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Socom Tips, Tactics, and Strategy Guide General Tips and/or 'Tricks of the Trade' and the Socom Strategy Guide.


The November Release!
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Old 11-03-2005   #1
Erg
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The November Release!
Release Date: November 1st, 2005

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


Summary

Released this month you will find the Multi-Player Map Killing Fields has been picked apart so you can learn all of its hiding, vantage, and special points in the map while also mastering the avaliable vehicles on that map. Also a list of all ranks has been provided including the requirements to get to a certain rank.

Further more you will find the basics of a true specialist (eg. sniper) To master these will better your game guranteed.

Do you seem to be taking out your teammates more than the enemy? Then look no further we've the perfect article for you

If your are looking for help in the Single Player aspect of the game, check out c0mmand3rs amazing walkthrough in the Single Player Section for Socom 3.

~erg, Head of Strategy Guide Crew

Featured this Month
Featured Map
Killing Fields
Weapon Analysis
M4A1
HK36
HK5
M87ELR
M16A2
12 gauge pump
SASR
M60E3
Specialty Tips & Tactics
Rushing 101
Camping 101
Sniping 101
Using Vehicles 101
Miscellaneous
Avoiding Teamkilling
Taunt Archive: Current Total is 39 taunts

What's New?
Socom 3 has been finally been released after many months of anxious waiting. Good luck to you all, and we'll see you online!



Online

Online Ranks (Enlisted & Officer)

Enlisted Ranks
Seaman Recruit: 0-4 Games Played
Seaman Apprentice: 5-14 Games Played
Seaman: 15-24 Games Played
Petty Officer 3rd Class: 25-39 Games Played
Petty Officer 2nd Class: 40-54 Games Played
Petty Officer 1st Class: 55-74 Games Played
Chief Petty Officer: 75-100 Games Played (Atleast 50 wins)

Officer Ranks
Ensign: 81-100%
Lieutenant Junior Grade: 66-80%
Lieutenant: 51-65%
Lieutenant Commander: 41-50%
Commander: 31-40%
Captain: 11-20%
Rear Admiral Lower Half: 6-10%
Rear Admiral Upper Half: 2-5%
Vice Admiral: 2-5%
Admiral: 0-1%
Fleet Admiral: Top Ten Players[/quote]



Featured Map:
Killing Fields

Killing Fields: Vehicles

Available to the SEAL Team
ALSV (Advanced Light Strike Vehicle)
Statistics
4 Passengers: 1 Driver, 2 Passengers, 1 Gunner
Weapons: M2HB
Armor: Very Low
Strengths: Hit & Run, Very Good Speed, Providing Cover Fire
Weaknesses: Small Arms Fire, Rockets, Tank Shells


As the name implies it is very fast, but lightly armored. The Driver and Passengers get very little protection as there are no doors, thus making them very vulnerable to enemy fire. The gunner fortunately has a little more protection as more of his body is obstructed by the frame of the vehicle. For the passenger that hangs onto the frame of the vehicle, it is recommended to dismount before entering any firefight. He is very exposed and will be killed first, so it is best to dismount outside the fight and walk your way in. This vehicle's advantage is extreme speed and maneuverability. In this particular map, this is very useful to avoid sniper and automatic fire, along with the lumbering tanks. It is best used as transport across the vast sands and should avoid being used in tight spaces such as the central ruins to avoid heavy fire. The function of this vehicle is mainly as light support and/or perimeter control. It is effective against individuals or small groups as it can circle around, firing its heavy gun (which should be manned by an experienced gunner) into the enemy. It can also be used to draw off tank fire or to run as a scout ahead of convoys. It is also very effective agaisnt technicals as it can circle behind them quickly and eliminate the vehicle very quickly. It can also be used for stealthy insertions behind enemy firing positions, which is easy due to the extremely large size of the desert.

Bradley Tank
Statistics
1 driver, 1 20mm gunner, 1 machinegunner, 1 passengers
M2HB, 20 mm cannon
Armor: High
Strengths: Immune to small arms fire, Armoured transportation
Weaknesses: Rockets, Tank Shells, M2 mine


This vehicle is surprisingly ineffective on this map for any use other than simple transport or protection against light fire. It is fast and more maneuvarable than the tank, but can easily be outmaneuvered and outrun by the technical. It is susceptible to rpg fire in any restricted space and can be easily taken out by a tank. The 20 mm cannon is useless for anything less than taking out technicals, in which however it is effective, due to its low fire rate and absolutely no splash damage. The machinegunner is very limited by the whims of the 20 mm gunner as the machinegun is mounted on the turret with a relatively small range of movement, thus restricting the machinegunner to shooting at whatever the 20 mm gunner is shooting at. In the ruins, this is useless as there is ample cover, while on the sands it is as well not effective due to the slow turn rate of the turret, this should be used for transport or protection when it is known that there will be no heavy fire.


Available to the Terrorist Team
Technical
Statistics
4 Passengers: 1 Driver, 2 Passengers, 1 Gunner
Weapons: M2HB
Armour: Low
Strengths: Good Speed, better armour then ALSV
Weaknesses: Small arms fire, Rockets, Tank Shells

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.

T-72 Tank
Statistics
1 driver, 1 machinegunner, 1 main gunner, 1 passenger
M2HB, 25mm cannon
Armour: VERY high
Strengths: Immune to small arms fire, Powerful cannon, Rockets are ineffective
Weaknesses: Rockets (not very effective), M2 mine, Minimum Cannon Range


This is the behemoth and monster of the sands. It is virtually inpenetrable and EXTREMELY difficult to eliminate due to the lack of tow-mounted hummers. It is effective in any situation, as the main cannon kills with a wide radius and eliminates lighter vehicles with ease. However, it is not recommended to be the machinegunner unless necessary, as he tends to have a shorter life span. It takes many rockets to destroy this beast and the majority of the time it is abandoned solely due to lack of ammunition. There is a drawback, however, and that is the range of the cannon. If any person/vehicle is able to make it close enough to the tank, the main cannon is useless and the machinegun must be used. The primary way to take this thing out is with mines. The large width makes smaller roads and spaces ideal for mine laying and a few well-placed mines with take it out of action.

Killing Fields: Map Strategies

Teamwork based strategies for Killing Fields

Note: Some objects, such as vehicles, will not be available in all game types and may be disabled in certain rooms. The strategies below often refer to the Demolition game type. This is because in other game types, such as Suppression, the attacking and defending teams are not as well defined. However, you can adapt these strategies to your game by changing whatever you like. They were made to be as flexible as you need. Just be creative.

Part 1: The Northern Stronghold
The following strategy can be used by whatever team needs to get inside the walled village in to the northeast. In the demolition game type, the Seal team will need to take the satchel there. This plan is best employed when a large number of people are trying to access the
With a large group of people, you can eliminate the opposition swiftly using strong rushes covered by diversions. With one or two snipers south of the wall and one or two people with assault rifles or heavy machine guns making a great deal of noise, you can draw attention. The wall is broken on its east side. Once the third group has entered the compound, this group can enter through the east side and attack the village from a third angle. At the same time, one or two people can sneak in from the small north entrance that is east of the northern part of the road. These people should either have silenced weapons to covertly eliminate people on the wall or in amongst the houses, or they may have loud weapons and they can take the enemy by surprise, taking advantage of the confusion generated by the swift assault. Lastly, a group of people can come through the gate from the west. These people should stick to the mountain on the west side of the stronghold to maintain secrecy until the last possible moment. If vehicles are available, this is the group that should have them. It is this group’s job to rush through the wall and fan out, eliminating whatever opposition remains. Normally, this would be very dangerous, but if the previous two groups were successful in creating distractions and slaying some enemies, this group will be able to come in and finish off the rest of the enemy force. Vehicles are useful in this phase to get troops into the area swiftly and provide great firepower.
The first group wants to make noise and attract attention while staying out of range of the enemy. The second group will want to take advantage of the first group’s diversion right away so that they will have distracted enemies to kill instead of alert ones. The third group plays on the confusion created by the previous group. They use all speed and firepower possible to charge in and deliver the killing blow to the defense.
As described above, this strategy could take anywhere from ten to sixteen people. By eliminating parts of the strategy that you do not like, you can use fewer people, or you can use fewer people in each group when you lack sufficient numbers.

The next strategy will be one to defend from an assault in the same area. Again, either team can use it, but in a demolition game, the terrorists will be defending this area from the Seal team. I am going to describe several positions and how they can be used in defense and how they relate to each other. I will not provide a single, distinct strategy as I did above. For convenience, I will number the positions.
The first one is my favorite, the wall. By jumping onto the broken part on the east, you can go anywhere on the wall. On the west side, where the wall meets the mountain, there are no crenellations. You can lie down here and cover the south and even some of the east. If you go on the wall more than once, be sure to vary your position so that you will always be hidden. Any area where the wall is in bad condition will allow you to lie down and shoot to the south. Otherwise, you would have to crouch or stand in order to shoot. However, the crenellations are useful if you’re planning on shooting into the compound. If you lie on the wall, the crenellations will cover your back and allow you to see safely into the stronghold. From here, you can cover the north entrance or shoot people from behind as they come through the gate. Just outside of the wall and against the east mountain is a patch of grass. It is very thick and it will hide your effectively. From here, you can set an ambush or snipe. You can see to the east and south from this patch of grass. If a vehicle is trying to enter the compound, you can shoot the driver or hit the vehicle with a rocket. An attacker could also use this position. For example, in the Convoy game type, the terrorists will need to take cargo trucks out of the compound, load them, and bring them back. A Seal with an AT-4 rocket could sneak into this position and wait for a truck to come back. When it does, he can destroy it with a rocket.
Secondly, there is one building here that has a ladder to the roof. If the Seal team has the bomb during a Demolition game, the building will become their target. Unlike the other buildings, you can enter this one. Inside, you can wait behind one of several walls and spring out when an enemy comes. Another option is to climb the previously mentioned ladder. You will be able to use the roof to simply spot enemies, or to surprise and kill them. From the roof, you will be able to see the wall, the north entrance to the compound, the space between the buildings, and the open space in the northwest part of the compound. This position does not overlap with position one. It is recommended that you have a person in position three because it overlaps the first two positions. Overlapping is good because enemies will never be out of sight and that will be more likely to have to deal with two defenders instead of one.
The third position is the north entrance. It has several patches of dense grass. Use these when attacking or defending to conceal your position and surprise the opposition. If an enemy tries to gain access to the stronghold from the north entrance, you will be able to shoot him without being seen. He may even walk over top of you without noticing. Alternatively, you can watch the gate from here. Anyone who comes into the compound can be seen by whoever is in this position. Whoever is on the wall can warn this person when a hostile force approaches the wall, and he can warn anyone in the village if someone enters the stronghold. Because this position has a view of the buildings and the wall, it is a great anchor in your defense. Someone can shoot an enemy while he’s making his way towards a building and then turn and shot an attacker who is coming from the wall. If you have defenders in the other two positions as well, this person will be able to concentrate more fully on holding off enemies in the north.
These positions were left vague for a reason. In defense, variation is important. You never want to do the same thing twice unless the enemy isn’t expecting the same thing twice.
The weakness here is that if a concentrated force attacks a single position it is likely to fall. When one position falls, the rest of the team has more area to cover and will be less effective.

Part 2: The Ruins
For this strategy, at least, the term ‘ruins’ will refer to the large, run-down structure in the center of the map. Terrorists typically have the north side and they also have spawn points to the west. Several ladders are located along the wall. A bridge spans the road in the center and it runs east to west. In the Demolition game type, the satchel will be under the bridge.
My first strategy will be how to get the bomb without being killed. Once again, I will be slightly vague so that you can vary the plan as much as you like.
For both teams, speed is essential. If you are going to get the bomb, make sure that you have a very light load out. Do not worry about firepower, as you will not be shooting at anyone right away, but pick a weapon that you’ll find useful later in the round. The person closest to the bomb should be the one to pick it up. As fast as you can, run straight for the bomb. To get there faster, jump over any obstacle that you can. Going around wastes valuable time. Do not worry about getting shot and do not shoot back. That will waste your time and draw attention to yourself. Once you get the bomb, wheel around and come back the way you came. Go through the door leading into your team’s area of the ruins. If you’re a Seal, this will be to the south. For terrorists, you must go north. You will be coming back exactly the way you came. Once you’re back, your job is done. Your team has the bomb and you can take the offensive. The other team will have to set up defenses. You can either rush the target and try to get to the enemy base before their defense is complete, or you can sit back anywhere you choose. You are now relatively safe since the other team can’t destroy your base.
This can not be done with one person. A few other people will increase your chances of success greatly. Have everyone available follow immediately behind the person who is heading for the satchel. If anyone has grenades, now is a good time to use them. Tossing them over the bridge at the other team will either kill enemies or stop their advance. The people protecting the runner can hide and shoot people when they shoot at the bomb carrier or another team member, but you must have a person or two in the open to distract your opponents from the bomb carrier. Merely showing yourself may be enough to attract fire, but you may need to start shooting to get attention. If you see an enemy, be sure to shoot at him. The enemies will likely shoot at you instead of the bomb carrier because you, the person shooting back, will seem like more of a threat than the man who is heading for the satchel.
You might choose instead to continue forward with your initial rush. In this case, you will want to use the same strategy except that everyone will keep going. Don’t slow down, however. Once you’re across the road, there will be numerous walls. You aren’t likely to find more than one or two enemies at the same time. With an unexpected rush, you will secure victory every time. If you killed a sizeable portion of the other team in the rush, you can either keep your momentum and assault the remaining enemy positions right away or take it slow. With the satchel and superior numbers, you can play any way you want. If you want to continue even further, make sure that you have several team mates spawning with the vehicles so that they can pick you up the moment your rush is over in the ruins. It is important to maintain as much momentum as possible.

Part 3: The Outpost
The area that I refer to now is the small camp in the southwest. In Demolition games, the Seals can spawn here. This camp is important because it is where several vehicles begin and the Seal team must protect it from the terrorists during Demolition games. The outpost doesn’t have any great defensive structures like a wall, but it is in the open, so any enemies coming here can be seen from a long way off.
If you are attacking, use snipers to examine the area. Make sure that the snipers tell you what route into the base will be safest. If possible, the snipers should punch holes in the defense by killing enemies. Since killing someone will put the whole team on alert, try to avoid doing it until the rest of the team is already in sight of the structure.
Vehicles are very handy. A Technical can hold four terrorists and it is fast enough to get them there and still surprise an enemy or two. The best strategy is to use snipers to direct the Technicals. The north and east routes will allow them to approach while remaining undetected for the longest amount of time. I recommend loading as many trucks as possible and sending them from the north and east. Make sure that at least one goes behind the building since there is a small hole in the wall there that will allow you to slip in behind the enemy’s defense. Another truck can come to the front entrance and you’ll be flanking your opponents. Remember that whenever possible, approach from more than one direction. Once inside the building, there is likely to be some degree of chaos, so no strategy can help. Just make sure that you don’t stray too far from your team. Safety is in numbers.
If you are attacking on foot, move from rock to rock in order to avoid detection. The sooner you are seen, the sooner you’ll die.
For defenders, visibility is key. Attackers must cross a lot of open terrain. They can hide behind rocks, but they must leave the safety of the boulders eventually. Snipers can lie on the ground and look out the front entrance or they might prefer to lie on the ground outside and have a wider field of view. Be sure to overlap the zones covered by the snipers so that no enemies can remain undetected. It is easy to snipe people as they march towards you because of the limited amounts of cover. However, other people must be ready to kill anyone who comes into the camp. They can safely watch from inside the building. If you see someone coming, don not engage him. Wait and see where he is going to come in and ambush him there.

Part 4: Key Concepts
Several important concepts have been covered that you need to remember when playing or designing your own strategy.
1) Safety in numbers. If you are fighting an enemy alone, your chance of winning is fifty percent. With a friend beside you, you are almost guaranteed to kill him and do it in half of the time. If you need help, you need it right away. Keep friends close at hand all of the time.
2) Flanking. When attacking a well-defended area, always attack from as many angles as possible. This puts stress on the defense and helps generate confusion among your enemies.
3) Variation. If you try something, and it works, your opponents will be sure to guard against that next round. If you’re trying something different, you will still be able to catch them off their guard.

Killing Fields: Sniping

Killing Fields Tactics

• This map is best suited for the ghillie suit when sniping. You can blend in anywhere on the map with it. If you have not unlocked it yet, any terrorist skin and the 1st and 3rd suits work quite well for SEALs also.

• The walls serve as a great hiding spot with an amazing view of many travelled paths. From up there you can cover many areas of importance in many game types. (Bomb in Demo, Load Zone in Convoy)

• The bushes outside of both vehicular entrances also give great angles to many areas.

• The SEAL spawn houses a couple good sniping spots. In the watch tower, in the bushes to the side and by the palm tree out front.

• The terrorist spawn holds a few good spots as well. The broken overpass at the vehicular entrance, the rock ledge to the side and ontop of the "Bomb plant" building.

• There is no rifle that's best suited for this map. It's all a matter of preference/game type




Killing Fields: Camping

Killing fields is a desert map, with ruins located in the center of the action. Terrain is rough, visibility is scarce and your surroundings are unforgiving. Here are 6 example spots of where you can exploit all of these, while camping:

- The Central Ruins: This is a very messy area. The results can be catastrophic if you don’t know what you’re doing, and deadly when you do. These ruins are a very popular place for vehicles to casually “roll by”, and you must always be aware of that. Be sure to carry with you a rocket (RPG for terrorists, and AT-4’s for Seals), or something that goes Boom when a vehicle cruises by. This is one of the only exceptions in this map where I would use an M2 mine instead of a rocket. Since vehicles only have one path to go through, the chances are that they will hit the mine are good. Also, when you are camping around the ruins, use a weapon that can fire over long distances, because chances are that you will need it. You should not, however sacrifice all power for range. Try finding the balance between the two extremes. For a Seal, I would recommend using the M8, or the M16A2, and as a terrorist the RA-14 or again, the M16A2. Notice that all 3 of these weapons can be equipped with a scope, and I strongly urge you to carry one, and also a suppressor where possible.

Also, use the basics of Camping 101. If you see an immobile target, aim twice - shoot once. And Lastly for this spot, I urge you to use the proper skin. If you have unlocked it, use a guile suit. The fact that it takes up one equipment slot is well worth the investment into stealth. After all – You can’t aim at what you can’t see.

- Out in the open: Sound Strange? Not in SOCOM 3. With the introduction of the guile suit, you can now camp right in the middle of no-where. When employing this strategy, I advise you use the RA-14 with a suppressor and a thermal scope (As a terrorist) and the M8 with suppressor and thermal scope as a Seal. The key elements in this strategy are the guile suit and the suppressor. You are invisible to anyone looking from a distance and hard to see close by. The thermal scope helps to spot enemy units before they spot you. Also, Carry an M2 mine. In case of a tank. Normally, I would advise a rocket launcher, but alas it is a cruel world, it is visible on top of your ghillie suit! This strategy however, is still very effective if the vehicle in question is not a tank, since you can just shoot the driver or the person manning the turret, but its when a tank takes a stroll, do you start to have problems. Use this strategy if you are fairly certain that tanks will not be a problem.

- Turret covers: In a couple of locations on this map, fixed turrets are available, and some of them have a little barrier surrounding the person in it from most incoming fire. The trick of this location however, is not using the turret: Its using the cover. If you are in a low position, you only have one side to worry about covering. In this scenario, it is not essential to use a suppressed weapon, but it is essential to carry a rocket launcher…preferably with 2 shots. My suggestion? A Machine Gun with a bi-pod as a terrorist, and an M8 with a bi-pod as a Seal. Accuracy is key here, and the bi-pod will help with that. One thing to keep in mind: at your back-side, there is a fully-operational turret…Ideal for when you’ve fired off your rockets at a vehicle and just need that extra little bit of kick to finish it off.

- Terrorist Spawn 2: This mini-fortress (located near in the central ruins), despite the fact that it has been destroyed, still manages to stay whole enough to make it so that there is still only one entrance and exit: The Good-old fashioned door. One option for camping here would be to take a weapon with good range, like the M16A2, etc. and equip it with a scope. The M16A2 is particularly good because it can be equipped with a high scope, which is very effective when taking out enemies over long distances. Or, you can grab a shotgun and park yourself behind one of the walls, near the door, and pop anyone that comes in. Use the Third person to your advantage. I find that this place is also very effective if a team is camping. 2 shot-gunners near the door and one sniper with a sniper rifle or an M16A2 to clean up just in case. However, A single camper here is also effective.

- Terrorist Spawn 1: This location resembles a tiny village, with a bridge blocking entrance into it. Although there is no physical barrier blocking something from going under the bridge, you can easily create one. Place an M2 Mine a little farther up form the entrance, and have an RPG on your back (or an AT-4 if you capture this location from the terrorists). After placing the M2 mine, the worst thing you could do is hang around it…Meaning don’t bring a shotgun. Equip yourself with a machinegun or an assault rifle. In either case, put a scope on it, and a bi-pod where you can. The best is when enemy armour is unlucky enough to not know you’re there, and stroll through the bridge. Surprise your new friend with your M2 mine. Remember: “Any vehicle can be used to sweep for mines…once”. If, however, the vehicle is a tank, and the Mine Doesn’t make it go down, the nice Rocket on your back will.

- Seal Spawn 1: This Place is just exploding with places a good camper can exploit. First off, this position is a must if the game type is Convoy, even though it has a lot of use normally as well. There are lots of things you can exploit in this location, like the rare use of trees and bushes. Hiding in one of them will often do the trick, but this location has 2 other great, absolutely great spots to camp. The first, most obvious one is to hide oneself in the buildings, and pop out whenever an enemy is near. Remember, in that situation, Mines are your best friends! As a seal, the claymore mine, and as a terrorist, the PMN Mine. You are however, more likely to use this spot as a Seal, since you hardly have to move, and a perimeter can be set up quickly. I advise that you use a machinegun here (or if the game type is convoy, your best bet is to use a shotgun). Equip a Scope and a bi-pod to your machinegun, and take anyone out that comes too far into the ruins, or anyone who’s just sitting there (but remember, aim twice, shoot once, especially with a machinegun). The other, more effective thing to do is to use the ghillie suit, and grab yourself a sniper-rifle with a bi-pod, high-scope, and an AT-4 and prone down near the water…the more you’re into the water, the better this will work. Congratulations, you now have yourself a clear view of 2 open spaces in the game, and are ready to pop anyone who runs by, or blow up anyone that drives by (Again, this is very effective on Convoy).

And there you have it my friends. I hope that you enjoyed this month’s portion of Camping, and I hope that these strategies will help you whenever the need to camp arises. May all of your SOCOM adventures be victorious.


Weapon Analysis

. Max. Normal Range . Max. Silenced/Slug Range
. Type of Weapon
. Weapon Name

Shotgun
All Shotguns 15m 45m

Sub-Machine Gun
Uzi 9mm 35m 25m
FN P90 55m 45m

HK MP5 45m 35m
HK MP7 45m 45m

Light-Machine Gun
RTK-74 95m n/a
Mk .48 95m n/a
M60E3 95m n/a
RMG 115m n/a

Assault Rifle
M14 115m n/a
M16A2 115m n/a

AK-47 95m n/a
AG-94 95m n/a
552 95m 65m
RA-14 95m 65m
STG77 115m 95m

M4A1 95m 65m
M8 95m 75m
HK36 95m 75m
IW-80A2 115m 95m

Sniper Rifle
M40A1 - -m* - -m*
L896AW - -m* - -m*

SASR 125m 115m
M82A1A - -m* - -m*

SR-25 125m 115m
M87ELR - -m* - -m*

Pistol
All 55m 25m
* - No maximum range. Bullet will go as long as you can see, and then some.


SEAL Weapons:

M4A1: The M4A1 is one of the most versatile weapons in the game. It is capable of being a close-combat monster, a rapid firing sniper rifle, a stealthy long-range weapon, or an all- purpose assault rifle. It has good range and stopping power, but does have a good amount of recoil.

R= Recommended for most situation

NR=Not Recommended for most situations

Available Attachments
· M203 Frag~R
· M203 Smoke~NR
· M203 HE~R
· Thermal~NR
· Low Scope~NR
· Medium Scope~R
· High Scope ~NR
· Red Dot ~R
· 4x Scope ~R
· Suppressor 1~R
· Suppressor 2 ~NR
· Rifle Laser ~R
· Front Grip ~R

Little Tidbits
· Attach a rifle laser with a front grip onto your M4A1 for maximum accuracy

HK36: The HK36 is a very good close combat weapon that can be modified to fit any situation in urban combat.

R= Recommended for most situation

NR=Not Recommended for most situations


Available Attachments
· GL-36 ~R
· Thermal ~NR
· Low Scope ~R
· Medium Scope~R
· High Scope ~NR
· RED DOT ~R
· 4X Scope ~R
· Suppressor 1~R
· Suppressor 2 ~NR
· Rifle Laser ~R
· Front Grip ~R

HK5: The HK5 is the close-quarters weapon that saves the day. Compared to the HK7, the HK5 fires a bit slower, but is much more accurate. It's firing range is very low though, so it is not wise to bring this to the Killing Fields unless you plan on camping a Control Point or if you plan to stay inside the walled "city"... for lack of a better word. Then again if you are playing a small game in the Killing Fields, a close-quarters weapon like this would be good to camp or run around with.

R = Recommended for most situations

NR = Not Recommended for most situations

Available Attachments
· Low Scope~NR
· Red Dot ~R
· Suppressor 2 ~NR (range is key in the Killing Fields)
· Rifle Laser ~R
· Front Grip ~R

===

M87ELR: The M87ELR is the hulk of the SEAL arsenal. Brother to the Terrorist's M82A1A, the M87ELR is a weapon that can kill in one solid hit to practically any part of the body with the exception being that sometimes a limb shot doesn't relieve the target of his or her life. The M87ELR is capable of having all types of scopes on it except for the Red Dot, which would have added a very fun shotgunning element to the game if it had been available.

R = Recommended for most situations

NR = Not Recommended for most situations

Available Attachments
. Low Scope~NR
. Medium Scope~R
. High Scope~R
. Bipod 3~R[/quote]




Terrorist Weapons

M16A2
(Real Designation: Colt M16A2 *Former AR-15*)
Clip Capacity: 30 Rounds.
Fire Modes: Single Shot, 3-Shot Burst
Load: 6.5/10
Volume: 6.5/10
Accuracy: 6.5/10
Fire Rate: 9/10
Fire Range: 6/10

Attachments: M203 Frag, M203 HE, Thermal, Low Scope, Medium Scope, High Scope, RED DOT, 4X Scope, Rifle Laser
This is a singularly unique and very useful weapon, once you learn how to use it. It has the accuracy of a sniper rifle with the fire rate of a submachine gun and the power of a machinegun. Close range, it takes one or two bursts, providing they hit the target,to kill. With the 12x scope, this becomes a very effective sniper rifle. However, continually sniping with this gun is not recommended, as the m16 is a loud gun. In any firefight, short, medium, or long range, this gun can dominate in the hands of an experienced player. The m203 attachments add an explosive punch to an already powerful gun, making this one of the most effective light weapons against vehicles. However, do not make the mistake of forgetting that this is a burst-fire gun, as you will find yourself shooting less than you should in a gun fight.

SASR
(Real Designation: Dragunov SVD)
Stats:
Clip Capacity: 10 Rounds
Fire Modes: Single Shot
Load: 7/10
Volume: 6.5/10 (without surpressor)
Accuracy: 6.5/10
Fire Rate: 3/10
Fire Range: 10/10

Attachments:Suppressor 1, 4X Scope, 12X Scope, Low Scope, Medium Scope, Thermal

This is basically a Terrorist version of the SR, though with a slightly higher fire rate. It is perfect for hiding and camping that involves short to medium range sniping or for covering areas where your first shot will not be sure to hit the target, as you can shoot clips without being found. It tends to do minimal damage and takes a few shots to kill, so aim for the head, since the first missed or body shot will set the target jumping. The suppressor and 12x scope are recommended, as they offer the best combo of stealth and accuracy.


M60E3
(Real Designation: M60E3)
Stats:
Clip Capacity: 100 Rounds
Fire Modes: Full Auto
Load: 7/10
Volume: 8.5/10
Accuracy: 4/10
Fire Rate: 6/10
Fire Range: 4.5/10

Attachments:Bipod 2

This gun is a beast in short and even mid-range fighting. The bipod attachment is a must, as this gun is best used when prone for maximum accuracy and range. It takes but a few bullets to kill, but its volume alerts any nearby enemies to your position, so reserve firing until you are sure of a kill. The large clip is a distinct advantage, as you can keep firing as the enemy reloads,so your best bet is to wait until this moment to aggressively attack. This gun is perfect for covering doorways or small areas, as well as for covering fire or clearing rooms with a hail of lead. However, the downside is that it weighs you down, so you will have to learn how to use smoke when using this gun.

12 Gauge Pump
(Real Designation: Remington 11-87 "12 gauge")
Clip Capacity: 8
Fire Modes: Single Shot, Slug Shot
Load: 8/10
Volume: 7/10
Accuracy: 3.3/10
Fire Rate: 1/10
Fire Range: 1.5/10
Overall: 7.5/10
Attachments: Rifle laser, Slug Ammo

This gun has been drastically improved from Socom 2. It is much more accurate, has a much higher range, and more power. It shoots relatively fast and is a killer in close range. Even from what seems like mid range, it can knock targets down for an easy kill. It is best used in ambush so the enemy has no time to react and move away, as this gun is little match for
automatics. The rifle laser and slug is a must, as the laser improves accuracy drastically. the slug ammo is 4 big bullets instead of the usual buckshot a shotgun uses. This gun is best used to clear smaller rooms or for short-range ambushes and camping. However, the volume not only signals your position, but the sound distinguishes this gun. It is best used
in combination with rocket launchers for long-range effect or with silenced pistols for stealth and range. In point-blank fire, this gun is also good for vehicle demolition




Attachment Analysis

· M203 Frag (Pros: Gives the user explosive power in CQB Cons: Heavy)
· M203 Smoke (Pros: Gives user means of launching smoke without moving Cons: Heavy)
· M203 HE (Same as M203 Frag)
· Thermal (Pros: Perfect for night vision and for flushing out hidden enemies Cons: Heavy, Not very good range)
· Low Scope (Pros: Perfect for quick sniping in close quarters Cons Not very good range)
· Medium Scope (Pros: Good for small and medium sized maps Cons: A bit heavy and have to unlock)
· High Scope (Pros: Perfect for turning the an assault rifle into an automatic sniper rifle Cons: Heavy)
· Red Dot ( Increases accuracy)
· 4x Scope (Perfect for quick sniping in urban conditions)
· Suppressor 1 (Pros: Good for larger maps because this suppressor compromises none of the weapons range Cons: Is not as silent as suppressor 2)
· Suppressor 2 (Pros: Quieter then Suppressor 1 Cons: Compromises range)



Specialty Tips & Tactics


RUSHING 101

Be good in close combat (a must or you won't make it 10 feet).

Know your maps! (without knowing your maps you will be like a lost dog waiting to be killed and will only hinder your team).

Let your TEAM know where you are rushing so they can grenade the opposite of your direction and also grenade/snipe where you die, if you do.

ALWAYS have where you are going to next planned out before rushing ( this is where knowing your maps comes into play ) "A rusher without a plan is a DEAD rusher"

Also very important to have a back up route planned out just incase the intial rush goes bad.

If you see guys further back as you rush try and call them out in case you die so your team knows the general direction of the opposing force.

Let SNIPERS on your team know where you are rushing to as well, by doing this they can follow you in scope and pick ppl off before they have time to take you out or if you do die the snipers will be able to get a few kills after they came out to dispose of you.

ALWAYS and i mean ALWAYS reload after a firefight when rushing (if you get caught reloading rollin up on more than 1 guy chances are you will die or be severely drained of health)

Vary up where you rush and when you rush. You want to keep the opposing team on their toes as much as possible....(an uncomfortable team is a dead team...don't give them time to set up)

Remember....Rushers make people nervous and catches people off guard!! Alot of times by rushing the opposing team does not have time to set up like they would like to and those are the easy kills that wins maps.

Not all might agree with this, but it works!!!.......

WEAR THE BRIGHTEST OUTFIT or the outfit that STANDS OUT the most!!! (generally terrorists have the brightest colored outfits)

WHY wear them you ask "they will see you"....THATS THE POINT!!! because when you do wear these you stick out and more people will come out of their hiding spotsto get the supposed "easy kill" and this benefits you (close combat skills a must here) and your snipers when they do converge on you while rushing.

UPDATE- With the addition of the ghillie suits in socom 3 I have found they are also great for rushing.They don not slow you down enough to be a hinderance and they actually help sometimes in a grassy map. If you wear this to rush make sure to dive down after a kill to gather yourself and scope around to check for oncoming people or snipers scanning for where you went. I have got many kills from doing this and once coast is clear pop up and continue the rush, by this time they will be worried since they lost you and you still have the advantage as you would with a straight balls out rush.

Always set your Quick 1 button while you are rushing at the beggining. don't get caught doing it halfway through your rush or you will die very quickly. Generally when you rush you can roll up on the other team hiding and setting theres since most people set them at the begining of the round.
ALWAYS scan ABOVE, AROUND, and AHEAD of you as you rush. Get the snipers on the opposing team before they get you.
If possible have someone rush with you. One rusher is deadly but 2 is an opposing teams nightmare. (sometimes rushing together, and other times split up so the opposing force doesnt know how to counter you effectively.
Rush as fast as possible if not going for a delayed rush, sometimes 3 or 4 seconds can mean the difference between you breaking through the front lines and you catching a sniper shot in the chest/head before you can even get a shot off(depending on spawn point of course).
Try and get behind the enemy if possible during a rush. If you can break through one of the sides and come around on the opposing team you can wreak far more havok than a straight on rush since they will be concentrating on the rest of the team infront of them
Once you do die remember to let the rest of your team know where most of them were concentrated at and how many snipers you saw. This can be very helpful the next few rounds since most people stay back with the same strategy for a couple of rounds in a row if they camp back.

Remember when you rush you are more than just a decoy or target for the other team...you are in essence a RUSHER, Killer, SCOUT, and a Distraction. Not everyone is cut out to be a rusher but sometimes a good rusher or two can mean the difference between quick wins and long losses.





Sniping 101

• Know your limits. If you see a group of guys that you know is too big for you to handle on your own, let them pass. DO NOT allow them to get any kind of idea about your hiding spot or you're finished.

• Know where do hide and where not to hide. It sounds like a really obvious thing but most people don't use this to it's full potential. If you've unlocked the ghillie suits, hide in either tall grass, a nice dense bush or high in the mountains. (if applicable) If you haven't unlocked them, try to make the best of your surroundings. Hide in areas with similar colors to your clothing or high in the mountains. (if applicable)

• Know which rifle to have for which situation/game type. If you're playing Convoy, you'll want a .50 cal rifle for those "one chance" shots on the driver of the truck. On the other hand if you're playing Suppresion or Demolition you may prefer to use the L96 since you don't need to pull off the "one chance" shots. It's all really a matter of personal preference, but in some cases certain rifles are more needed than others.

• Know when to use a suppressor or a bipod. If you have lots of cover and are hidden well, use the suppressor. (If allowed on your rifle) You can silently take down enemies while not giving away your position, leaving you the ability to not have to relocate until the next round. If you know that your shot will give you away, you should use the bipod so your next shot will be right on target again.

• Know your map and where vantage points are. If the map you're playing is a map where you know your opponent has to go through a bottleneck or is vulnerable from a certain position, watch that area and get the jump on them.

• Know what scope to use during the map you're in. If it's a tight, confined map, the low scope or the 4x scope may be the most suitable. For more open maps, the medium scope, high scope or 12x scope may work best. The thermal scope isn't always the best choice for night maps. If you equip the high scope you get a range of about 5x which can make a difference in some games.

• Plan if you're going to be using your pistol or not. If you don't plan on using it much or at all, take the lightest one with you so you can move as quick as possible or so you can take a certain piece of equpiment with you. If you will be using your pistol a lot, don not take that much equipment with you or else you will move incredibly slow. So plan out your strategy while picking your gear.

• Never attempt to shotgun someone if they have even one guy with them. In the time it takes you to get off one shot, (that may miss horribly) they will have gotten off about half a clip and you'll be dead. Only shotgun when you have the jump on an opponent and he's alone.

• Always know where your team, is and where they are going. Try to have someone cover your side and/or back when sniping. You don't want to be left vulnerable from a spot you can't see. Watch where the rest of your team moves to so you can pick off opponents attempting an ambush on your team. Perhaps you'll see another sniper peeking out to get a shot on your team and you can get him first

Camping 101

- Your skin should never, ever be something that stands out in the enemy’s eyes. Camping without stealth is like going into a war zone unarmed. In other words, if you’re in an open green field, don’t wear a full red skin. It Doesn’t Work!

- Always choose your weapons carefully. For example, you might want to carry a shotgun when you’re in a close-quarters environment, as opposed to when you’re in the open desert.

- The most embarrassing thing that can happen to an experienced player is to miss an immobile target. Do not get sucked into opening fire as soon as you see an enemy that isn’t moving. Take the time to aim, and then open fire.

- Stealth is the greatest investment that you can have. I cannot possibly stress this enough. When you’re rushing, it is a good idea to wear brightly colored clothing to lure people out of hiding…but when you’re camping, whom are you trying to lure out? The best camper won’t let an enemy see him, even when he’s looking out from whatever afterlife he got sent to.

- Account for your needs. This is a general rule that I’ve picked up from SOCOM 3, and applies to every strategy of the game, especially camping. With the addition of the weight element in SOCOM 3, it’s essential to adjust what you carry, to your speed requirements. If you plan to stay at one camping spot for the duration of the game, and it has pretty close quarters, your requirements for speed aren’t as great as if you were a rusher, even though extra speed is never a bad thing.

- Call your mines. It’s crucial for your teammates to know if you are using mines, and where. No one likes to step into a teammate’s mine, that he or she has not called out. You are then short a player, and short a mine. This can easily turn the tide of a round.

- Use the controls properly. If you are using a machinegun, there is absolutely NO reason that you should have a pistol on your quick 2-inventory slot. Instead, place in it something useful for camping, like a detonator for a mine, or a pack of grenades.

- Switch it up. Don’t stay in one place for every single round, because sooner or later, they’re going to find a way to get past you. There is not such thing as a perfect plan. Humans are flawed. Our plans always have some sort of flaw, and it’s not our faults. Instead, switch your position just enough so that you leave your enemy guessing what to do, and when to do it. If you’re lucky, your opposition will make just the mistakes you need them to, and open up the road to victory.

- Don’t Sleep. This may sound funny to some, but the camper that is caught off-guard is the dead camper. Don’t just leave your screen in a random place and hope someone wanders through. Always pay attention to what’s happening around you, and be ready to act on a moment’s notice when it happens.

- Use the magical button that’s called “reload”. If you mess up your element of surprise, and are forced into a firefight, you MUST reload! It is very easy to get caught off guard with a magazine that has 2 bullets in it. Don’t get caught with a near empty mag.

Using Vehicles 101

Never stop moving especially if your in a low armour vehicle
High Powered vehicles like the ALSV can climb steep hills where other vehicles cannot
Any body of water shallow enough to walk through is shallow enough to drive through
Keep good communication between the driver and gunner(s) to get the most out of the vehicles firepower

Miscellaneous

Avoiding Teamkilling
With Zipper's huge new maps and lack of names at mid-range, makes for a very difficult time figuring out if the guy you see in the distance is friend or foe. This compilation here should help you out so your shooting the enemy and not your friends.

When the enemy is close enough and your crosshairs are pointed towards an enemy, your crosshairs turn red. This is a very useful tool and you use it whenever possible
Use your scope or binoculars to get an up-close look at the target. Look for things that are unique to SEALS and things that are unique to Terrorists (i.e Uniforms)
Utilize your radar this is a very useful tool to figure out if it is a friend or foe. If a blue dot shows up it is a friend, if nothing shows it's a foe
If in doubt after all other methods use the headset and "callout" to them and describe the targets general location, and if no one returns the call with something like "Don't shoot, its me", open Fire.
The number one indication is if the target begins to shoot at you. If he starts to shoot at you dont even hesitate, return fire



Taunt Archive

Straight from the www.Socom3.com community are custom taunts for you to use at your discretion to piss off, anger or agitate your enemies :D
More will be added as they come up

General Taunts

I'm lost
Don't run me over
A.E.I.OWNED.U
Don't Worry your not the only one I owned today
Hey your sister likes that position too (When corpse is face down)
I don't think Socom 3 is the game for you...
Right now your team is telling you "nice try", but it really wasn't
It was for your own good, nobody likes you
Couldn't think of anything else to do with you
I don't want to hurt you, I just want to put holes in your uniform
LOL
Maybe you should try Final Fantasy
Am I online? I swear that terrorist was A.I
I'm sorry, did I blow your head apart?
"Guns don't kill people, I do"
Maybe you should rent a different game
Did you see that? Thats why your dead
Owned
"I win" (after a won round)
*sigh* I'll let you pick my gun next round
"The only thing I feel when I kill, is recoil"
Man, is your butt hairy (when corpse is face down)
You shoot like there's someone behind me
Damn you suck at this game
Step ya game up, *censored*
NOOBIE DOWN!
Hey look its a distraction
BOOM! HEADSHOT!
Man, they should put a handicap option on this game
You've just been pwned!
Mind if I take a nap here, this is kinda boring (Lay beside dead enemy corpse)
Shafted
Lord if the dance (when victory dancing)
I am the Fire God worship me (when standing in flames after a successful demolition, or any flames in general)


Vehicle Related Taunts


They say I will never get my license (After running someone over)
I was always too young to drive (After running over someone)


Sniping Related Taunts

"Don't run from a sniper, you'll only die tired"
Set. Look. Fire. Owned
I believe that was a headshot

Two-Part Taunts
Did you get me love letter?-It was a bullet straight from my gun to your heart
Put a quarter in your @$$- Cause you just played yourself!

Total: 39 Taunts



Closing Remarks

I hoped reading this guide has improved your game in some way. Look for the next edition next month on the 1st of December. In there will be more advanced tips on sniping, camping, and rushing. We will also rip apart another map so that you can use all the special points in another map. Happy Fragging

-------------------------------------------------------------------
The website is up and running but is still under constuction, feel free to browse it. It will be hosted on this site, just be patient

http://zepdre.farvista.net/s3sgprototype/
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Old 11-03-2005   #2
 
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Oh man, thanks a **** load Erg, and everyone else who was involved in the making. Can't wait for future updates. :D :D

We give credit to the entire www.Socom3.com Community, also it has been acknowledged that you and BT were the ones who did it.~erg
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Old 11-07-2005   #3
 
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well dun m8
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Old 11-20-2005   #4
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on the website armory there is a mistake, the terriorists do not have the M40A1 they only have 3 snipers, seals have 4


thanks for pointing that out floyd~erg
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