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S3.com December Strategy Guide Release
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Old 11-02-2005   #1
Erg
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S3.com December Strategy Guide Release
Sniping: Focus on stealth aspect
Camping: Focus on "situational" camping (as in camping when completely outnumbered, or when the "situation calls for it")
Vehicle Use: Focus on "delivering" the fire power of a vehicle effectively
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Introduction

Welcome to www.Socom3.com, the largest Socom community in the world. This strategy guide was designed, made, and written by real Socom 3 players; not just any person at a cubicle at Brady Games or Prima. Inside, you will find tips and tricks to weapons, attachments, vehicles, listings that will show you how to use each piece of equipment to its fullest. Map strategies are also included, so that you can learn every map and all the strategies involved like the back of your hand, providing you with the tools to dominate the multiplayer aspect. The cool part? This isn’t even scratching the surface! There is plenty more to learn whether you are new to the game, a seasoned veteran, or a Socom legend. This guide will provide you with all of the information needed to step up your game, or even start it!

The www.Socom3.com Strategy Guide "By the Players For the Players"

The www.Socom3.com Strategy Guide Crew


Featured This Month
Featured Map
Harvester
-Convoy Play Mode Walkthrough
Devil's Road
Weapon Analysis
F90
9mm Sub
Model 18 (pistol)
Specialty Tips & Tactics
Sniping: "Staying Stealthy"
Camping: "Situational Camping"
Vehicle Use: "Delivering the Firepower"
Miscellaneous
FAQ
Spawn Points Explanation
The Art of Camouflage

Featured Maps:

Harvester

Vehicles

Seal vehicles:

Armoured Hummvee
Statistics:
1 driver, 1 M2HB gunner, 3 RMG gunners
M2HB, 3 RMG
Armor: Medium
Strengths: High firepower
Weaknesses: Rockets, Mines, Sniper Fire, Small Arms Fire



This vehicle is a beast, simply put. With a full team in the vehicle, it is virtually unstoppable. The 4 machineguns offer protection against any direct attacker on foot or in a technical.However, the lack of doors makes the occupants vulnerable to sniper fire, as a pot-shot into the vehicle will likely hit someone. As with other vehicles, it is vulnerable to rpg fire, though in the tight spaces of Harvester, a skilled team can take out any threats that have rpgs.This vehicle is undoubtedly the best non-armored vehicle in the game, as the passengers are active instead of sitting there like in others. In harvester, the vehicle can be used to great effect, but one must assess the situation first. If the enemy is primarily sniping, running out in this can be suicide, so it must be used in places where snipers cannot fire without exposing themselves. If the enemy is rushing, this vehicle is ideal, as one run-through in the midst of enemies can wipe out a substantial number of them. In addition, the firepower is best used against enemy vehicles, as it takes a very short amount of time to destroy the technicals when 4 machine guns are bearing down on them. If running through an open space with snipers is necessary, the driver MUST weave the vehicle as much as possible. Not simply side to side, but turning around unexpectedly and sticking to cover is recomended.


M1114
Statistics
1 Driver, 1 Gunner, 3 Passengers
1 M2HB
Armour Medium
Strengths: Good protection, Good Transportation Capacity
Weaknesses: Vulnerable to small arms fire and rockets

This vehicle is the middle man between the ALSV and the Armoured Hummer. It sports one M2HB and has relatively good armour protection for its passengers. Unfortunately the gunner is very exposed to enemy fire, because his most of his torso is above the frame of the vehicle. Thankfully the vehicle is fairly manuverable, use this to your advantage to when taking evasive maneuvers.

CRRC
Statistics
1 driver, 2 Gatling Gunners, 1 Grenadier, 2 Passengers
2 Gatling Guns, 1 Grenade Launcher
Armour Medium
Strengths: Large Transportation Capacity, High firepower, Explosive power
Weaknesses: Passengers are very vulnerable to enemy fire.

Simply put this is the beast of the water. The firepower that is packed into this vehicle is better then any other vehicle. The ability to fire 5 weapons simultanously is unheard of. The only downside to the beast of a boat is the vulnerability of its passengers. The boat only covers a maxiumum of half the body of its passengers (the gunners having the least protection) this makes them very vulnerable and easy to hit by the enemy.


Terrorist Vehicles

Technical [Pickup]
Statistics
1 Driver, 1 Gunner, 2 Passengers
1 M2HB
Armour Medium-Low
Strengths: Good Speed
Weaknesses: small arms fire, rockets

This is the most common Terrorist vehicle in the game. This is heavier than the ALSV, but is less maneuverable. It is best used for support, scout, and transport roles and should avoid conflict with rocket, tank, or bradley equipped seals; its lower speed makes it an easier target. Many of the same rules for the ALSV applyThe vehicle itself can take quite an amount of punishment, but does little to protect the gunner. The Driver and Passenger actually within the vehicle are actually pretty well protected. The passenger in the back is probably the most vulnerable, and would be wise to dismount if heavy enemy fire is encountered.




Technical [SUV]

Statistics
1 Driver, 1 Gunner, 3 Passengers
1 M2HB
Armour Medium-Low
Strengths: Good Speed, LArge Transportation Capacity
Weaknesses: small arms fire, rockets

This is essentially an upgraded version of the usual off-the-line Pick-up Technical. Only it has increased transportation capacity while also giving all passengers except the gunner better protection as well. Although this technical has strengths that the other does not, it still has the same weaknesses. So treat it with the same care.




Harvester Sniping: SEALs

• If you have a ghillie suit on, spawn near the barn and head towards the tree. Go prone in the tall grass and you will have a view of either/both roads and the rocks by the windmill.

• If you don't have a ghillie suit, go up into the top of the barn and snipe out of any window you see fit. Each window gives you a view over a different area. Left one watches the left road, middle lets you see the rocky area and the right gives vision of the right road.

• As Deadpan/Coldkill, spawn near the covered bridge and make a hard right. Go through the rocks and down to the water. Take a quick scope of the area to make sure it's clear. If it is, move across the water and stay at the water's edge on the other side. Move to the right towards the foot bridge. Once there, swim across to the island and go up to the house. Start going up the stairs and jump up on the handrail. Straighten yourself out and stand up. Look at the roof and jump up onto it. Go prone and you'll have a great view of the road, building and grassy hills across from you.

• If it's available, spawn near the broken building on the far left of the map. From here you can do one of two things. You can go up into the building and snipe out of the windows towards the road/water, or you can move to the right and go prone on the little hill overlooking the water. From there you can see the road, bridge, water and footpath along the water.


Harvester
Camping

Set in a beautiful little village, harvester is just crawling with places that a good camper could exploit. The one thing that I must stress, however, even before I start the write-up of some useful spots, is Stealth. Even though that stealth is always of value when camping (In fact in most maps, you will get killed 95% of the time without stealth), In Harvester, you will get killed 99.99% of the time without it. Don’t believe me? Read on, and Find out for yourself. Notice that most of the spots I cover here are around the central house near the Terrorist spawn point. This is because a lot of the action happens here, and also because in smaller games, this is the only area available. The following are a couple of places that you can exploit:

As a SEAL:

· Ruins: When the map is larger, there are small ruins near a hill. This position has everything a camper could ever want: including physical cover, and some nice foliage in the bushes around it too. Although I find myself saying this throughout this article, I advise an assault rifle. This is because sometimes, you can get a little carried away when it comes to stalking your prey. This particular position can leave you exposed from the road that’s near it, which goes right past the ruins. If this happens, and an enemy starts firing on you, you will at least have a way to defend yourself. This spot is incredibly effective when the mode is set to “night”…Incredible being the understatement of the year.

· Small valley on SEAL side of the house – This clearing, in my opinion, is your best bet for a place to camp when the map has a limited amount of people, making the map smaller. This little valley had unlimited amounts of spaces to hide. In this position, be sure to carry something with nice range, like the M8. Silence is not essential here, although it is useful. Be sure to check for enemies on the small clearing directly in front of you…Snipers and campers alike like to hide there, so be aware of that.




As a Terrorist:

· The house: The large house near one of the terrorist spawn points is an excellent place to camp, mainly because, when done properly, it is difficult for the enemy to kill you. Although, truth be told, it is more effective to kill the people that walk BY the house, not the ones that happen to stumble on inside. For this particular position, I would recommend using the RA-14, with a suppressor. This is because of the suppressor. In a position like this, it is of vital importance to be stealthy, and not let your preys teammates know where you are…especially ones that are carrying sniper-rifles. Remember, silence will get you far in this spot.

· The bushy areas around the main house: These spots work best in combination with the spot above. If you are in the house, you can quickly and stealthily switch into a bush, or vice versa. This is useful if you are carrying a scope (not necessarily a powerful one), and are trying to pick off a guy you missed from your original vantage point. However, use it in moderation. If you move too much, snipers might see you. Use it only when you are sure you have nothing to fear.

· Rocky area around windmill: This is personally my favorite spot to camp when small amounts of people are playing, and the game is confined to that little space. Your best friend here is the cover that you are provided. Brave rushers often come waltzing in here, and often end up not seeing you, which is when you often find yourself popping a nice easy shot into their heads. What I also find quite useful here, is that if you find yourself missing the first few shots into him, and you are forced into a firefight, you can run around a bit, find a rock, go around and dive into some foliage. “Huh, where’d he go??” and then he gets a nice surprise square in the middle of his face.


Specific Game Mode Walkthroughs

Game Mode: Convoy

SEALS
1. Camp and snipe. This map is full of camping spots. Don't go to the ones everybody uses (ie. hill by load zone). Because of the high grass, you can actually lay out in the open fairly safely.
2. Rush the terrorist spawn point. 9 times out of 10 the convoys are still there. Use the ledge just to the right of the breach zone by their spawn point. Avoid going down the hill into the small lake... you're pretty open.
3. Use mines on all roads around the house and the barn. Who cares about the convoy trucks, your goal here is to stop any terrorists in technicals from running over the 11 snipers the seals undoubtedly have hiding on the hill by the far load zone.
4. Communicate. Worst thing in the world is when you have 3 snipers covering the same road. Cover each others six, and talk a lot. A smart terrorist can easily sneak in behind the barn and own 4-5 snipers before they know what hit them.
5. Have someone hide BEHIND the barn. They may only get 1 kill per round but they protect the snipers from a rear attack. Make sure to identify who this person is, then, if he dies, have the sniper 2nd closest to the barn turn to cover the closest snipers six. Sorry sniper closest to the barn...you're the bait.

Terrorists
1. Move the vehicles. Get them out of the spawn point and away from the seals. Leaving convoy trucks at the spawn point=quick seals win
2. Clear the area in front of the barn and around the house. Use grenades, smoke and most importantly, technicals. DO NOT stop the technical or get out because you see a sniper somewhere. Trust me... another sniper sees you seeing him and will own you first. Your job is to drive around like a drunk moron, swerving and running people over. DO NOT give up the technicals to the seals.
3. Smoke out the load zone by the hill and forget about the load zone by the barn. But watch out for mines. Use grenades and possibly a suicide driver (you are terrorists after all) to clear the mines, then drive the convoy in under WHITE SMOKE. Red smoke does not obscure vision enough.
4. Have a passenger in the convoy truck. If the driver gets sniped, he can take over. If the sniper is on the passenger side, he obscures the shot to the driver. Be warned though, sniper rifles will shoot through 2 people. So drunk driving is still the best bet.
5. Believe you can win and take charge of the group. If no one else suggests a plan, then you should. If they don't follow it and die (they will), you at least seem smarter.

One last terrorist tip: If your team has no teamwork and you KNOW you can't win...get your kills up. At the opposite side of the bridge by the spawn point with the convoy trucks there is a tree. Go prone on the left side of it facing the cliff. Own every seal that comes down the path. The mist from the water will obscure you from snipers on the cliff and the tree will protect you from anyone that gets to the house. You can easily go 5-0 here each round if you stay active and watch your lines of fire. Plus, at least you can protect the cargo trucks while your teammates run hazardly into the clearing in front of the barn.


Weapon Analysis

F90
(Real Designation: FN P90 Belgium)
Clip Capacity: 50 Rounds.
Fire Mode(s): Full Auto

Attachments: Suppressor 1
The F90 has greatly improved since Socom 2. It's a very useful weapon when it comes to a gun fight. One bullet alone tends to do minimal damage, but with 50 you're golden! There are different ways to use this gun, but that's all depending on the player. One way, is to aim higher than usual. Since the F90's bullets spray, your odds of getting a head shot on the enemy are extremely good. Another way, is aiming for the chest. Using it this way is very effective, the fact that you have 50 Rounds makes it even more effective. You center your cross-hairs in the chest area of your opponent and just let the 50 rounds do their work. Most other weapons have 30 rounds, so when your in that gun fight. They have a better chance of reloading than you do, then while in that process, you finish them. Also, I'd recommend a Suppressor with the F90, it's much more accurate that way.

9mm Sub
(Real Designation: Isreal IMI UZI)
Clip Capacity: 30 Rounds
Fire Mode(s): Full Auto, Single Shot

Attachments:Suppressor 1

This is almost an exact replica of the F90, just a lot weaker. Both guns share a lot of the same characteristics. They both spray, therefore are good for aiming at the head and usually getting a head shot. Both have an extreme Fire Rate, good when going up against a "slower" shooting gun in a gun fight. But, the 9mm Sub also differs in a lot of ways as well. For one, the F90 consists of 50 Rounds, while the 9mm Sub consists of 30. That is a negative factor, because since it's weaker than the F90, and has only 30 Rounds. Your chances of killing someone are a lot harder. My advice, is to make sure you manage your ammo. Since the 9mm Sub fires so fast with only 30 rounds, your chances of running out are very easy. I'd recommend 2x Ammo with the 9mm Sub, and maybe the Suppressor 1. But, if you add that it'll just subtract the strength in the bullets.


Model 18
(Real Designation: Austrian Glock 17 )
Clip Capacity: 17 Rounds
Fire Modes: Full Auto, Single Shot

Attachments: Suppressor 1, Laser

This gun is godly short range, could possibly be the best pistol. I'd prefer using the Model18 when Sniping, because it's a very good defense when it comes to defended yourself against Assault Rifles, Sub Machine Guns, etc. Not only does it shoot extremely fast, but it has the most bullet spray in the game. So, your odds of getting a head shot and killing the opponent are very good. Since the Model 18 only has 17 rounds, and is the fastest firing gun in the game. You're going to want to equip a 2x Ammo box to your load to preserve ammo, but only if you plan on using the Model 18 actively throughout the game. Otherwise, it's just a waste of space where you could attach a grenade, mine, etc.
There are a few ways to use the Model 18, one way is aiming at the neck. Since the gun has an amazing fire rate and sprays everywhere, when you aim and shoot at the neck. You have an almost 100% chance of getting the opponent on a head shot. It's harder if they are moving around (Most players jump, prone, strife, etc). So, if you strife as well, the bullets will go absolutely everywhere, likely hitting them on a head shot when trying to avoid being shot by you. Another way to use it, is aiming at the chest. This is also very successful in a gunfight, only because the Model 18 fires so much faster than any other gun, and your blasting 17 bullets consistently to their chest. There are probably many other ways of using the Model 18, but those are found to be the most common.

Specialty Tips & Tactics

Sniping: Staying Stealthy
Stealth in Socom 3 is a vital aspect of a good sniper. To do this you have to have these core values.
Scouting
Patience
Maintain Distance
Invisibility
Precision
Relocation
Remember you need to know how where targets are likely to be. This requires you to know your maps, so that you can stay out of te hot spots and maintain your stealth.
Patience is a virtue every true sniper must have. Moving too often and too soon has and still is a very common way snipers are killed, effectively getting caught with their "pants down". Be patient when sniping and be ready when oppurtunity comes knocking.
A sniper's weapon is a long-range weapon, intended to kill from a distance. Therefore you should use this to your advantage to make the most of it. Maintain your distance so you maximize the weapons effectiveness while also staying in range of your targets.
Invisibility is the most important aspect of a good sniper. To achieve invisibility is putting all the above values to work in unison. Combining Keeping your distance will keep you mostly out of harm's way. Being patient and ready will ensure your never caught off guard, and scouting will enable you to position yourself properly. When you put these together, invisibility will be achieved. Just remember, should you lose it, you chances of survival will diminsh drastically
Precision is the value of a sniper that saves the day. This is the climax of your patience, scouting, etc. Being a sniper means being precise so take your time, you have all the time in the world. Because your target will never see you...right?
Relocation is vital, especially if you are using a .50 BMG sniper rifle. Snipers may not move as often as assaulters, but when they have to, they have to do it FAST! This means packing light so you can move from spot to spot without being dragged down by your loadout.

General vehicle tips of the month:
Be aware of enemy fire and positions. Watch for silenced fire and, through where it is hitting the vehicle, determine the position of the enemy. Watch muzzle flash from snipers and use it as a signal for evasive action. Be aware of where enemies are in a firefight so as to bring the power of your vehicle to where it will be best used.

Too many people simply drive randomly through the map, leaving teammates to fight on their own without the greatest tool they have. Remember, a team of vehicles and foot-soldiers, supported by snipers, is unstoppable.

Please, PLEASE, don't drive off in the vehicle until every person who wants to get in does so. Personally, i am infinitely frustrated and angry when someone drives off alone in a vehicle when i am running to get into it. Not only is this annoying, but it is useless. One man can do nothing with a vehicle.

Situational Camping
AKA: When Camping Goes Wrong


No matter how beautiful, how strategic, how precise your camping is, there is always the chance that it can go wrong, and most people don’t appreciate this until it happens to them. Maybe a key point in your team’s strategy has gone wrong or a key teammate has been killed, and you know that if you continue to camp where you are, you will die. What do you do? Here are some of the best tips I can offer for whatever the situation might be:

· Move: You know your going to die where you are…so why stay where you are? It may be a tad heartbreaking, but that plan you whipped up last night didn’t work! So rather that just sit there and pretend like you can pull it off, move, and make the best of a bad situation. The time may call for simply a new camping spot, or you may need to stay mobile. Anything is better than staying where you are!

· Don’t run into the open unless you absolutely need to: If your situation is compromised, you have to ask yourself “What do they want me to do?” And my friends, the answer to that is quite simple: they want you to panic, and walk right into where they can pop a nice, easy bullet into your head. So keep a cool head, and make sure no one sees where your going, and one of the most important ways of doing this is staying away from open clearings, when snipers would have no trouble at all picking you off.

· Have a plan: Don’t just run out of a spot without having a basic plan of what you’re going to do. Your best bet is to find a spot that you think is safe for the time being, and take a few seconds to formulate a basic plan of action. Those few seconds could quite easily make the difference in the outcome of the game. Remember, having a basic idea of what you’re going to do, not only limits the time that you spend aimlessly wandering the map, but it builds up your confidence, knowing that you’re doing the most strategic possible thing.

· Know the map: This applies to SOCOM in general, but it’s extremely useful when you’re trying to turn the tables on your enemy, who seems to have the upper hand on you. Knowing the land not only helps you find a nice, offensive position, it also helps you stay alive. Chances are, that if you are put in an uncomfortable position, the enemy knows the lay of the land. Don’t make it easier on them by not having any idea where what is. Take the time to analyze each map, whether it’s at the time where you chose your spawn points, or whether it’s being a spectator in the occasional game, its vital to know the land.

· Predict: Know whom you’re up against. Try your very best to know what types of players are on the other team, whether it be fellow campers, snipers, rushers etc. If you’re dealing with campers, check potential camping spots carefully. You don’t want someone on the opposite team killing you from behind because you were too careless to check the spot properly. Predict what you’re up against, and adjust your mode of action accordingly.

· Lastly, in a map like harvester, it is important to carry the proper weapons, for just these situations. When you are picking your weapons, take into account the chance that you might be forced out of your camping spot, and potentially into a position where you aren’t even camping. It is very important to choose a weapon that mixes the requirements for such situations. One major factor is range. Although camping can be quite easy if you use a shotgun, it often pays off to use something like the M16A2 or the M8, just in case your original plan goes wrong. It doesn’t take a genius to know that if a sniper is trying to gun you down from 200 feet, that you would probably not live if you were armed with a shotgun. However, if you were carrying the M16A2, you would have a fighting chance.



Miscellaneous

Frequently Asked Questions (FAQ)

Offline

What do I get for beating the game on the various difficulties?

North Africa Mission Set
KILLJOY (Seal) - Complete Africa Missions on any difficulty
Seal Desert Ghillie Suit - Complete Africa Missions on Commander
Terrorist Desert Ghillie Suit - Complete Africa Missions on Commander

South Asia Mission Set
Seal Jungle Ghillie Suit - Complete Asia Missions on Commander
Hari Raman (Terrorist) - Complete on Asia Missions on Captain
Terrorist Jungle Ghillie Suit - Complete Asia Missions on Commander

Poland Mission Set
COLDKILL (Seal) Complete Poland Missions on Commander
Seal Winter Ghillie Suit - Complete Poland Missions on Commander
Terrorist Winter Ghillie Suit - Complete Poland Missions on Commander

Game Completion Unlocks
IW-80 A2 - Game completed on Admiral
STG-77 - Game completed on Admiral
Medium Scope - Game completed on Captain
Front Grip - Game completed on Captain

Fireteam Bravo Crosstalk Unlockables for S3 Online
Al-Kamli Sarwat (Terrorist) - Complete Africa FTB Missions on any difficulty then link to PS2
CHOPPER (Seal) - Complete Asia FTB Missions on any difficulty then link to PS2
Dr. Basia Mironova (Terrorist) - Complete Poland FTB Missions on any difficulty then link to PS2

Can Fireteam drive while I shoot?

No there is no command for this unfortunately.

What is Socom U.S Navy SEALS: Fire Team Bravo?

It is a Socom PSP game that can be used to unlock certain character games on Socom 3


Online

How do I verify my account?
Go to community, verify account. Credit Card information is required, but there is no charge.



How do I improve my rank?


Play in full rooms. This means play in 11 round, 6 minute games as per default settings.
Always be stealthful. Although you can play anyway you choose, this style helps maintain kills over deaths.
Learn to snipe properly. Distance kills with a rifle helps you out a lot. Especially larger maps like crucible, killing fields, devils road.
Try and get behind your enemies. During the game try to take shortcuts or back paths to get ahead of or behind your enemies.
Know your maps. If you know the maps well you can use it to your advantage. Position yourself into a strategic position and wait for convoy trucks, bomb plants, ect.
Aspire for MVP. Although you may not achieve it, wanting it helps you do better during games. Motivation is a must.
Don't get aggrivated with the game. We all get pissed off sometimes, but try and control it. No one can play better when they are aggrivated, so keep your cool.
Don't try to be a hero. Rushing out and getting yourself killed is not the answer. Socom3 is a game based on teamwork, remember that.
Know your place. If there is 1 minute left on convoy, don't run out to kill the terrorists. If there is 30 seconds left on demolition and you are outnumbered but have the bomb, stay hidden. Knowledge is everything.
A tie is better than a loss. Like above, know your place. Don't try and win if the odds are against you. Let the game play itself out.


What is the "Noobiest" Weapon?

There are none.

What is a "disconnect"

A disconnect is when you are disconnected from the game or network. Examples of this are being booted from a game, or turning off your PS2 without logging off. *Note each disconnect is recored, it also hurts your rank



The Art of Camouflage

cam·ou·flage ( P ) Pronunciation Key (km-fläzh, -fläj)
n.
1. The method or result of concealing personnel or equipment from an enemy by making them appear to be part of the natural surroundings.
2. Concealment by disguise or protective coloring.
3. Fabric or a garment dyed in splotches of green, brown, tan, and black so as to make the wearer indistinguishable from the surrounding environment.

In Socom 3, we have the added bonuses of improved vegetation, and unlockable ghille suited characters.

Your first step to being a camouflage expert is unlocking the ghille suit characters by beating the game on Commander, which is not very hard, and can be done in a matter of hours. It is also well worth it.

Almost all maps have an option for a ghille suit character, and all maps that are have tons of cover. If you plan on being stealthy, or at least kept in hiding, you'll want the ghille suit. If you are going to be doing more of run and gun, DO NOT choose the ghille suit character, for it is quite heavy.

In most cases, you'll want to have a quiet weapon, and this will require a surpressor added to your weapon. If you are sniping, the SASR or SR-25 are best for noise reduction, but packing the L96AW or one of the M8's will work as well...if you can hit what you're shooting for.

If shooting a non-surpressed weapon, (sniper rifle, in most cases) be sure to hit a target on your first shot. By doing this, your target will drop without knowing where your shot came from, without being able to call for support, and will keep you hidden. If you do miss, however, be sure to know where your target has gone, if he has seen you, and be aware of any reinforcements. In most occassions it would be best to change positions, but if the enemy has not seen you, you can be safe in your current location.

When firing an automatic weapon, it is best to go silenced, choosing a surpressor as one of your modification slots. Your second mod slot should be a scope or front grip (if available). Beat the game on Captain to obtain the front grip and medium scope. It is up to you in choosing a front grip or scope. If you are good at sniping, you will want the scope, for it is used for more accurate, slower shooting, while the front grip can maintain accurancy while firing several rounds. When choosing a scope, it would be best to have the highest magnification scope possible, which in all but two cases, is the medium scope. Those two cases are if you have the M-16 or the IW, however, the M-16 can not be surpressed.

When looking to blend in, going prone is your best bet, but crouching may be better, in some instances. When prone, make sure the ground you are on is the same or similar color to that of your character. It is also best if you are proned in a bush, or ground coverings, for this will help you in further remaining unseen. You will want your character invisible from the third person view, as you will not be facing your rear. It is okay to have your front expossed by an enemy looking staright at you, for you will have a firing lane on them.
When crounched, you will want a taller sized bush or ground covering. Why crouch, rather than prone, you ask? If you have a bush that is not that wide in diameter, your legs will be exposed when proned. I find it more effective to lean to the left or right when crounched, as this makes my height shorten, while maintaining a small diameter.
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Old 11-02-2005   #2
 
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Please define situational camping. We might have diff meanings.
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Old 11-02-2005   #3
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Situational Camping Example:

You have the bomb. Your entire team is dead and there are 6 enemies left. You don't want to be a hero, but you want to get a strategic position that might allow you to eliminate the enemies or enough of them to be able to plant the bomb or to draw out the round and regroup with your team to come up with a new strategy without getting a loss.
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Old 11-02-2005   #4
 
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Quote:
Originally Posted by c0mmand3r
Situational Camping Example:

You have the bomb. Your entire team is dead and there are 6 enemies left. You don't want to be a hero, but you want to get a strategic position that might allow you to eliminate the enemies or enough of them to be able to plant the bomb or to draw out the round and regroup with your team to come up with a new strategy without getting a loss.
Necely done.

Does Convoy general camping count?
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Old 11-03-2005   #5
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Yeah, I think we should emphasize that a tie is better than a loss for the team.
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Old 11-03-2005   #6
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Quote:
Originally Posted by Wand3rer
Yeah, I think we should emphasize that a tie is better than a loss for the team.
That is an example of "situational" camping. As opposed to just grabbing clays/pmn/silencer and just camping your spawn from the start of the round
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Old 11-03-2005   #7
 
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I bet i could prolly include what wepon to bring that can double as a good camping wepon. Etc.
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Old 11-03-2005   #8
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1. Why two maps?

2. "Delivering" firepower? Does that mean most effective use of the vehicle's weapons? Or stituations weapon is useful in? Or best positioning/role of vehicle to get most kills?
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Old 11-03-2005   #9
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1. Why two maps?

2. "Delivering" firepower? Does that mean most effective use of the vehicle's weapons? Or stituations weapon is useful in? Or best positioning/role of vehicle to get most kills?

1. I think we can do it. (if we did one a month...itd take a year)
2. I mean proper communication between driver/gunner(s) and positioning the vehicle properly. (eg.blocking dropzone of DR with tank). Focus on those.
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Old 11-03-2005   #10
 
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What 2 maps you want?
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