New messages in the last hour
Get a response within minutes
92% percent of messages responded to
Hi everyone, a quick intro, TNW are a bunch of mature gamers who enjoy competitive games on ladders, but we also enjoy our games for fun most evenings, so from around 9.00pm most evenings there will be a TNW Barracks room up, where you can come and join a load of friendly Socom gamers.
We welcome new players to the game, and will try and give you some hints and tips.
The room is un-ranked so come and make your mistakes in here.
Yidio- clan leader
If theres enough TNW and DADS on tonight,
We can probs set up a private match maybe?
If there`s anybody out there still playing Socom we got a room up in EU English,all welcome,even cheekyslap :smileytongue:
GG last night chaps. Forgot how much fun can be had on Socom. Shame I didn't see you Lewi. Wanted to ask your opinion on the day's football... :P
Finally some good news on this game! No vehicles on multiplayer!!
Speaking on the inaugural Zipper podcast, the Zipline, Lead Designer of SOCOM 4 Travis Steiner has confirmed vehicular play will not feature in the online component of the upcoming game. “We definitely read the forums,” he says, “And we know that the really hardcore fans want that infantry based experience. [So] we will not be supporting driveable vehicles in multiplayer.”
Travis also touches upon the controversial decision to update the franchise’s cover system, explaining how the new approach stems from the game’s AI leveraging system and adversaries’ use of cover in intelligent ways. He states: “You start asking yourself questions like, well, if the AI can do it, why can’t I? If it’s such a big part of this experience. And certainly cover is becoming a more accepted standard mechanic in a lot of similar online shooters.”
Describing the old system as clunky, players will no longer need to press a button to look up from cover, with SOCOM 4 relying solely on the more traditional analogue stick method. That said, Travis is keen to emphasise that Zipper will be putting their own slant on their implementation of the popular game mechanic. Describing blind-firing from cover as something SOCOM’s special forces advisors have flagged as a big no-no, don’t expect to see the wishful tactic in the game. “We felt [it] would feel cheap, particularly in online play,” he says before adding “generally the professionals are pretty careful where their bullets go.”
The new changes have been contentious, however, the designer acknowledging that, even internally, there were some concerns about incorporating the new system into multiplayer. “We had some of the same concerns the fans have,” he admits. “Will this slow things down? Will it offer an unfair advantage?” Non-cover fans can rest easy though, as Travis admits that there are people on the SOCOM team who continually decide not to use the system when playing, with their experience in no way diminished. “Not everyone uses it […] but I’ve rarely if ever heard any complaints from those who don’t. It’s just a matter of [using cover] not being my style so I don’t use it.”
The designer goes on to confirm that sprinting does feature in the game but that it comes with a natural trade-off. You can’t really shoot while running, for example, once again keeping with the realism of SOCOM’s universe. The manoeuvre is accomplished by pressing down on L3, a location described as “a pretty natural place to put it.”
Moving on to Move, the designer confirms that, though there are some practical differences in how the new controller is user compared to the more traditional Six-Axis, the two systems are comparable. “We wanted to really make sure that the Move makes a more immersive experience but we don’t want to take away or add key gameplay abilities,” Travis explained. He continues: “There are some subtle differences, but in the most case it’s just to balance the two [control systems]. For example, the scope works a little differently with the Move. It detaches and you can move it around the screen.”
The podcast also discusses MAG, the somewhat thorny question of further clan support addressed. “It has clan support now. It’s not the most robust clan support that we aim to get, but yes, right now, we actually have in development an expanded clan support add-on for the game. We don’t have any specfic time-frame just yet, but we’re working on some cool things.” It’s not the only MAG update planned. In terms of the game’s ongoing support, the Zipper gang reveal, “We have so many MAG things coming, it’s ridiculous.”
Original post by Sovak from Our Forums
Ages since I played SOCOM... I stuck it on this morning and the only EU server available had 14 players playing. So I joined, and was met by a whole match of nothing but stat padding. All but 2 of the other players on the server were from a single clan and they took it in turns to *allow* the other team to go plant the bomb, then defuse. What's worse, when I tried to intervene with the lameness, I got teamkilled on purpose.
Suffice to say I had to leave and due to there being no other EU servers with any players, I had to stop playing.
Anyway, ain't played with you guys in absolutely ages, might try and get back on at some point and catch some of you on :)
Website ©2015 Sony Computer Entertainment Europe. All content, game titles, trade names and/or trade dress, trademarks, artwork and associated imagery are trademarks and/or copyright material of their respective owners. All rights reserved. More info