SOCOM: U.S. Navy SEALs Fireteam Bravo 2

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SOCOM: U.S. Navy SEALs Fireteam Bravo 2
Developer(s) Zipper Interactive
Publisher(s) Sony Computer Entertainment
Release date(s) Flag of Canada Flag of United States November 7, 2006
Flag of Hong Kong Flag of Macau January 16, 2007
Flag of South Korea February 22, 2007
Flag of European Union May 11, 2007
Flag of Australia Flag of New Zealand May 17, 2007
Genre(s) Third-person shooter
Mode(s) Single player, Multiplayer (Infrastructure & Ad Hoc)
Rating(s) ESRB: T (Teen, for Drug Reference, Violence)
Platform(s) PlayStation Portable
Media Universal Media Disc
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SOCOM: U.S. Navy SEALs Fireteam Bravo 2 is a video game for the PlayStation Portable handheld and the sequel to SOCOM: U.S. Navy SEALs Fireteam Bravo. The game was released in North America on November 7, 2006. Fireteam Bravo 2 features an entirely new campaign, multiplayer maps, and new features such as Command Equity and Local Influence (see below). Fireteam Bravo 2's campaign mode is completely new and offers 14 story missions, a variety of partners including LONESTAR, and two partners named BRONCO and WRAITH from Socom: Mobile Recon which was only available for cell phones, and an innumerable number of dynamically generated instant action missions. Rather than spanning multiple countries like past games in the series, the game takes place solely in the fictional country of Adjikistan. The country is supposedly situated somewhere in the Afghanistan/Pakistan region of Central Asia and features a number of environment and climate zones, allowing for the game to feature a wide variety of landscapes and settings while working within one large, connected story. This game is also involved with the PS2 game SOCOM U.S. Navy SEALs: Combined Assault.

Contents

[edit] Features

  • Command Equity system provides rewards for how well core aspects of a mission are completed, while Local Influence rewards those who help local causes and limit civilian casualties. Use them to gain access to new weapons, equipment, intel, air-strikes and local support.
  • Battle through eight new multiplayer maps, as well as four of the original Fireteam Bravo maps, and three new game types (Tug of War, Capture the Flag, Target) playable in Infrastructure Mode and Ad Hoc modes.
  • Enhanced Crosstalk with SOCOM: U.S. Navy SEALs Combined Assault for the PS2, including a single story arc, and all new action events and unlockables.
  • Association with Naval Special ensures realistic SEAL team tactics, missions, and character movements.
  • Asymmetrical mission structure allows players to play missions in any order they want. Completed mission areas can open new missions and objectives for the player to complete.
  • Snatch and grab sessions which allow the player to control SANDMAN to locate and escort POWS to the safe zone in a certain amount of time.

[edit] Team Commands (Offline)

[edit] Movement and Position Commands

  • Move To Crosshairs - Move your teammate to the location where your Crosshairs are pointed.
  • Cover Target - Cover a specific target by pointing your crosshairs at the target and issuing this command. Your teammate

will move within effective shooting range of the selected target and fire upon any hostiles near the target.

  • Follow - You take point while your teammate follows behind you, assuming your body position. For example, if you go

prone, they will follow suit.

  • Hold Position - Your teammate will hold their current position until otherwise instructed or until you have moved too

far away from him.

[edit] Armory

[edit] Assault Rifles

  • AK-47

(Mercs) The most prolific assault rifle of the 20th century, the sturdy AK-47 stands out for its notable stopping power, but is hampered by heavy recoil and a slow fire rate.

Rate of Fire: 600 Rounds per Minute

Lock Range: 40m

Fire Modes: Single, Auto

  • ATS-86G

(Mercs) This shortened version of the popualr Soviet assault rifle was developed for vehicle crews and SpecOps units, trading longer effective range for lethality at close range.

Rate of Fire: 750 Rounds per Minute

Lock Range: 40m

Fire Modes Single, Auto

  • M16A2

(SEALs) A standard-infantry rifle with the US armed forces, the M16A2 is among the best assault rifles in the world. It is well-rounded, with excellent accuracy and range.

Rate of Fire: 800 Rounds per Minute.

Lock Range: 40m

Fire Modes: Single, Burst

  • M4A1

(SEALs) A shorter, lighter version of the M16A2, the M4A1 has high accuracy and good firepower, but a shorter effective range than other rifles in its class, and because of overheating is less reliable.

Rate of Fire: 800 Rounds per Minute

Lock Range: 40m

Fire Modes: Single, Auto

  • M8

(SEALs) The M8 is the standard next-generation assault rifle for US forces. While accurate, it is also extremely lightweight, allowing for better target acquisition and movement.

Rate of Fire: 750 Rounds per Minute

Lock Range: 40m

Fire Modes: Single, Burst, Auto

  • SFCR-HW

(SEALs/Mercs) This heavy variant of SOCOM's newest combat rifle, the SFCR, chambers a more powerful round than its lighter cousin, trading a reduced magazine for greater stopping power.

Rate of Fire: 600 Rounds per Minute

Lock Range: 40m

Fire Modes: Single, Burst, Auto

  • SFCR-LW

(SEALs) Recently adopted by SOCOM as the latest generation combat rifle, for its operators in the field, this lighter variant of the SFCR features a larger magazine and better range than the HW version.

Rate of Fire: 600 Rounds per Minute

Lock Range: 45m

Fire Modes: Single, Burst, Auto

  • SR-22

(Mercs) A modern assault rifle featuring lightweight polymer materials and a bullpup design for greater accuracy, the SR-22 has become a popular standard-issue weapon for many private military corporations.

Rate of Fire: 750 Rounds per Minute

Lock Range: 40m

Fire Modes: Single, Burst, Auto

  • STG-77

(Mercs) Developed for the Austrian Army, the STG-77 is shorter and lighter than most other assault rifles. A very accurate weapon, its excellent ergonomics make it easy to carry and aim on the move.

Rate of Fire: 650 Rounds per Minute

Lock Range: 42m

Fire Modes: Single, Auto

[edit] Attachments

  • Heavy Suppressor
  • High Power Scope
  • Laser Sight
  • Light Suppressor
  • Low Scope
  • M203 FRAG
  • M203 HE
  • M203 M680
  • M303 Less Lethal
  • Red Dot Scope
  • Thermal Scope
  • Variable Power Scope
  • ZX25 Air Burst

[edit] Equipment

  • Body Armor
  • Extra Ammo
  • Medkit

[edit] Grenades

  • AN-M8
  • HE
  • M7-A3
  • M67
  • Mark 141
  • Stinger

[edit] Grenade Launcher

  • MM-1 MultiLauncher (Single-Player Only)

[edit] Launchers

  • AT-4
  • RPG-7

[edit] Less-Lethal

  • R303 (Only available in the single player campaign)

[edit] Machine Guns

  • M1918
  • M60E3
  • RTK-74

[edit] Placed Explosives

  • Claymore
  • PMN
  • C4 Charge

[edit] Rebel Weapons

  • Crossbow
  • Repeating Crossbow

[edit] Shotguns

  • Less-Lethal M4-90 (Single Player only)
  • M4-90
  • SG-7
  • SPZ-15

[edit] SMG's (Sub Machine Guns)

  • 9MM SUB
  • F90
  • GMP
  • HK5
  • HK7
  • SK.61
  • M1928

[edit] Sniper Rifles

  • L96AW
  • M1
  • M40A1
  • M87ELR
  • SAS-R
  • SR-25
  • VSV-39

[edit] Online Play

[edit] Online Maps

There are 12 multiplayer maps in Fireteam Bravo 2, four of which returning from the first Fireteam Bravo. Multiple game modes are playable on each of these maps.

The following are map descriptions as found in the IGN article SOCOM: Fireteam Bravo 2 Multiplayer Map Breakdown.

[edit] Silent Canyon

"Silent Canyon" is set in a hidden poppy farm nestled within a remote valley. Two small farming areas are connected by caves and a twisting path and a water tunnel over a small hill. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War. This is a great map to play captive on. Where in the back of the level there is stairs connecting to a opening, Where many people think is a great sniping spot or just lay down with a launcher and launch away. Have Fun!

[edit] Bad Habit

"Bad Habit" is set around large warehouse formally used to manufacture and store narcotics. Highly explosive barrels have been littered around this war-torn city, so be careful!(can only be destroyed by shooting) It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

[edit] Getaway

"Getaway" is set around an expensive villa high up in the mountains. An underground cave network connects the villa to the beach and features a route directly into the villa itself which goes underground. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

[edit] Surge

"Surge" is set around a massive hydroelectric dam facility that provides 80% of the power for the region. Multiple routes connect the upper and lower levels of the dam, providing several routes into enemy territory. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

[edit] Tripwire

"Tripwire" is set around a drilling platform which has been converted into a makeshift fortress. Two ships have been grafted onto the platform with narrow catwalks connecting them to the fortress section. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

[edit] Siege

"Siege" is set around an old abandoned bunker once used as a storage facility for weapons shipments. Narrow tunnels provide alternate routes to the enemy base, but are also ideal locations for an ambush.Also there are a lot of bushes to snipe in. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War. Since there is plentiful grass to hide in in this map, it would be very useful to use a thermal scope on any gun that it may be applied to.

[edit] Frosty's Revenge

"Frosty's Revenge" is set around communications tower that separates the hangars. There are several entrance routes as well as perches for sniping. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

"Frosty's Revenge" was created by the Zipper team to honor Socom Fire Team Bravo Player and Playstation Underground forums Mod "BFrosty". BFrosty Distingished himself online Socom FTB 1 as a helpful and honorable player, and was recognised by Zippers Ed Byrne and the Socom Fire Team Bravo development team on the SocomBlog, being labled a local hero. Hidden somewhere on "Frosty's Revenge" is a snowman, representing BFrosty's online persona. There is also another BFrosty's snowman hidden somewhere online in Socom Combined Assult.

[edit] Cutoff

"Cutoff" is set in an abandoned industrial city. An old rail yard warehouse lies in the center of the city near a run-down hotel. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War. This is a map that is most often exploited by numerous glitches.

[edit] Market Day (Returning Map)

"Market Day" is set around a deserted village marketplace. Stands containing fresh herbs and spices are useful as cover, while the shady passages branching off the main plaza are excellent for ambushes. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

[edit] Rockslide (Returning Map)

"Rockslide" is set around a winding river which has cut through a mountain pass. There are a few routes over the hill while the river route is wide open. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

[edit] Rift (Returning Map)

"Rift" is set around a remote village neighborhood. The low village walls provide access to several long-abandoned buildings. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

[edit] Thin Ice (Returning Map)

"Thin Ice" is set around a snow-covered farm and boathouse connected by a service tunnel. The open ground is easily defended by snipers or ranged explosives while the underground tunnel is quick and has many potential ambush locations. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.

[edit] Online Key Words

  • CE = Command Equity (In-Game Currency)
  • CW = Clan Wars
  • n00b = Newbie; Someone who is new to the game and possibly shows he/she is by playing in an inadequate manner.
  • G^ = Green up; press Start to get ready for game
  • E^ = Even up the teams
  • (Player name) >>> or <<<= Go to the other side/team or to kick someone out
  • Merc = Mercenary
  • Glitcher = Someone who cheats by exploiting flaws in the game's programming.
  • Hacker = Someone who cheats by manipulating the game's properties to their favor such as speed hacking, invulnerability etc.
  • Ghost = Someone that joined the game when the round started, but it shows them alive(on select screen) when they can't control themselves and they are invisible. When this happens leave the game because your team will get mad because the timer has to run out for the game to continue.
  • Camp = tactic in which an individual or a group of people lie down and shoot the enemy from safe locations such as around corners, by doorways, stairs and rooftops(snipers). Opinions concerning this vary, in games where the respawn type is captive, camping can be extremely discouraged because if one man is left on a team and camps rather than revives his teammates then the other team can take complete advantage over it by reviving their team mates unopposed and finishing what is left of the other team.
  • Rush = tactic in which an entire team (or most of it) dashes for the enemy base before they can get a chance to set up properly. The whole concept of rushing is to prevent your opponent from camping. Rushing usually involves throwing numerous amounts of HEs and M67 grenades.
  • Lagging = When somethings going on with yours or someone else's internet signal and the screen is skipping, other players are jumping, and when you shoot it takes forever for your bullets to hit the enemy.
  • Fireteams = when your team splits up into 2-4 groups of two, so you both could shoot the enemy, and mainly revive each other. Fireteams are a better decision then going solo.

[edit] Online text commands

Text commands can only be used in the briefing room.

  • /t text Team - Allows you to send text to your teammates (seals or mercs side).
  • /w PLAYER'S NAME text Whisper - Allows you to talk to one person privately, if you receive one in game, however, you will not be able to see the name of the person sending it.
  • /i PLAYER'S NAME Ignore - Adds the player to your ignore list. If they are in the same room, it will not go into effect immediately.
  • /c PLAYER'S NAME Clan Invite - Sends the player an invite to your clan. Can only be done if you are the leader or co-leader of your clan.
  • /f PLAYER'S NAME Friend Invite - Sends the player a friend invite.

[edit] How to get your Mic to work

  • The Mic only works for online play and not single play mode.

You must buy the PSP headset with the microphone (RRP $20). Plug in the PSP standard white remote that came with the PSP system, then plug the mic into the remote jack. If you don't have a white remote you can buy one with regular headphones from good stores like GAME (RRP $10). To talk during gameplay, hold the circle button, you should hear a beep, then talk while still holding down the circle button. To talk in the lobby, hold the L button until you hear a beep then talk while still holding down the L button. There is a time limit to how long you talk (10 seconds or so), to regulate speech conversation. Always speak loudly and clearly into the microphone.

[edit] Beginner Strategies

  • Listen to your teammates advice/strategies.
  • Get familiar with all the maps.
  • Get familiar with all the weapons and attachments, and see which ones best fits you.
  • If you lay down in a bush, enemies can't target lock you.
  • Team members show up as blue dots on the map.
  • Dead team members show up as white dots on the map.
  • Enemies show up as red dots on the map when they shoot without a suppressor, or throw a grenade.
  • Get a mic and communicate with your teammates
  • To practice, train in open rooms and not ranked rooms.
  • DO NOT GO SOLO, teamwork is key, loners are often killed fast and are very difficult to revive if they are deep in enemy territory. A lone target is a dead target, period.
  • Try to maintain a distance between you and your team mates, but keep them in sight. This helps against grenades and snipers.
  • Cover, unless you get lucky and score a headshot on your opponent before he can hit you too much, you are dead without it. Lying down can help reduce your profile but limits your mobility when it comes to grenades and other explosives. Use obstacles to your advantage for reasons such as reloading behind a rock can save your life in numerous situations.
  • Firing modes can and usually will affect the outcome of a firefight
    • One Bullet: Semi-Automatic/Single Shot, best for long distance shooting (i.e. sniping), but rather poor close-up if your opponent is using an Automatic. This mode is very accurate (the most, in fact, of the three modes of fire) but suffers the lack of punch at close range that Automatic features.
    • Two/Three Bullets: Burst Fire, this mode is a compromise between Semi- and Fully-Automatic firing modes. It is a blend of firepower and range, exceptional at close- and mid-range. It can work at long-range, but is not as effective as the Semi-Automatic/Single Shot mode.
    • Five/All Bullets: (Full-)Automatic, this mode is extremely effective at close-range, though greatly lacks accuracy the longer a burst of fire is sustained due to the rate of fire. This mode is nearly useless in long-range combat but is great for storming a room or running up behind someone who is "camping"
    • Shotgun Attachment (One Bullet): usually effect for really close range in inside locations.
    • Ranged Explosives Attachments (One Shell/Projectile): effective at mid-range for explosions or smoke grenade rounds.
  • Suppressors (silencers) can help a lot if your sniping, without them, enemy players can determine the direction and area you are shooting from. Although accuracy diminishes it can help you get those extra shots in where normally a player would find cover that protects him from your direction, he would not know the direction in which to cover, so there would be confusion in where to hide. The light suppressor is a great addition to a rifle, however it does effect accuracy. At least use the light suppressor to conceal your location.
  • Laser sights are great for hitting moving targets. Not only are they lightweight but they track the target better when target locking is being used.
  • Sound, not exactly considered a strategy since not all games are quiet enough to hear it, but listening to your enemy crawl or run on metal surfaces, splash water or crunch through snow can almost immediately compromise their stealth. Take full advantage of this when setting up an ambush.

[edit] Online Warning for Minors

  • There is usually a lot of Pervasive Language used by other players when playing Online. Online play Not Recommended for younger players. T for Teen rating does not apply for online play. Online play Rating varies (sometimes dramatically).

[edit] External links & References