SOCOM : Confrontation

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I agree with you dragontastic, I had set it up as a 32 player game but we just never got the numbers in :( Options are 4V4, 8V8 and 16V16, 16 player is a nice controlable number and good on the big maps. the 4V4 8 player games are really only any good on the small maps but tend to be rush (COD4) tactics to over run enemy positions. Really just warming up for the 1.50 (mythical) patch which is with sony for testing right now, followed closley with 1.60 which has a new map or 2 (large and small versions I think) and some new clan factions and weapons. This is followed by the new map DLC......all should hit us prety quickly. The focus on all of this is clans so I think a reserection and new blood of the clan will be in order then.
One thing I do like is the team aspects still, start calling out enemy positions and then everyone just kicks in and works as a team, great to see with a bunch of random people, and I allways come away with friends requests. It can get frustrating when your out of the "groove" and getting shot every 30 seconds but just getting 1 or 2 good kills or being involved in a big fire fight really gives you that gaming adrenerlin buzz LOL
 
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I agree with you dragontastic, I had set it up as a 32 player game but we just never got the numbers in :( Options are 4V4, 8V8 and 16V16, 16 player is a nice controlable number and good on the big maps. the 4V4 8 player games are really only any good on the small maps but tend to be rush (COD4) tactics to over run enemy positions. Really just warming up for the 1.50 (mythical) patch which is with sony for testing right now, followed closley with 1.60 which has a new map or 2 (large and small versions I think) and some new clan factions and weapons. This is followed by the new map DLC......all should hit us prety quickly. The focus on all of this is clans so I think a reserection and new blood of the clan will be in order then.
One thing I do like is the team aspects still, start calling out enemy positions and then everyone just kicks in and works as a team, great to see with a bunch of random people, and I allways come away with friends requests. It can get frustrating when your out of the "grove" and getting shot every 30 seconds but just getting 1 or 2 good kills or being involved in a big fire fight really gives you that gaming adrenerlin buzz LOL

Yeah, its a solid title and if anything I am swaying towards prefering the non-ranked respawn rooms because it removes the chance of being out for the whole round by rushing and grenades. I think we should also sort our roles out a bit more solidly if we begin to get together more, i.e. you, myself, wiggsy, jizzy and get ourselves into a nice mini squad to meet on weekend perhaps. I'm also beginning to use 'stock' weapons, i.e. no, or realistic attachments like an IW with just an ACOG (no grip or silencer), or generally most assault rifles with an ACOG and nothing more. It's a fun way to play and makes it feel more like a true combat situation rather then 2 special forces groups which have miraculously came together with a field of silenced weapons. Although everyone else still uses them :lol:
 
Yeah specific roles would help, wiggsy ALLWAYS goes support weapons.......you'll hear him before you see him LOL Jizzy is a bit of a sniper but is still learning so that may change. I tend to go either asault but with a dual role as sniper so assault rifles and big scopes, M14+bipod or SA80 with foregrip. We did have a few matches were we had to switch peoples roles and weapons to that of sniper fter getting bogged down and loads of smoke and counter sniping was the only way to move foreward into the town.
I have to agree with the AKOG scope on asssault rifles makes those mid ranged targets much quicker to take down.
 
Yeah specific roles would help, wiggsy ALLWAYS goes support weapons.......you'll hear him before you see him LOL Jizzy is a bit of a sniper but is still learning so that may change. I tend to go either asault but with a dual role as sniper so assault rifles and big scopes, M14+bipod or SA80 with foregrip. We did have a few matches were we had to switch peoples roles and weapons to that of sniper fter getting bogged down and loads of smoke and counter sniping was the only way to move foreward into the town.
I have to agree with the AKOG scope on asssault rifles makes those mid ranged targets much quicker to take down.

I'm generally just a standard infantry man, assault rifles, possibly silenced but I usually go for short-mid range combat. I'm happy to swap to an SMG for really tight combat but it's not versatile for most levels. I did notice Wiggsys LMGs around, it would appear we have a fair spread of roles already if we stick to them.
 
I think if you can be compitent in 2 roles each we have the best options open to us. Certain maps dictate your role as do certain teams ie what tactics they use. Being able to switch roles and thus tactics of the whole team an be a real handful for the enemy. I'll be on n a short while, no doubt Jizzys already out there dodgeing enemy fire LOL

One thing though I'm not convinced on the silencer, it dose supress the noise and more importantly your muzzle flash, but it's really best for snipers and long range multiporpous rifle setups.....the problem is theres only one sniper rig that can take the silencer but it's fairly stiffled in the penertation department wth the silencer fitted plus you have to weith up a bipod or silencer, bipod adds acuracy....silencer takes it away....I'm really not a fan. Could be I need to try them a bit more.
 
I think if you can be compitent in 2 roles each we have the best options open to us. Certain maps dictate your role as do certain teams ie what tactics they use. Being able to switch roles and thus tactics of the whole team an be a real handful for the enemy. I'll be on n a short while, no doubt Jizzys already out there dodgeing enemy fire LOL

One thing though I'm not convinced on the silencer, it dose supress the noise and more importantly your muzzle flash, but it's really best for snipers and long range multiporpous rifle setups.....the problem is theres only one sniper rig that can take the silencer but it's fairly stiffled in the penertation department wth the silencer fitted plus you have to weith up a bipod or silencer, bipod adds acuracy....silencer takes it away....I'm really not a fan. Could be I need to try them a bit more.

The thing with the silencer is it allows you to be a little more stealthy and a little more trigger happy. If an enemy can't work out where you are, you can easily take down his team-mate without compromising your position, allowing you to slip away or indeed hold fast and wait around. It also helps when you miss that you don't instantly give away your position, although upfront and personal it makes little difference, keeping yourself hidden keeps you alive. My issue is on the Mercs all weapons become seemingly useless with a silencer, whereas the IW and M4 etc. take it in their stride and remain useful. In a firefight you want to get rid of it, in a flanking or more stealthy moves you want it. Depends on your play style and sometimes luck as to how useful it can be.
 
Well my new weapons, IW ACOG and AK ACOG, worked a charm, it's certainly easier to take a guy down in a firefight without the silencer and it feels a bit better when you shoot and you actually make some noise, feels like you have a gun in your hand not a pea shooter.
 
We are happy to announce that SOCOM: Confrontation Update 1.50 is in its final stages of QA testing and we expect the update to be ready for release in the next week or two.

Due to the extensive list of new features and the amount of content in this update, it has taken longer than expected to finish up the QA process. We appreciate your patience and we are very happy to be getting this update to you. After Update 1.50 is released, it will be followed by Update 1.60 which will include free downloadable content. We will be providing you more information on that update and the DLC pack in the coming weeks.

We hope you will enjoy the new features that Update 1.50 brings and again, we thank you for your patience!

OK this is from Slant 6 and can be found on there Blog, posted on the 12th......That means the fabled patch should hit in the next 3-10 days.....soon as it's up I'll post up.
 
If history teaches us anything, then the patch will probably be at least another month. I hope not, but slant 6 is killing me with this socom. I've had the game for almost a year, and all of the features are still not in the game. They were suppose to add 16 player quick matches, and a search function to find games easier months ago. I almost think that they completely forgot about those features. I haven't heard a mention of either of those patches since they announced them.

Really though I can't wait for the patch and some new maps. I'm really getting tired of the same old 7 maps, but I do keep playing them. There's something about socom that no matter how aggravated I get with the developers, I keep coming back to it.
 
To be honest I really don't see all the so called huge problems in socom. It's a great game and with far less bugs and glytching than the full priced COD series online. I'm looking at the patch as "extra features" I know these were things that should have been there in the begining but there absents hasn't detracted from my enjoyment of the game. When the US release hit it was a prety buggy affair but the patch that coincided with the EU release sorted most problems out. maybe if I'd got SOCOM on its US release date I'd be a little less forgiving of slant 6 but the delayed EU release date has given the EU players the better deal overal.

Since the patch has gone to QA /6 has regularly updated whats been going on, this is the first time they have officialy given a release window.
 
To be honest I really don't see all the so called huge problems in socom. It's a great game and with far less bugs and glytching than the full priced COD series online. I'm looking at the patch as "extra features" I know these were things that should have been there in the begining but there absents hasn't detracted from my enjoyment of the game. When the US release hit it was a prety buggy affair but the patch that coincided with the EU release sorted most problems out. maybe if I'd got SOCOM on its US release date I'd be a little less forgiving of slant 6 but the delayed EU release date has given the EU players the better deal overal.

Since the patch has gone to QA /6 has regularly updated whats been going on, this is the first time they have officialy given a release window.

I agree. I really don't see many problems with the game, I didn't play it at all until 4 months ago though. I got the game in late May and I've really been enjoying it. Most complaints seem to have come from long time fans of the series and people that got the game around the time it was released.
 
I guess you guys probably do see it different then I do. I started playing it in the beta, which I'm not holding the beta against it. But on it's release day, the game was literally unplayable. Sony took the PSN down until the next day. The release day of onw of it's biggest games yet, and they took down the network. That kinda summed up the first few months of socom. Now though it is a pretty solid game if you look past all of the things that were said to be included with the game. Monthly updates, bi monthly DLC, major tournaments, and clan ladders. The game came out last october and we still haven't gotten any of that. If you include the patches as updates then I guess you could say they gave us a few updates, but really a patch is much different then an update.

All in all though I really do like the game, I'm just disappointed in the amount of content we have been given since it's release, which is absolutely none.
 
Yeah I understand where the american guys are coming from, especialy long term SOCOM players, the PS3 version is very light on content compared to the PS2 version. But at £20 it's more than a match for it's piers such as warhawk. I do think /6 have really strugled with getting out the product they wanted to put out there but to there credit there still working to put it right. Most developers would have walked away by now and simply said the games good enough for them.
But again as I said before in europe we missed the inital problems of SOCOM so we have a slightly rosier tint to our gaming glasses LOL
 
Kudos to hitman for that! been waiting a LOOOONG time for this patch! I've copied the "list" and as you can see below it's HUGE! this will be followed by patch 1.60, which inludes the new clan factions and new weapons. this is already ready to go but is being hung onto so any further "fixes" need to be added if 1.50 has any bugs, this then opens the way for the DLC of new maps and weapons which is also ready to go. Everything has been on hold for 1.50 though as it contains all the clan gameplay and as you can see from it's size has had sony's QA department going through it with a fine toothcomb for a long time!

Patch 1.50
Added features

Clan Ladders, Tournaments, Calendar, Follow-A-Friend, and Private Games

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 out 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.

With SOCOM's 1.50 patch finally "feature complete," the guys at Slant Six decided to announce plans for patch 1.60. The release will add new Special Forces to the game: the Dutch KCT and the Italian COMSUBIN. Each Force will include new heads, voices and outfits. Each of the Forces will also don special weapons: the 417 assault rifle for the Dutch KCT and the SPAS 15 shotgun for the Italian COMSUBIN Special Forces.

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

Beyond patch work, Slant Six has also been working on "a major content release/pack," which will be revealed later this month.

Both quotes are from Joystiq (ps3 fanboy)

Many of you have been eagerly awaiting information on the SOCOM: Confrontation DLC pack and today we’re happy to announce that DLC will be available to the community later this summer

We'll be unveiling a lot more information on the contents of the packs in the coming weeks, but in the meantime, here are the basic things you can expect to see in this huge update to SOCOM: Confrontation

All new Area of Operation

New Features

New Game Mode

New Maps

New Characters

New Weapons & Attachments

New Music

New Voice-Over

Quote from \6
 
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1.5 has certainly enhanced the experience tenfold, i had to be in a specific mood to play before but now there's much better firefighting overall and shooting feels much more reliable without scoping all the time at anything over 20 metres my shots will actually connect using single shot or bursts. This in turn makes me less afraid of engaging or providing covering fire as I don't like putting myself in the open to attempt to scope someone out, a quick few shots then back into cover is good enough for me, even if i don't get the kill I can safeguard my own life. Similarly, covering a friendly I don't feel like my shots will be pointless if an enemy is in cover I can hit him/his area with reasonable but not unrealistic accuracy from a stationary firing position, allowing my team-mates to move.
 
They should add more attachments/customizations like an Eotech 552 and different front grips, lasers, etc. But the AK-74 got me interested again.
 
Yeah FREE LOL well the first one is! It's not really DLC but patch1.6 has 2 new factions for clans included (dutch and italian special forces) new voices and faces and uniforms but more inportantly about 6 new guns including the barret light sniper rifle. Once thats out the normal DLC (paid for) comes out which has new maps ect ect ect details are in this thread, just look for 1.6 patch info.
 
I'll consider the DLC depending how Flashpoint 2 turns out, if Flashpoint doesn't fill the void completely, I'll purchase the Socom DLC.

I can't believe how much better the experience is after 1.5, my only complaint about Socom is how you have to be such rubbishy Mercernaries. Why can't it be like COD4 when you have Spetznaz V SAS (although COD4 also has the generic mercs the OpFor which I don't like being). It's not the weapons which bother me, it's the appearance. I like being an SAS bad 🤬 in full kit, firing my IW Acog at single shot through a window. I hate looking at the stupid mercernaries though, who have terrible camoflauge for the desert and look like they were drafted straight out of stereotypes-ville. It doesn't spoil the experience, and I suppose it makes it clear as to who's who, but even so.
 
Yeah FREE LOL well the first one is! It's not really DLC but patch1.6 has 2 new factions for clans included (dutch and italian special forces) new voices and faces and uniforms but more inportantly about 6 new guns including the barret light sniper rifle. Once thats out the normal DLC (paid for) comes out which has new maps ect ect ect details are in this thread, just look for 1.6 patch info.
Oh right...yeah I knew about the additional content for patch 1.6. I thought you were referring to the DLC that includes maps.

Oh how I wish that were true.
 
News on SOCOM......the 1.60 patch (includes weapons and new factions is due ver very soon but more importantly the DLC including 5 new maps and a new game mode plus new weapons is also due very soon as well.......no date but there pushing it throught sites such as joystiq rather than ther own blog so it must be ready to hit.
Other info is that there will now be a class system which will dictate which wepons you can use, there are a number of new weapons attachments including a thermal scope, also no camo including white snow can, this is to tie in with the new maps theme. The theme being snowy eastern europe......so were leaving the desert behind at last LOL
 
My pet hate on Socom is being the mercenaries. I just don't want to be them! When I have to see my character, I wanna look like a bad ass SAS guys, not a cheap random guy forced into combat most likely due to no other choice. Being a soldier of my own country is cool, being some random under-equiped in comparison guy for me, just isn't.
 
Slant 6 absolutley murdered socom, and i know alot of people feel the same, all the community asked for was a s2 revamp and what we got was a beta and waiting a year for an update (v1.5) which basically made it the version it should of been released at.

DLC won't save it now
 
New eastern european mercs in DLC.

There are many many people who hte SOCOM, it's not this that and the other....but a year on and the £20 budjet game just keeps giving and has a huge following. For me it's more fun than COD4, dosn't touch OFP2 mind you but as a close quaters tactical shooter it's without equal. For some this is like saying "this fish is good enough for jehova" But my personal preferance is tactics over arcade flash.
Like all online games though it's only as good as the people you play with and this is SOCOMS problem, play it alone, ie with randoms, and you miss the whole point of the game which is team play. Good coms, lag free rooms, 32 players, custom characters, custom weapons, clan play, excellent maps, large comunity...........that prety much makes a good online game in my book, and with a £20 price tag to boot. with the DLC and patch nearly doubleing the games size SOCOM will continue to have solid support from those who like it, which is alot more people than don't.

screens of new maps, weapons and teams

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