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 suppressor)
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
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.
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
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
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

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