RenegadeRocks
Legend
I think there is some way to download it in parts. Chk that out.
I donno why but the download of the second beta seems to be awfully slow.
And for some unknown reason my download got struck on 51%.
Why is it that they have to make us download 2GB as a patch...why not include it in the beta itself.downloading from PSN is much more convenient than this useless shit.
I don't see problems playing MAG. Infotext gives link to a community website, where we can find MAG forum. This guide gives a pretty good picture what to do.
Newbie MAG guide
I think beta testers, be it closed or open, must be ready to take some time studying external docs. It's after all a work in progress. This is a game headset is in full use, can already see some clans using it and they rock. One of the most best use is take an armoured vehicle, clan members abroad, crash to the site, use a machinegun on top, other ppl undeploy to sweep closeby enemies.
Try to gain points and upgrade sensor gears to identify enemies more precisly.
MAG do have a potential and current gameplay is enjoyable. It do need more knowledge than say BF1943 fps.
Chris, what is the "ground breaking concept" ?
For MAG, I am interested to know:
* The meta-game that weaves all the micro FPS activities together (The ranking, level up, reward, etc.)
* Scalable and dedicated server experience (aka their patented server setup).
* The hand-holding that keeps new players engaged until they are heavily invested in the game.
For me the 256 concurrent player count is only a side effect. Afterall, I probably won't get to see and fight all of them at the same time.
As long as someone is willing to coordinate and shout orders...
I find that if I know the map and follow orders strictly, I can usually co-op pretty well without headset. The commanding officer can see all of us in real-time on his map right ?
Framerate improvements in all environments
Vote/ Kick implemented
Art and lighting updates to all levels
Art updates to weapons, vehicles and objects
Animation improvement and updates
Client patching improvements
Design tuning on all environments (attacker/defender, out of bounds, sightlines, routing...)
Tuned all skills (skill point expense, skill trees, skill effects)
Tuning pass on experience rewarded for all actions (resuscitate, heal other, destroy turret, destroy motor pool....)
Tuning pass on player & leadership experience progressions
Full audio tuning pass
Bunker, APC, and Spawn camera adjustments
Lowered initial spawn times for attackers and defenders for all gametypes
Update Major/Minor victory and loss percentages and conditions for all gametypes
Updated Domination gametype scoring values
Improved weapon feel and hit feedback
This is a day 1 buy for me though. The gameplay is great, and reminds me of Rfom in some ways now that I've got the necessary parts my assault rifle. It's extremely accurate over long range, good for killing snipers, and fairly decent at a run and gun playing style.
Don't play cruel joke on me. I'll be pretty mad if I get the game and it falls short of the RFOM expectation.
RFOM allows me to switch to 5-6 weapons and tactics during combat. That's where the encounters get really interesting.
I expect MAG to have similar performance since it's also dedicated server base. Gameplay-wise, still have to play myself to decide.
Well I did say "some ways".
You can set your loadout up carrying 3 guns I think. Your main gun, a sidearm, and a rocket launcher. Beyond that you can choose between 6 loadouts you can fully customise in the lobby, every time you die in game. Or just pick up your opponents gun.
The rock-paper-scissors gameplay of Rfom's guns isn't here. (God I wish they put that back in Resistance 3) I'm just happy I was able to somewhat recreate my old favourite, the Carbine.