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SOCOM Confrontation


MATtheHAT

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Strange. Isit isolated or you keep getting it? Worth posting in the offical forums.

 

 

I had forgotton how much fun this game is, especially if you get in with a good team. Plus its really the only game on PS3 where everyone seems to chat constantly on the headsets.:indeed:

 

I seem to be busy muting everyone on KZ2. :heh: LBP is quiet though but its a different type of game.

 

Seriously the voice chat was crystal clear on Socom beta on any bluetooth headset. I think the game uses abit more bandwidth for voice chat than other games.

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  • 2 weeks later...

Thankfully it's only 153 MB so I'll be playing it fairly soon.

It's finished so I'm gonna have a go on it now.

 

Wow, first game I played managed to kill someone without dying, but since then I've had 4 matches where I've got mowed down early on - Don't have a clue what I'm doing and the controls are comepletely alien.

Edited by dwarf
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Thankfully it's only 153 MB so I'll be playing it fairly soon.

It's finished so I'm gonna have a go on it now.

 

Wow, first game I played managed to kill someone without dying, but since then I've had 4 matches where I've got mowed down early on - Don't have a clue what I'm doing and the controls are comepletely alien.

 

Yeah the controls are a bit odd - there are different control options but I stuck with the default settings. They do seem strange to start with e.g reloading with R3 but you do get used to them fairly quickly.

 

I'm really quite impressed with it - in fact will play some tonight.

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Thankfully it's only 153 MB so I'll be playing it fairly soon.

It's finished so I'm gonna have a go on it now.

 

Wow, first game I played managed to kill someone without dying, but since then I've had 4 matches where I've got mowed down early on - Don't have a clue what I'm doing and the controls are comepletely alien.

 

Sounds like my first time with Counterstrike. Defo getting this. Looks like my mind is made up.

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I am pondering now with the idea of buying this...

 

Although I appear to be buying to many games at the mo though... Not even properly played on Everybodys golf or even tried little big planet. Not to mention hardly scratched the surface of Fallout 3 on my 360 and De Blob on the wii.

Edited by Mike1988uk
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Well certainly based on the beta the hardcore SOCOM fans were very happy with it. So expect many experts online ;) Its fun but dieing is a no no. Unlike most modern shooters you will want to stay alive as much as possible like Counterstrike. Also afew bullets from far away can kill.

 

I will be renting first to join in. Plus i have spent so much on games i have not even played much of lately. But it will be brought digitally soon early April.

 

I guess its worth pointing out there is no single player at all. Just so some dont end up surprised. Same goes for Warhawk.

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  • 2 months later...

Been playing this for a few days. It's quite good. It reminds me of GRAW. I hear people say that they prefer no respawns but I'm unsure. It's easy for the objectives to be ignored and just wipe out the other team. Also first timers tend to get killed in the first minute of a match and maybe get the odd kill in a game of 6+ rounds. Sitting around for 5 minutes after you've been killed isn't entertaining either. Do you need a clan to be ranked?

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I haven't played it because it really is just a massive waiting game. You don't always know where to go, whether to hide and it's not always obvious what you have to do, although is in most cases.

A lot of the game comes from holding the x button to change camera and peak round corners even though this wouldn't be possible if you were the soldier. I know that's what a lot of 3rd person shooters are like but in Socom when it's going for realism and you're playing real people it is a bit silly.

 

There are so many options there isn't really a way to get into it. I never know what the best equipment is, what path I should take or whether I should follow my teammates all the time.

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I haven't played it because it really is just a massive waiting game. You don't always know where to go, whether to hide and it's not always obvious what you have to do, although is in most cases.

A lot of the game comes from holding the x button to change camera and peak round corners even though this wouldn't be possible if you were the soldier. I know that's what a lot of 3rd person shooters are like but in Socom when it's going for realism and you're playing real people it is a bit silly.

 

There are so many options there isn't really a way to get into it. I never know what the best equipment is, what path I should take or whether I should follow my teammates all the time.

 

Reminds me of the first time I played Counter-Strike.

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I thought you had the game DJ? I got it when it was reduced to 19.99 on the store, but I haven't got my value in terms of enjoyment. Worms cost 7.99 and it was bags of fun. Still play multiplayer on it as well.

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  • 2 months later...

Patch is up for SOCOM and addresses a few issues - 578MB :o

 

Patch 1.50 includes many new and diverse features including but not limited to: Clan Ladders, Tournaments, Calendar, Follow-A-Friend, and Private Games. Along with these features there are many optimizations, enhancements and fixes. Included below are some of the highlights:

 

Crashes, Freezes and Hangs Fixed

 

* Players being booted out of the game to the XMB while loading into gameplay.

* Players freezing on the loading screen going into and returning from gameplay.

* Loss of input issues that occurred when using the pause menu or scoreboard.

* Low frequency freezes when creating a clan.

* Players occasionally getting stuck on the Quick Match screen after selecting an invitation.

* Rare cases where players would become stuck in Spectator mode.

 

 

General Gameplay Updates

 

* Numerous improvements to lag and latency, as well as bandwidth optimizations.

* To eliminate exploits where players were escaping to outside of the playable space, many of the previously found routes are now blocked off. As a further measure, the playable areas are now surrounded by trigger volumes that will kill players attempting to find new exploits.

* Players are no longer able to plant claymores through pillars, walls and other objects.

* Target spotting will now default to OFF in all ranked games.

* Fixed characters occasionally getting stuck when planting flares in Control mode.

* Made the range players could plant the satchel more consistent between levels, in both Breach and Demolition modes.

* Commando reticles now turn green when targeting a VIP in Escort mode.

* Increased the priority of picking up the satchel so it can be picked up more easily when weapons and other objects are piled around it.

* Louder and improved footstep audio for characters that are out of view.

* Limited the angle that climb prompts appear at, character will no longer turn 90 degrees before climbing.

* VIPs no longer appear on the HUD Radar after being killed.

* Added the ability to plant Control flares and Demolition/Breach satchels while prone.

* Improved grenade throws, they now more closely follow the throw arc, added better wall detection to keep players from throwing grenades through walls and other objects.

* Fixed issues where different weapons would appear in characters hands to different players.

* Players can no longer take control of VIPs/Hostages through walls or other objects.

* Improved performance for the late joiner, host and all other players when joining a match in progress.

* The satchel will no longer appear in the incorrect location for players that late join Demolition and Breach matches.

* Fixed cases where the number of rounds won by each team could become out of sync.

* The death camera will stop following the character that killed your player after 5 seconds.

* In spectator mode, the button commands will fade our after 5 seconds.

* When selecting a weapon in-game the player’s custom loadout will not be overwritten, that can only be done in the Front End Armoury.

* Fixed cases where Detonators for Key Moments could become desynced, allowing them to be used twice.

* Multiple fixes for situations where characters could become invisible.

* Drastically cut down the Fade-In time at the start of the round.

* Fixed the jittering reticle when planting C4 and Claymores.

* Improved ability to plant the C4 on Breach walls.

* Resolved issues across all maps where players could become stuck when crouching or going prone in tight spaces.

* Closed an exploit where players could shoot through walls close to windows when using a scope.

 

 

User Interface

 

* Improvements across multiple Front End screens to improve the look and feel for Standard Definition users.

* Fixed cases where scrolling rapidly or backing out quickly from Front End screens could lead to multiple items overlapping.

* Sort the Channels list in a more user friendly way.

* Updated several places in the Records and Statistics where the same gun would appear more than once.

* Increased functionality for customizing controls including adding Hold functions to the Analog sticks.

* Added an option to disable D-pad Lean.

* Created a new Nordisk channel.

* Fixed an issue where the Clan Mottos would sometimes be cut off.

* Added more information to the Game Details screen in the briefing room.

 

 

Weapons

 

* Reduced the accuracy of the FAMAS.

* Improved damage of the Desert Eagle.

* Improved damage done by all Sniper Rifles.

 

 

Crossroads

 

* Improved collision on railings to allow bullets to pass through them easier.

* Removed a dynamic spawn from several modes that had a player respawn in a locked room in several modes.

* Several fixes to curbs around the level so the player can traverse smoothly over them without reload interruptions.

* Updated one of the breach walls on the Overlook so player cannot get past without destroying it.

* Closed several exploit holes that allowed players to gain access to out of bounds areas including: numerous rooftops around the level and the area above the warehouse.

 

 

Quarantine

 

* Players can no longer swim under the platform of the main floor of the dome.

* Players no longer get stuck in the water of the main floor of the dome.

* Improved AI pathfinding with extra focus on the transitions in and out of water, including lowering the water in the dome at the start of the round in Escort and Extraction modes.

* Updated several locations inside the dome where the camera could pass through the ceiling and walls.

* Tweaked the collision on several pipes and beams so players cannot pass through or get trapped.

* Closed several exploit holes that allowed players to gain access to out of bounds areas including: the dome roof, areas past the outer fences and the submarine.

 

 

Fallen

 

* Improved AI pathfinding with special attention given to transitions in and out of the water.

* Aligned a dynamic spawn point with the world to prevent players from spawning halfway into the ground in Escort mode.

* Added more detailed collision to several cliffs to prevent players from clipping through the terrain.

* Closed several exploit holes that allowed players to gain access to out of bounds areas including: the cliffs above each spawn, the roof of the temple and behind fences.

 

 

Kasbah

 

* Aligned Demolition markers to be more visible.

* Resized one case where a Control flare could be thrown over the edge of a balcony.

* Added collision to a fence above Commando spawn that would allow players access to the 32 player area in the 16 player map.

* Closed several exploit holes that allowed players to gain access to out of bounds areas including: across destroyed bridges, outside the walls and on rooftops.

 

 

Urban Wasteland

 

* Aligned markers in Demolition and Breach mode to be exactly at the centre of the target zones.

* Resized two cases where Control flares could be planted behind walls.

* Several fixes to curbs around the level so the player can traverse smoothly over them without reload interruptions.

* Closed several exploits that would allow the player access to out of bounds areas including: hotel rooftops, the sky bridge roof and several buildings around the level.

 

 

FrostFire

 

* Fixed camera issue where players below the Watch Deck could see enemies above when standing on the pipe.

* Closed several exploits that would allow the player access to out of bounds areas including: rooftops, the helicopter and the water.

 

 

Desert Glory

 

* Smoothed the collision on several pieces of rubble on the ground to allow easier traversal of the level.

* Closed several exploits that would allow the player access to out of bounds areas including: the cliffs above and the winding road below.

 

Free DLC!

The 1.50 Update for SOCOM: Confrontation is feature complete and currently in test. Due to the number and scope of the feature set of 1.50 the testing cycle has taken longer than anticipated. We remain committed to releasing this patch as soon as the remaining open issues are resolved. It is extremely important to us to make sure the 1.50 update is as problem free as possible when it is released and we are working towards that goal rather than pushing it out as is on a specific date.

 

A number of features in 1.50 are of such a scale that it will not be possible for us to fully predict how they will behave before public deployment. An example of this is the tournaments, each of which can accommodate 1000s of players. To account for this, we will ramp the size and number of tournaments during the first weeks after release to monitor and address any issues which may arise. We have also been working on a 1.60 Update which will incorporate any fixes that are required as Tournaments and Clan Ladders become fully populated.

 

FREE Downloadable Content:

 

We are happy to announce that the 1.60 Update will also contain additional features and content. We’ve heard your requests for new content and we are happy to provide free downloadable content with the 1.60 update. The following free Downloadable Content will be available to all players:

 

New Special Forces: The Dutch KCT and the Italian COMSUBIN Special Forces. Each Force includes new heads and voice + a light, medium and heavy variant of their own torso and legs (each with a unique camouflage pattern).

 

Two new primary weapons will be immediately accessible to players who select to play as the new Special Forces; the 417 assault rifle for the Dutch KCT and the SPAS 15 shotgun for the Italian COMSUBIN Special Forces.

 

Four new weapons will be available to all players regardless of assigned Special Force. These are the 9mm Sub Machine Gun, M82A1A, Ak-74 and SR-25. The 1.60 will also include a number of weapon updates and adjustments to existing weapons.

 

In addition to the free DLC included with the 1.60 update we are also working to add 100% Random Medleys in the 1.60 update. We know this is a highly requested feature and we really want to get it out to you.

 

More DLC coming! - We can also confirm that we have been working on a major content release/pack. Look for an announcement later in the month.

 

We will release more information on Patch 1.6 after 1.5 has been released.

 

Edited by Cookyman
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Was bored last night - so decided to try out SOCOM again with the new patch - wow what a difference. I decided to participate in SOCOM Saturday over at VGEVO and had an absolute blast.

 

In fact I'm gonna play some more right now.

 

Oh and the controls are fine - and you can change the control sceme if you like on it.

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The control options are limited though, because some buttons have to have two functions and it's just a bit fiddly. There isn't a scheme that is anywhere near how I would want it, even when you can edit them a bit it just doesn't work.

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