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June Release!!!!111
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Old 06-14-2006   #1
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June Release!!!!111
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


Note from the head:
Well its been awhile since weve released anything, but we're back with a brand new spankin' crew. With summer just around the bend expect a whole slew of strategies, tactics, and tips to take to your game to the next level!

Any comments or discussion about this release can be discussed in a seperate thread. Thank you



Featured This Month
Featured Map
Devil's Road
Weapon Analysis
STG 77
TA 12 Gauge
L96AW
M60E3
HK36



Terrorist Weapon: STG 77
Formal designation:Steyr STG.77 AUG Assault Rifle
Location: Australia

The STG 77 Carbine is a versatile assault weapon. It can be used for short-range sniping, or stealth operations, with an attachable surpressor and front grip for steadying your recoil. The rifles pre-decessor was the STG.58, a much more obselete assault carbine. The STG was created by the Austrians in the late 1960's.

Weapon Tips: For a great rushing rifle, attach a front grip and a rifle laser to your STG.77.

Caliber: 5.56mm NATO (.223rem)
Action: Gas operated, rotating bolt
Overall length: 805 mm (with standard 508 mm barrel)
Barrel length: 508 mm (also 350 mm SMG, 407 mm Carbine or 621 mm LMG heavy barrel)
Weight: 3.8 kg unloaded (with standard 508 mm barrel)
Magazines: 30 or 42 rounds box magazines
Rate of fire: 650 rounds per minute
Effective range of fire: 450-500 meters with standard assault rifle barrel

Available attachments:

Supressor 1
Rifle Laser
Front Grip
4X Scope
Low Scope
Medium Scope
M203 Smoke
M203 Red Smoke
M203 HE
M203 Frag

Terrorist Weapon: TA 12 Guage Shotgun
Formal Designation: Franchi SPAS-12
Location: Italy

The TA 12 Guage Shotgun is used mainly for a close quarters battle map. The shotgun carries an 8 round magazine and fires at a semi-automatic rate. This weapon can also be equipped with slug ammunition for door-breaching and long range shots. The shotgun was designed in the late 1970's for a police close combat weapon.

Weapon Tips: For a guaranteed kill, stand in front of a door until it opens. I'll let you finish the rest.

Type: selective pump-action or gas-operated
Gauge: 12
Chamber: 2 3/4" (70 mm)
Length: 1041 mm
Barrel length: 546 mm.
Weight 4.4 kg
Capacity: 8 rounds in underbarrel tube magazine

Available attachments:

Rifle Laser
Slug ammunition

Terrorist Weapon: F90
Formal Designation: FN P90
Location: Belgium

The F90 is a gun designed for one purpose: cover fire. The F90 carries a 50 round clip and a relatively fast automatic fire rate designed to cover your team mates as they either run for cover or try move forwards. The F90 is a sub-machine gun with a short range, mainly used for indoor combat, and was developed in the late 1980's. The sub-machine gun is also used for a defensive weapon for troops who's activities involve vehicular operations.

Weapon Tips: If you like to be silent and get lots of kills, use a ghillie suit(where available) and equip Supressor 1 to your F90.

Caliber: 5.7x28mm SS190
Weight: 2.54 kg empty; 3 kg loaded with magazine with 50 rounds
Lenght: 500 mm
Barrel lenght: 263 mm
Rate of fire: 900 rounds per minute
Magazine capacity: 50 rounds
Effective range: 200 meters

Available attachments:

Supressor 1
Red Dot(Integrated into the weapon itself)

SEAL Weapon: L96AW
Formal Designation: L96
Location: Britain

The L96AW semi-automatic sniper rifle was designed for long-range sniper attacks. The gun was designed at an attempt to replace the L42 Enfield sniper rifles(Lee Enfield). The L96 is also known as the PM Rifle. The L96 is different from all other sniper's, however, as it carries a 10 round magazine and has a hollow polymer stock replacing the solid wooden or solid polymer stock. This rifle was created in the mid 1980's.

Weapon Tips: For maximum accuracy, minimize your weight and add Bipod 3 and a High Scope to your L96.

Caliber: L96, AW, AW Police, AW Folding: 7.62x51mm NATO (.308 win); Super Magnum: .338 Lapua (8.60x70mm), .300 Win Mag, 7mm Rem Mag
Operation: Bolt Action
Length: 1270mm
Barrel lenght: 686mm (.338 Lapua), 660mm (.300 and 7mm)
Weight: 6.8kg empty without telescope
Magazine Capacity: 5 round box magazine
Maximum Effective Range: ca. 800 meters for 7.62mm NATO variants, 1100+ meters for Magnum variants

Available attachments:

Bipod 3
4X Scope
Low Scope
Medium Scope
High Scope
12X Scope
Thermal Scope


SEAL Weapon: HK36
Formal Designation: Heckler & Koch (HK) G36C
Location: Germany

The HK36 is a standard assault carbine designed for accuracy and fire-rate. The HK36 is a moderately accurate rifle while it fires at an amazing 750 rounds per minute. The HK36 was designed as a replacement for the standard G3 German Rifle, wich was not compatible with the standard NATO ammunition. The HK36 was built in the early 1990's.

Weapon Tips: For the best possibly combination, use a front grip and a 4X scope on semi-automatic(double shot) fire.

G36 G36K G36C
Caliber 5.56x45mm (.223 Rem)
Length (buttstock open / folded) 998 / 758 mm 860 / 615 mm 720 / 500 mm
Barrel length 480 mm 320 mm 228 mm
Weight empty 3.6 kg (3.3 kg G36E) 3.3 kg (3.0 kg G36KE) 2.8 kg
Magazine capacity 30 rounds standard
Rate of fire 750 rounds per minute

Available attachments:

Rifle Laser
Front Grip
Supressor 1
Supressor 2
Thermal Scope
4X Scope
Low Scope
Medium Scope
Red Dot
GL-36 Frag
Gl-36 Frag(Extra grenades)

SEAL Weapon: M60E3
Formal Designation: M60E3
Location: United States of America

The M60E3 is an improved version of its preceder, the M60. A heavy machine gun designed for supressive fire, the M60E3 carries a 100 round magazine, and fires at 550 rounds a minute.Its initial design is from the german heavy weapon originating from World War II.

Weapon Tips: For a highly accurate machine gun and lots of kills, attach Bipod 2 and lay down in a hallway/tight area.



M60 M60E3
caliber 7,62 mm NATO 7,62mm NATO
weigth 10.5 kg on bipod 8,61kg on bipod
length 1105 mm 1067 mm
barrel length 560 mm 560 mm
feeding belt 100 rounds belt 100 rounds
rate of fire 550 rounds/min 550 rounds/min

Available attachements:

Bipod 2

This has been a weapons analysis by Spike. (Socom3 SN - S3Spike)
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Last edited by Erg; 06-14-2006 at 09:08 PM.
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Old 06-14-2006   #2
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Teamwork Based Strategies for Devil’s Road

Seal Team:

Small Strategy: This strategy will detail a way to fight effectively in the villages of Devil’s Road. It can also be applied to fighting in the villages while playing the whole map.
Use the mountain behind the large village for cover. Send at least one person to circle wide around on either side and use the rocks to cover their approach. Rocks on the right side provide great hiding spots until you reach the other mountain. On the left side, the lip of the mountain will cover you until you reach the open. It is a good idea to have snipers in the village, the mountains, or the grass below the village to provide cover for the attackers and to soften the enemy defences. While it is not necessarily necessary, since the Terrorist village is tiny, you can have several people rush through the open area between the villages. It is best to coordinate the attacks so that these people run out when the first groups enter the village or so that they enter the village at the same time as the other groups. Since these soldiers will be in the open, they can be used as distractions to draw fire and cover the assault from the sneakier parties. The first two groups can attack at the same time or one after the other. If one group attacks first, the terrorists are likely to move all of their strength to that side and the second group can come in and catch the defenders off-guard.
To defend the village, use several snipers. Position them in the mountains or in the grass below. Have at least one on each side of the village. Then, have the remaining soldiers hide behind rocks and buildings. If a terrorist gets past the snipers, several ambushes will await them.

Convoy Strategy: This strategy will describe ways to destroy the terrorist convoy.
At the load zone near the villages, arm one or two people with snipers and one or more with rockets. The snipers should wait on a roof or on the mountain for the convoy to come. Wait for the convoy to come within range of an easy shot with a rocket or two before killing the driver. If the tank is escorting the convoy, destroy it with the rockets instead. You can always destroy the convoy truck with small arms or simply leave it. Several people with assault rifles or machine guns should hide behind rocks or the cargo to ambush any Terrorists that are on foot.
At the load zone at the villa, position a sniper on the ridge near the road. He has to kill anyone who comes on foot or the driver of the convoy when he comes close to the load zone. Again, position Seals with assault rifles or machine guns behind buildings, rocks, or walls. When an enemy comes close, they have to be killed quickly. One or more people should carry rockets in case the tank comes. Once again, it is not essential that the rockets be saved for the convoy trucks, but if possible, destroy the truck with a rocket or a heavy machine gun.

Terrorist Team:

Strategy for attacking the villages: This strategy will demonstrate how to eliminate enemies in the villages of Devil’s Road for a terrorist team approaching from the northwest.
Throw smoke grenades on the road and in both villages. This will conceal your approach and force the opposition to leave their preferred camping spots to get a better look at the area. Once the smokes are deployed, waiting will only hurt your team. Go as fast as you can into three areas: the north village, the south village, and the mountain. The north village requires the least number of people. A slightly larger force should hug the mountain and enter the south village. Lastly, a force needs to travel up the path into the mountain. This should be the largest force since it will need to split up soon. This team should throw frag and smoke grenades down the path to eliminate and confuse the SEALs. Once this team clears the mountain path, one or two of them should head down the mountain to help clear the south village and to climb into the mountains from one of two paths to the east. The remaining force should continue to climb the mountain and eliminate any enemies there. The first force should be able to easily clear the north village. Once they’ve done so, they can either head east and circle around the pool to climb the mountain the assist the other teams, or they can set up a defensive line facing east to protect the other teams and pave the way for another assault to the east.

Small Strategy: This strategy will show several routes for terrorists to follow during a small game. Due to the openness of the map, it is essential to reshape the battlefield in order to make it safely to where you may engage the Seals. The only way to do that is to use smoke grenades. Everyone can take three white and it would help greatly if some people took red smoke as well. A large smokescreen across the entire map would naturally be the most effective but isn’t necessarily possible. Three smoke grenades will get anyone wherever they need to go, so regardless of which way you or your team mates travel, throw the smoke along the path that you wish to follow. Since several people might travel across the same way, not everyone will be required to throw the smoke. In addition to where you’re traveling, it is ideal to throw smoke at your spawn and in front of the Seal spawn (not such a difficult throw if you can get close enough first). The reason for so much smoke is that the Seal team will generally has a great deal of snipers- often more than half of the team. The same goes for the Terrorists, but this will have to change to use this strategy since you’ll render your own snipers ineffective as well. In addition, when the majority of your team has automatic guns and they’re getting safely (because of the smoke) to the enemy spawn, victory will be easy. This strategy is good against a team composed mostly of snipers. It’s strength lies in its ability to render the enemy snipers ineffective and to get your team to positions in which they will have the greatest advantage against those snipers. It could be defeated if the Seals rush instead of sniping and you lost the firefights or if they throw plenty of (accurate) grenades. Remember that you don’t have to go to the right when you attack. If you go to the left side instead, you’ll have to travel farther and use more smoke but you’ll find that the Seal village is typically less defended on that side.


Rushing

SEALS


Seal 1-Small-(IW-80A2-Front grip, Suppresser 1,2 M67's, 2 Smokes, 226 with rifle laser)
Wherever your spawn point is at proceed to go up to the back mountain behind the village. Make sure you have a couple of snipers to cover your rushing attack. Go rush to the right side of the mountain(facing the Terrorists spawn)to get to the road. Proceed with caution taking cover behind rocks for protection. Throw a M6 on the terrorists mountain to take out any snipers. Launch all 3 smokes towards the road to advance to the next large rock. Once your there behind the rock stick the mountain side to advance to the terrorists spawn. Launch your remaining grenade to the terrorists spawn. Take own any remaining hostiles.


Seal 2-small-(M4A1-Front Grip, Suppresser 1,Same as above)
Wherever you spawn at go up the back of the mountain and go down the big mountain and wait for any hostiles to come up the mountain(let your team take them out)when hostiles stop coming, throw all your smokes down the mountain and wait for them to get really smoky. Once the smokes are ready run down the mountain and run towards the barricade out of terrorists site. Throw both M67 grenades in the spawn and then run into the spawn with 2 team mates and split up and everyone meet in the back behind the very last building.

Seal 3-small-(M60-Bipod, 2 sets of smokes,226 w/ rifle laser)
Where ever your spawn at run through the middle running towards the terrorists spawn. Hide and wait behind the large tower in the seals spawn. When all is clear throw a smoke to your left about 2 meters in front of you and 2 more further and further. When its all smoky, runs towards the large rock to the left. Throw your remaining smokes towards the barricade(same thing as before <<^^). After you arrive to the barricade, wait for a signal to advance. When the signal is their run towards the terrorists spawn while shooting your gun non-stop.



Terrorists

Terrorists 1-small-(STG77-Suppresser 1,Front grip, 2 M67 grenades, 2 smokes, DE. 50 Rifle laser)
Wherever you spawn at run to the right behind the 1st set of buildings. Wait for everyone on your team to run to the mountain. After their all up there or dead, Throw all your smokes in your path distance(5 M, 20 M, 40 M). After the area is filled with smoke, run up the mountain while hopping. When your up there stop halfway out of seal sniper view, and throw both of your M67 grenades and proceed cautiously behind the rock on the mountain. Wait about 10 seconds and run towards the end of the path. Be aware of people camping behind the mountain side.

Terrorists 2-small-(M16A2,High scope, Rifle laser, Same as above)
Wherever your spawn point is at Run behind the tree in the spawn in the grass(make sure to have the guy in the green )DO NOT MOVE AROUND ALOT Wait it out for about 1 minute and get up with caution and throw smokes to the left of the tree heading towards the rocks and the road. Once the area is filled with smokes run behind rocks and wait until you think its clear. Run up the mountain on the left and eliminate any hostiles on the way their

Terrorists 3 small-Same thing as seal 3 except hide behind the tree and run through the middle ducking in grass and behind rocks
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Last edited by Erg; 06-15-2006 at 11:07 AM.
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Old 06-20-2006   #3
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Devil's Road Vehicles

SEALs
Vehicle - M1045
Capacity - 5
Equipment - TOW Missile Launcher
Ideal Use (other than Driving) - Take down any vehicle with one shot with the TOW missile launcher (ANY) and good for providing cover for other Vehicles coming in. Best aimer should be on TOW because they can hit things from afar and that can give your team an upper hand.
Speed Scale – 7

Vehicle - ALSV (Advance Light Strike Vehicle) a.k.a Dune Buggy
Capacity - 4
Equipment - M2HB Turret
Ideal Use (other than Driving) - This is the fastest land vehicle in the game; it can catch up to anything quickly. Great for bringing in troops into defended areas and a good turret person can go along way. Also the driver should know how to swerve, a lot. Pretty Powerful to (can go up the mountain in Crucible)
Speed Scale - 10

Vehicle - M114 a.k.a Hummer
Capacity - 5
Equipment - .50 Caliber Machine Gun
Ideal Use (other than Driving) - Transport Troops and Frag the crap out of the enemy. Go into known enemy activity and getting in drop some team members off and provide cover for them. Or Pick some team members up that are in trouble
Speed Scale - 7

Vehicle - M1025
Capacity - 5
Equipment - M2HB Turret and 3 RMG’s (passenger side door and both rear doors)
Ideal Use (other than Driving) - Go in and provide some serious covering fire for your team, people hate RMG’s but they are actually quite affective when used correctly. Always park the car so that the passenger doors are facing where all the action is for obvious reasons. Great to help ground troops or extract troops out of a firefight.
Speed Scale - 7

Vehicle - SOC-R
Capacity - 6
Equipment - Grenade Launcher (Rear), 2 people allowed to gun (Next to driver), 2 Machine Guns in the front (right and left)
Ideal Use (other than Driving) - People under-estimate the power of an amphibious assault, but when used with team work and with a land assault this kind be a deadly combination. Transport a large group of people in these and let the people in land vehicles come in and start blazing, then you guys come in unexpectedly and suddenly have the advantage.
Speed Scale - 8

Vehicle - Bradley a.k.a Mini Tank
Capacity - 5
Equipment - RMG and 25mm Cannon
Ideal Use (other than Driving) - This is only available for Killing Fields Suppression (I think only Supp). Great for running into the Ruins of the city thing to provide cover as well as dropping off some extra troops for people at spawn two. The 25 mm Cannon is effective weapon against anyone and anything. Best to use is to blow up the terrorist tank, this is very well capable of blowing it up. It is much more nimble then it and best to shoot the tank at the front near the turret and driving part of the Tank.
Speed Scale - 6

Terrorist
Vehicle - Technical Pick Up (Grey One)
Capacity - 4
Equipment - M2HB Turret
Ideal Use (other than Driving) - Terrorist vehicles tend to be all weaker. This vehicle can be used to drop people off at key points on the map, also good to provide covering fire.
Speed Scale - 7

Vehicle - Technical SUV (Harvester terrorist car)
Capacity - 5
Equipment - M2HB Turret
Ideal Use (other than Driving) - Look above but this has a capacity of 5 people so you can take more people into the heart of the battle.
Speed Scale - 7

Vehicle - Cargo Truck (Ural Cargo)
Capacity - 2
Equipment - No Weapons (carry cargo)
Ideal Use (other than Driving) - Not much to say, only thing to do is drive it to the Load zones, go to the least likely place where the Seals would go plant a gazillion mines at the load zone. Or do something unexpectly and run right into the most obvious load zone (with the tank and technical’s) and load and jet.
Speed Scale - 4

Vehicle - Technical Speedboat
Capacity - 6
Equipment - 2 M2HB
Ideal Use (other than Driving) – If you going to use these, get in one at the beginning of the game don’t wait to long because if you do you might get sniped. Also when you drive swerve around. If you are a passenger I recommend just clicking you D-pad to continuously be moving so you don’t get sniped out in the open water
Speed Scale - 7

Vehicle - Tank (T-72)
Capacity - 4
Equipment - M2HB Turret and a Turret
Ideal Use (other than Driving) - Don’t be one of those idiots in Convoy maps where you leave with the tank without the Cargo Trucks. Use the tanks to provide cover for Convoy trucks. In other map types use them to drive in a few soldiers deep into enemy territory. Provide cover to take over an area. One Shot DIRECT shot from the turret will blow/kill anything. Never aim directly at some/car, aim just a little bit higher and you should low it up with one shot.
Speed Scale - 4
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June Release!!!!111


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