair Tool
- Repair damaged or destroyed ammunition dispensers, mounted guns and automated turrets.
- Repair Tool+
- Increases repair speed.
- Repair Tool++
- Hack enemy placed turrets, transferring ownership until the Engineer is killed or the turret is re-hacked. Stacks with previous ABILITIES.
SECONDARY ABILITIES
- Sentry Turret
- Deploy a machine gun turret that will automatically target and fire at enemies in range.
- Sentry Turret+
- Turret’s firing rate is increased and can be deployed twice as fast as before.
- Sentry Turret++
- Deployed turrets can now track targets faster and are augmented with auto-fire rockets that fire every few seconds.
PRIMARY WEAPONS
- M224-1A LMG
- Friend to bunkered soldiers everywhere, the LMG’s iron sights and large clip size will make the enemy think twice before storming any position.
- STA11 SMG
- No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
- STA3 LMG
- Accuracy is overrated. The StA3’s high rate of fire and large clip size will clear out a room in seconds. A formidable close-range weapon.
SECONDARY WEAPONS
- STA18 Pistol
- Standard issue semi-automatic pistol.
- VC8 Shotgun Pistol
- The best weapon for a close-quarters fight, nothing says ‘up close and personal’ like the VC8.
- STA2 Battle Pistol
- Increases grenade storage capacity and fires grenades farther than a soldier could ever throw.
MARKSMAN (SCOUT in KZ2)
Spoiler!PRIMARY ABILITIES
- Cloak Suit
- Stay cloaked for a limited time. Firing any weapon will disable the cloak and moving around will reduce its effect.
- Cloak Suit+
- Stay cloaked indefinitely. Firing any weapon will disable the cloak and moving around will reduce its effect.
- Cloak Suit++
- 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.
SECONDARY ABILITIES
- Scramble
- The Marksman and any allies within 15 meters will not show up on the enemy’s radar, even when firing WEAPONS.
- Scramble+
- Marksman will not be revealed when an enemy Tactician uses their Recon ability. Stacks with previous ability.
- Scramble++
- Enemies within 15 metres of the Marksman will have their radars disabled. Stacks with previous ability.
PRIMARY WEAPONS
- STA14 Rifle
- A scoped semi-automatic rifle capable of felling most targets before they can get near you.
- STA11 SMG
- No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
- VC32 Sniper Rifle
- With a long-range zoom (UP on D-Pad) and high accuracy, this rifle is capable of felling most foes in a single shot.
SECONDARY WEAPONS
- STA18 Pistol
- Standard issue semi-automatic pistol.
- VC8 Shotgun Pistol
- The best weapon for a close-quarters fight, nothing says ‘up close and personal’ like the VC8.
- M66 Machine Pistol
- Equipped with a reflex scope and a silencer, the machine pistol is an ideal weapon for close-range, surprise encounters.
TACTITIAN
Spoiler!PRIMARY ABILITIES
- Tactics
- Can capture Tactical Spawn Areas in the level which, once captured, allow all faction members to spawn there. Some Tactical Spawn Areas may unlock special level-specific objects, like jetpacks or mortar beacons.
- Tactics+
- Reduces the time it takes to capture a Tactical Spawn Area by half.
- Tactics++
- Capture and Hold mission areas can be captured at twice the normal speed. Stacks with previous ABILITIES.
SECONDARY ABILITIES
- Recon
- Temporarily mark enemy positions on the mini-map by pressing left on the D-PAD. Any enemies within 30 metres of you will be revealed.
- Recon+
- Activate [RIGHT on the D-PAD] 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.
- Recon++
- Upgrades the Tactician’s Sentry Drone, allowing it to track and fire faster.
PRIMARY WEAPONS
- STA11 SMG
- No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
- M224-1A LMG
- Friend to bunkered soldiers everywhere, the LMG’s iron sights and large clip size will make the enemy think twice before storming any position.
- STA14 Rifle
- A scoped semi-automatic rifle capable of felling most targets before they can get near you.
SECONDARY WEAPONS
- STA18 Pistol
- Standard issue semi-automatic pistol.
- M4 Revolver
- One shot will severely cripple an enemy, or kill a wounded one.
- VC9 Missile Launcher
- Capable of destroying turrets and drones in a single shot, the VC9 missile launcher is the very definition of an anti-armor weapon.
INFILTRTATOR (SABOTEUR in KZ2)
Spoiler!PRIMARY ABILITIES
- Disguise
- Infiltrators can disguise themselves as a member of the opposing faction.
- Disguise+
- In addition to being disguised, Infiltrators are undetectable by Engineer Turrets, Sentry Drones and Medi-Droids.
- Disguise++
- Perform melee attacks without breaking disguise. Stacks with previous ABILITIES.
SECONDARY ABILITIES
- Survivalist
- Increase stamina by 50% and sprint faster than normal.
- Survivalist+
- Unlimited stamina.
- Survivalist++
- ‘Use’ actions, such as placing and disarming explosives, are completed 50% faster.
PRIMARY WEAPONS
- LS13 Shotgun
- The LS13 is a powerful semi-automatic shotgun equipped with a reflex scope. Whatever this hits stays dead.
- STA11 SMG
- No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
- STA52 Assault Rifle
- Standard Helghast issued assault rifle equipped with reflex scope. Sturdy, easy to use and ideal for just about any combat situation.
SECONDARY WEAPONS
- STA18 Pistol
- Standard issue semi-automatic pistol.
- STA2 Battle Pistol
- Increases grenade storage capacity and fires grenades farther than a soldier could ever throw.
- VC9 Missile Launcher
- Capable of destroying turrets and drones in a single shot, the VC9 missile launcher is the very definition of an anti-armor weapon.
FIELD MEDIC (MEDIC in KZ2)
Spoiler!PRIMARY ABILITIES
- Revive
- Mortally wounded players are revived with full health and a clip of ammo.
- Revive+
- Mortally wounded players are revived with higher maximum health, 2 clips of ammo and 1 explosive.
- Revive++
- Mortally wounded players are revived with higher maximum health and maximum ammunition and grenades.
SECONDARY ABILITIES
- Triage
- An aura of health is emitted from the Field Medic, regenerating himself and nearby faction members.
- Triage+
- Deploys [Right on the D-PAD] a hovering Medi-Droid that will accompany the Field Medic until death.
- Triage++
- If still mortally wounded at the end of the respawn timer, the Field Medic will be given the option to respawn where he fell with full health and ammunition.
PRIMARY WEAPONS
- STA11 SMG
- No other automatic weapon is better suited to close-range, in-your-face encounters than the StA11.
- LS13 Shotgun
- The LS13 is a powerful semi-automatic shotgun equipped with a reflex scope. Whatever this hits stays dead.
- M82 Assault Rifle
- Standard issue to all ISA combatants, the assault rifle is well-suited to most combat situations. Equipped with a reflex scope, this weapon is deadly in the hands of an experienced soldier.
SECONDARY WEAPONS
- STA18 Pistol
- Standard issue semi-automatic pistol.
- M4 Revolver
- One shot will severely cripple an enemy, or kill a wounded one.
- M66 Machine Pistol
- Equipped with a reflex scope and a silencer, the machine pistol is an ideal weapon for close-range, surprise encounters.
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