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Moderator
Join Date: Feb 2005
Location: MIDDLETOWN, PA
Age: 28
Posts: 4,833
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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 11:07 AM.
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