CAG Socom Thread-SONY SHUTTING DOWN SERVERS AUGUST 31 for S1-CA Tue&Sun10pmEST

Dude looks like a train wreck. Seriously WTF happened to him..Maybe this whole experience got to him. No one can fuck up that bad at work and not feel it.

But his involvement in MAG is just another reason it wont succeed
 
[quote name='smiggity']Dude looks like a train wreck. Seriously WTF
But his involvement in MAG is just another reason it wont succeed[/QUOTE]

It's like smiggity has to add in an obligatory swipe at MAG in every post. ;)
 
well no nine and no patch when i get back tho i should have both hold the fort down while im away fellas


damn that last quickie froze my ps3 oh well
 
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TUESDAY!!!!!!!!!!!!!!!

[FONT=tahoma,arial,helvetica,sans-serif]We know you guys have been anxiously awaiting further information on Patch 1.50 and today we’re happy to announce that the 1.50 Patch will be deployed on Tuesday morning.

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
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  • [FONT=tahoma,arial,helvetica,sans-serif]
    [*]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.
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General Gameplay Updates
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    [*]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.
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User Interface
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    [*]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.
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Weapons
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    [*]Reduced the accuracy of the FAMAS.
    [*]Improved damage of the Desert Eagle.
    [*]Improved damage done by all Sniper Rifles.
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Crossroads
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    [*]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.
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Quarantine
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    [*]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.
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Fallen
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    [*]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.
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Kasbah
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    [*]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.
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Urban Wasteland
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    [*]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.
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FrostFire
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    [*]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.
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Desert Glory
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    [*]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.
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We have a lot more coming for you all in the weeks ahead. So please stay tuned
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Now my thoughts on the patch:

1. Nothing about sound loss, having been to the forums yet but I'm guessing its still stereo only.
[FONT=tahoma,arial,helvetica,sans-serif]2. [/FONT][FONT=tahoma,arial,helvetica,sans-serif]Target spotting will now default to OFF in all ranked games. I told you smog this was the case.
3.
[/FONT][FONT=tahoma,arial,helvetica,sans-serif]Made the range players could plant the satchel more consistent between levels, in both Breach and Demolition modes. [/FONT]Fixed the jittering reticle when planting C4 and Claymores.[FONT=tahoma,arial,helvetica,sans-serif] I[/FONT]mproved ability to plant the C4 on Breach walls.[FONT=tahoma,arial,helvetica,sans-serif][/FONT][FONT=tahoma,arial,helvetica,sans-serif] Thank God for this.
4.
[/FONT][FONT=tahoma,arial,helvetica,sans-serif]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. Yes yes yes.
5.
[/FONT][FONT=tahoma,arial,helvetica,sans-serif]The satchel will no longer appear in the incorrect location for players that late join Demolition and Breach matches. Hopefully this ends the dead bodies on the satchel problem.
6.
[/FONT][FONT=tahoma,arial,helvetica,sans-serif]Improved damage done by all Sniper Rifles. This is new, we were told that only the bolt action rifles were getting more damage, if the SASR (and SR-25 in the future) are one hit kills then there is no reason to ever use a bolt action again.
7.
[/FONT][FONT=tahoma,arial,helvetica,sans-serif]Several fixes to curbs around the level so the player can traverse smoothly over them without reload interruptions. Hopefully this eliminated the 6 inch wall around the main floor in urban wasteland.
8. (And MOST IMPORTANT)
[/FONT][FONT=tahoma,arial,helvetica,sans-serif]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. This probably won't end glitching but if its gets rid of the major glitches its good enough for me.
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[quote name='m_d_amore']well no nine and no patch when i get back tho i should have both hold the fort down while im away fellas


damn that last quickie froze my ps3 oh well[/QUOTE]

Hope you enjoy your time away.

I'll most likely be gone next Tuesday and Wednesday but I'll be downloading the patch as soon as I get home. I'm hoping the FAMAS is dropped more than one tick on the accuracy stat.
 
[quote name='MisterBee'][FONT=tahoma,arial,helvetica,sans-serif]Crashes, Freezes and Hangs Fixed[/FONT] General "YES!"[FONT=tahoma,arial,helvetica,sans-serif]
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General Gameplay Updates
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  • [FONT=tahoma,arial,helvetica,sans-serif][/FONT][FONT=tahoma,arial,helvetica,sans-serif]
    [*]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. Thank goodness, though dancing instead of defusing the bomb was funny at times.
    [*]Louder and improved footstep audio for characters that are out of view. Yes, wasn't expecting this, but awesome nonetheless. More incentive for using a surround sound system hopefully.
    [*]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. Yes, hopefully no more grenade teamkills from me.
    [*]Fixed issues where different weapons would appear in characters hands to different players. Getting shot by a grenade will not be missed.
    [*]The death camera will stop following the character that killed your player after 5 seconds. Definitely like this. Just enough time to discourage camping for the next round. I would also think it would deter some of the off-PSN messaging/chatting.
    [*]In spectator mode, the button commands will fade our after 5 seconds. Convenient, though I wish the spec view was a little lower (maybe it's just me, but the spec view seems situated higher than in game view). Like a full head to toe view would be nice.

    [*]Drastically cut down the Fade-In time at the start of the round. Awesome, definitely hate the fade-in.
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[FONT=tahoma,arial,helvetica,sans-serif] User Interface[/FONT]

  • [FONT=tahoma,arial,helvetica,sans-serif][/FONT][FONT=tahoma,arial,helvetica,sans-serif]
    [*]Fixed cases where scrolling rapidly or backing out quickly from Front End screens could lead to multiple items overlapping. Take that 2+ attachment players!
    [*]Increased functionality for customizing controls including adding Hold functions to the Analog sticks. Definitely looking forward to this. Maybe I can even set R2 to fire.
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Weapons
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  • [FONT=tahoma,arial,helvetica,sans-serif][/FONT][FONT=tahoma,arial,helvetica,sans-serif]
    [*]Reduced the accuracy of the FAMAS. Yes!
    [*]Improved damage of the Desert Eagle. No!
    [*]Improved damage done by all Sniper Rifles. Maybe so? I definitely can't stay in one spot anymore out in the open... I just don't think a one hit kill deagle would be that great either...
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Crossroads
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  • [FONT=tahoma,arial,helvetica,sans-serif][/FONT][FONT=tahoma,arial,helvetica,sans-serif]
    [*]Improved collision on railings to allow bullets to pass through them easier. Yes, no more losing to the rails!
    [*]Several fixes to curbs around the level so the player can traverse smoothly over them without reload interruptions. Thank goodness, hopefully, it'll be a huge improvement. I hated dying only to be done in by a mere sidewalk curb.
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[/QUOTE][FONT=tahoma,arial,helvetica,sans-serif]
I wish there was some love for the MGs, but oh well.

Did they say anything about the menu lagging? I just wish main menu loading was faster than it is now.

Even though it's not mentioned in this post, I am looking forward to their improved weapon switch. The glitchy quick switch was irking me for a while now.

I would expect nothing but awesome from this patch. It's been a while (...a long while...) since last, and it looks like they're covering their bases on this one.
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They didn't mention anything about the title screen start button freezing. I wouldn't be surprised if they left it in on purpose because it is so groundbreaking.
 
[quote name='metaly']They didn't mention anything about the title screen start button freezing. I wouldn't be surprised if they left it in on purpose because it is so groundbreaking.[/QUOTE]
I thought it was my PS3 malfunctioning or something. Didn't know it was experienced by other players. I happened to get this glitch last evening when playing with md, which was conveniently after a quick match froze my ps3...
 
Im so happy!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
Will the patch apply and update everything or does this need to run through a bunch of patches before the new one? Would it be better to wait or patch up now, and then again on Tuesday?
 
I would send an invite if I could, but I can't...

Great games Gold and Pio.

Also nice to see you on Socom wotcher. It was funny seeing you go all Rambo at times and surviving for a while to boot.

I think I've found a good combination that's semi useful. Smokes and Claymores.

Since smoke usually deters people from running through it, it sort of acts like a temporary wall. So after throwing a smoke, you can run behind it and place claymores (better if among rubble), and run back. I found this to be pretty effective on the larger maps and open areas. Also gotta be wary of grenades and random sprays.

The smoke grenades in this game are so much better than those lame ol' flashes.

Also the red smoke can sort of hide lasers since they're the same color. So don those lasers people, we're going laser tagging!
 
[quote name='NamPaehc']Will the patch apply and update everything or does this need to run through a bunch of patches before the new one? Would it be better to wait or patch up now, and then again on Tuesday?[/QUOTE]

I think you would only download one patch.

Should we postpone the game on tuesday? The last time a patch came on tuesday only the people who have no lives
Me
could download the patch earlier in the day were able to play.

EDIT: Smog clear out your PMs.
 
For those of you that have been playing SOCOM for a while, how does this compare to SOCOM 3? I haven't played since Combined Assault, which was basically SOCOM 3 with new maps, and vehicles. I'll be getting a PS3 soon and this is definitely on my list if I can find the bundle for $30 at Target...
 
[quote name='MisterBee']I think you would only download one patch.

Should we postpone the game on tuesday? The last time a patch came on tuesday only the people who have no lives
Me
could download the patch earlier in the day were able to play.

EDIT: Smog clear out your PMs.[/QUOTE]

I'm used to patching on a PC which is usually just one patch. Far as consoles go I'm not sure what happens when there have been a lot of updates... Either way i got to find the game first. :bomb:
 
Would anyone be up for starting CAG night this sunday in a 16x16 room? Option and I played a 4x4 in the large map room and it wasn't too bad. That way if we get a bunch of other people that join the room maybe we could all play on the same side for a change without having to go to a quick match. Just a thought. See you all tomorrow night.
 
[quote name='Shrapnellistic']@Thread title.

SOCOM: Confrontation has only been out for 10.5 months.

GTAIV - 16 months.

Way to outlast a super niche shooter (Killzone 2). :)[/QUOTE]

Not to defend the title, I would say that Socom is much more niche than KZ2, Killzone was meant to be sony exclusive COD-like shooter for J6P to play.
 
[quote name='SynGamer']For those of you that have been playing SOCOM for a while, how does this compare to SOCOM 3? I haven't played since Combined Assault, which was basically SOCOM 3 with new maps, and vehicles. I'll be getting a PS3 soon and this is definitely on my list if I can find the bundle for $30 at Target...[/QUOTE]
Unfortunately I haven't played S3 or CA, but I have played S1 and S2. However, my memory doesn't serve me right, as it was a long time ago.

This game only has a handful of maps. 7 maps to be exact, 5 of them with larger extended variations. Crossroads, Urban Wasteland, Frostfire, Kasbah, Fallen, Quarantine, and Desert Glory. You can see some are just recycled. What they lack in sheer number of maps, they make up for in detail. Overall, the maps are fairly dense and there's good interactivity (not mind blowing, of course). Accordingly, load times are lengthy.

Weapon selection isn't that vast. Each faction (SAS, Seals, etc.) get their own specific Commando weapon. Pretty much the only guns used are assault rifles and snipers, and occasional auto-shotgun for CQC.

No vehicles.

There is a life bar, like when they started in Socom 2.

Modes are suppression (TDM, whoever kills the most), elimination (TDM, must eliminate entire opposition to win a round), Demolition, Breach, Extraction, Escort, and Control. Some of the scoring and tiebreakers can be "wtf?!" at times.

There is motion control with the sixaxis, though hardly anyone uses it. I did find a use for the ducking motion, though.

If you are a Socom or tactical based shooters fan, this game definitely is right for you.

And with the 1.5 patch coming out, there should be less dissappointment among players with some of the glitches. The game is definitely playable and enjoyable right now, but 1.5 will hopefully put the polish this game needs and make it shine.
 
[quote name='metaly']Rumors of GTA Night's death have been greatly exaggerated.[/QUOTE]

This.

[quote name='NamPaehc']Will the patch apply and update everything or does this need to run through a bunch of patches before the new one? Would it be better to wait or patch up now, and then again on Tuesday?[/QUOTE]

You have to download each patch successively. As in, download patch 1, then 2, then 3, etc. It may take a while.
 
[quote name='option.iv']Unfortunately I haven't played S3 or CA, but I have played S1 and S2. However, my memory doesn't serve me right, as it was a long time ago.

This game only has a handful of maps. 7 maps to be exact, 5 of them with larger extended variations. Crossroads, Urban Wasteland, Frostfire, Kasbah, Fallen, Quarantine, and Desert Glory. You can see some are just recycled. What they lack in sheer number of maps, they make up for in detail. Overall, the maps are fairly dense and there's good interactivity (not mind blowing, of course). Accordingly, load times are lengthy.

Weapon selection isn't that vast. Each faction (SAS, Seals, etc.) get their own specific Commando weapon. Pretty much the only guns used are assault rifles and snipers, and occasional auto-shotgun for CQC.

No vehicles.

There is a life bar, like when they started in Socom 2.

Modes are suppression (TDM, whoever kills the most), elimination (TDM, must eliminate entire opposition to win a round), Demolition, Breach, Extraction, Escort, and Control. Some of the scoring and tiebreakers can be "wtf?!" at times.

There is motion control with the sixaxis, though hardly anyone uses it. I did find a use for the ducking motion, though.

If you are a Socom or tactical based shooters fan, this game definitely is right for you.

And with the 1.5 patch coming out, there should be less dissappointment among players with some of the glitches. The game is definitely playable and enjoyable right now, but 1.5 will hopefully put the polish this game needs and make it shine.[/QUOTE]

Thanks. I haven't played Frostfire since S2 so I can't wait to play that. I picked up the SOCOM bundle for $30 at Target today so as soon as I get my PS3 Slim, I'll be sure to join this. Roughly how many people still play online (total...on say...a Friday night)?
 
[quote name='AllahBomber']how has socom night outlasted gta4? gta4 night isnt even over..... ? and kz2 is an older game, what do u expect X_X[/QUOTE]

Im pretty sure this came out long before KZ2 dude. Why all the hate??

[quote name='Shrapnellistic']@Thread title.

SOCOM: Confrontation has only been out for 10.5 months.

GTAIV - 16 months.

Way to outlast a super niche shooter (Killzone 2). :)[/QUOTE]

Its a joke dude. Dont be ruining the vibe in here. We are all very happy right now:whee:

IT IS A JOKE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Damn I play games with the people who play GTA nights and used to show up myself when I owned the game.
 
I just got off the phone with Kaz Hirai and he says instead of releasing the 1.5 patch for SOCOM on Tuesday he's going to release it for GTA4 instead. So how about that!

:D
 
I just got this game since I managed a great deal. Gamestop has it used $30-15 off and with EDGE for a cool $13.50+tax. SO, I'm a total noob at this series. How do I join the CAG clan? Should I as a noob? There is no training in the game. What gives??? I played online and got my ass handed to me. Any chance for me to get good? Let me know how to find the CAG game online at 10pm EST (if it makes sense for me to join.) If not I'd appreciate any other advice. Feel free to friend me on PSN.
 
[quote name='joeboosauce']I just got this game since I managed a great deal. Gamestop has it used $30-15 off and with EDGE for a cool $13.50+tax. SO, I'm a total noob at this series. How do I join the CAG clan? Should I as a noob? There is no training in the game. What gives??? I played online and got my ass handed to me. Any chance for me to get good? Let me know how to find the CAG game online at 10pm EST (if it makes sense for me to join.) If not I'd appreciate any other advice. Feel free to friend me on PSN.[/QUOTE]

If this game is anything like Socom 2 and 3, you CAN'T run-n-gun. You need to use a bit of strategy, coop with teammates, and use your grenades and flashbangs wisely.
 
[quote name='SynGamer']Thanks. I haven't played Frostfire since S2 so I can't wait to play that. I picked up the SOCOM bundle for $30 at Target today so as soon as I get my PS3 Slim, I'll be sure to join this. Roughly how many people still play online (total...on say...a Friday night)?[/QUOTE]
Friday night, maybe 0-3 people playing. Our main nights are Tuesdays and Sundays where we get solid numbers, about 10 plus or minus a couple people.

But I'm always up for playing Socom on off nights.

[quote name='SynGamer']If this game is anything like Socom 2 and 3, you CAN'T run-n-gun. You need to use a bit of strategy, coop with teammates, and use your grenades and flashbangs wisely.[/QUOTE]
Flashbangs kind of suck in this game. It's really more about smoke, totally underrated.
 
[quote name='option.iv']Friday night, maybe 0-3 people playing. Our main nights are Tuesdays and Sundays where we get solid numbers, about 10 plus or minus a couple people.

But I'm always up for playing Socom on off nights.

Flashbangs kind of suck in this game. It's really more about smoke, totally underrated.[/QUOTE]

What about the total online player count? 10,000+? 20,000+?
 
[quote name='joeboosauce']IHow do I join the CAG clan? Should I as a noob?[/QUOTE]

The best way would be to join the game tomorrow night, their will be plenty of people to send you a clan invite. Hopefully someone will remember to put what room we are playing in, inside the thread. Sending friend requests to the people you see constantly posting is an even better way since it lists the room in the xmb.

We don't care about talent at the game, we are there to have fun, and make fun of each other for having no talent either. So if you get a ribbing don't take it seriously and give it right back.

The only way to learn is to go to respawn rooms, they are at the bottom of the room lists in every server. You will get your ass handed to you, but eventually when you will start to feel like you are an average or better player, and thats a good feeling because you had to work to get that decent at the game. When you get down to 1v1 alive and the nerves start setting in, and you find a way to win the round, its the best feeling I have had in a video game.

[quote name='option.iv']Friday night, maybe 0-3 people playing. Our main nights are Tuesdays and Sundays where we get solid numbers, about 10 plus or minus a couple people.

Flashbangs kind of suck in this game. It's really more about smoke, totally underrated.[/QUOTE]

In terms of CAGs, yeah on non cag nights there are usually a couple on. In terms of overall players there are always 10k plus on at night. You will always be able to find a game.

Flash>Smoke if used correctly IMO. Smoke=watch for the feet.
 
With my fixed internet issues, and with 1.5 on the way, there are sure to be many many hours logged into this game in the very near future. Keep an eye out for me when the patch hits. Look forward to getting back involved.
 
I'm excited to play tonight! I play mostly late at night during the week, so I don't see many people on, excited to play with some CAGs finally.







P.S. All your shatter high scores are belong to me. (well, some of them)
 
[quote name='fizzywix']P.S. All your shatter high scores are belong to me. (well, some of them)[/QUOTE]

I haven't played in a while, I was second on my friends list in overall, but unless you beat my bonus mode score I think I am okay not being number one. If you earned the boss rush mode trophy please tell me how, its the last trophy I need.
 
[quote name='Shrapnellistic']@Thread title.

SOCOM: Confrontation has only been out for 10.5 months.

GTAIV - 16 months.

Way to outlast a super niche shooter (Killzone 2). :)[/QUOTE]

Obviously you know nothing about Socom or shooters in general if you think Killzone is a niche shooter and Socom isnt. Please refrain from posting in here if you have nothing to add, regardless of what the thread title says. Sometimes I feel like Im the only CAG with a sense of humor...
And Metaly :lol:
 
[quote name='metaly']I just got off the phone with Kaz Hirai and he says instead of releasing the 1.5 patch for SOCOM on Tuesday he's going to release it for GTA4 instead. So how about that!

:D
[/QUOTE]

But if 1.5 for GTA did what its going to do for Socom (Fix level glitches) then cheapest would have no reason to play anymore lol.

[quote name='smiggity']you beat it with no continues??? Nice[/QUOTE]

Got it on my second attempt, tips, always be blowing except for quick bursts to collect shards and forget score let any blocks that arent going to hit the bat just fall through.
 
I had to dump all my equipment because it was annoying trying to pull my pistol out and end up with a smoke grenade in hand at critical moments.

Also last night I was just messing around with the rifle Smoggy. I'll be moving over to an assault rifle when it makes more sense. Watching people take 3 rounds with a bolt rifle and still stumbling towards you is crazy btw lol.

I noticed if you move forward ever so slightly it steadies your aim, don't like that... But it works I guess.

And what do they call it when people dart back and forth to avoid being shot? Looked like the delivery man on Mad TV darting from side to side very quickly. Really tacky. Plus I saw a bit of bunny hopping too.
 
Nice thread title, haha.

Going to see Heaven and Hell with Coheed and Cambria tonight so I might be late for CAG night depending on when I get home. I'll be there post-patch on Tuesday for sure though!
 
[quote name='MisterBee']Flash>Smoke if used correctly IMO. Smoke=watch for the feet.[/QUOTE]
My rule of thumb for smokes is to never run through it. You're always at a disadvantage if you go through it since the opposition will see you coming out of it first before you do. That's why I just use it as a temporary wall, or blanket of cover. This can make advancing a little easier as you have to worry about one less source of enemy fire.

[quote name='NamPaehc']And what do they call it when people dart back and forth to avoid being shot? Looked like the delivery man on Mad TV darting from side to side very quickly. Really tacky. Plus I saw a bit of bunny hopping too.[/QUOTE]
Strafing?
 
[quote name='GenDV138']Nice thread title, haha.

Going to see Heaven and Hell with Coheed and Cambria tonight so I might be late for CAG night depending on when I get home. I'll be there post-patch on Tuesday for sure though![/QUOTE]

Sounds like an awesome show. See you Tuesday!!

[quote name='NamPaehc']I had to dump all my equipment because it was annoying trying to pull my pistol out and end up with a smoke grenade in hand at critical moments.

Also last night I was just messing around with the rifle Smoggy. I'll be moving over to an assault rifle when it makes more sense. Watching people take 3 rounds with a bolt rifle and still stumbling towards you is crazy btw lol.

I noticed if you move forward ever so slightly it steadies your aim, don't like that... But it works I guess.

And what do they call it when people dart back and forth to avoid being shot? Looked like the delivery man on Mad TV darting from side to side very quickly. Really tacky. Plus I saw a bit of bunny hopping too.[/QUOTE]

Yeah the strafing back and forth thing is just a way to try and dodge bullets. Works sometimes. Snipers suck right now except for the SASR Mercenaries side. Definetely saw some lag in that respawn room as well.

[quote name='js1']I might have to get back into this when the new patch comes out. I can get the game fairly cheap...[/QUOTE]

Do it! Snoopy & his boys are about to rejoin the CAG clan I think.

See everyone tonight. Gold if you want to hit the 16v16 rooms I have no objections.
 
Dammit I was looking forward to some machinegunning on Frostfire. :cry: Oh well. Got some work to do so I dropped out. Good games though.
 
Sorry I was mic-less for most of the games, I was on the phone with foreign relatives that don't get to use the phones very often, so I didn't hear/talk much and was a bit distracted.

Good games though, it was fun!
 
[quote name='Esper']Despite my bad perfomance, I had a good time. See you guys on tuesday! I can't wait for the patch :)[/QUOTE]

bad performance? i hate to see you in prime shape.

good games guys. i don't know if i figured out how to use the mic yet. So forgive me if I seemed to just leave after 10 pm.

and i dont mind being the bait... lol.

I got burnt out from back to back cag night events. ask option.
 
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