Killzone 3 Multiplayer: Weapon Guide

Not all weapons in Killzone 3’s multiplayer are worth unlocking, and since these would use up valuable unlock points it’s only right that you’ll want to be careful when making a decision. This guide will help you make that choice of which firearms you do and don’t want to use.

Primary

StA11 SMG

Available for: Engineer, Tactician and Infiltrator

This silenced sub-machine gun is the tactician’s starting rifle and a very solid close-ranged weapon. It’s a very light weapon, therefore while this is equipped running and aiming speed will be enhanced – perfect for those mad dashes across open terrain or into the heart of enemy territory. The silenced version, however, also means you can operate under the radar as you won’t appear on the map when firing. This is a very accurate weapon, but make sure you aim for the vital spots of a target if you hope to bring them down.

LS13 Shotgun

Available for: Tactician and Infiltrator

If you played Killzone 2, you may remember the power of the shotgun. As most shotguns tend to, dealing any kind of damage will you need to get up-close and personal before you can bring your enemies down. At close range, however, it is a guaranteed one-shot kill so it’s especially deadly indoors. The only problem with this is that you will need to make sure you hit your target with the first shot, since the considerable reload/recoil time and the noise each shot makes, if you don’t bring them down first then you’re not likely to survive.

StA14 Rifle

Available for: Marksman

This is the marksman’s initial weapon, but good enough that you may not want to swap it out. It’s a single-shot semi-automatic rifle so awkward in really close-quarters, but when firing across long range it’s handy to have. Headshots are instant kills, but if you hit the body you’ll have to pelt a few more to bring them down. For this reason accuracy is important for the first shot, any follow up shots need to just hit. However, it does come with minimal bullet count, so if you’re planning on camping out then make sure you stock up first.

StA52 Assault Rifle

Available for: Marksman and Infiltrator

This is your typical fully-automatic assault rifle with reflex scope. It’s a powerful stopping machine that is very accurate, with only a little bit of minimal lift when firing. It’s a great rifle across all distances, though when hitting further targets you will want to use controlled bursts. This is definitely one of the better weapons in the game, and the inclusion of the reflex scope (an improvement on top of Killzone 2’s) will mean you won’t have to worry about spotting your target through the tiny iron sights.

VC32 Sniper Rifle

Available for: Marksman

The holy grail for most marksmen, this allows you to target opponents from a great distance without ever getting involved in a gunfight yourself. It’s safe, it’s deadly and it’s highly recommended. A bullet from the VC32 will bring any enemy down in one hit, though the weapon has a long reload time between shots. You’ll need to be sure of your shot before firing, otherwise that fleeting chance will be gone. You’ll either want to use this rifle on large, open maps or equip a secondary weapon to compliment closer range combat.

LS57 SMG

Available for: Field Medic

This is the starting weapon for the field medic, which is the only class that can choose it. It is weak and very short ranged with a very low clip capacity. As you can tell, it’s not got a lot going for it. The best way to use this weapon is to avoid using the iron sights and simply fire from the hip. It does have a fast aim so can be quite useful in close-quarters but for the most part we’d highly recommend you avoid using this weapon wherever possible.

M224-1A LMG

Available for: Engineer, Field Medic

With all heavy weapons like this you’ll substitute movement and reload speed for damage. The M224-1A in particular can deal a lot of damage, even over longer distances with careful burst shots. However, its high recoil makes continued fire difficult to control, while aiming in iron sights is considerably slower. If you’re flanked while aiming, the chances are you won’t survive. This weapon is best used in corridors or areas where you can knuckle down without worries of being attacked from behind.

StA3 LMG

Available for: Engineer

This engineer-only heavy weapon is a little quicker than their starting M224. It still suffers from slower aim than the smaller rifles but its improved fire rate makes it very useful for blasting through rooms, proven by the lack of iron sights on the weapon. The large clip means you should never need to worry about having enough ammo, but remember this is countered with a particularly long reload time. Most players decide not to bother with this weapon, however, due to its very limited use in open terrain.

M82 Assault Rifle

Available for: Tactician and Field Medic

This is the be all and end all of rifles. While the StA52 is just as effective, the M82’s slower fire rate also equates to increased damage, requiring far fewer shots to bring an enemy down. And while the M82’s recoil over distances is a little more bothersome than the StA52’s, with short bursts its accuracy is unparalleled. Needless to say, if you’re after an assault rifle then this is the one for you. It can also come in a burst fire, silenced version without a reflex scope – this is less handy since aiming is tougher, but still a powerful weapon to use.

Secondary

StA18 Pistol

Available for: All classes

This is the first secondary weapon for every class, and a handy one too. If you always find yourself running out of ammo before an enemy is down then you should definitely unlock this pistol. It’s semi-automatic and can pack a punch so if you are quick enough on the trigger then this pistol is definitely a viable backup weapon. Aim from the hip and pelt as many bullets into the chest or head as you can; your enemies will quickly fall.

VC8 Shotgun Pistol

Available for: Engineer and Marksman

We’ll start by saying this weapon is not worth it. If you were hoping that this weapon would be like carrying a shotgun around in your pocket, think again. This pistol is much weaker than a shotgun, requiring multiple shots before finally finishing an enemy off. Chances are you will need all three shots before taking down an opponent, but with the pistol’s long reload time between individual blasts, its likely you won’t survive long enough while wielding this.

StA2 Battle Pistol

Available for: Engineer and Infiltrator

In Killzone 2’s multiplayer, the sound of this weapon letting off a grenade was the bane of all players. It returns in Killzone 3, this time toned down a little with smaller blast radius (meaning those grenades need to count) and a lower ammo count. Fewer use the StA2 because of this, but in the right hands this weapon can be used as it was expected in Killzone 2, by planting grenades neatly next to entrenched enemies across great distances.

M4 Revolver

Available for: Tactician and Field Medic

For those who know the difference between the M4 and the StA18 Pistol, nothing has changed here. The M4 has a smaller ammo count and a slower reload time between shots, meaning heavier damage that can kill with one or two well placed bullets. If you prefer damage over speed then this is the pistol for you. Otherwise, just stick with the StA18 instead since the faster fire rate is more likely to make winners in Killzone 3.

M66 Machine Pistol

Available for: Marksman and Field Medic

This is a silenced automatic pistol, adapted from the one you use in the single-player campaign. Despite the low ammo count, this is a perfect partner for any weapon, allowing players to kill without appearing on the map – and as long as the majority of your bullets hit you will have no problem bringing your enemies down. The M66’s high fire rate means you can take most opponents by surprise, and when combined with the Marksman’s invisibility cloak using this won’t even disable your stealth. An excellent weapon.

VC9 Missile Launcher

Available for: Tactician and Infiltrator

For when something simply has to explode, the VC9 is the best weapon to use. Intended as an anti-armour device – destroying turrets and air drones with a single rocket – this weapon can also be used against human enemies too. Due to its limited ammo count, however, you will want to make sure each shot counts, best managed by firing into a corridor you know contains your enemy. Don’t focus too much on the VC9, however, since it won’t sustain much longevity.