Played MAG a bit on Tuesday. I can see the appeal. Got a few sniper kills and such myself, playing Valor in defense on a friend's account. Made some use of terrain, taking a bellfrey position towards the latter part of a match. Not sure if I can make the transition from U2 though. The lack of cover and smooth vertical terrain traversal made it pretty cumbersome. Hiding behind cover and not being able to poke over and take shots is plain wrong! I also didn't like the grenade mechanics. The cheap instant-drop of U2 is a pleasant ommission, but I couldn't arm and fire a grenade in the thick of battle.
You can only go up if a structure has ladder. But unlike U2, it is hazardous. As a sniper I do use high grounds from time to time despite the exposure. I have to make sure I can gain enough advantages for the team though (e.g., trying to hold the objective longer).
The cover mechanics and vertical traversal are part of the whole game design and balance. So we may not do the games justice by splitting up the micro-features.
I'm also not sure how the massive forces really affects the game. We were defending A and B, only there was a clear division between the two battles. Whatever was going on in B was no concern to me. In terms of game action, the number of players surely isn't as important as the player:map density and respawn speed? A small map with 16 players will have more encounters than a huge map with 256. I guess MAG can add more hazards, with a few players on sniper duty still leaving a defensive force, whereas in a smaller game, the sniping players would mean less troopers. But if respawns are close and fast enough, the trooper force will still seem heavy. I also suppose you could have an army actually organise itself into a full rush. If all 32 of the opposition approached the same one objective, they'd have more chance of capturing it if the defensive force are split between the two.
Yeah, we talked a little about the focus on 256 players earlier on. It's short-selling the game. The player count only matters when:
(A) The leaders do their job (e.g. combine squad power to overrun enemies).
(B) In the final objective where everyone focuses on the same singular target.
To the average joe on the battlefield, it's the amount of mayhem caused by other players that will slap them in the face first. But these pychological "effects" are only apparent in the Acquisition and Domination game modes.
Both those modes have rather different feel compared to Sabotage and Suppression. It's like being a warzone reporter scurrying through a battle field with heavy machine guns firing at you, and assorted bombardments nearby, plus smoke and even poison smoke obscuring your view. Everywhere you run to is not safe.
All that said, I wouldn't mind something new to U2. I've pretty much got as far as is worth anything. Games need more progress options. MAG's levelling and points would offer that.
That's how I roll it. These days, I mix U2 co-op and MAG, but mostly the latter. There is a new rule starting yesterday. I force myself to stop at 3 games in MAG. I almost fell sick because out of the last week, I stayed up 3 nights to play MAG (and ahem... work) in the office.
I am trying to build a tier-1 tricked out sniper rifle, and a tier 3 mother-of-all sniper rifle. Will skip tier 2 since I hear it lacks the firing rate and magazine size of the tier 1 rifle, but is not as deadly as tier 3. Tier 3 is a one-hit kill rifle, with limited magazine/ammo.