GraveRobberX's Guide to being a Better Player/Teammate in KILLZONE 3 Multiplayer (Information gathered from Closed/Open BETA)
First and foremost, enjoy the amazing experience. The visuals are amazing for a console based shooter.
Lets get started.
The foundation of KillZone 3 is to use your class to it's fullest potential. All classes start out at on a level 1 basis, and you add points to unlock abilities to make yourself the ultimate powerhouse for said class. There are balancing issues that are created due to this, but over time you can balance it out by leveling up and gaining an equal foothold by either matching said abilities or try to counter with another class.
For some reason on killzone.com, under the "My KillZone" tab, each class requires 33 points to fully unlock the class. For the Beta you can max out a class 23-24 unlock points, so the 9-10 extra points must be for either weapons/abilities in the retail game or future use.
There are 5 classes in total.
Engineer
Capable of crafting turrets from virtually nothing, hacking into enemy turrets and repairing just about anything, Engineers are capable of jury-rigging a solution to any problem.
This class is your middle ground class. This class is the mid-fielder (soccer/futbol reference) or linebacker (American football reference) of your team. He controls the trenches and tries to hold the middle line for your team.
The turret acts as a buffer, either used as a decoy to gain the attention of the enemies fire, while you try to take out said enemies, or if your stuck in a position where fire is concentrated at you, it can be placed as a shield or if placed at the right spot can be your back up and help you out of a bind.
The main component as an Engineer is to help out the whole team is by fixing ammo crates. They serve as an essential part to prolonging your team having a better chance due to the resupplies. Extra grenades help flush out choke points, and fixing as many as possible for your team, helps them out in the long run. Don't try to get greedy and push to fix almost all crates, to rack up those 50 point bonuses, try to be suppressive fire/support class, kills will come to you, you don't need to go out to look for kills.
Unlock points to go for:
First try to fully unlock the Sentry Turret ability (secondary ability), Sentry Turret++. It really does help to have a turret shooting rockets, and the splash damage assists will come flying in.
Then go for the Repair Tool ability up to level 2, Repair Tool+. Repair Tool++ is if you are a running/gunning Engineer who wants to be more of a mobile class.
The starting weapon, the M224-1A LMG is very powerful. In ADS it can take out enemies close to halfway across from the map if shot in bursts.
Try to use 3 points in the secondary weapon category, and unlock and use the VC8 Shotgun Pistol. It can be beneficial in CQC (close quarter combat).
Marksman
From the shadows or at a distance, the Marksman prefers to kill undetected. When forced to deal with the enemy up close he uses stealth and detection counter-measures to hide his approach.
This is your last line of defense class. They try to deter the enemies approach from the most stream lined route to the objective at hand. They are the traffic cops of the map and try to create detours, and make the enemies really use their skills to overcome it. You can try to be a front line class, but a lot of skill is required to be a very useful Marksman going against the front line battles.
Unlock points to go for:
Cloak Suit++ is required from the get go. It helps out a lot. Put points into it first.
Scramble should be your second priority, try to get it to at least Scramble+.
VC32 Sniper Rifle is the gun for you. Try to get it as fast as possible after getting Cloak Suit++.
M66 Machine Pistol can be a game changer and can make this class go from the back of the pack to the front lines. Due to it being silenced and having the Cloak
Suit++ ability, this goes hand in hand, and if Scramble+ achieved, you have became the ultimate long/short range class in one.
Tactician
The seasoned Tactician brings order from chaos, turning a hostile battlefield into a controlled war zone. He enables and facilitates; capturing Tactical Spawn Areas, spotting enemies, and supporting defense with Sentry Drones.
This is one of the most important classes in KillZone 3. This class orchestrates the flow, momentum of a battle. It creates many opportunities for teams to escape or capture objectives. This class is the 2nd most mobile in the game. Trying to take TSA's (Tactical Spawn Areas) or neutralizing them from the enemy can completely change the game with-in seconds.
The Spot & Mark ability helps by relaying information to the player on locations of said enemies. In War, information/location are vital parts to winning it. Primary job for Tactician is to grab as many TSA's ASAP (as soon as possible).
Unlock points to go for:
Tactics++ is mandatory. This ability is the game changer ability. This can be the key for your team from winning or losing.
Before going after the secondary ability Recon+ or Recon++, use the points to truly unlock the best weapon in the game M82 Assault Rifle. It is a beastly gun, with a powerful punch, and a good ADS scope.
Afterward add points into the secondary ability, and make your Tacticians Sentry Drone be the patrolmen of an area (mostly near the TSA's).
Infiltrator
The Infiltrator hides in plain sight, using deception to confuse the enemy while going swiftly about his tasks with unprecedented speed and stamina.
This is the most mobile class in the game. It's abilities make it a PITA (Pain in the Ass). This class was built for flanking and trying to remove the enemies middle ground and push it backwards. It caters to certain objectives and overall dominates them in it. The sneakiness and the 1-2 second hesitation by enemies give you ample opportunities to rack up kills.
Unlock points to go for:
Disguise++ is mandatory. The effect of melee kills keeping your disguise intact are too beneficial.
Survivalist+ should be the next step, for unlimited speed/stamina. Only push to Survivalist++ if you are concentrated on doing objectives and know how to flank.
The LS13 Shotgun is very powerful. Due to the abilities gained by the Infiltrator, these go hand in hand, due to confusion and hesitation by the enemy, and giving you the opportunity to strike.
The StA52SE Assault Rifle can be beneficial with the use of the dual primary ability. The LS13 for CQC (close quarter combat) and the StA52SE Assault Rifle for mid-range fire
The VC9 Missile Launcher is the equalizer on maps that have Exoskeletons (Mechs), so after getting those, this can finally complete the class and make you a formidable opponent.
Field Medic
The Field Medic gives what the battlefield takes away. Life is his to give and take but the truly skilled Field Medic can bring soldiers back from the brink of death to be more effective than they ever were before.
This is the last class. This class in another middle ground class. It is another support class. It's main duty is to be the healer of the team. It's role is defined by what abilities it's unlocked and how it tries to survey the chaos created by both sides and overcomes those odds. It isn't a stationary class nor is it a mobile class. It truly is the middle ground class overall. It is the core of the team, it centers itself by keeping the team alive and moving the front lines forward.
Unlock points to go for:
Getting Triage++ should be the first step. A dead Medic doesn't help the team at all, but if given the option of full revive and respawning at same location, it can greatly help the team out by keep going up against the enemy and not falling back or losing the middle ground.
With the Medi-Droid as an assistant, it truly is the most supportive class out there.
The M82SE Assault Rifle should be your second thing to unlock, same as the Tactician's it truly tips the Medic into a front line class.
Revive+ or Revive++ should be gotten after getting the Assault Rifle
All Classes:
Grenades cater to 2 classes. Tacticians & Medics. For Tacticians to clear out a TSA and for the Medic to deter the enemies from advancing, and quickly reviving downed teammates (flush them out)
Proximity Mines are best for the other 3 classes. The Engineer/Infiltrator/Marksman can lay them down to cover it's backside and flanking positions. Not to close to give away the location where you are. For Infiltrator it can be used as a back up and placed behind and be used as a shield while at the enemies location, and not get back-stabbed.
Skills:
Armor: Medic or Marksman or Engineer
Silent Footsteps: Infiltrator or Tactician (if very mobile)
Extra Ammo: Tactician or Marksman
Extra Primary Weapon: Infiltrator
Thanks for reading. You can do whatever you feel comfortable with, but these are the things I have done/seen. Hopefully it helps out.