
So this little article/feature thingy is really just a re-post of something going on over on the Killzone.com forums. We were talking about how many classes should be in Killzone 4, and what they should be. Now months ago, I wrote up my own ideas for classes that I intended to expand upon and posted on the forums. I never did, but I had the class suggestions and I posted those. After seeing other peoples suggestions, some of which were modified from my list, I came up with a bit of a “master list”, so-to-speak, of ideas for Killzone 4. In my opinion, it seems pretty balanced and I think it delivers a great balance of the goods of both KZ2 and KZ3. Initially, I didn’t want to include a second upgrade to abilities because I felt it make them too strong and then the abilities would become a more central focus in gameplay than actual skill, one of the issues in Killzone 3.
Right off the bat, I’d like Guerrilla Games to combine the unlock systems of KZ2 and KZ3. Some of it is done through the ‘unlock points’ acquired by ranking up, others are earned through the (in my opinion, superior) performance-based rewards of KZ2. The primary weapons and abilities would be made available through the unlock points that you earn while ranking up. Players would then have to earn the ability to combine their secondary abilities, or badges (as I would like to rename them) with other classes primary abilities, so you could have something like a Tactician-Medic. You can place spawn beacons, and throw out health packs. I loved this aspect of Killzone 2, because it allowed for the player to switch things up to fit their play style. The other performance-based unlock, would be your “power secondary”, as I will refer to it. All classes start with the StA18 Pistol as their secondary weapon, but depending on the class, would also be able to unlock one of the VC8 Shotgun Pistol, M4 Revolver, M66 Machine Pistol or FSK-7 Fury Combat Knife. This would apply to all classes except the Rifleman, which will unlock secondary weapons with unlock points similar to primary weapons, since they’ve traded abilities/badges for access to almost all the weapons.
Rifleman - Typical grunt class from KZ2. Exchanges abilities for all the weapons.
Ability #1 – None
Ability #2 – None
Primary Weapons – M82 Assault Rifle, StA52 Assault Rifle, LS57 SMG, StA-11 SMG, M224-A1 LMG, StA3 LMG
Secondary Weapons – StA18 Pistol, VC8 Shotgun Pistol, M4 Revolver, M66 Machine Pistol, FSK-7 Fury Combat Knife
Medic - A blend of the KZ2 Medic and KZ3 Field Medic’s abilities and weapons. Maybe the most important class besides the Tactician.
Ability #1 – Revive; Revive downed teammates to 75% health.
- Revive +; Revive downed teammates to 100% health, with ammunition supply reloaded.
- Revive ++; Increase the range of the Reviving Device.
Ability #2 – Heal; Drop health packs the return teammates to 75% health.
- Heal +; Drop health packs that return teammates to 100% health.
- Heal ++; Drop health packs that give teammates 125% health.
Primary Weapons – M82 Assault Rifle, StA52 Assault Rifle
Secondary Weapons – StA18 Pistol, M4 Revolver

"Merry Christmas, you Helghast bastards!"
Engineer – Extremely important as a vital source of ammo for the team, and defending sections of the map.
Ability #1 - Repair; Repair destroyed ammo boxes and turrets.
- Repair +; Repair ammo boxes and turrets 25% faster.
- Repair ++; Hack enemy ammo boxes, emplaced guns and sentry turrets.
Ability #2 – Sentry Turret; Place a stationary sentry bot that fires at enemy soldiers and drones.
- Sentry Turret +; Turret is able to spot cloaked and disguised enemies.
- Sentry Turret ++; Increased rate of fire and fires rockets at vehicles/drones.
Primary Weapons – LS13 Shotgun, (New HGH Shotgun; Higher ROF, Lower DMG)
Secondary Weapons – StA18 Pistol, M66 Machine Pistol
Tactician - Can control the flow of a match. Mid-level unlock so teams aren’t out of the loop too long, but new players aren’t able to access the class.
Ability #1 – Spawn Beacon; Place a beacon to designate a temporary spawn point for teammates.
- Spawn Beacon +; Spawn Beacon lasts 60 seconds longer.
- Spawn Beacon ++; Able to deactivate your own spawn beacon.
Ability #2 – Sentry Drone; Throw a beacon to call in a flying drone that fires at enemies.
- Sentry Drone +; Drone fires at enemy sentry drones and sentry turrets.
- Sentry Drone ++; Increase rate of fire, and fires at cloaked and disguised enemies.
Primary Weapons – M82 Assault Rifle, StA52 Assault Rifle
Secondary Weapons - StA18 Pistol, M4 Revolver

The Saboteur looked so much cooler in KZ2.
Infiltrator - A CQC expert, perfect for flanking the enemy and thinning their ranks from the inside.
Ability #1 – Disguise; Activate a cloak that disguises the player as an enemy soldier.
- Disguise +; Perform melee attacks without breaking disguise.
- Disguise ++; Disguise recharge time is decreased by 25%.
Ability #2 – Proximity Mine; Place a stick, proximity-activated charge.
- Proximity Mine +; Carry a third proximity mine.
- Proximity Mine ++; Ability recharge time is decreased by 25%.
Primary Weapons – LS57 Submachine Gun, StA-11 Submachine Gun
Secondary Weapons – StA18 Pistol, FSK-7 Fury Combat Knife
Scout - The perfect long-range killing machine; excels at range, but has limited ability in close quarters.
Ability #1 – Cloak; Activate a cloak that makes the player invisible until they fire a shot.
- Cloak +; Cloak disabled when a the shot fired hits an enemy.
- Cloak ++; Cloak recharge time is decreased by 25%.
Ability #2 – Spot & Mark; Temporarily mark any enemies that can be seen with an on-screen marker.
- Spot & Mark +; Any marked enemies will also be temporarily marked on the mini-map.
- Spot & Mark ++; Calls in a UAV sweep, marking enemies not under cover on the radar. Refreshes every 3-5 seconds.
Primary Weapons – StA14 Rifle (Unscoped), VC32 Sniper Rifle
Secondary Weapons – StA18 Pistol, M66 Machine Pistol

The re-imagined Assault class returns as the Grenadier.
Grenadier *NEW* - A combination of the KZ2 Assault, as well as some of the KZ3 Infiltrator abilities.
Ability #1 – Demolitions; Plant or defuse charges 25% faster.
- Demolitions +; Plant or defuse charges 50% faster.
- Demolitions ++; Carry one extra frag grenade and one extra rocket/six extra M327 grenades.
Ability #2 – Boost; Sprint speed is temporarily increased.
- Boost +; Regular movement speed is temporarily increased.
- Boost ++; Stamina is temporarily increased.
Primary Weapons – VC9 Rocket Launcher, M327 Grenade Launcher
Secondary Weapons – StA18 Pistol, VC8 Shotgun Pistol
Support *NEW* - A new class that allows the game to keep mortar strikes, but would hopefully limit abuse/base camping for them.
Ability #1 – EMP; Detonate an EMP that jams the radar of enemies within a certain radius of the player.
- EMP +; Disables enemy cloaks and disguises.
- EMP ++; Disables enemy sentry turrets and sentry drones.
Ability #2 – Mortar Strike; Throw a beacon to designate a mortar strike on that location.
- Mortar Strike +; Mortar Strike blast radius increased by 10%.
- Mortar Strike ++; Mortar Strke recharge time is decreased by 10%.
Primary Weapons – M224-A1 Light Machine Gun, StA3 Light Machine Gun
Secondary Weapons – StA18 Pistol, VC8 Shotgun Pistol
Alright, now to detail some of the new classes and weapons. First off would be the removal of all those modified versions of weapons. Burst fire, suppressors, etc. It’s not needed, most people agreed to do away with them and I believe that’s what GG should do. In addition to that, I’d remove that terrible ACOG scope that was dropped on the StA14 rifle. Leave unscoped, it would still be a precision rifle, but could be more effectively used in short/medium range, as well as at long range. Next is that new, unnamed HGH shotgun I mentioned giving to the Engineer class. I wanted every class to have two primary weapons, but I felt the Engineer should be a shotgun specialist of sorts. The LS13 Shotgun that has been a staple throughout the series is created by the ISA, but is stolen by the Helghast at some point in the storyline (during Killzone: Liberation I believe) which is why both factions have it. I felt the Helghast should have their own shotgun, but it should be unique. It would differ visually (obviously) and use the standard balancing; a higher rate of fire, but it suffers in terms of damage. This gives players a little more choice in their close-quarters weapon of choice. Variety is good, but it should still have a purpose to it. That’s something I felt was an issue in KZ3.

The FSK-7 Fury Combat Knife from KZ1.
Another “new” weapon is something that returns from Killzone 1, and that’s the FSK-7 Fury Combat Knife (seen above). It’s the Helghast equivalent of the M32 Knife seen used in Killzone 2 and 3. It would be equipped as secondary weapon for the CQC-expert Infiltrator class, as an upgrade over the standard M32. It’s a larger knife, that is described as a “light axe” by the Killzone Wiki. It would do more damage and have a larger range than the M32, but takes longer to swing. In addition to this, there is a change I would make to the melee system. Taking note from the KZ2 campaign, players would be able to equip the M32 Knife by hitting down on the d-pad, to use as a melee weapon. Other than this, it would take two hits from the butt-end of the gun to kill an enemy from the front, and if you successfully sneak up behind an enemy, the player would be able to execute one of the Brutal Melee kills introduced in Killzone 3.
One of my biggest beefs with the Infiltrator in Killzone 3, is that it had way, WAY too many abilities. The cloak, infinite sprint, planting and defusing charges faster, etc. Along with the StA52SE and LS13 shotgun, the class was basically God Mode. I would take some of those abilities away, and put them into my re-imagined version of the Assault class, called the Grenadier. It’s main ability is called Demolitions, taking advantage of the decreased time to plant and defuse explosives. It’s a great ability, but I don’t believe it’s overpowered because it is only useful in 2 out of 7 rounds in a Warzone match. Their second ability is the same as the Assault, and that is Boost. The reason for that is that the class have heavy weapons in the VC9 and M327, and their movement speed will be decreased as a result of that. It’s only fair to give them that temporary boost, if only so they can move around the map faster. Next is the Support class, which acts as a counter to drones, turrets and both forms of cloaks with their EMP blast ability. The range is limited, but once fully upgraded, it will disable all four of the mentioned abilities. It’s second ability is the Mortar Strike, which allows this feature to remain in the game with the removal of Tactical Spawn Points (or TSPs) and removing that dreaded base camping for the mortar beacon that was a result. Obviously, as an ability instead of a pick-up, the mortar strike would not be as effective as it was in KZ3. This would be both because I would lower the blast radius of the strike, and increase the player count back to 32, increasing map sizes with it.
Now that I think about it, those last two classes are quite strong. We need a solution to that. If Killzone 4 were to return to 16v16 matches, I would limit teams to only have two of each class at any one time; first come, first serve. That means each team would only be able to have two Grenadiers and two Supports active at any time. If it remains 12v12 like KZ3, teams would be limited to only one of each. I’ll refer to these as “power classes”, similar to the power weapons you would pick up in a game like Uncharted or Gears of War. This is done for balancing reasons, and to encourage people to use other classes such as the Tactician and Medic that are so vital to a team’s success. Anyways, those are my ideas for class restructuring in Killzone 4, and knowing that GG reads their forums, it’d be pretty bad ass if they used my ideas in KZ4 and helped the series return to the glory of Killzone 2. I, obviously, think that my ideas here are an improvement over Killzone 3′s classes in both variety and balance, now what do you guys think?
