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Mid-February Release!
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Old 02-19-2006   #1
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Mid-February Release!

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


Due to the busy weeks of January with mid-terms, family issues, athletics, and various other reasons the Strategy Guide Crew has been faltering. We have pieced together a Mid-February Release, although it is not up to par. Further releases will be back on track in the near future. Thank you for your patience.

*Also Note that this is the "Official" guide of www.Socom3.com and posting this guide on another website is not allowed without permission. PM Dakilla or me if you wish to use this guide on another website.


Weapon's Anaylsis


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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Old 02-19-2006   #2
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Offensive Storm Front Demolition Play (for SEALs)
by: Michael Lee (Wand3rer), 13 Feb. 2006


NOTE: the directions on the map below do not correspond with the actual in-game directions on the compass (i.e. North is NOT "up" on this map).



original map image courtesy of pcpopper.com


Purpose/Description:
This Play is for Demolition games of Storm Front, more specifically for SEAL teams that want to get control of the bomb as fast as possible. After completing this routine, planting the bomb can be optional and done however you may want. This gameplan relies solely on speed and confusion, the signature of Navy SEALs.

When to use:
This Play is useful for early on in a match when the enemy does not have a solid or working strategy against your team, or when you want to change things up to throw the enemy off in their predictions of your team.

Routine:
In the above picture, there are three main colors (for each of the three spawn points), each color corresponding to a certain spawn point group/team (Blue = 1, Red = 2, Green = 3).




Routine by Spawn Point:


Blue (Spawn Point 1) -
Immediately after starting at Spawn Point 1 (at least 2 people will be needed here), the SEALs are to head immediately straight to the boat at the dock (pictured above as the first arrow). After boarding the boat, one of the members drives the boat while all other members man the gunning turrets and shoot at the Terrorists at the adjacent island (while not stopping — the GL turret in the back of the boat will be most useful, so make sure that the turret gunners do not worry about them, and also make sure that the driver does not stop or turn around in any way — the SEALs at Spawn Point 3 will take care of them).

The SEAL boat is to proceed past the middle terrorist island and sweep from the coast to the opposite coastline as it speeds past the Terrorists' Spawn Point 2 to provide a distraction. The boat crew (except for 1 driver and 1 gunner if possible) dismount off of the boat to provide room for the SEALs at Spawn Point 2 and begin to attack the Terrorist base from Spawn Point 3. As the remaining members of the boat crew stay aboard and circle the Terrorist Spawn Point 3 (if the SEALs at Spawn Point 3 did their job it should be clear by now), they prepare to pickup the SEALs at Spawn Point 2 and ride the coastline as the SEALs at Spawn Point 3 cover them.


Red (Spawn Point 2) -
Immediately after starting at Spawn Point 2 (the majority of the team is to spawn here ideally), a designated team member is to throw smoke grenades (white smoke is harder to see through as long as you stay behind it — red has the widest wavelength of all colors and is hard to see from a distance — which is why the SEALs use it —, but is easy to see through) past the bomb house to provide cover so that the SEALs have more freedom to move. When the Terrorists see the smoke, they will begin to bomb and possibly shoot blindly, so be careful. (Also keep in mind that you must make as much noise as possible in order to keep the Terrorists there confused and/or distracted from the SEAL snipers at Spawn Point 3).

Also immediately after starting at Spawn Point 2, one sniper will be needed to provide cover and keep eyes out for the rest of the team (as the round starts, the SEALs break for cover toward the bomb house shown by the first red line and the block line). The sniper should not have to worry about the Terrorists on the middle island (the Terrorist Spawn Point 3) because the Seals at Spawn Point 3 and Spawn Point 1 will keep them busy.

As the smoke begins to take full effect, the SEALs should be halfway to the bomb house and engaging anyone in their way. From here, the SEALs grab the bomb as soon as possible and run to the beachhead where the SEAL boat (containing the few SEALs from Spawn Point 1 after they dismount to attack the base) and hop on to attack. The bomb carrier is the most important person here, so he must have precedence to get on the boat and get out of there first. Any remaining SEALs can eliminate any nearby terrorists left and proceed to attack or follow whatever is going to work.

From here, the SEALs can attack or hold the bomb for the rest of the match.


Green (Spawn Point 3) -
Immediately after starting at Spawn Point 3, a few SEALs containing as many grenades as possible are to begin bombing and moving in on the far end of the middle Terrorist island (shown above in the thin green-arrowed line) and the far left corner to prevent any snipers from disrupting the SEALs at Spawn Point 2. While this is happening, other SEALs with sniper rifles or scoped rifles are to immediately take position and begin taking out the Terrorists that are shooting at the SEALs at Spawn Point 2 (by the time you get down to snipe the smoke grenades should already start taking effect, so the Terrorists' attention will most likely be toward the smoke, save for enemy snipers that are trying to attack you).

At about 45 seconds into the match, the SEAL boat should drop off what members it has as it makes a pass, and they will begin attacking the Terrorist base. Do not worry about attacking the Terrorist base at Spawn Point 3 because the Terrorists that spawn in the base are usually there for defense and will not rush out to fight you so early in the match.

The SEALs at Spawn Point 3 are the most essential group of people in this gameplan, because they have provide cover and give safe passage to the other Blue and Red teams.

-=-=-

After completing this, you will have the opportunity to either hold the bomb or to conduct an attack on the Terrorist base for a Demolition plant.
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Last edited by Erg; 02-20-2006 at 09:22 PM.
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Old 02-19-2006   #3
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Blowing up Vehicles

Description:
Blowing up vehicles is a very simple thing to do when you know what to do. At first glance you'll probably figure that all you have to do is throw enough grenades at it or hit it with a few M2 mines, hitting it with a few RPGs or AT4s, shooting it with an M203, throwing Grenades at it, or even using your own gun, which are some ways to do it, but there are much easier ways to do it. This article will elaborate on the best ways to destroy vehicles with every weapon in SOCOM 3 (save for typical primary and secondary weapons, which are all grouped into one section because one statement applies for all of them).


Using M2 Mines:
The best way to blow up a vehicle with M2 mines is to plant the mines perpendicular to the vehicle, and plant them a short distance apart (not right next to eachother, though). Here's an illustration.


As you can see, the vehicle will receive more damage by hitting more than one mine at once than by hitting them one at a time. This goes especially for Tanks (specifically the Terrorist tank).

When dealing with light vehicles, such as Technicals or ASLVs (more commonly known as "buggies"), one M2 mine can cripple the vehicle easily, and two will definitely destroy it. Once again though, when a vehicle hits multiple mines at once it will deal the most potential damag.

When dealing with heavier vehicles, such as Tanks or Convoy Trucks, it will take three M2 mines (you can only get two at a tiem) in order to destroy them. Two will cripple the vehicle well though, but if you throw a grenade at the vehicle AFTER the mines go off, it will probably start a fire that will eventually destroy the vehicle. Keep in mind as a sidenote that Bradley tanks are the easiest heavy vehicle to destroy (2 mines will do it well).

When it comes to planting M2 mines, plant them in narrow passes that vehicles will normally go through... preferably not in a road, but instead in bushes (although they are hard to see no matter where they are, they have a flicker that a good vehicle driver will see way before he drives over it). Smoke grenades provide good cover as well.


Using AT4s or RPGs:
AT4s and RPGs are best used in multiple shots. Three shots from any gun will destroy any person in SOCOM 3, and three shots from any explosive will destroy any vehicle in SOCOM 3 (concidence???). The maximum shots you can carry is two, so don't plan on taking down vehicles by yourself. It takes teamwork and speed if you don't have a vehicle of your own... especially if you're fighting agaist a tank.


Using M203s:
Using an M203 is an efficient way to harm a vehicle, especially a fast one that is chasing you down. When you're attacking a vehicle with an M203, DO NOT MISS. Two shots at least will destroy the lightest vehicle (like a Technical or an ALSV), but don't count on destroying a Tank even if you somehow manage to shoot it with all of your grenade shots... but rest assured you'll put a dent in it.


Using Grenades:
The best way to blow up a vehicle with grenades is to get the grenade to explode on top of the vehicle. The weak spot of a tank is behind and above it, so plant your grenades there. Grenades will also not affect people in vehicles too much, so you will have to rely on your weapon if you are trying to kill people in a Technical or buggy (or even the .50 turret on the Terrorist Tank). Be prepared to use lots of grenades, especially if you have a tank, but don't be stupid and try to blow up a tank with all of your grenades when it is fine to begin with.


Using your gun:
Contrary to popular belief, WEAPONS WILL NOT HARM A TANK. If you don't believe it, try taking an M60 or any other non-explosive weapon into a respawn room and unloading your magazines into it the entire time in any spot of a tank and then hop into it toward the end of the match. You won't find any difference in the tank. Guns are best used against light vehicles, but they only make an impact or dent on the vehicle when you can shoot it constantly for a long time. Short bursts won't do much of anything for you, especially if you don't have the time.





As a general rule that is stated in the Polish mission of Single Player where you have to save the First Lady, always aim for the vehicle's engine, no matter what it is you're shooting at
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