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Socom Iii: The Motherload Of Information All the details about the upcoming debut

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SOCOM III: The Motherload of Information

Technical Information
Expected Release Date: 10/2005 (October 2005) This date isn't for sure, many sites have different ones.
Platform: PS2
Publisher: SCEA
Developer: Zipper Interactive, Inc.
Genre: Action
Preface
Okay, this is basically a huge post with all the latest SOCOM III information. I've got interviews, video footage, and more... so enjoy!

Thanks to blykmik
I really love this guy, blykmik from Playstation's message boards. All the users on the SOCOM Board have been compiling a list of questions that they've wanted answered regarding SOCOM III. Well, this guy blykmik actually took their huge list of questions and went to the E3 Gamers Convention. He talked with a devloper of the game and even got a 30 minute interview with the Lead Multiplayer Designer. According to him, he got to talk to the person that could actually say, "Oh, the 'man down' thing, yeah I put that back in." So what I'm saying is that this guy is my hero, he took his video camera and recorded the E3 SOCOM III Alpha Demo at the convention, trust me when I say that the game looks so good.
Some General SOCOM III Information
SOCOM 3 will take place in Morocco, Poland, and Bangladesh. All-new streaming technology will be employed here, which is said to increase the size of the game's single-player maps by five or six times over what was seen in the previous SOCOM game. To help compensate for that size, single-player missions will have checkpoints, allowing you to save your game midmission. The missions will also have multiple paths to success.

The AI will see some improvements as well. Players' team AI should be better at assisting you, and the enemy AI will be better equipped to coordinate with one another to form smarter attacks against your SEAL team. Weapon customization sounds like it could be a big part of SOCOM 3. You'll have 31 weapons to choose from and 21 different attachments, making for more than a thousand possibilities.

SOCOM III will have vehicles and boats, which can be used on 7 different multiplayer maps. 32 players can now play online together at the same time. 2 new modes of online play: "Control" and "Convoy". Huge improvements in Clan support... including a radically revamped online system to provide much more support than before. The ability to create and remove different types of Clan Ladders. Designated private rooms created automatically for Clan Battles/Matches. Other new features include: Leader Boards, E-mail and a Private Messaging Center. The Leader Boards will now show an 90 new Statistics, in addition to normal Kills and Deaths, including the number of kills with any individual weapon.

Just to list some of the things that SOCOM III has to offer: Colored Smoke (Yes, it's true, watch the 2nd Video to see footage of it.), the amount of people able to play in a single game has been doubled from 16 to 32, the amount of people able to be in a clan has been doubled from 16 to 32, increased statistics tracking, including the ability to view your stats online, just like Halo. You can send and accept Friend/Clan Invites in-game or from the Game Lobby. The game is also accompanied with the ability to drive multiple types of vehicles, including Humvees, light strike vehicles, technicals, T72 tanks, an SSCR assault boat, and a customized speed boat.

The Interviews
Thanks to blykmik, we have audio interviews with a developer of the game and the Lead Multiplayer Game Designer. Many thanks to him and his efforts and thanks also to CJ (The Lead Multiplayer Designer) and Travis. (A Developer) The audio quality isn't the greatest, as it was recorded with a video camera's microphone and that it was recorded at the E3 Convention, which you can imagine was rather noisy. So listen carefully and turn your volume up!
Audio Clip #1: Developer Travis (trt- 05:18-)
Click Here to Download

Audio Clip #1: Lead Multiplayer Designer - CJ (trt- 12:03 -)
Click Here to Download
The Video Footage
Again, thanks to blykmik, we have video footage of the SOCOM III Exclusive E3 Demo. The footage is great and I can't wait to get the game after watching it. Keep your eyes peeled for additional footage that will be added as it becomes available.

Video Clip #1: First Day of E3 Convention - 5/18/05 (trt- 06:16)
Click Here to Download - You'll need Quicktime to view the video. Get it here.
Video Clip #1: Second Day of E3 Convention - 5/19/05 (trt- 19:52)
Click Here to Download - You'll need Quicktime to view the video. Get it here.

Gamebattles Official Interview With Zipper Interactive, Inc.
Credit To: Ryan Greer (Gamebattles)
GB: Framerate slowdown was a big issue in SOCOM II, especially in certain maps such as Vigilance and Bitter Jungle. Has this been addressed in SOCOM 3?
Brian Soderberg (CTO, Zipper Interactive): For SOCOM 3: US Navy SEALs, we're working hard to optimize the game to improve overall multiplayer game performance. We've done many things with the new SOCOM 3 game engine to speed up network, character, and background processing. I believe that our pre-alpha SOCOM 3 multiplayer missions, with 32 players, already run at a faster framerate compared with some production SOCOM II missions. And we're continuing to work on additional optimizations for the final release of the game.
GB: Will PMN mines make a return? Will claymores still be able to be blown up?
CJ Heine (Lead Designer, SOCOM 3 Multiplayer, Zipper Interactive): Yes, PMNs will be returning for SOCOM 3. Players will be given fewer in order to help balance them, and we've reduced the blast damage slightly. The players can still destroy PMNs and claymores with explosives.
GB: Will we be seeing a return of SOCOM 1, or SOCOM II style crouching/proning/standing? In SOCOM 2, was the inability to pivot while prone without getting stuck on nearby objects intentional or a glitch?
Doug Wilcox (Lead Animator, Zipper Interactive): SOCOM 3 locomotion and interaction with terrain and obstacles has advanced dramatically. The character will slide more easily along walls, and be allowed to turn in all situations, including prone next to a wall.
GB: What are the pros and cons of using a vehicle?
CJ: Before I begin, it is important to note that all of the maps are designed around the players on foot, and the vehicles are designed to support and compliment these players on foot. All of the key objective locations in the maps require the player to be on foot before the player can interact with the objective. Whether this involves simply stepping out of the vehicle to take control of a hostage, or having to exit the vehicle and walk for a while on foot to an area that doesn't allow vehicles, this was intentionally done to keep the focus of the game on the players and not the vehicles.
The vehicles are great for moving around the maps quickly. In some maps it will be important to reach key locations as fast as possible, and the vehicles fit that role perfectly. However, while the vehicles do have speed on their side, the players on foot will always have more stealthy options for moving around than the players in vehicles, which increases their survivability, since players in vehicles tend to draw more attention than the players on foot. Also, most of the maps force the vehicles to pass through specific areas on the way to objectives, wheras players on foot have multiple options and shortcuts.
The vehicles make excellent mobile turrets. Most of the vehicles can provide more powerful firepower than what can be selected by players from the armory. Also, the accuracy of the turrets in SOCOM 3 has been increased so there is additional incentive to use them. Again, the trade-off here is that when players are in the vehicles, they're going to be drawing a lot of attention. Most of the vehicles are suceptible to gunfire, especially explosives, and can be destroyed if they take too much damage. In addition, the majority of vehicles leave the drivers, gunners, and occasionally the passengers exposed, and able to be shot by players outside the vehicle.
We intend for all of the maps to have a good balance between the players on foot and the vehicles, but we also wanted the players to have the option to disable them if they choose. The player always has the option in the Game Create screen to disable the vehicles.
GB: From the demo at E3 it appears as if the quick L2 switch is gone. Will it be back in the final version?
Travis Steiner (Lead Designer, SOCOM 3 Single Player, Zipper Interactive): Updating our control scheme was necessary to optimize gameplay and accommodate new features. It may take seasoned SOCOM veterans a few rounds to get their muscle memory adjusted to the new setup, but we are confident that they will quickly embrace the new control scheme based on the advantages it offers. L2 will now be used for communication, which makes the player less vulnerable when attempting to chat; they can keep their other hand on the aim and fire controls. No functionality is lost by having L1 as the lone weapon swap button, and it is actually quicker for players to switch between their primary and secondary weapons now.
GB: Some users on our forums are expressing concern about how gunfights may be effected by the ability to throw grenades while running. How is this being prevented from happening?
CJ: The ability to throw grenades while running should not seriously impact any of the gunfights. If the player is shot while attempting to throw a grenade, it will drop at their feet and detonate, making this a risky maneuver.
GB: Have flashbangs or smoke been tweaked to be more effective?
CJ: We've adjusted the range and angle at which the Mark141 will affect the player. We have also increased the amount of time players are under the effect of the grenade.
We are looking into increasing the density and volume of the smoke cloud produced from the smoke grenades, to make them a more attractive option for concealing player movements.
GB: Will players be able to see their hit percentage and hits taken at the end of each round?
CJ: We currently do not have these stats listed, but we will look into adding these in addition to the numerous stats already available.
GB: Is there anything Zipper can do to prevent players from pulling their cable or pressing the standby button on their modem to purposely lag?
Bob Gutman (Senior Engineer, Zipper Interactive): We obviously can't prevent players from pulling their cables or otherwise manually inducing network lag. There are a variety of techniques to determine how frequently messages are getting in and out of the console, but it always takes some time to determine if what we are seeing is an anomaly, or just normal internet behavior. If players are disconnected from the network for more than a short period of time, they will be removed from a SOCOM 3 game.
The best solution to this problem is to make sure there is no advantage for lagging players. We are looking at how we can best address this in SOCOM 3 as we are committed to offering a quality multiplayer game experience for broadband players. We also encourage players to take advantage of the built in features that allow them to police fellow gamers by voting off players or password-protecting games.
GB: Can you explain the evolution in hit detection from SOCOM, SOCOM II, and SOCOM 3?
CJ: In SOCOM: US Navy SEALs, our goal was to create realistic feeling weapons, damage, and player health. This translated into a game where players were taking very few hits before dying and the rounds usually ended very quickly. There was very little feedback given to players, such as blood effects and health meters, but the overall goal of creating an accurate damage and weapon system was in place.
In SOCOM II, we wanted to add in more feedback and effects. For example, we added the blood effects to help players see when they hit their target, and a more accurate health meter to allow players to monitor their health. We tightened the player controls and movement so that players were more responsive than they were in SOCOM: US Navy SEALs. We also experimented with ways that could allow players to live longer in the round. This included decreasing the accuracy of the weapons when fired from longer ranges, increasing the health of the player and slightly reducing the damage done by the weapons and ammo.
When all of these were brought together in SOCOM II, we got many of the results we were looking for, however, there were several undesirable results as well. The reduced accuracy ranges, faster player movements, more health and less damaging weapons encouraged close-range, circle-strafing battles in which players would dance back and forth in front of each other until one of them finally died.
For SOCOM 3, we've focused on identifying and dealing with many of the issues that arose in SOCOM II. This includes reworking some of the network code, the hit messages, the blood effects, and some framerate issues.
In addition, many of the features we've added to SOCOM 3, such as the attachment modification system, which allows players to customize their weapons to be more accurate and longer/shorter ranges, and player encumbrance, which will slow down the player movement speeds, work to bring the gameplay back to a more strategic, slower paced style of playing where players can expect to kill their targets with fewer shots and at longer ranges.
GB: Has the night vision been improved to be more like SOCOM?
Travis: Our development team frequently evaluates the content we put into the previous SOCOM titles as we work on SOCOM 3 features. For night vision, we have considerably updated both the look and functionality of it to maximize its usefulness.
GB: Many players have also voiced concern on our forums regarding Nextel and AIM use. Will the camera still track players indefinitely after killing a player, or only for a few seconds?
CJ: We are currently looking into reducing the time the camera tracks the shooter before returning back to the player's corpse. We're also removing the 360-degree camer rotation when ghosting a living player, so that they can only view what the player is viewing.

New Multiplayer Information Released By Zipper
Article by Matt Leone of 1UP.com
It's no easy task to describe all of SOCOM 3's many new multiplayer ideas in one sentence, so let's try to describe the approach in one word: bigger. The SOCOM series has always been popular online, so rather than make the same game again, the team at Zipper Interactive decided to scale up many of their key features. Number of players, map size, number of options -- all much bigger.
The most obvious way the game has gotten bigger -- literally -- is the increased size of the maps. Much like the single-player game that we reported on previously, many of the new multiplayer maps will all be large enough to house the new maximum number of players in a game: 32. Two teams of 16 can go head to head, showing off the necessity of having larger maps, but based on early impressions, the same level of detail seems present in the large-scale environments. To help with the large map size, players will also be able to select spawn points so as to not have to spend half the game trying to get back to where they just died.
Another reason for the large maps is the addition of vehicles to the gameplay. Along the lines of what'd you'd expect from games like Halo, players can team up and utilize tanks, boats, and other vehicles to cross the maps quickly and add to their firepower. Unlike some games, however, the designers at Zipper want to make it clear that vehicles will not dominate the experience with everyone running for them as soon as they spawn.
Naturally, Zipper decided to add a couple new gameplay modes to take advantage of these other changes to the game, and what they've come up with are modes called Convoy and Control. Convoy plays out pretty much as it sounds -- you start the mission with two cargo trucks and must protect them as they go along their charted path, eliminating all the terrorists that spawn nearby along the way. Control plays out where each team has to race to capture five points on the map; both teams can capture the same locations, though, so it's less of a tug of war and more of a race. The first team to get all five wins.
With the extensive options presented to the player, the team at Zipper wants to make sure everything stays organized, and a big part of that is the new group of community features. In addition to a messaging service, the game will include forums, surveys, and even a setup so players can check their stats on any PC with a web browser (similar to the system seen in Bungie's Halo 2).
And then of course there's the PSP version compatibility. While Zipper isn't going into specifics quite yet, they have said that players who put in extra effort in the PS2 game will get bonuses in the PSP version, but not vice versa. Given all the options available in the game (you can turn off vehicles, choose small maps, etc. if you want to play it conservatively), SOCOM 3 seems poised to be the ultimate PS2 SOCOM game and perhaps the last we'll see before the PS3 comes around. The ideas are all in place, so assuming Zipper can polish up the gameplay in time for release, the PS2 should be in good hands for a long time to come.
Preorder SOCOM III: US Navy SEALs Video Game from EBGames
Preorder your very own copy of SOCOM III: US Navy SEALs from EBGames, here.

Miscellaneous Media

SOCOM III Photo Slideshow
Click Here To View The Slideshow
Video Footage
Gamespot (E3 2005) - SOCOM III: US Navy SEALs Stage Demo
Stream Video Here
IGN Video Footage
LocateVideosHere
Gamespot - Interview with the Developers
Download Coming Soon

1UP - E3 Trailer
Download Video Here
(You'll need WinZIP to extract the contents of the download. Don't have it? Get it here.)

1UP - SOCOM III: US Navy SEALs High Resolution Footage (Parts 1 & 2)
Download Part 1 Here | Download Part 2 Here
(You'll need WinZIP to extract the contents of the download. Don't have it? Get it here.)

1UP - Swimming Footage
Download Video Here
(You'll need WinZIP to extract the contents of the download. Don't have it? Get it here.)

1UP - Introduction Footage
Download Video Here
(You'll need WinZIP to extract the contents of the download. Don't have it? Get it here.)

1UP - Tank Footage
Download Video Here
(You'll need WinZIP to extract the contents of the download. Don't have it? Get it here.)

SOCOM III: US Navy SEALs - Fact or Fiction List

Key

Yes - Added in one way or another to SOCOM III
No - Not added to SOCOM III
Not Sure - No information or "still being looked into" by Zipper Interactive

Gameplay

:yes: Bullet hits have an effect on characters aim and speed

Bullet hits will slow you down for a moment or two before you ramp back up to full speed. So yes, you are affected!
:yes: Variable movement speed based on equipment load



Yes, it's called "encumbrance". Heavier weaponry and equipment will limit a player's mobility.
:yes: Overall speed more realistic, especially side to side strafing

Socom III will add some momentum to your side to side strafe in order to cut down on unrealistic side to side firefights.
:notsure: More commands for VIPs and Hostages



Zipper is "looking into" the possibility of this.
:notsure: Training and practice modes

Unlikely to be put in the game.
:yes: Improved turret realism, rotation degree and strength



All guns have supposedly been "rebalanced".
:yes: Return grenade drop when shot while throwing grenades

Yes, this was somehow lost on SOCOM II after the March 10 patch.
:yes: Toggle thermal and night vision on/off while in scope



You'll be able to turn the Nightvision/Thermal On/Off whenever you please.
:yes: Ability to toss grenade while running, less accurately

Yes, obviously less accurate but more realistic.
:notsure: Ability to "cook" grenades



Unlikely to be put in the game.
:no: Co-op play online, 4-8 man missions and other game types

Zipper apparently wanted to put this in, but the game was too full to accomodate this feature.
:no: Knife/Butt kills if you can get behind opponent for 2 seconds



Unlikely to be put in the game.
:yes: 32 Players Online - 16 vs 16 with 4 spectators

Yes, most player number limitations have been doubled.
:yes: Player Driveable Vehicles



Yes, the game is built with the ability to drive multiple types of vehicles, including Humvees, light strike vehicles, technicals, T72 tanks, an SSCR assault boat, and a customized speed boat.
Maps
:notsure: All lights should be able to be shot out

Another idea Zipper is looking into. But, remember, this is more info to be passed around so it could affect network conditions.
:notsure: More destruction of walls, doors, bridges, vehicles, etc



There's been nothing confirmed about this being implemented into the game.
:yes: Variable Weather and time of day on all maps

Night / Day confirmed, weather is being looked into. This means that you will have the ability to play your maps in either the day or the night. The ability to change weather conditions is being looked into, but is as of yet, uncertain.
:no: Keep at least current total number of maps



12 New maps have been built from scratch and must now be larger. Zipper will make no promises about old maps being re-built from SOCOM I/II for SOCOM III.
:notsure: Innocent civilians in some online maps

There's been nothing confirmed about this being implemented into the game.
:notsure: Lockable doors that can be shot or blown open



There's been nothing confirmed about this being implemented into the game.
:yes: Choice or Random spawn starts on maps

Yes, you will now have the ability to choose your Spawn Location, instead of spawning in the same place. This will help you to avoid being "spawn camped".
:yes: Choice to play on different sized version of all maps



Yes, you can instruct the game to delete portions of the map so that it is sized appropriately when smaller numbers of players are competing.
Game Design
:notsure: Default option on dead body should be weapon switch, not dance

There's been nothing confirmed about this being implemented into the game.
:notsure: Clan [TAG] not needed over head during actual play



There's been no word that this will be removed from the game.
:notsure: Host can force game start after 2 minutes

Something that is being looked into.
:notsure: Instant replay available after you die



There's been nothing confirmed about this being implemented into the game.
:no: Health bar shaped as human figure with specific damage locations

No, this will not be implemented into the game's design.
:notsure: Player names smaller and more transparent during play



There's been nothing confirmed about this being implemented into the game.
Game Options
:yes: Complete customization of online games

Much more online game customization will be included... to what extreme detail, is unknown.
:yes: Quick switch (L1) should be toggle for primary and secondary weapon



L1 will now toggle between your Primary and Secondary, leaving L2 open for the "Run and Talk" feature.
:no: Custom online character skins (uniforms/camo) and faces


No, this will not be implemented into the game's design.

:no: Fully customizable (mapping) controls

No, this will not be implemented into the game's design.
:yes: / :no: Opacity setting for all on-screen HUD displays, including scrolling info



It looks like you can turn off the scrolling messages if you choose to, but that's about it.
:notsure: Headset audio to TV speakers

There's been nothing confirmed about this being implemented into the game.
Community Features

:yes: Improved friends list system



No absolute details, but it's been confirmed that you can now send/receive friends/clan invites in-game or in the game lobby.
:notsure: Name-link feature to link all your user names and friends list

There's been nothing confirmed about this being implemented into the game.

:yes: Join games directly from friends and clan lists


Yes, you can now go right from looking where your friend is and then being in the room with them, if the room isn't full, that is.
:notsure: More keyboard chat commands

There's been nothing confirmed about this being implemented into the game.
:yes: Internet access for clan management and friends list features



Yes, you can now check your stats and ranks online.
:yes: Ability to check user profiles/stats from game lobbies

Yes, you can now check user stats right in the Game Lobby.
:notsure: Waiting list to join full games



There's been nothing confirmed about this being implemented into the game.
:notsure: Vote off option available in lobby


There's been nothing confirmed about this being implemented into the game.
:yes: Player Name and Clan Search Function

Yes, you can now search for users and clans, without having to scroll through the lists to get them.
Chat

:yes: Lobby chat can be heard while in armory



Yes, this was apparently implemented into S2, but a bug prevented it from happening.
:notsure: Add no mic icon when no mic is present

There's been nothing confirmed about this being implemented into the game.
:notsure: Option to chat (trash talk) with enemy in one on one games



There's been nothing confirmed about this being implemented into the game.
:no: Proximity Chat Feature

No, this will not be implemented into the game's design.
Clan

:notsure: Clan tags can be any five characters, not forced brackets



There's been nothing confirmed about this being implemented into the game.
:yes: In game clan ladder and tournament system

Details are sketchy, but we do know that the game will have it's own built in ladder system, including clan challenges, and auto-created clan war rooms, which will most likely allow only members from the warring clans access to the room. This will cut down on ringers and make it easier to find and war other clans.
:notsure: Clan leader can assign internal clan ranks



There's been nothing confirmed about this being implemented into the game.
:yes: Better Clan Message Board

Yes, there is an internal email system AND message board for clans.
:notsure: Auto Clan Queue that puts you in room with highest available ranked Clan



There's been nothing confirmed about this being implemented into the game.
Game Detail
:yes: Use Universe News Screen for Daily Stats Updates and more

Yes, there will be an in-game message board system that will supposedly be up to date and allow players and the developers to communicate better.
:yes: More game details when browsing server games



From the screenshots, it appears so.
:notsure: Blood trails when wounded (like in offline)

There's been nothing confirmed about this being implemented into the game.
:yes: Add colored smoke



Not sure if it is selectable or just something at extraction/hold type points.
:notsure: Info scroll at top should show enemy kills and friendly kills in different colors

There's been nothing confirmed about this being implemented into the game.
:notsure: Show hits taken and hit percentage at end of each round



There's been nothing confirmed about this being implemented into the game.
:yes: More stats, team kills, MVPs, overall Seals vs. Terrorists, etc

There will be more stats in Socom III... Exactly which ones is unknown.
Rankings

:notsure: Automated system to detect and eliminate rank-up tactics



There's been nothing confirmed about this being implemented into the game.
:yes: Names not used for 15 days hidden from rank ladder until they re-login

Not sure exactly how it will work, but names will not be shown on the ranking ladder until they've played a specified amount of "ranked/scored" games. How this is adjusted for names that become inactive is unknown.
:yes: Add additional Navy ranks for more brackets of rank



Not sure exactly how it works, but naval ranks will be - (shown here in Navy Column)
:notsure: All friendly-fire OFF games should be unranked

There's been nothing confirmed about this being implemented into the game.
:yes: All rooms have option to be ranked or unranked



Yes, SOCOM III will have this option available to choose during Game Creation.
:notsure: Auto feature that puts you in room with highest available ranked players

There's been nothing confirmed about this being implemented into the game.
Game Servers

:notsure: Moderators for online play to eliminate cheating and ranking up



Possibly, apparently, they are trying to make this happen. There is a new rank system which will obviously require it. It would be a huge blunder by Sony not to provide 2 or 3 moderators.
:notsure: Show player connection speed in lobby

Zipper is apparently "looking into it".
:notsure: Ability to switch user names without re-booting PS2



There's been nothing confirmed about this being implemented into the game.
:notsure: Change password feature

There's been nothing confirmed about this being implemented into the game.
:notsure: Favorite server list, to be placed at top of all servers



There's been nothing confirmed about this being implemented into the game.
:yes: Quick Log-in Feature

Yes, though details are sketchy about how it will work.
Additional Changes

:yes: More Guns! Primary Weapons



Yes, be advised that this is not necessarily a full list. Please don't make assumptions about weapons balance... the E3 Demo was a Pre-Alpha version of the game, every weapon was not visible and Zipper may very well still be arranging weapons, attachments, and load setups.
Seals Primary: M4A1, M40A1, M4-90 (semi-shotgun), M60E3, MK-48, HK-36(?), IW-80 A2, M14, M8 (Next Gen Assault), HK5, M16A2 ---- Terrorists Primary: ATK-74, AK-47, AG-94, RA-14, STG-77, 9mm Sub, F90, M40A1, M82A1A, SASR, 12 Gauge Pump, TA 12 Gauge, M60E3, 552.
:yes: Gun Modifications! Primary Attachment Options



From the videos of E3 2005, we were able to see the following primary weapon attachments. Be aware that different guns may have different choices. Again, this is not a fill list, just what was seen on the E3 video.
SEALS PRIMARY ATTACHMENTS - Suppressor 1, Suppressor 2, Bipod 1, Bipod 3, M24 Airburst, 4x Scope, Low Scope (1.5x & 3.0x zoom), Medium Scope (3.0x & 8.0x magnification), High Scope (5.0x, 10.0x and 16.0x magnification).
Terrorst Primary attachments - Suppressor 1, Front Grip, Low Scope, Medium Scope.
:yes: More Guns! Handguns with Attachments

So far th following handguns have been seen in SOCOM III. Again, this is not a full list, just what was seen on the E3 video.
SEALS - Mark 23, 226, 9mm Pistoll. Terrorists - F57, DE .50. *Both SEALS and terrorsts have 1 slot for attatchments to handguns. I've only seen "suppresor" selected on the SEALS side... Haven't yet seen a terrorist handgun attachment.
:yes: 2 Mines max load with adjusted damage radius

From the GB interview with CJ, he stated that they'd do less damage.
:yes: Socom 3 will NOT be Pay to Play



Correct, online play will be free as usual.
yes: Multiple Gametypes on each map

Yes, you can play Demolition, Suppresion, Extraction, etc. on any Map.

So, the game will remain peer to peer, but based on the time Zipper has put in, the hit detection is MUCH better. The game is smooth, the graphics are great, the vehicles are fun, the maps are huge, the configureable weapons are awesome, the game modes are great. Seeing as S2 was originally intended to be an expansion, I believe that Socom 3 will be much cleaner and less buggy than S2. They have a built in ladder system which allows people to challenge other clans up to 20 slots ahead of them with only 1 challenge acceptable by a clan at any given time to avoid huge backlogs of challenges. When you challenge a clan, you set the date and time, and once accepted, the room is automatically created privately, 30 mins prior to match time. Once you log on, you get a message saying that the room is up and it gives you an option to join. It will not show up in the server/rooms list. Very cool. An alternative to GB and other ladder sites.



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hey s2 check the boards next time cuz i did post this topic about SOMCOM III before.

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Well, they're obviously not the same, as I've written this all myself. But next time I'll search, just to make certain that a similar thread hasn't been posted elsewhere.

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