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-SOCOM 3 RUSHING TIPS AND TACTICS-
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Old 02-13-2006   #31
 
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the best thing to do in small fault has a seal if u want a chance at wining, the only way this works is if the grenades are off. First you get two or three ppl to take an MK.48 with 2x ammo. Next get those to rush down the corridor (the one with the dounut room) just holding the trigger, hence 3 or 4 kills if done correctly. Also you should have one sniper sniping the water exit because you always have that one terrorist try to get up behind. Another sniper watching the other exit from the terrorist spawn and then one last guy just hiding behind the wall. When the other corridor is clear the others move in through the other tunnel door and surround the remaining terrorist
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Old 02-22-2006   #32
 
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haha tight im gunna try it tonight
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Old 02-24-2006   #33
 
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All you have to do is if you know the weaknesses of the gun they're carrying just minimize they're efficiancy and maximize yours...
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Old 03-01-2006   #34
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The Tricks of My Trade

SocomFan112200, great topic and great techniques, it's too bad you don't post here anymore.

For the past 4 months I've been developing my skill set, and have come to be an effective force as a rusher (Assault Force is the label I prefer). Here's my two cents on the topic, and many tips from my personal bag of tricks. It's long, but that's because it's informative:

Rushers have the hardest job in Socom 3, and I'm not talking about respawns. A rusher is out there in the open, braving the initial rain of grenades on choke points, as well as running the risk of encountering multiple enemies at once.

As a rusher you've got to know the terrain (the map), the enemy, timing, and your limitations. You are the initial wave that will put the first dents in the enemy team, and in some cases may even take the entire team out.

As said before, a good rusher has to stay mobile. You should strike fast, and be gone from that area before nearby enemies realize where you are. Although some here have said to equip yourself with something like the MK48 or M60 because of their ammo capacity, I'll be the first to tell you this isn't the best idea.

The ideal rusher weapon is light-weight, accurate, and has a fast fire rate. A heavier weapon will slow you down, and reduce your mobility, as well as hamper your load out. A MK48 with Front Grip & Rifle Laser is quite a load, and when you throw grenades in your load out, it makes you a slow moving target.

As a Seal I would recommend the HK36 and M4A1. The HK5 is hit-or-miss. As a Terrorist I would recommend (for those wishing to avoid the F90 stigma) STG77, 552, and 9mm Sub. All of these weapons leave you with the option of a silencer, which is up to the preference of the player. There are advantages of silenced to un-silenced, and a good rusher knows how to use them.

A silenced weapon will allow you to get the drop on your target, while nearby enemies won't hear it. Stealth is an invaluable asset to a player who's on his own, and can also give a novice those extra opportunities they need to get a good kill. Also in a situation where you're outnumbered or the last man standing, a silenced weapon will greatly improve your chances of success.

An un-silenced weapon will alert your enemies to your location, but this has a great advantage to it. When you rush and come upon an enemy who's not expecting to encounter you so soon, a loud gun in their face will quickly frazzle them. Nearby enemies will hear it, and begin to scramble in that direction. This will allow your snipers better opportunity to catch them off guard, along with your additional assault troops being able to flank them without notice. Also by using an un-silenced weapon, you can almost guide your enemies to where you want them. When you take a target out, get out of that area and try to come back in its direction from where additional enemies would. This will allow you to catch your pursuers off guard, and will confuse the enemy. If you kill someone on their right, and then kill another in front of them or to their left, they'll have no idea where you're coming from or they'll think there's more than one of you.

Also, forget about 2x ammo, and that's aimed right at small maps. With 1x ammo you have 5 clips. If you're good at what you're doing you won't need more than 1 clip per enemy, and for every enemy you drop you'll probably be able to collect ammo from their dead body. 2x ammo is a lot of unnecessary weight, and it ties up a valuable equipment slot. Also, here I'll mention that after every kill, reload your weapon. This'll help you avoid those situations where you go to shoot someone and you reload after 2 shots because you spent the rest of the clip on the last guy.

Rushers should either carry smoke grenades or M67 grenades. The debate is ongoing as to which smoke is better, red or white. Personally, I use red because I think it looks cooler and it's a bit of a novelty. I also think it lasts longer than the white smoke. And if you didn't know it already, there's no weight for smoke grenades. When carrying smoke, you'll want to use this to cover the line of sight of the enemy snipers. Many times as a rusher you'll be out in the open during some crucial moments. Smoke is not 100% effective against a sniper, but it is a help in most cases. By getting this smoke out in the initial charge, you'll not only help yourself, you may also be providing some good cover for the rest of your team as they get into their positions.

Frags will come in handy for obvious reasons. I say use the M67 because it has a wider blast radius. HE grenades are designed for breaching (they blow up breaches and doors) and combating vehicles (3 well placed HEs will take out a tank), so as a rusher they're not much help to you. The M67 is a more effective anti-personnel grenade because it shoots out shrapnel over a wide area, thus having a wider, deadlier blast radius than the HE.

When using M67s, you'll initially be trying to take out your first opponent; the enemy rusher(s). When rushing, think of where that enemy is coming from, if you were them where would you be rushing. Blanket that area with your grenades, and use all of them. 9 times out of 10 you're going to get 1 or more enemies, and you'll be able to pick up their grenades at that point. Be careful though, because the opposing rushers will most likely be employing the same tactic.

From that point, if you're still chugging along, reserve the rest of your grenades for opponents that you need to eliminate quickly or from long range. These would be snipers that have you in their sights, or in situations where multiple enemies are converging on your position from different directions.

Also, I always try to save one grenade for the situation where I'm in a firefight with 1 or multiple enemies and it gets to the point where I know I'm going down. Quick drop a grenade before you die, and chances are you'll take an enemy with you.

As a rusher you'll also need to develop quick evaluate and react skills. This applies mostly to scenarios where you're encountering multiple enemies. Always try to eliminate the biggest threat first, and not the easy kill. Too many times I've seen people chasing a target they can shoot in the back while the guy that had been running straight at them shoots them.

This can also apply to situations where an enemy is out in the open, and you'd have to make yourself vulnerable in order to get him. Stop and think because chances are he's either in the area of another enemy, or there's a sniper watching his back.

Also, a rusher needs to know as much as he can about his surroundings. This is the terrain, the enemies, the weapons, etc. Learn the sound of the guns, listen to detect bullets hitting near you, or the 'tst tst tst tst' sound of a silenced weapon. Listen for footsteps, and the sounds of grenades bouncing near you. The more you know about what's going on around you, the more you'll be able to plan ahead. That way you'll have a much easier time of striking fast and hitting hard.

Lastly, communicate, and this applies to all types of players. I know I'm quite outspoken on these forums about my animosity for the abundance of snipers in Socom 3, but a good sniper is a rusher's best friend. These guys can get a quick, detailed view of the battle field, and if they're good teammates they'll call out what they see. But it's a two way street. As a rusher you'll also be able to provide details of enemy positions to your teammates. Call out where you are and what's going on, but be quick and specific. Don't say "Hey there's a sniper over here", but rather "1 sniper on the ridge left of house".

In the end, have fun, and give a guy a good humping when you pwn the sh.t out of him.
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Last edited by OME6A; 08-04-2006 at 12:07 PM.
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Old 03-09-2006   #35
 
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Listen to M1KE, people. He's got mad skills.
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Old 03-10-2006   #36
 
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-great tips M!KE. its a hell of alot of fun to rush, but id reccomend training in real respawns, not people spawn camping and shooting at eachother. if u start rushing with little experiance durring a regular game, u will find urself dead in the first minute and spend the rest of the round bored and pissed off.
- now as M!KE said, silencers are good. ill agree with that, but have u ever tried the 552+laser+front grip? it owns. the killzones bigger and recoils less. a great gun for killing field small.

i dont have many other tips besides these so good luck people
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Old 03-10-2006   #37
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552 and HK 36 are exactly the same in the game, just different skins. The setup you've suggested is quite a lethal combination.

Remember people, this isn't Socom 2's 552. In Socom 3 the 552 is deadly in the right hands.
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Old 03-19-2006   #38
 
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Quote:
Originally Posted by shadow1768
the best thing to do in small fault has a seal if u want a chance at wining, the only way this works is if the grenades are off. First you get two or three ppl to take an MK.48 with 2x ammo. Next get those to rush down the corridor (the one with the dounut room) just holding the trigger, hence 3 or 4 kills if done correctly. Also you should have one sniper sniping the water exit because you always have that one terrorist try to get up behind. Another sniper watching the other exit from the terrorist spawn and then one last guy just hiding behind the wall. When the other corridor is clear the others move in through the other tunnel door and surround the remaining terrorist
good tip but theres a problem, now the terrorist have 2 defensive strategies
1) they can prone down the maine half way with there m60's and **** you down. 2) they can camp the hell out of there spawn and have one guy down the right tunnel in that special spot were you can see them.

Now there is a solution to both of them but you have to be preatty good in fault to do them. they solution to the first one is stand next to the wall in the main hall and peak at the right moment and hit the dudes laying down in the head as quick as possible, don't rush yourself. the soultion to the second one only works if you have gernades on because i have never been camped by terrorist in fault when they stay in the spawn. well if you do have gernades on... rush the waterfall and go under the wooden planks and throw gernades to the spawn area you should be able to get like 1 or 2 of them. thats just easy *** kills for me.

some more map tips i have are for citedal small. this require 2 people with you. you goto the red room and make sure your a terrorist for this to work. you get 2 guys with you one watching each door, the one person watching the door that the seals come from and one watching the door where you came from. firstly ask one person to close the door where you entered from. now you sit right next to the doorway that is next to the stairs but do NOT go up the stairs. not scope in to see if you can see the door where the seals would come from and ask the person to open it and tell him now that person can do what ever the hell they want, and the seals should be stupid enough to enter in the door that was just opened so now you can snipe them. this is a very helpful thing becase you can snipe 2 guys with one bullet because they have to walk in a line. go try this first in a respawn to fully understand what i am saying. also make sure you partener is watching the door you came from at all times until you decide to moveo out.

Last edited by Tony_Montana; 03-19-2006 at 01:15 PM.
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Old 03-20-2006   #39
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Originally Posted by Tony_Montana
some more map tips i have are for citedal small.
As in most cases, be careful, those doors can be shot through. Not to mention if they're using HE grenades, that door's going to get blown up.

And if you're using this plan with a three man team, put one on each door, and send the third guy to the roof. Up on the roof, the third guy can get on the wall that's above the door coming from the SEALs side. From there he can easily pick off any SEAL that's coming for that door.
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Old 03-20-2006   #40
 
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Originally Posted by M!KE
As in most cases, be careful, those doors can be shot through. Not to mention if they're using HE grenades, that door's going to get blown up.

And if you're using this plan with a three man team, put one on each door, and send the third guy to the roof. Up on the roof, the third guy can get on the wall that's above the door coming from the SEALs side. From there he can easily pick off any SEAL that's coming for that door.
YEP, thats what i usually do with the third guy thats free. but indeed the doors can be shot through. that was i tell them to open when it is clear. and sometimes i can snipe through the door to kill the seals that might open it.
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