on
15-04-2011
08:24 AM
- last edited on
01-08-2011
08:40 AM
by
Yaster
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
- 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)
- 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)
on
15-04-2011
08:25 AM
- last edited on
25-05-2011
09:39 PM
by
Yaster
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.
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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
MOD 1 - low suppressor
MOD 2 - foregrip
MOD 3 - increase rate of fire MOD 3 - faster reload
MOD 4 - reflex sight
MOD 5 - high suppressor
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
MOD 1 - low suppressor
MOD 2 - extended magazine MOD 2 - extended magazine
MOD 3 - increase rate of fire
MOD 4 - reflex sight
MOD 5 - high suppressor
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
MOD 1 - extended magazine MOD 1 - extra ammo
MOD 2 - ACOG scope
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
MOD 1 - Extended magazine MOD 1 - low suppressor
MOD 2 - foregrip
MOD 3 - extra ammo
MOD 4 - ncrease rate of fire MOD 4 - ACOG scope
MOD 5 - muzzle brake
SFCR-HW
MOD 1 - bipod
MOD 2 - faster reload
MOD 3 - ACOG Scope
MOD 4 - extra ammo
MOD 5 - low variable scope MOD 5 - muzzle brake
Insurgents
AK-102
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
MOD 1 - extended magazine MOD 1 - low suppressor
MOD 2 - foregrip
MOD 3 - extra ammo
MOD 4 - increase rate of fire MOD 4 - ACOG scope
MOD 5 - muzzle brake
FAL
MOD 1 - bipod
MOD 2 - faster reload
MOD 3 - ACOG scope
MOD 4 - extra ammo
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 2 - bipod
MOD 3 - low suppressor
MOD 4 - extra ammo
MOD 5 - high variable scope
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)
MOD 1 - extended magazine MOD 1 - low suppressor
MOD 2 - bipod MOD 2 - extended magazine
MOD 3 - low suppressor
MOD 4 - extra ammo
MOD 5 - high variable scope
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
MOD 1 - bipod
MOD 2 - reflex sight
MOD 3 - faster reload
MOD 4 - extra ammo
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
MOD 1 - bipod
MOD 2 - reflex sight
MOD 3 - faster reload
MOD 4 - extra ammo
MOD 5 - muzzle brake
PKP
MOD 1 - bipod
MOD 2 - extended magazine
MOD 3 - muzzle brake
MOD 4 - extra ammo
MOD 5 - reflex sight
on
15-04-2011
08:25 AM
- last edited on
01-08-2011
08:43 AM
by
Yaster
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)
Suppression
- 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
-Make sure there is always someone defending a captured point
- Defend team mates trying to capture points. They are open targets for your enemy
on
15-04-2011
08:25 AM
- last edited on
01-08-2011
08:44 AM
by
Yaster
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
on
15-04-2011
08:25 AM
- last edited on
01-08-2011
08:44 AM
by
Yaster
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)
**A Tip for Dealing with Camera Collision Issues** (Video Included)
Thanks for the help Reign_Of_Rain, Enzo_23, Psyken and IrishJake!
on 15-04-2011 10:29 AM
on 15-04-2011 10:52 AM
on 15-04-2011 11:25 AM
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.
on 15-04-2011 01:35 PM
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.
on 16-04-2011 02:53 PM
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