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Old 12-07-2006   #2 (permalink)
Nemidja_Midnilue9
 
Join Date: Oct 2006
Posts: 22
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Harvester:

Harvester provides terrorists with a much greater range of movement than the seal team. It takes only two players to trap seals in their spawn - one sniping right (running to windmill, see sniping locations) and one watching left (towards the barn). From here, the seals are trapped in their spawn and easy to remove if executed correctly (see removing campers for techniques).

Conclusion: Terrorist
Bias: Medium to Heavy

Fault
Contrary to popular belief, with a small amount of players fault is an even map. Both sides can camp just as well and the destination of the map, the top right tunnel near the doughnut room, is visible to both sides at almost exactly the same time. With more players, terrorists win in public rooms due to sloppy communication and cover, but in competitive games, it remains an even game - seals can lock down all three entrances into their spawn, and both teams have an equal chance of getting the first (usually round winning) kill in the top right tunnel. For competitive play, this map is even. Competitive fault is an exercise in getting the first kill in the doughnut room tunnel, and this is a fair location.

Conclusion: Even
Bias: None

Killing Fields
This map is used for tiebreakers, and for good reason: the map is near exactly even. While some may argue that seals have an advantage due to only having one entrance into their base and no way to snipe into ground level, terrorists have the ability to keep seals from getting a kill and running back, being the only side able to efficiently snipe at a base entrance. In the common scenario of seals attempting one kill and running back, you should be able to even the score this way (see sniping locations for more information), and in the case of never coming out, grenades can be thrown until a hit is made, and you do not need to enter, ever, because they have not upped a round. Seals have a camping advantage here, but terrorists match the security by being able to snipe the seal door safely. Fighting in the midfield is largely even.

Conclusion: Even
Bias: None

Storm Front
While not a small map, Storm Front has no small version and must be included.

Storm Front is a)

a sniping map, and b)

a terrorist map. Of the three spawn locations, two terrorists (one at three, one at two) can safely lock down both seal spawn 3 and 2, forcing them to fight from an isolated two or spawn at one, where they are surrounded.

Conclusion: Terrorist
Bias: Medium

Tidal Fury

There is no argument here: Tidal Fury is the most biased small map on Socom
3. Grenades kill and force terrorists into a small area which can be grenaded further.

Conclusion: Seal
Bias: Heavy to Extremely Heavy

Waterworks

Waterworks is unique in that side selection changes with amount of players. For 1-3players, when chance of getting grenaded is reduced greatly, waterworks seals have the advantage of reaching the top flat roof faster, moving down the far back left with a very small chance of being detected, and being able to control all entrances onto their half of the map. The game changes with four or more players, when terrorists gain the ability to watch all locations (there are more entrances to the terrorist base than the seal base, and they are harder to watch) and are able to grenade over the wavy roofs more effectively. Also, a player can now snipe the seal stairs (see sniping locations) without sacrificing security.

Conclusion: 1-3 players Seal 4-8 players Terrorist
Bias: slight (both occasions)

Keep these conclusions in mind when picking sides on small maps.

Section 4:
Speculation has been going around for a long time about which grenade is better. Some say that m67s have a better range, some say that HEs do; some say that HEs have a shorter fuse, some say that m67s do. In section 4, I will discuss range, killing power, and fuse length all in this section.

The tests were conducted by throwing a grenade on level ground and scoping in on it to find the range. Every time life was lost, suicide was committed before the next test to keep life data reliable. Video was taken and all range was found by finding the scope when it was dead center on the grenade. Margin of error is +- .1-.3.

M67
2.1m - killed
3.2m - killed
3.6m - killed
4.6m - killed
5.2m - killed
5.5m - knocked over, from full to yellow life
6.0m - knocked over, from full to yellow life
6.1m - knocked over, from full to yellow life
6.4m - knocked over, from full to yellow life
7.3m - knocked over, from full to yellow life
8.1m - knocked over, from full to yellow life
8.8m - knocked over, from full to yellow life
9.0m - killed
9.1m - killed
9.9m - killed
10.3m - killed
10.6m - killed
11.0m - killed
11.3m - killed
12.3m - killed
12.6m - no damage
13.6m - no damage
13.7m - no damage
16.7m - no damage
24.2m - no damage
31.7m - no damage


The m67 pulls some surprising and very odd results. It appears that there is an inner range where the m67 actually knocks you over as opposed to killing you but after it exits that range you have a higher chance of being killed. Oddly enough, this makes it clear that if you are trapped the best method to avoid m67 death is actually to move towards it, around the 6-9m range.

HE:
4.7m - killed
5.5m - killed
5.9m - killed
6.1m - killed
7.1m - killed
7.7m - killed
8.6m - killed
8.9m - killed
9.0m - killed
9.3m - killed
9.7m - killed
9.9m - killed
10.8m - killed
10.9m - killed
11.1m - killed
11.6m - no damage
12.2m - no damage
12.6m - no damage
12.4m - no damage
12.7m - no damage
13.1m - no damage
15.2m - no damage
14.0m - no damage
16.2m - no damage

The HE effect is pretty standard - it kills until a certain radius and then it will stop killing. In these tests, HEs did not ever have a knocking over effect - just a killing one.

Fuse Time:
After examination: Both HEs and m67s have a fuse time of exactly 3 seconds.

Conclusion:
The HE, is in general, a better grenade. The area covered of death is higher than that of the m67.

Hopefully this will be some very useful information, Thank you for viewing,
Nemidja_Midnilue9 -

Last edited by Nemidja_Midnilue9; 12-07-2006 at 09:40 PM.
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