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Extensive Guide to SOCOM Special Forces Multiplayer (25/5/11)

[ Edited ]

As Promised, Here is a Guide to SOCOM 4 U.S. Navy Seals Multiplayer (Pre-Release Version).

 

The SOCOM series is a series that has a steep learning curve, and requires some effort to become great.

 

This Guide is to help Newbies get used to the basics of SOCOM play...

Bumps to the thread are appreciated

 

 

KNOW YOUR MAPS

 

This honestly is what makes elite SOCOM players shine above the rest in the crowd...There is nothing better than having the advantage of knowing where every piece of scenery is to find cover when needed or to blow up an object to kill an enemy

 

Here is a list of the Maps and the Common "Choke Points" or other important areas for each map. There are 9 maps in the release version of the game. 10 if you preorder Socom 4 at gamestop. This section will be undergoing maintainence regularly as we learn more about the maps.

 

---Port Authority---

- Insurgent Depot (Spawn building)

- Spec Ops Depot (Spawn building)

- The Warehouse, Also called Warehouse 120/Blue Warehouse

- The Boat

  • Mid level Boat/Red Light Section
  • Helicopter Pad
  • The boat gun

- Catwalk next to boat

- Insurgent Sniper building

-Spec Ops Sniper building

- Dry Dock (Watered Area Underneath Boat)

- Dry Dock stairs (Main stairs and side stairs)

- The Crane

- Spec Ops Shrub fields


 

 

---Assault & Battery---

- Spec Ops Bunker (Spawn Building)

  • Upper/Lower Levels
  • Turret
- Insurgent Bunker (Spawn Building)
  • Upper/Lower Levels
  • Turret

- Missle Battery (Middle of Map)

- Missle Battery Tower

- Missle Battery Tunnels

- Building C-3 (West side stone Bunker)

- Overwatch (East side Stone bunker that is lifted up)

- Stone Sniper Nests (There is 1 on each side)

- Stone Catwalks



 

 

---Collision---

-  Junkyard

- Warehouse

- Railroad Tracks

- Crane

- Spec Ops Dead End/ Spec Ops Shack

- Insurgent Sniper Shack

- Insurgent Dead end

- Fences

 

 

 

 

---Rush Hour---

- Construction Site

- Parking Garage

- Parking Garage Roof

- Broken Building (East Building)

- Balcony Building (West Building)

- Highway (each side of it)

- Intersection

 

 

---Abandoned---

- Spec Ops Base

- Insurgets Base

- Temple

- Temple Stairway

- Tunnel

- Broken Bridge

- Dirt Road

- Cave

- Moat (By temple)

- Pond (has waterfall in it)

- The Ridge

 

---Cesspool---

- The Main Street

- The swamp

- The gas station

- Flat Roof

 

---Von Heine Express---

- Main Bridge

- Rail Car

- Wooden Bridge (attached to under side of main bridge)

- Security Booth

- Crashed Boat

- Pond/Water

- Anti Air Gun

 

---Bale Out---

- Chicken Coup

- Graveyard

- Temples

-Junk Yard

- Water tower

 

---Sacrifice---

- Water

- Steps

- Side of temple Arch

- Spec Ops spawn

- Insurgent Spawn

- Top of Temple

- Caskets (in the middle part of the top of the temple)

- That's all i have, help me out with this one guys lol

 

---Outpost---

- Spec Ops Warehouse

-Insurgents Warhouse

- Helicopter

- Propane tanks (Spec Ops side and Insurgent side)

- Cat walks

-Computer Room (Above Insurgent Spawn)



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Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

[ Edited ]

CHANGE YOUR SETTINGS

 

Many new players do not know the advantages of altering your game/controller settings

 

Tips:

 

1) Go under "Options" You will find 2 settings that can be tinkered with. "Turn Speed" and "Pitch".

Turn speed affects how fast your character's cross hairs can move left and right

Pitch affects how fast your character's crosshairs can move up and down

 

Mess with the two settings until you are comfortable with how the crosshairs moves across the screen. From my experience the "Pitch" is far more senstive than the "Turn speed" so i would have it's sensitivity set a tad lower than turn speed.

 

USE WEAPONS/GEAR THAT WORK FOR YOU

 

In SOCOM 4 players are able to equip "Dual Primaries"..Which means there are NO pistols, instead you have 2 weapons that are typically listed as Primary weapons in most other games. You can select from the following Gun Classes.

 

Sub Machine Gun (SMG)

Machine Gun (Often referred to as LMG)

Assault rifle (AR)

Sniper Rifle (SR)

Shotgun (Shottys)

 

You cannot have both your weapons be from the Same class. I.E. Cannot use 2 shotguns

 

My Usual Setup is as follows:

 

Spec Ops

IW-80 A2 Assault Rifle

M200 Sniper Rifle

Frag Grenades

PMN Mine

 

Insurgents

FDO-11 Assault Rifle

F-Edje MSR Sniper Rifle

Frag Grenades

PMN Mine

 

But remember, Find what works for YOU


List of Guns&Mods + Explanation of Mods

 

In SOCOM 4 weapons have an experience system of sorts called "Mod Levels". Mod levels are a series of upgrades/attachments that each gun is capable of recieving. To unlock a weapons specific Mods you must use attain kills with that weapon until it essentially "levels up" to the next mod.

 

Each gun starts out at Mod 0 and can be leveled up all the way to Mod 5. Mod 0 weapons have no upgrades on them.

 

Here is a list of All the weapons in the game and their Mods. (BIG thanks to Reign_Of_Rain)

 

SMG’s


Spec Ops

KP5                                                                                      DK7 (Integrated suppressor) 

MOD 1 - low suppressor                                                      MOD 1 - reflex sight

MOD 2 - foregrip                                                                  MOD 2 - extended magazine

MOD 3 - increase rate of fire                                               MOD 3 - faster reload

MOD 4 - reflex sight                                                            MOD 4 - replacement ammo

MOD 5 - high suppressor                                                    MOD 5 - extra ammo

 

Kurtis 45ACP

 MOD 1 - reflex sight

MOD 2 - extra ammo

MOD 3 - faster reloading

MOD 4 - low suppressor

MOD 5 - replacement ammo

 

Insurgents

PDW-46                                                                                     C9MM 

MOD 1 - low suppressor                                                            MOD 1 - reflex sight

MOD 2 - extended magazine                                                     MOD 2 - extended magazine

MOD 3 - increase rate of fire                                                      MOD 3 - faster reloading

MOD 4 - reflex sight                                                                   MOD 4 - replacement ammo

MOD 5 - high suppressor                                                          MOD 5 - extra ammo

 

F90

MOD 1 - reflex sight

MOD 2 - extra ammo

MOD 3 - faster reload

MOD 4 - low suppressor

MOD 5 - replacement ammo

 

Assault Rifles (Each comes standard with reflex sights)


Spec Ops

ACR                                                                                             IAR 556

MOD 1 - extended magazine                                                       MOD 1 - extra ammo

MOD 2 - ACOG scope                                                                  MOD 2 - muzzle brake

MOD 3 - low suppressor                                                              MOD 3 - faster reload                                

MOD 4 - extra ammo                                                                   MOD 4 - grenade launcher           

 MOD 5 - grenade launcher                                                         MOD 5 - ACOG scope

 

FAMAS G2                                                                                  DK2 

MOD 1 - Extended magazine                                                      MOD 1 - low suppressor

MOD 2 - foregrip                                                                          MOD 2 - extended magazine

MOD 3 - extra ammo                                                                   MOD 3 - foregrip

MOD 4 - ncrease rate of fire                                                        MOD 4 - ACOG scope

MOD 5 - muzzle brake                                                                 MOD 5 - high suppressor

 

SFCR-HW                                                                                  IW-80 A2

MOD 1 - bipod                                                                           MOD 1 - faster reload 

MOD 2 - faster reload                                                                MOD 2 - ACOG scope

MOD 3 - ACOG Scope                                                              MOD 3 - foregrip

MOD 4 - extra ammo                                                                 MOD 4 - extra ammo

MOD 5 - low variable scope                                                      MOD 5 - muzzle brake


 

Insurgents

AK-102                                                                                    M4A1

MOD 1 - extended magazine                                                  MOD 1 - extra ammo

MOD 2 - ACOG scope                                                            MOD 2 - muzzle brake

MOD 3 - low suppressor                                                         MOD 3 - faster reload

MOD 4 - extra ammo                                                              MOD 4 - grenade launcher

MOD 5 - grenade launcher                                                     MOD 5 - ACOG scope

 

 

ATAC 2000                                                                             HS-36

MOD 1 - extended magazine                                                 MOD 1 - low suppressor

MOD 2 - foregrip                                                                    MOD 2 - extended magazine

MOD 3 - extra ammo                                                             MOD 3 - foregrip

MOD 4 - increase rate of fire                                                 MOD 4 - ACOG scope

MOD 5 - muzzle brake                                                           MOD 5 - high suppressor

 

FAL                                                                                       FDO-11

MOD 1 - bipod                                                                      MOD 1 - extra ammo

MOD 2 - faster reload                                                           MOD 2 - increase rate of fire

MOD 3 - ACOG scope                                                           MOD 3 - foregrip

MOD 4 - extra ammo                                                             MOD 4 - faster reload 

MOD 5 - low variable scope                                                  MOD 5 - muzzle brake

 

Shotguns


Spec Ops

Mos-590                                                                           SU-90

MOD 1 - reflex sight                                                        MOD 1 - slug ammo

MOD 2 - extended magazine                                        MOD 2 - Extended Mag

MOD 3 - faster reload                                                     MOD 3 - Longer range ammo

MOD 4 - extra ammo                                                      MOD 4 - Extra ammo

MOD 5 - muzzle brake                                                    MOD 5 - ACOG Scope

 

Insurgents

M3T                                                                                   M3 - 90

MOD 1 - reflex sight                                                        MOD 1 - slug ammo

MOD 2 - extended magazine                                        MOD 2 - Extended Mag

MOD 3 - Foregrip                                                             MOD 3 - Longer Range ammo

MOD 4 - extra ammo                                                      MOD 4 - Extra ammo

MOD 5 - muzzle brake                                                    MOD 5 - ACOG scope

 

Sniper Rifles


Spec Ops

CNC SOCOM(w/low variable scope)                                                SR-25(w/ACOG scope)

MOD 1 - extended magazine                                                              MOD 1 - low suppressor

MOD 2 - bipod                                                                                     MOD 2 - extended magazine

MOD 3 - low suppressor                                                                     MOD 3 - low variable scope

MOD 4 - extra ammo                                                                          MOD 4 - increase rate of fire

MOD 5 - high variable scope                                                              MOD 5 - high suppressor

 

M200(w/low variable scope)

MOD 1 - bipod

MOD 2 - extended magazine

MOD 3 - high variable scope

MOD 4 - extra ammo

MOD 5 - muzzle brake

 

Insurgents

MK20(w/low variable scope)                                                      SASR(w/ACOG Scope)

MOD 1 - extended magazine                                                       MOD 1 - low suppressor 
MOD 2 - bipod                                                                             MOD 2 - extended magazine 
MOD 3 - low suppressor                                                              MOD 3 - low variable scope 

MOD 4 - extra ammo                                                                    MOD 4 - increase rate of fire

MOD 5 - high variable scope                                                        MOD 5 - high suppressor 

 

F-Edje MSR(w/low variable scope)

MOD 1 - bipod

MOD 2 - extended magazine

MOD 3 - high variable scope

MOD 4 - extra ammo

MOD 5 - muzzle brake

 

Light Machine Guns


Spec Ops

APEX 100                                                                                        ISR-N56

MOD 1 - bipod                                                                                MOD 1 - Foregrip

MOD 2 - reflex sight                                                                       MOD 2 - muzzle brake

MOD 3 - faster reload                                                                      MOD 3 - reflex sight

MOD 4 - extra ammo                                                                      MOD 4 - increase rate of fire

MOD 5 - muzzle brake                                                                   MOD 5 - extended magazine 


 

M60

MOD 1 - Bipod

MOD 2 - extended magazine

MOD 3 - muzzle brake

MOD 4 - extra ammo

MOD 5 - reflex sight

 

Insurgents

RTK-74                                                                                                 AMELI 

MOD 1 - bipod                                                                                      MOD 1 - foregrip

MOD 2 - reflex sight                                                                             MOD 2 - muzzle brake

MOD 3 - faster reload                                                                           MOD 3 - reflex sight

MOD 4 - extra ammo                                                                            MOD 4 - increase rate of fire

MOD 5 - muzzle brake                                                                          MOD 5 - extended magazine

 

 

PKP

MOD 1 - bipod

MOD 2 - extended magazine

MOD 3 - muzzle brake

MOD 4 - extra ammo

MOD 5 - reflex sight

 

  • You can turn off "certain" mods by going into armory.
  • Some mods like “Extended Mags” cannot be turned off.
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Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

[ Edited ]

List of Game Modes and Tips on how to play them

 

GAME MODES

 

There are 4 Game Modes. Supression, Last Defense, Uplink, and Bomb Squad. Each game mode has a "Standard" and "Classic" Variant. Here are some differences between Standard and Classic

 

STANDARD Vs. CLASSIC (Differences)

  • Classic does not have weapons to be picked up scattered through out the maps
  • Supply crates are inactive in Classic
  • Last Defense. It’s much faster to claim points in classic, and time is significantly reduced.
  • Uplink - Reduced to two points for classic instead of three. Time is significantly reduced.
  • There is Health Regen in Standard, but not in Classic
  • There are no airstrikes in classic
  • Ranged Explosives disabled in Classic
  • No E-Tags in Classic
  • Standard is Open Mic, Classic is "Tap-To-Talk"
  • More XP is recieved per kill and objective completed in classic mode (3x more in Classic mode)

 

 

Suppression

How to win: Have more kills than the enemy team. OR eliminate the enemy team
Supression Tips:

     - Travel in Groups

      - Be careful with your life, do not go out in the open and risk being shot, remember the team with the most kills wins

 

Last Defense
In this mode each team fights over 3 control points. (Similar to Domination from the Call of Duty Franchise) Once one team has control of all three points at the same time, two beacon targets appear that require a player to plant beacon on at least 1 of them. If a team is successful in protecting the airstrike beacon after it is planted. That team wins....(I know it sounds complicated lol).
How to win: Successfully Plant and defend Beacon in enemy base
Last Defense Tips

         -Make sure there is always someone defending a captured point

          - Defend team mates trying to capture points. They are open targets for your enemy

          -Try to prevent the enemy from capturing the 3 inital control points. They can very easily collapose on your team in their spawn if they seize control
          -Smoke Grenades are your friend when capturing!
          - If your team captures the first 3 points and reveals the enemy beacons... Don't force anything!...you don't have to plant a beacon after you capture the first 3 points. If risking the time to plant will cripple your team's chance at winning the round...dont do it!! You won't lose if you don't plant.
-
Uplink.
Uplink is essentially SOCOM 4's version of capture the flag. There are 2 data cases (flags) that are placed in random areas of the map. One team's job is to defend those data cases from being stolen (Defenders). The other teams objective is to steal those data cases and upload them back at an upload station in their base. (Attackers)
How to win (Attacking Team): Steal both data cases and upload them both to your base. OR kill the entire enemy team
How to win (Defending team): Prevent both data cases from being stolen for the duration of the round. OR kill the entire enemy team.
Attacking team tips
- try to make sure that the area is clear before atttempting to grab a data case. It takes a small amount of time to remove it from its location
- If attacking, make sure you guard a team mate that is grabbing or uploading a data case. They are open targets while doing so!
- Smoke grenades are your friend when trying to steal the data!
- Watch out for PMN mines, Claymores, C4 that could be placed at the Data Location Sites as well as your own Data Uplink site.
Defending team tips
- You can kill an enemy that has tried running off with a data case and then pick it up. You do not have to put it back where it originally spawns at, so you can hold the data case in a more strategic place on the map.
- ALWAYS keep an eye on the data cases. If the attacking team grabs hold of a data case they can be hard to catch!
Bomb Squad
In Bomb Squad, One team has planted three of bombs around the map and the diffusal team must defuse them all before time runs out. What makes Bomb Squad special is that it features the unique Bomb Technician character, played by one member of the diffusal team, who is responsible defusing the explosives. He carries both an automatic shotgun and a mobile grenade launcher and is very heavily armored; that said, he is the only one that can diffuse those bombs, so make sure he stays alive!
How to win (Diffusal team) : Diffuse all 3 bombs that are placed through out the map. OR Eliminate the entire enemy team
How to win (Defending team): Prevent the Bomb tech from Diffusing all 3 bombs for the duration of the round. OR Kill the bomb tech (in classic mode)
    Defending Team tips
    -stay in groups. Remember the bomb tech has to diffuse ALL 3 bombs for their team to win. If your team splits up, that bomb tech can easily tear your team apart. He is a beast.
    - There are two pretty easy ways to take down the bomb tech. 1) When he is diffusing, UNLOAD on his head. 2) Plant claymores, PMN's, C4 at the diffusal sites. Just hope that the bomb tech isn't smart enough to check for them
    Diffusal Team Tips
    - If you get assigned bomb tech. DO NOT run straight out into the middle of all the action right away. Your team is relying on YOU to stay alive. If you die, your team loses!
         -If you are bomb tech. Throw smoke grenades when diffusing. You are equipped with flashbangs and smokes
        - Protect that bomb tech! Always have several team mates gathered around him for maximum protection
        -If you are bomb tech and are getting ready to diffuse a bomb, CHECK THE GROUND FIRST!. People very often place PMN mines, C4 and Claymores on bombs so that when the bomb tech walks in, he gets blown to pieces. Try shooting the bomb with your shotgun or your grenade launcher before entering (but make sure you are a safe distance away before doing so)
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      Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

      [ Edited ]

      MISC. GAMEPLAY TIPS/INFO

       

      1) COMMUNICATE****

      -very very important....without good communication your team is bound to fail, Use the areas that i listed above for calling out enemies so your team can help you

       

      2) FOCUS ON OBJECTIVE & KNOW WHAT YOU ARE PLAYING:

      - far too often i see people simply camping back..not helping out the rest of their team..the objectives are what make you win the game...not sitting back hiding from the enemy

       

      3) STICK TOGETHER:

      -being singled out is almost a guranteed recipe for disaster

       

      4) LISTEN for the enemy!:

      -There are several cues in SOCOM 4 that give away enemy positions. In some instances you will hear music that picks up when the enemy is close. Also there is a sound that sounds like chopsticks breaking in an echo-producing room, if you hear either of those, an enemy is close. AND OFCOURSE, listen for footsteps 

       

      5) Do the Shuffle and Hop out of the Cover system!

      - A common tactic used in this game is called the "SOCOM shuffle" this is simply shuffling back and fourth when in a gun fight in order to keep your enemy from getting a clear shot on you. If you use the cover system, hop out of it when engaging in a gun fight, Stationary targets are the easiest to hit!

       

      6) Obvious one but....AIM!!

      - In all past SOCOM's a player was pin point accurate with the dot in the center of their crosshairs. Socom 4 is not like that. There is no center dot, and bullets randomly spray within your reticle. Use L1 to get more accuracy out of your crosshairs. Personally I prefer the L1 view without a scope. But if you use a scope you do not have to deal with bullet spray!

       

      7) Burst Burst Burst!

      - Try to avoid "praying and spraying" at all costs. SOCOM 4's reticle is a bloom, which means that the more you shoot, the bigger your crosshair grows, and the more your bullets spray. If you do not burst your fire in S4...You're doomed.

       

      8) Watch for votes

      - Voting in SOCOM is often used to help dead players communicate to alive players. A vote means that there is an enemy either behind or near your team mate or yourself. If you have a vote called on you look behind you, and return the favor to your team mates...Be careful not to vote them out however.

       

      9) Lead your targets

      - Try leading your targets when shooting at them, (primarily when sniping). S4 has a bullet travel system in place, so it takes a small bit of time for your bullet to hit its mark.

       

      10) Use your Enviornment!

      - SOCOM 4 is great for stealthy multiplayer play if you use it right! Look around for brush or shrubery on the ground. Your character can blend in great with it, setting you up for a stealthy kill!

       

      11) Be cautious of the ground:

      -In S4 there are tripswitch claymores and PMN mines. Make sure you observe the ground below you as you are walking around, Or else you will get blown up! The Claymores portrude large green horizontal lasers and PMN mines make a beeping noise as you get closer to them

       

      12) Use the "Crouch" Position Strategically

      - When you are in the "crouched" stance, Or the prone stance for that matter, Your guns become MUCH more accurate, especially when using the L1 zoom. So use the crouch when you are not in need of much mobility but you need an accurate shot!

       

      13) Use the right weapon for the right situation

      -Each weapon class has its own speciality

      -SMGs are great for up close encounters, They follow the center dot better than any other weapon class, However they lack range

      - Assault Rifles are good for medium to long range shots.They often need to be used with a burst method, other wise they can get inaccurate quickly. I personally prefer using a silencer to pick off people at mid range with them. An SMG will beat out an assault rifle in an upclose fight nearly everytime.

      -Shotguns are obviously good for upclose encounters. (if you are using the preorder shotguns, remember they use slugs, so you have to be more precise)

      -Sniper Rifles are obviously good for long range shots. But be sure sniping is the best option, sometimes using an assault rifle is a better option since sniper rifles occasionally take 2 shots to kill in S4 (Even the big 50 cals)

      -LMGs

      are good for making alot of noise and supressing fire. If you want to keep someone stuck behind a corner while your team mate flanks them, LMG's are a good bet due to their large mags.

       

       

       

      14) The Clan System

       

      CLAN SYSTEM

      • You can form a clan. 128 Max
      • Clan Challenge System is built in - Officers and clan leaders can enter the clan challenge lobby, and they can form a party.
      • The regular members then join the room where the officer/clan leader is. If there is more member than the match requires, then the officers can choose from the list who they want to participate.
      • Multiple officers can create a challenge. Basically you can have multiple clan matches from your roster.
      • The clan leader has the ability to add and remove players on the list prior to starting the war.
      • The minimum player count for clan challenge is four.
      • Once you get your people set. You can hit "Ready".
      • On the right side of the screen is a clan listing. It shows all clans status - Ready, Not Ready or In a challenge.
      • Select a ready clan and issue a challenge. It will bring out a preset list of clan challenges (Pick one you want). The clan leader of the opposing team will see the challenge. The opposing clan can access your ratings to determine if they want to play with you or not.
      15) XP System
      • In SOCOM 4 there is a ranking system based on XP, Players rank up from getting kills in game and completing objectives
      • The levels range from 1 to 100
      • Your rank (Level) affects your matchmaking. So level 60 characters are more likely to be paired up with players around their level, instead of being paired up with new players
      • Ranking up also allows you to unlock player skins for multiplayer at levels 40, 80 and 100. The Player skins are as follows... (I will add pictures eventually)

              Spec Ops-

              40 - Chimera


              80 - Judge


              100 - Warlock

       


              Insurgents-

              40 - Vega


              80 - Jaeger


         

          100 - Farid

      

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      Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

      [ Edited ]

      AND MOST OF ALL...

       

       

      BE RESPECTFUL TO FELLOW GAMERS

       

       

      I Hope this guide helps everyone and please give me suggestions to add Thanks 

       

      Your comments and bumps are greatly appreciated 


      I will continue to update it as we learn more about the game

       

       

      Other Helpful Threads

      SOCOM 4 Multiplayer Complete Weapons Guide (Pre Retail Version)

      Loads of Random Info About SOCOM 4

      Dirty Walter's Compiled Info Thread At the top of the Forums

      Overhead View Of Maps with Location Names (Work in Progress)

      IGN beta guide

      **A Tip for Dealing with Camera Collision Issues** (Video Included)

       

      Thanks for the help Reign_Of_Rain, Enzo_23, Psyken and IrishJake!

      

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      Member
      born2destroy
      Posts: 1,942
      Registered: 14-07-2009
      Message 6 of 18 (3,579 Views)

      Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

      Nice guide :smileyhappy: but i wont be playing this so called socom as much as i have done in the past it just doesn't give me the thrill that thenold games used to
      Socomer's ReUnite

      Socom Hacker PROOF


      Hackers Other Account: Beware

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      Member
      Vyper82
      Posts: 211
      Registered: 06-11-2009
      Message 7 of 18 (3,571 Views)

      Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

      Nice work, Thanks a lot Bayport and co :smileyvery-happy:

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      Beta Tester
      JimmyJumble
      Posts: 2,369
      Registered: 12-09-2003
      Message 8 of 18 (3,558 Views)

      Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

      Question on Last Defence for anyone, i haven't played it enough as yet. Once one team has all 3 beacons or whatever you call them and has the chance to plant, if they plant and the now defending team defuse is it like domination, will they win the round?

       

      I ddin't know you only had to plant one as well, was wondering how it kept happening so quickly.

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      Member
      SteveyC1986
      Posts: 1,222
      Registered: 21-08-2008
      Message 9 of 18 (3,523 Views)

      Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

       


      JimmyJumble wrote:

      Question on Last Defence for anyone, i haven't played it enough as yet. Once one team has all 3 beacons or whatever you call them and has the chance to plant, if they plant and the now defending team defuse is it like domination, will they win the round?

       

      I ddin't know you only had to plant one as well, was wondering how it kept happening so quickly.


       

      No they won't win,in a respawn game once you have defended the beacon plants for a set period of time the 3 capture points reset.

      In Classic if you defuse a beacon the game continues with whatever time was left before the plant was made and you still have to kill the enemy to win.

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      Community Team - Moderator
      Yaster
      Posts: 15,304
      Registered: 13-01-2003
      Message 10 of 18 (3,460 Views)

      Re: Extensive Guide to SOCOM 4 U.S. Navy Seals Multiplayer (4/15/11) Pre-Retail

      Great guide. Let me know of any changes you want to make to any of the posts (not sure about the US forums but you can't edit your own posts here after a while).

      In the meantime I'm gonna float this to the top.
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