Beginner Techniques and Strategies
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12-07-2006
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#1
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Join Date: Oct 2006
Posts: 22
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Beginner Techniques and Strategies
To begin, I just personally thought that it would be a healthy start for myself to share with some of the new members on the Socom 3 Forums, or just brand new players on Socom 3 U.S. Navy Seals some of the basic, yet very useful Techniques and Strategies that may be of use in the future of Socom gaming. Maybe some other Members on the Socom 3 Forums have stated some similarities to what's listed below, but it's good to learn about all
the possible Techniques, and Strategies that can turn any ordinary Socom Player into a very skilled individual.
Section 1: Controller Settings
This section teaches the uses of the three different controller setting bars, ideal positions, and uses of controller presets.
Section 2: M82A1A vs. M78ELR (Coming Soon)
People have speculated for long about which is the better rifle.
Section 3: Small Map Side Selection
This section examines the team bias in small maps.
Section 4: M67's vs. HE's
The debate is finally settled.
Section 5: Grenade Basics (Coming Soon)
This section is designed to develop grenade skills. Reflection, grenade type, grenade distance, and grenade cover are all addressed.
Section 6: Sniping Basics (Coming Soon)
Sniping Basics is a course designed to develop basic sniping technique. Hitting non-mobile targets, sniping movement and basic technique is covered.
Section 7: Advanced Gunfighting (Coming Soon)
Advanced gunfighting techniques are examined in this section. Movement, cover, and reload timing are among the techniques discussed.
Section 1: Controller settings are a commonly neglected thing - while the settings are important, many people leave the settings at default and don't touch them. There are two parts of controller settings: button layout and sensitivity ratings.
Part 1: Button Layout
The button layout, while important to pay attention to, is less significant than the sensitivity ratings. Nevertheless, you should still pick the setting that is right for you. A lot of this decision is personal preference: I prefer frogman because the mic button is on l2, freeing your right thumb for fighting. Your choice should not make an impact on the way you play once you are used to the controls.
Part 2: Sensitivity Ratings
a) Practical Meaning
There are three slider bars that affect the performance of your movement while playing. The three bars are as follows:
Look Speed: changes the max speed that your crosshair moves in response to your right analog.
Acceleration: changes the amount of time taken for the crosshair movement to reach full speed.
Dead Zone: determines the radius in which analog stick movement will not register.
b) Analysis and Conclusion
Ideal sensitivity ratings deviate with the use - gunfighting, requiring small precise movements (moving to the head and following zigzagging) generally is easier with a slower look speed, while (quick)sniping, requiring fast "throws" of the scope is generally easier with a higher turn speed. Dead Zone should almost always be around the 10-20 area unless controller problems force you to turn it up to avoid 'ghostwalking'. There are three controller settings that I have tested and found to be useful, depending on your play style.
1) Well Rounded:
Look Speed: 65%
Acceleration: 85%
This controller configuration is my personal favorite and provides you with a strong middle ground that you can be useful in every situation. The theory behind it is as follows:
When look speed is raised, gunfighting is compromised, while at the same time, sniping is compromised by lower look speed. The 'Well Rounded' setting offers a unique solution: look speed is lowered to raise gunfighting (which will not be turning far enough to kick in the acceleration), but acceleration is raised so that turning around speed is not sacrificed.
2) Gunfighter:
Look Speed: 50%
Acceleration: 65%
While this controller configuration is not the best for sniping, the precise control it allows for gunfighting makes headshots easier, zig-zagging targets easier to follow, and targets at long range much easier to connect with. If you do not intend to be a scoper, this configuration will allow you unprecedented long range accuracy.
3) Sniper:
Look Speed: 90%
Acceleration: 70%
With reduced control but increased reflex and scope 'throw' speed, this configuration is great for quicksniping. Movement in the scope is very fast and can be moved to a target in midair or popping out from a position quickly.
These configurations will allow you to think less about moving the analogs and more about where the crosshair is moving.
Section 2: Coming Soon.
Section 3: In the course of any war, you will run into the decision of what side to pick on a given map - either the last map (in the case of picking) or in picked maps such as Gamebattles or preset maps. This guide will run you through the preferred sides on each small map and how to take advantage of your side. The conclusion determines the favored side and the bias gauges the amount of bias in the map, from less to more people.
Antenora:
Antenora, the smallest small map and a haven for grenades and gunfighting is always a seal map, regardless of the numbers. Seals have the advantage of being able to trap terrorists within 1/3 of the map with only three players: one watching the top center, one watching the bottom center tunnel, and one watching the left. From then, they are easy to get out of camping their spawn (see removing campers for more information). In addition to being able to trap terrorists in their spawn, seals get first access to the top center, a common power spot.
Conclusion: Seal
Bias: medium to heavy
Blackwoods:
Blackwoods is a relatively even map, but with the ability to trap seals into their spawn as players increase, Blackwoods leans to the terrorist side when there are 5+ players. When grenades are thrown, the seals can be trapped within their spawn and the large open field.
Conclusion: Even to Terrorist
Bias: none to slight
Boneyard:
Boneyard's main feature, the boat, is taken over by the seals, who get there first, easily. The only ways to keep seals from taking control of the boat first is are sniping them as they run in (see sniping locations) or hitting them with a grenade right before they enter (see grenade locations). Both of these can be countered by a seal grenadier hitting these two spots.
Conclusion: Seal
Bias: medium to slight
Citadel:
Citadel is a definite terrorist map. Gaining access to all the important higher ground spots first (the top left, top of the china room), the terrorists have a definite advantage in urban fighting. In addition to this, seals have much more limited options for camping (compared to the surefire terrorist camping spots of the spawn and the china room).
Conclusion: Terrorist
Bias: medium to heavy
Crucible
The name of the game here, unfortunately, is camping. As the heaviest camping map on the game, getting a round down can lose the game, especially if you're seals. The most difficult camping spot in the game to defeat lies on the terrorist side - the terrorist spawn. The seal's primary camping spot - the outside can be grenaded and sniped. While full out camping is rare except on Gamebattles, prepare to lose if the terrorists are up and camp on you. Without camping, the map is relatively even, but this guide is for competitive playing.
Conclusion: Terrorist
Bias: medium to small
Devil's Road:
Devil's Road is a clean seal map. Sniping is the name of the game on Devil's Road, and seals have easier quicksniping and movement that isn't restricted. Unlike most maps where you have to work to trap the opposing team, on Devil's road terrorists are trapped from game start. You can watch every path of movement for terrorists with one person, and you can easily grenade out their base.
Conclusion: Seal
Bias: Medium to Heavy
[NOTE:] Double posted due to the amount of characters needed to post accordingly.
Last edited by Nemidja_Midnilue9; 12-08-2006 at 10:46 AM.
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12-07-2006
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#2
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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 10:40 PM.
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12-08-2006
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#3
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Join Date: Jun 2006
Location: NY
Posts: 86
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sweet guide nice time and effort put in. Keep up the good work. P.S. that gernade study was a great idea who would have thought they would be so diffrent.
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12-09-2006
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#4
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Banned
Join Date: Mar 2004
Location: 133714n|) (haxed for me via Law, ty!)
Age: 18
Posts: 6,917
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This is pretty good, in a couple months a guide on CA maps and **** would be cool. The look speed thing is always a hot topic, because a decent player can use say high look speeds and be an amazing gunner, and still a good qser too. (see: mukluk  ) and a person with low look speeds can still be a good qser and obviously a good gunner (see ox/sufi  ) too....IF they have the skill...
But this is a beginners guide and it's very helpful in that way. I'd encourage once they have a good feel of the game, to change around their settings to see what fits them the best, now that they have skill.
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12-17-2006
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#5
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Join Date: Dec 2006
Location: Leicester, UK
Posts: 4
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well done
great effort and time put into making allthese guides. One thing you could imrpove on:
PLEASE FINISH THEM !!! thatd bewicked 'cos every so often i refer back to these guides and it would be wicked if i could read the full versions :P
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12-23-2006
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#6
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Join Date: Dec 2006
Posts: 5
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dude u stole this stuff straight off this other socom site...
http://socomtrainingacademy.com/index.htm
i mean come on man it says this right at the bottom of the screen on the site
"All information on this website is copyright 2006 Socom Training Academy. No portion may be reproduced without consent from the author. Template is courtesy of www.clantemplates.com. Contact me."
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01-26-2008
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#7
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Join Date: Jan 2008
Posts: 5
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awsome guide. {i never knew that camera speed was wat ur maximus speed of the crosshair is }
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Beginner Techniques and Strategies
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