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Welcome to
**THE LIST™ 2.31**
This list is things we (the close knit SOCOM
Community) have thought of to help Slant Six make the best SOCOM game
possible by giving them a "check list" of sorts. Hopefully, armed
with this ridiculously large list, the major things that were in
previous SOCOMs as well as the small details that were in previous
SOCOMs will not get overlooked.

***By the way, this beast is almost 15 pages
long when it's printed out!
***
(NOTE: If you have a "new idea"
that wasn't in previous SOCOMs you want to see in Confrontation,
please, before you ask to have it added to "the list", start a thread
on the idea and get the support of the community. If you just have
some "ideas" of things you'd personally like to see in Confrontation
you can just submit it directly to SealTeam-6's "we are among you"
thread)
Here's a
MAJOR one for you Slant Six...
STATS:
Respawn stats cannot
be combined with your round based stats. I understand
there's a demographic/"type of gamer" who likes to play respawns so
not keeping any respawn stats maybe out of the question if you want to
broaden your fan base (although not having respawn stats
tracked would our first choice because respawns are not serious games
to SOCOMers). We old-school SOCOMers use respawn for "warmups" mostly
or just for fun. SOCOM's genius is that it's a round based game and
respawns have never been taken seriously.
RESPAWN IS JUST WARMUP FOR REAL GAMES.
What's the point of respawn stats anyway? Respawns are always
played differently than round based games. If you combine round based
stats with respawn stats in any way our stats will become watered-down
worthless to us. How we play the game and enjoy the game will be
compromised.... not good!
Below are 2 models of how stats could be kept. The 1st
model is preferred, but the 2nd would be perfectly acceptable.
(The main thing to note is combining respawn stats with
round based stats in any way would be a disaster for SOCOM
confrontation.)
- Model #1 for STATS:
- (respawn
stats NOT kept at all) This would be the preferred method
of stat tracking by SOCOMers and would be a lot easier for slant
six
- Round
Based Stats (made up your combined ranked and unranked games)
- Ranked Stats that
show up on the ranked "leader boards"
- Unranked Stats that
do not show up on the "leader boards"
or
- Model #2 for STATS
- (respawn
stats kept but on a separate screen from "round based" stats)
There would need to be 2 sets of stats for each player:
- Round
Based Stats (made up your combined ranked and unranked games)
- Ranked Stats that
show up on the ranked "leader boards"
- Unranked Stats that
do not show up on the "leader boards"
- Respawn
Based Stats (unranked only)
- "YOU STOLE MY KILL!" It
happens all the time: You shot a person 2 times in the chest
and your teammate finishes him off from 60 meters behind you. We
all hate having kills "stolen" and it happens a lot. (What's the
Fix? Give a person who has 2 or more hits into an enemy, and has
taken at least 67% of their life bar an "assist" to count towards
their stats.)
- Team Kill Stat: This would
not a good thing to have in your stats but at least you'd know who
you were dealing with.
- Voted Out Stat: This would
not a good thing to have in your stats either but again you'd know
who you were dealing with.
- Where are the end of rounds stats
from SOCOM 1? The round stats after each round were removed
from SOCOM 2 for no reason. Bringing them back would be another big
step toward return of "classic SOCOM.
The "IN-GAME" Lobbies: A few things that are very
important:
SERVERS, LOBBY
SYSTEM, AutoMatching & Miscellaneous Out-of-Game Details:
- Where are the old "Briefing Room"
names? In SOCOM 1 people had unique "home briefing
rooms" sometimes called "home servers". In SOCOM 2 many of our home
servers had gone leaving us homeless . Seriously though it would be
nice to have the old briefing room names instead of having
everything be labeled "US" or "Canada" (see below under
Unranked Briefing Rooms).
- Text Chat within the Briefing
Room: Can't use the mics here (too many people) so we still
need text chat to communicate (see SOCOM 2)
- Room Ping Indicator:
Let us know what the ping of the room is .
. .
-
Ranked Matches against other
complete clans or ranked Team Matches:
- Ranked Matches:
- Clan Match (You must
all be in the same clan to join, and you get matched against a
team containing only members of one clan)
- Team Match (You can
join with anyone, you get matched up with a group of the same
size that may or may not contain members from multiple clans or
people without clans
- Unranked "Briefing Rooms":
- US East 1
- US East 2
- US East 3
- US East 4
- US East 5
- US East 6
- US East 7
- US East 8
- US East 9
- US East 10
- US Central 1
- US Central 2
- US Central 3
- US Central 4
- US Central 5
- US Central 6
- US West 1
- US West
- EU
East
- EU
West
-
Asia North
-
Asia South
-
Australia
-
New Zealand
-
Deutschland
-
Espana
-
France
-
Italia
- U.
K.
-
Hanguk
-
Nihon
- Nederland
- Belgie
- Luxemburg
- Clan Games
- Canada East 1
- Canada East 2
- Canada Central 1
- Canada Central 2
- Canada West 1
- Canada West 2
- Show us the Numbers:
- Show the number of users (and the total possible) on the SOCOM
Universe
- Show the number of users (and the total possible) in each of
the "Servers"
- Show the number of users (and the total possible) in each game
FEATURES/Attention to
detail:
- **NEW**PRIZES
FOR TOURNAMENT WINNERS! before a DLC is
released, have a tournament where the winning clan gets the content
for free.
- Take this "extra time" you have to
get it right. Address the issue of PS3 owners always having
connectivity issues with newly released online games. You need to
take those pitfalls and learn from them (see Warhawk, COD4, R6V2,
etc.). The main thing that you need to be concentrating on is frame
rate, connectivity and player issues. We can take or leave graphics
or sprinting. Give us playability. -fellen
- Fast Log in: After the game
has a save on the hard drive there is no sense of seeing the intro
and credits every single time we log in. (What's the Fix? Please
try to reduce all the ads prior to logging on and reduce the number
of the intro start up screens making logging onto a game much more
quicker)
- Opacity setting for all on-screen
HUD displays, including scrolling info: In the era
of HDTV this would be a nice feature. -blykmik
- REAL TIME
CHANGES TO YOUR CHARACTER (This is Next Gen): Your magazines
disappearing from your vest as you go through each one. (Instead of
your character moving his hand and reloading an invisible mag into
your gun)
- Is this
included in destructable environments?: Moveable objects
especially indoors like chairs and tables. I'm not saying you
should be able to carry it like movers but if you bump into a lamp
it should move or if you hit an office chair with your elbow, maybe
it would roll. Maybe pictures walling of the walls when a
grenade explodes in a building.
- Show your
character breathing heavily after sprinting: We know we can't
shoot straight for a couple of seconds after sprinting, but show us
why we can't.
- Option to
chose which shoulder you character fires from/Option for Left and
Right handed: 20% of the world is left handed. It would be
nice if these people had a character that was also left handed. They
are touchy about the world being made for right handed people (I
know, I married a "lefty".)
- /C (Clan), /F
(Friends) and /R (Reply) Commands Needed: You need a quick
way to message your ENTIRE clan (or friends list) instantly that a
room is up. There should be a /c keyboard command. /r would make
replying to the last person who whispered to you easier and faster.
Also makes it easier to reply to players with punctuation, numbers
and difficult spellings in their names. (These functions should
not work for dead players messaging to live players or one team
messaging to another). -blykmik
CLANS, Ally Clans,
Friends and RANK
-
**IMPORTANT**Clans need an upgrade:
Can we use the correct terminology in this
SOCOM please? Leader should be called "CO" ["Commanding
Officer"]... I really need 2 "XO's"
["executive officer's" or to the layperson: co-leader]. As a
"CO" of a clan since the beginning of SOCOM 1 I know sometimes
[especially with the larger rosters in SOCOM 3] there are many times
when I've needed a couple of XO's to share
some clan duties. I would love it if 2 of my clan-members
appointed to "XO" by me would be able to send out invites for
instance, on a day when I'm not playing.
- Having XO's should be
optional (a maximum of 2 XO's per
roster).
- The Duties of the XO's should
be able to be turned on/off based on how much power the CO
wants to give his XO's. HERE ARE 2 EXAMPLES:
- Send Invites: (on/off)
- Remove Clan Members: (on/off)
-
**IMPORTANT** "Military Rank", should, if anything,
only identify your status in YOUR clan. Meaning, if you are
the leader you're a "Commander". The CO (commanding officer)
appoints his 2 XO's (executive officers) who would be Lt. Commanders
and the rest of the clan would have the remaining officer ranks for
what they do in the clan. (I have my clan organized like this
on our website for the most part so if you're confused look at the
member section of the RMD site: RMDSpecOps.com)
- If you're not in a clan yet but
are looking for a clan you'd be in the "Enlisted" ranks (working
your way up based on time played) until you hook up with a clan.
- If you don't like to play in a
clan on SOCOM you could choose "Commando" in the "create a clan"
screen and then choose your own officer "military rank" from
Ensign to Commander.
- The leader boards could just be
the leaders of the different stats. People would be able to say
"I'm Ranked 8th in Kill to Death Ratio" or "I'm Ranked 26th in
bombs planted". That's the only kind of "ranking" SOCOM should
have. That way people would be more likely to just play a lot or
play smart to be the leader of any given category.
- You'd see no "rank-up" and a
lot less reason to cheat.
- People trying out for a clan
would know who to ask (the CO or XO's) what the requirements of
the clan are and how to join.
- Clans looking for people would
know who's looking for a clan and who's only a Lone Wolf.
- ALLY CLANS: We have
several "ally clans". It would be great if instead of them taking
up all my friends spots if I could just add the whole clan as an
ally clan and see where all of them are playing and join their games
from the ally clan page.
- SOCOM only Friend's List:
As of right now there are only 50 slots on our PSN Friends List.
Most of those people are in my friends list are people in my clan, a
few others play SOCOM and the rest are friends from other games. It
would be great to have another friends list within SOCOM like we've
always had. Another 50 or so spots within SOCOM would be great
(unless you know that Sony is finally
increasing the size of our PSN friend's list) If Sony is increasing
the size of the PSN friend's list please at least have it interface
with confrontation.
- Should show the server and game name and option to
join game from the friend's list.
- **NEW**If they are no on
it would be nice to see your friends last login date
- Clan Members List need to show:
Server and Game Name that clan member is playing in (like
SOCOM 2),
- Should show the server and game name and option to
join game from the friend's list.
- **NEW**If they are no on
it would be nice to see your clanmates last login dat
- Longer than 3 character clan tags:
In SOCOM 1 before we had real clan tags they were just a part of
our names. So when you joined a clan you had to go change your
name. For example my clan tag was =\RMD/= so my name in SOCOM 1 was
"=\RMD/= VOODOO+" (What's the fix? Give us a few extra characters
and allow us to use all the characters in out clan tags. Do not put
parenthesis around the tags let us decide what we want to surround
the letter with. Some will use parenthesis, some will use brackets,
some will use equals or slashes. Just let us pick. Maybe, just
maybe, if SOCOM confrontation is more like SOCOM 1 and 2 the Sea
Snipers who used [SS] will return to SOCOM, and Recognize My Disease
who used to be =\RMD/= will return to SOCOM.
CONTROLS:
- **NEW**Do
we really have to go all the way out of game to make adjustments to
character movements in an online game? It would be nice to
access our characters look, turn, and dead zone speed directly from
the pause menu while playing in-game.
GAMEPLAY:
- **NEW**
Teamkill notification: IE Different
color text to identify who tk'd who or even Different wording such
as.... such and such tk'd such and such with
m4A1 sd
-
How about some female characters? Capn
Matt Bossy's girl is going to beat him with reeds if you don't add
them... help us save Bossy!
- In
SOCOM 3 you could see through smoke with scopes... unless you have a
termal scope that is impossible. Please make it so the smoke is not
able to be seen through without a thermal scope in confrontation.
- Bipods "setup":
(It appear this is in the game already, but
we want to be sure.) "set up" your weapon equipped with a bipod on
boxes, railings, window sills, ect.
CHECK OUT THE DETAILS HERE
- Sharing Ammo and grenades with
LIVE people: When you think about it, you "share" ammo when
you're dead with your teammates in SOCOM (when they run over your
body). Why shouldn't you be able to share your 9mm ammo with your
teammate who also is using an HK5, or give your M16 ammo to someone
using an M4? You should be able to share ammo with any teammate who
has a gun that uses the same ammo and magazines as your gun. -People
love this idea from
WesM733's Thead
- COOKING GRENADES: It's been
asked for countless times in many threads. It wasn't in here
because slant six couldn't have missed it... just in case they did
though.
- DROPPING WHILE COOKING:
If you are in the middle of "cooking a grenade" and you are killed
the grenade should drop and explode.
- **NEW**What
about knife kills? It
will be ok as long as it's
One slash from
behind and at least 2 to the front... AND you have to
get within the range of the slash... AND it doesn't go
into an animation like COD4 does.
- Toggle
thermal and night vision on/off while in scope: It was in
the SOCOM 3 beta... it went away when SOCOM 3 came out. -blykmik
- Kill/Death scroll at top should
show enemy kills and friendly kills in different colors:
Friendly kills and enemy kills should be set apart by a color on the
top of the screen. Especially important for "public" games where
teams don't automatically know everyone's name on their side. -blykmik
- We can't shoot out of windows
below because you end up shooting the window sill most of the time.
You could see it in the gameplay video when there was a person
trying to shoot out the window the overlooks the ramp where
the SEALs plant the bomb. It LAME having windows all over the place
if you can't shoot out of them! NOTE: Same thing happens when
shooting on the balconies. (What's the Fix? Either get the guns UP
and over the sill or LOWER all of the windows!)
- All lights should be able to be
shot out: This is key in re-introducing some of the stealth
aspects of SOCOM 1 and SOCOM 2. With the power of the PS3, all
lights in the game should be destructible. -blykmik
- Kicking Open Doors -
Players were able to kick open doors in a few maps in S2 (i.e.
sandstorm and frost fire). This was a cool feature and a usable
tactic that somehow got lost in S3. Can we get that back? Please?!
-blykmik
- Classic SOCOM Kill Cam (with a
time limit): There have been several threads on this
subject. The overall feeling is "classic SOCOM kill cam" is fine
but it needs to have a time limit for how long it follows the
killer. 5 to 10 seconds seems to be the right amount of time. How
about we take the average: 7.5 seconds?
- Send and Accept Clan Invites
In-Game: Click on a name from the pause menu and the "CO" or
"XO" can send him/her an invite to their clan.
- Random spawn starts
on re-spawn maps: Why can't the system break the map
into two halves, terrorists and seals and always re-spawn players on
their side at the mathematically furthest distance from any enemy?
Spawn Camping SOLVED! -blykmik
- Send and Accpet Friends Invites
In-Game: Click on a name from the pause menu and send
him/her an invite to your friends menu.
- Verbal / Text Notifications for
Hostages / VIPs: In previous Socoms, when either the SEALs or
terrorists took 'control of a hostage/vip' there was a verbal queue
("The SEALs have control of a hostage" ) and / or onscreen message
letting you know what was going on. This was taken from
this thread by Two Teammates.
- SOCOM 1 Like Gameplay:
SOCOM 1 was considered to have the best hit detection and gun
balance of any SOCOM game (What's the fix? Please, as a design
group, play SOCOM 1 so that you will truly understand what SOCOM
should "feel" like.
- GUN LOAD TIME ANIMATION:
Machine guns and LMGs should have much longer reload times than
other weapons. In all previous SOCOMs, Machine guns and LMGs had
the same reload animation as other weapons. Machine guns and LMGs
should have to reload by replacing the drum mag. Shotguns should be
one shell at a time. Hopefully the animations are correct for all
weapons. I would like to see the bolt being pulled back and the "Hk
Slap" of the charging handle on weapons like the MP5 or G3 (if
added).
- Running with RPGs while accurately
shooting them? (What's the Fix? No walking/running, only
Aiming While Using RPGs and AT-4's [Please see SOCOM 2])
- What happened to "MAN DOWN"?:
In SOCOM 1 the game didn't show how many people were still alive,
or how many had been killed. Zipper had the game say "Man Down" and
"Got him" so you could keep track or at least have a rough idea. In
SOCOM 2 it actually showed how many people are still alive, so
they took away "Man Down." (What's is the Fix? Bring back "Man
Down" and "Got Him" in all the languages and in all the voices of
the different "characters" in the game. We miss it!)
- Friendlies on Radar??? We don't
need the redundence! (What is the Fix? Have the names over
your teammate's heads Like in SOCOM 1 and 2. At very least make it
be a personal option not to see the blue dots on the radar for
friendlies [having it removed or the option to turn that off would
keep the radar less cluttered]. Many people said that the radar in
SOCOM 3 was too crowed having friendlies and too often you killed
friendlies because their names didn't show up right away. It would
be nice to see only VIPs [as a SEAL] and the bomb [when it's not in
the possession of a player] on the radar and see teammates names
over their heads at all times like SOCOM 2.)
- Night Maps where you can't see
your hand in front of your face? (What's the Fix? Some night
maps in SOCOM 2 like blizzard, night stalker, requiem, Enowapi, and
sandstorm were fine. It was dark, NOT PITCH BLACK! Sujo was
boarder line. But maps like shadow falls, abandoned and rat's nest
were so damn dark you couldn't see anything and no one played those
maps. Most of the maps in SOCOM 3 with the exception of
"waterworks" are too dark at night. Please get the lighting right.
Night maps can be fun, but not if you can't see what you're shooting
at!
- SOCOM 1's Night Vision was the
best of all SOCOMs: Please bring it back for confrontation!
One of the reasons night maps aren't played anymore is because the
NVGs are so bad in SOCOM 2 and SOCOM 3. In SOCOM 2 there wasn't
enough range, and in SOCOM 3 you can see further and better on the
sides of the screen than you can at your crosshairs. NVGs
worked flawlessly in SOCOM 1 and should have never been changed.
Please check out the NVGs in SOCOM 1 and bring that into
Confrontation. EDIT: Let's see the NVGs on the helmets too this
time.)
- Realistic Lighting based on what
the eye actually sees in real life (The Iris Effect).
Back in the days of Socom 1 and 2, there was a lighting effect. It
was based upon the human retina. If you were in a dark area, your
eyes had to adjust to the new light, and vise versa. This effect was
not present in Socom 3/CA. It is a very important aspect to help
the reality of the game.
Addressing
Cheating/Glitches
- Lagging/Lag Switches/Standby
buttons on modems : we noticed some serious lag in the 2
minute demo (What is the Fix? Not sure how to address this but
"lag switches" and people with horrible connections hosting peer to
peer games is bad for SOCOM)
- Cheaters?:
Cheaters have to be banned permanently and
it needs to happen often enough that people are afraid to cheat! No
one wants to see Glitch No Kill (GNK) rooms open every time they log
in to SOCOM. All of those people who go in those rooms should be
permanently banned as well as anyone
else who is obviously cheating! Also, people who, by looking at
their stats, have obviously cheated [10,000,000 kills 11 deaths]
need to be banned permanently.)
- Quick Sniping: Having
people run around with .50 cal sniper guns able to quickly zoom into
the scope while moving and/or standing and shoot people accurately
needs attention. We can eliminate Quicksniping. You shouldn't be
able to jump or run while being zoomed in the scope, and you should
not be able to zoom into the scope if you're still in the air after
jumping. You certainly can't do that in real life with a 30 pound
sniper rifle. If you make it so you can't run or jump while
being zoomed into a scope that will solve quick sniping. It's a
cute video game trick that has no place in SOCOM.
GUNS/Gun
Setups/Attachments:
-
Suppressors on primary weapons without being too limiting &
without giving excessive (some say 3 is too much)attachments: Instead
of allowing 3 attachments (which again some say would be going
overboard) this may work better and keep more people happy. It may
even be easier to balance weapons for slant six.... Two
"Attachments" is enough attachments in most cases with the exception
when you're using a suppressed weapon. Guns with
attached suppressors should be listed in the armory like in SOCOM 1
and SOCOM 2 as separate guns. The nice thing is you can still use 2
attachments but you don't "go overboard" by allowing 3 attachments.
Another nice thing is there will be less confusion on knowing what
guns allow suppressors (because they'll already be attached) and
(here's the big thing) the weapons can be balanced easier on slant
six's end because they'll be separate weapons. Example: (M4A1-SD +
2 attachments) (M4A1 + 2 attachments) (552-SD + 2 attachments)
(552 + 2 attachments) (MP5-SD + 2 attachments) (MP5 + 2 attachments)
(MP7-SD + 2 attachments) (MP7 + 2 attachments) (P90-SD + 2
attachments) (P90 + 2 attachments) All the primary weapons that you
can't put suppressors on would be listed once, just like in SOCOM 1
and 2. (Bare in mind that a lot feel 3 attachments is perfect so as
long as encumbrance works perfectly why not have 3 slots?)
- SCOPES on everything and
everything with all the scopes? That's a slight
exaggeration, but there were too many scopes available to too many
guns in SOCOM 3. (What's the Fix? 1. Not all guns should be
allowed to have scopes (See SOCOM 1 and 2) 2. If a gun has a
scope what scopes are available to each "class" of gun should be
limited like it was in SOCOM 1 and 2. Example of what classes of
guns should be allowed to have: [Sub machine
guns: Red Dot NO zoom/No Thermal] [Assault Rifles: 4x max/Thermal
OK] [Machine Guns: Red Dot No Zoom/No Thermal] [Sniper Rifles: 3-9x
Max/Thermal OK] [.50 Cal Sniper Rifles: up to 16x/Thermal OK]
Less options is better in this case for overall gameplay.
Some Ideas for New Guns We'd Like to
See Added:
All Guns That
We Want to Return from Previous SOCOMs:
720p at 60fps is a better
choice over 1080p with 30 fps
PROOF. There
were some major framerate issues in the 2 minute demo. Graphics are
as important but not more important to how the game runs.
Proof: 98% say gameplay is as important or more important
than visuals are. (What
is the Fix? Do not sacrifice a fast, smooth frame rate for
graphics/Resolution.) I know 1080p sounds good as far as
"marketing" goes, but if the game does not run perfectly smooth it
will not be worth it. Gameplay is what sells games in the long
run... bad/unstable framerates ruin good games.
THANK YOU Slant
Six... "CONFIRMED LIST"
People don't just drop and die from
abdominal shots like a sack of potatoes. A little animation before
they "ragdoll" would be nice.
Maybe you could look at the footage of the d-day beach invasion. If
someone is on the run they don't just drop. We'd just like it to be
realistic. The Fix: (from openyourmind) Have a
large amount of preset deaths animations for the low impacts
causing deaths for specific (different ones for different impact
placements). Furthermore, have ragdolls effects for the massive and
strong impacts from .50 cals, grenades, and shotguns. e.g.
A single Bullet from a low caliber gun (low impact weapons) to the
chest should cause animation if it causes death. A grabing of the
chest/stuble and fall/ a drop to knees then the "ragdoll".
Whereas, RPG (high impact weapon) to the leg should have a ragdoll
effect governed by physics with result appropriate to its force.
Clans need to have Clan stats.
These include wins/losses, round win
percentage, and maybe both of those for every map and map type.
No VIP/HOSTAGE RESCUE
DISAPEARING ACTS PLEASE: When
VIPs and Hostages are rescued it would be nice to have them get on
the truck instead of pulling a "David Copperfield" on us and
disappearing into thin air. The same goes for helicopter
extractions. The
chopper should
land and
the hostages/vips
should get
on. We
don't want
cut scenes,
we want
real animation!

HOME ACCOMPLISHMENTS:
How about have say "10,000 kills" be an
accomplishment. Or "2:1 kill to death ratio with a minimum of 5,000
kills" ...stuff like that.
Home "accomplishments"
could add an additional dimension to confrontation. Maybe something
like this:
Medals in Confrontation
Six
Minute Rounds like we had in SOCOM 1 and 2 are the right amount of
time for a round to last. In SOCOM 3 because of the size of
those maps (all of which are bigger than confrontation maps they
made the games 8 minutes. 8 minute rounds are too long. One of the
reasons SOCOM 3 and CA are the worst SOCOMs that were made was
because games/rounds lasted too long. (What's the fix? Rounds need
to be defaulted at 6 minutes for all the maps in Confrontation
Gun
Ranges: Make sure you do not limit the effective range of the
guns in SOCOM. They finally patched it in SOCOM 3 (CA messed it up
again), but in SOCOM 1 and 2 we had realistic gun ranges and we need
to have that in SOCOM Confrontation.)
Fire Select should be a
"double click on the L3" instead of a "hold" to change fire
rates. In SOCOM 2 you could switch the player's score from "select"
to "L3" and make fire select "select"... that worked nicely, but
having a double click would be a much better solution. The
ULTIMATE FIX would be fully customizable buttons. Let us map
our own buttons completely. Make reload and fire-rate double click
only (no hold down)... solve some of the aggressive gamers issues
once and for all. This should be required in all video games. -blykmik
LINK
)
L2 could be another quick
select. Most of us don't use "I've got the lead!" (What's the
fix?: Quick Select should be either how it was in SOCOM 1 and 2
where L1 was one weapon and L2 was another, or Make it so L1 AND
L2 are able to be set for quick selecting weapons where 2 different
weapons/items can be selected by toggling the L1 and 2 can be
selected by toggling the L2 [4 items total can then be quick
selected] Again, The ULTIMATE FIX would be fully customizable
buttons. Many of us would like to L2 to be another quick select,
some use the "I've got the lead" and some would like it to be push
to talk.)
Where is SURE SHOT?!
Bring Back the "Sure Shot" controller setting from SOCOM 1 & 2...
and if you see anyone from Zipper, ask them "What
the hell were you thinking removing sure shot from SOCOM 3?!
Guns ALWAYS in the ready
(hot) position? (What is the Fix? In SOCOM 1 and 2 instead of
radar you knew someone was close to you because you're gun would "go
hot" and you'd go from your gun pulled back to up on you shoulder
and aimed. This is how it should be in confrontation too.)
We took care of the Red
Dots… Now Where is the YELLOW Dot?! How do you know when you can't
shoot because there's an obstruction? (What's the fix? In SOCOM 1
and SOCOM 2 if there is an obstruction in front of your barrel you
got a little yellow dot on your screen letting you know you can't
shoot because there is something in the way. They took it out in
SOCOM 3. Why? Why did they do most of what they did in SOCOM 3. No
one knows, but we'd really like it back for SOCOM confrontation.)
A REAL Beta: Here's the
problem with the way zipper conducted their betas: They did not
communicate with us much at all. They didn't give themselves enough
time to fix the problems that we found. And they allowed things
like the broken hit detection in the SOCOM 2 beta, and the mics not
working and horrid throwing animation in the SOCOM 3 beta to make it
into the finished games! (What's the Fix? When / if you have a beta,
listen to the SOCOMers. And please fix everything before you
release the game.)
Red/Green Crosshairs:
Crosshairs at any distance should turn Red when targeting an enemy
and green on a friendly as well as show the friendly's health (like
it did in SOCOM 2).
Perfect Encumbrance or
None At All Please: If encumbrance can't be dynamic [as you drop
weight during the round or add weight during the round your speed
increases or decreases] and if it can't be very realistic [a high
scope isn't going to make someone run 5 mph slower than a low
scope], please don't bother putting it in Confrontation. Half of
the SOCOMers seem to like the idea, but not the way it was done in
SOCOM 3. No one likes the encumbrance in SOCOM 3. We'd rather not
have encumbrance if it's not dynamic, realistic and 99.999% perfect,
and bare in mind 1/2 of the SOCOMers don't want it at all no matter
what.
-PROOF
It's Slant Six's call whether or not you want to take this animal
on. It certainly would be easier to just leave it out.
Where is the "Chicken Dance?": (What is the
Fix? Bring back SOCOM 2's victory dances and
maybe a few new ones!
)
Rushing to meet the original estimated
November/Holiday Season release date? (What is the Fix? Take your
time and get it right. Many of us were happy to see some sites
reporting the release date as "TBA 2008" instead of the original
Holiday Season 2007.)
Communication between Slant Six/Seth and SOCOMers (What's
the Fix?: Please don't leave us guessing about everything. Talk to
us. At least give press releases or update the blog. Don't keep up
hanging. Don't promise to communicate, do it for a while and let it
fall off again.)
SEALs using Cold War Russian-Made RPGs (What's
the Fix? SEALs should either have AT-4s and No M203's or No
Rockets and have M203's as they did in SOCOM 2)
Hard Core SOCOM Fans?? HUH? (What's the Fix?
Please, for the love of God... call us "SOCOMers" )
OTS View only (What's the Fix? Either have the
option for "Classic SOCOM 3rd person" or have ONLY "Classic SOCOM
3rd person |