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Raiden_Zer0's vehicle basics, part II
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Old 09-18-2007   #1
 
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Raiden_Zer0's vehicle basics, part II
It's been a while since my last Vehicle Basics Post. In the previous Thread I discussed the only Main Battle Tank - the Soviet T-72, and the two Infantry Fighting Vehicles (IFV's) - The Bradley and the BMP-2.
This thread I'm going to tackle the river craft of SOCOM 3 and SOCOM:CA Multiplayer, starting with the SOC-R


SOC-R (Special Operations Craft-Riverine): This is perhaps the most underused vehicle in SOCOM. Just like all other vehicles though, it is often taken by one ‘Rambo’ player who only sees a quick mode of transport and not a floating weapons platform.
The SOC-R, unlike most other vehicles in SOCOM allows all passengers to either fire their own weapons, or the three mounted weapons (Two miniguns and an aft mounted grenade launcher). This enables a fully crewed SOC-R to lay down an extraordinary amount of firepower covering all angles and leaving no blind spots. The only other vehicle similar in this respect is the M1025 found on the Harvester map.
Unfortunately the SOC-R gives absolutely no defensive protection to its passengers so you have have these few options:
  1. 1. Silent running, well out of visual range of most other players until it’s time to make your insertion. (Most effective on Tidal Fury map- Demo)
  2. 2. Erratic Maneuvering. Never drive in a straight line. This makes it difficult for your opponent(especially snipers) to line up a shot. Swerving to the left and right while moving forward is very effective. It reduces the accuracy of your own weapons, but the sheer power and firing rate of the miniguns more than make up for this.
  3. 3. The best defense is a good offense. Maneuver closer to land and kill everything that moves. On a fully loaded boat, each weapon’s area of fire overlaps another’s. An endless hail of bullets should be enough to kill just about anyone within range. It’ll certainly make the smarter ones take cover. If you go for this option just remember to never stop firing. The Enemy knows you’re coming by now, might as well make as much noise as possible in order to stay alive right?

In addition to it's lack of protection, the Miniguns on the SOC-R have their own distinct sound in the game. The first time you fire one of those, your opponents may not know exactly where you are, but the higher pitch of the gun will let them know you're coming, and it's a guarantee that someone will be watching the water after that.

It's my opinion that the SOC-R is invaluable on both the Tidal Fury and Waterworks maps - If used correctly it can be the key to winning on both maps. On Storm Front the SOC-R is less effective and often falls prey to the Many snipers. Erratic Maneuvering or full assault can work well on this map but it's pointless if you don't at least have a full vehicle.

Against the only other river craft; the Terrorist/Mercenary Technical Speedboat; The SOC-R should prevail simply by firepower alone unless your opponent is behind you. It is easier to dodge the aft Grenade rounds from a distance than it is to evade the fury of dual Miniguns.



As with my previous post add Constructive criticism only please
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Old 09-18-2007   #2
 
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This guide blows. I guess loading a boat full of people looks good on paper, but if you've ever actually played socom, you'd know that it doesn't work. Nice wall of text though, and a big thumbs up for googling what "SOC-R" stands for. I don't know how I ever managed to use the boat without this handy knowledge.
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Old 09-18-2007   #3
 
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Well, your sarcasm and lack of constructive feedback is noted. This is a 'basic' guide (hence the title) for those who haven't played the game much, or maybe looking for an alternative way to use the vehicles. I have done a little googling and research to find out how these vehicles are used int he real world and I'm writing this guide as an adaptation of certain real world tactics. It was the intelligent thing to do.
These Tactics work only as well as the team that uses them. The Tactics do work in my experience. You wouldn't use them over and over again of course, nor would you use them as your only tactic, but if you enjoy teamwork and tactics as I and my friends do (or if you are browsing the Socom tips, Tactics, and Strategy Guide forum) then you should find this useful.
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Old 09-18-2007   #4
 
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Quote:
Originally Posted by Raiden_Zer0 View Post
research to find out how these vehicles are used int he real world and I'm writing this guide as an adaptation of certain real world tactics. It was the intelligent thing to do.
Hardly. Socom isn't ANYTHING like the real world. Adapting real life tactics to socom is like adapting socom tactics to real life. Charging the enemy and chucking grenades works wonders on maps like Citadel. You wouldn't get too far doing that in real life.
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Old 09-18-2007   #5
 
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Quote:
Originally Posted by Razzor7 View Post
Hardly. Socom isn't ANYTHING like the real world. Adapting real life tactics to socom is like adapting socom tactics to real life. Charging the enemy and chucking grenades works wonders on maps like Citadel. You wouldn't get too far doing that in real life.
I am well aware of what works, and what else works. Military tactics, simplified for the game, work very well with a good team. It's obvious we play the game with different crowds, and I'm not saying my way is better than yours. I'm just offering a simple guide for those who like to play it my way.
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Old 09-18-2007   #6
 
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Old 09-18-2007   #7
 
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heh. I'm certainly trying!

(Rather than Double post I'm going to simply add my next, small segment into this post via Edit!)


Technical Speedboats: There isn’t a lot to add for this craft. It is has less armament, with two machine guns mounted fore and aft and other passengers are only along for the ride and unable to fire their own weapons. It should make up for this disadvantage with it’s speed and maneuverability, both of which are greater than the SOC-R.
Unlike the T-72 vs the Bradley, however, the Speedboat’s speed advantage is negated easily at close range by the SOC-R’s nearly 360 degrees of attack.
The most effective Boat vs Boat attacks I’ve seen are when a speed boat passes by swiftly, firing The Machine guns both coming and going. Once out of range of the SOC-R’s miniguns and Smaller arms fire (It’s difficult to get out of range of the Grenade launcher) , Turn the speedboat around and attempt to come up behind the SOC-R, swerving occasionally as you attack the aft of the other craft. It is easier to avoid the Grenade launcher, with it’s slower rate of fire. If you’re far enough back then gunner will have to arc the shot to reach you giving a moment more to react. This is of course assuming that the SOC-R hasn’t turned to attack you. In Demo and sometimes Control points, A full boat often means that they’re carrying the satchel on the quickest route and a smart driver shouldn’t stop for anything. There are always exceptions! As people are quick to point out, there are a great deal of gamers who won’t be thinking tactics, but instead they will be thinking about kills!
(Edit 2:) In the event that the opposing driver has turned to meet you, the best advice is to stay away, or make another quick pass to attempt another turn-around. The odds are against you for a shoot-out, but I have seen one gunner in a speedboat wipe out a SOC-R full of clueless players. So it's a gamble, that can pay big if you've got a bit of luck on your side.


As far as deployment tactics, Use it in much the same way you should any vehicle, as a fast means of transport and support for your team, or as a means of distraction as another part of your team approaches the target from a different angle/location.

I'm afraid that's the longest post I can make at this time. It's likely that when I finish the guide the SOC-R and Speedboat will be covered in one section.
The Next part will cover the wheeled vehicles of SOCOM 3 and Combined Assault.
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Last edited by Raiden_Zer0; 09-20-2007 at 10:15 PM. Reason: No point in double posting! Also Pancakes are awesome!
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Raiden_Zer0's vehicle basics, part II


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