Mood:
Now Playing: Socom 3 Beta
Topic: Weapons
Weapons
Well, I said I'd update about weapons, so here goes.
The weapons are actually a bit toned down from the sheer number of weapons from 2, but that's a good thing, trust me. Most weapons can be heavily modified, with scopes, silencers, lasers, all sorts of goodies.
Seals
The seals have all the usual goodies, M4, M16, M87, etc. New weapons of importance are the M8(which is that new rifle on the cover of Ghost Recon 2) and The HK35, kinda like the old HK models. The best thing about the M8 (and i think the M4 can equip this as well) is the Airbust grenades. Airbust grenades work like an M203 attatchment, except you hold down R1 to lock in the distance (which is displayed to the right of the reticle). Then hit R1 again to fire, the grenade will blow up at that distance. So, if there's a guy hiding behind a wall or hill, lock on to the wall, aim just above it, and blam-o, he's dead. Because of the large maps, M203's don't seem terribly overpowered, and it feels like their range and accuracy have been brought way down.
Terrorists
Terrorists really cleaned house. No more AK74 (There's an AKT74, which is more like an m60 than an AK), No more standard MGL's. They now have a new gun, i forget the name, but it looks and feels like the AK-105. The 552 finally feels exactly like the M4, there's no more disputing this. RPG's (and AT4's) can now be equipped while you move, which is a big deal because you can now sneak up over a hill, fire it, and retreat. You move extremely slowly while carrying RPG's though.
The Terrorist arsenal feels more balanced; I think zipper finally has the balancing issues of the weapons down pretty well.
Combined Weapons
Both sides Have Shotguns, nothing really notable except they have both pump and auto shotguns. The nice thing about them is that they can be equipped with a front handle grip which allows for less kick.
The M16 is available again for both sides, and in the beta it really dominates. It can be equipped with high powered scopes (Thermal and 10x), AND silencers, and is good at long range. Both sides also have the standard Machine guns, like the M60. I always hated those, but like the shotguns, they can be equipped to at least control some of the kick now.
Add-ons
Ahh, the best part. About 75% of the weapons can be equipped with Scopes and Silencers. The other, more heavy duty ones, can at least attatch handle grips.
Heres a full run down on the add-ons, as best as i can remember:
Scopes - Small, Medium, Large, Thermal. Thermal is a must for night maps, and combined with night vision (which you have by default, and is turned on with R2 now), really makes for an awesome night time set up.
Other Scopes - 4x scope (like what was on the M4 in socom 2). Red dot scope, which gives you like 2x and a red dot in the middle (kinda useless).
Laser Beam - The description for this says it adds accuracy, but I think it also creates that red reticle effect when you highlight and enemy from a bit further away.
Front Handle Grip - Greatly improves accuracy, even while running. If you never use scopes, equipping this and a silencer is quite nice.
Silencers - Small and Large. The small one allows for more power but less accuracy at range, the large one allows for more accuracy but less power at range. If a gun can equip one silencer, it can equip the other as well.
MGL's - There are 2 types of MGL, and an Airbust attatchment. Standard stuff, except aiming it seems a bit more difficult this time around.
All weapons can have just 2 attatchments, and pistols can have 1 (I dont seem to use pistols nearly as much now). My Favorites so far have been a silencer and a handle grip for combat, and a silencer and scope for ranged/night combat.
Next update will be about The map, and I'll probably do one more about the community features.
Post questions about weapons in the comment section below, i will answer within the comment section.