MAG

I have a problem with this, like other point-based development titles. How do I know what I want to spend my points in if I haven't experienced different play styles? And how am I supposed to try different play styles if I can't freely choose weapons and skills? I could start the game as a sniper, then be stuck with that as I level my sniper skills until I get the chance to respec. I then respec as a tropper - oh no! I hate it. Now I have to slog through games waiting to get respec points until I can revert to a sniper. Maybe I'd prefer a more support-role class, but it's a gamble to try it.

Like I said, I think that sub-level 10 respecs should be free. But how would you know anything in this game? It explains very very little. The only way you'd know anything is via forums -- and the MAG forums have the sort of MMO obsessiveness in which players start to completely deconstruct the game mechanics.

In essence, if you want easy XP early on and suck at shooting, go medic. You'll easily top your squad on defense levels. If you want to be shooty, go MG. Get the stability upgrades, don't bother with MG upgrade. If you want sniper, look at the cheapest path to get the heaviest gun, since the others aren't really worth it. As for commando, I don't know if AR is the best gun for that. There are other suppressed weapons, and there's a ton of stealth and gear you can buy anyway. But commando is pretty advanced play.

And you should invest 13 points into the extra health, no matter what. This is just the first 30 levels... the other 30 I guess you can experiment with. By then, the few thousand that you need to respec aren't a huge deal, and even if you dislike some choice you have enough other points to be effective no matter what.

Why limit people to respec points? Guild Wars had that, and after a while they dropped it and allowed you to respec whenever outside of missions.

Guild wars also went through dramatic single-player design changes as the expansions came out. In Prophecies you had to work to level up, and gained skills only slowly, and you actually had to play through all 20 of the games' levels. Later on, you'd get to level 20 and get the points upgrades while you were still in the newbie island, and the game understood much more that the core of the game is what happens at level 20, when you can have a full build. Not to mention that GW limited what skills you had access to anyway via vendors, and made each one increasingly expensive. So you'd have to grind cash somehow to actually experience all the skills (or pay real-world money and have everything open in pvp).

That's not the case with MAG. A respec can give you distinct advantages over someone who hasn't respecced -- going back to my main example, the improved res + improved medic kit cost 10 points, all told. Which means that it'd only be open by level 10, during which you would be without one of the easiest ways to get xp. Instead, you can spend 4 points and have a res by level 4 (as a lame medic), use it to level quickly, then respec into improved res as soon as you have the 3k xp necessary. Now you're equipped to be a top-notch medic.
 
I think you're right about encouraging players to commit to specialties as it may add stability to gameplay.
That makes some sense. Maybe. I guess if people are locked into a character for the most part, between games the distribution of classes should remain fairly constant. However, unless games are populated with a selection process to add a broad range of character specialisations, it could back-fire. If Snipers are the vogue, and 75% of a PMC's players pick snipers, you'd be imbalanced for many games until people could respec and try to balance out their team. In the non-theoretical world, I guess enough people are balanced.

Still, if the game is heavily reliant on tactics, then players should be able to choose roles prior to any campaign. How can a leader lead effectively if he doesn't know what troops he's got, or hasn't got the troops he needs? Even mid campaign, if the side is in dire need of more medics, the only option is non-specialised troops.

On paper at least, I think Fat Princess has the better solution for a dynamic playfield, allowing changes on a whim to balance out the team as needed.
 
Im tempted to buy this. But i dont really have time for gaming right now :S

Yeah, the game will miss you.

I am doing another attempt to structure my life better, thanks to this *(%$%) game. Staying up 5 nights in 2 weeks is definitely not sustainable.... but I think I need to get my tier-3 rifle first (2.5 more skill points to go !). ^_^

If the KZ2 guys can get their act together, I may fix my game time around their schedule. That way I can choose to go MAG or KZ2.



I think on the Sabotage map, the Valors are getting stronger (perhaps the strongest now).

I thought patsu gamed at work.

Yes I do. But for this game, since I carry it with me ^_^, I play it at home too after my kid and his mom go to bed.
 
Staying up 5 nights in 2 weeks is definitely not sustainable.... but I think I need to get my tier-3 rifle first (2.5 more skill points to go !). ^_^

Finally got the tier-3 rifle ! It's as good as I imagined. Now I can one-shot most enemies except for soldiers wearing thick armor.

I earned 1 extra skill point that shall go into the last sniper skill: Adjustable Scope. Will take it easy after that.

Had an amazing Valor Sabotage game where we laid the charge at 0 second. :devilish:

My life should be back to normal tomorrow (Yay !).
 
MAG v1.02 patch alert

http://blog.mag.com/blog/2010/02/patch-alert-mag-v1-02/

Our latest MAG patch has a consistent theme that goes along with it — Medical Support.

...

To be specific, we’ve eliminated the onscreen medic icon from anyone who has a Medical Kit and have instead changed it so that only those who have the Resuscitation Kit sport the cross next to their name. Moreover, we’ve also hidden the “incapacitated” icons for downed players from everyone but those who can help them — cleaning up the screen quite considerably — and have added in some distance counters so that you know how far you have to travel before arriving at the injured.

...

The patch will automatically download on February 17, 2010 at 1am Pacific/ 4am Eastern/ 9am GMT and weigh in at about 40MB for the initial patch installer, with an additional 55MB for the patch itself.

It avoids unnecessary complains when people thought their teammates refuse to save them. I have an aggressive loadout that cannot revive downed players (Only has first aid kit to save myself). Felt awkward when playing with macabre. I couldn't save him when he's incapacitated right beside me, but I knew he could see my medical icon. :oops:

Full patch note:

Gameplay

Fixed issue where water-submerged players could not be resuscitated.

Interface

Restricted Medic icon for downed players will only show up to those with the “Resuscitation” Support Skill Equipped.

Incapacitated player icons are now hidden from teammates who can’t resuscitate them.

Added distance indicator for incapacitated teammates (meters).

Added distance display for “Anti-Personnel” and “Anti-Tank” Mines for both teammates and enemies equipped with the “Explosives Detector.”
Localization changes for language in the Armory screen.

Technical

Fixed XP requirements for Level 36 (moved from 23,686 to 21,999) and Level 37 (moved from 23,803 to 23,083).

Statistical changes to support eventual integration into MAG.com website.

Server

Improved server performance to reduce instances of lag in population-heavy games.

Groups cannot enter match if one of its members is banned from the game.

Regional server hosting IDs adjusted in North American locations.
 
I got the Variable Scope last night, and played a few rounds. Time for a respec !

The V. Scope is helpful but cannot be used on the tier-1 rifle. It is indisposable for taking out annoying snipers no one else could reach. With some practices, it is lethal against far away enemies, whether they are running or hiding. But the tier-3 rifle (AM50) is heavy and has powerful recoil. It is a little difficult to take out close and mid-range targets due to the strong recoil.

If I use the tier-1 rifle, sometimes I can outgun a regular soldier in a shoot out by firing rapidly. I can also carry an additional RPG to one-shot nearby enemies.


In my respec, I am going to throw away the lightweight 4x scope (2 points). It saves only 100c and reduces the accuracy compared to the default scope. I will get the faster reload and foregrip to spruce up my tier-1 rifle instead.

The AM50 will stay "as is" for specialized use.


What other skills should I get ? I am thinking of the following in decreasing order of preference:
* Improve detection/radar
* Repair capability for Acq and Dom maps
* Improve resuscitation (Full recovery)

Then again, Repair seems indispensable in the larger maps. Should I get it first ?
 
MAG Postmortem Interview:
http://ps3.gamespy.com/playstation-3/socom-4/1070155p1.html

GameSpy: Why did Zipper want to do a shooter on such a large scale? What was the goal with MAG when you started development, as opposed to previous games you've made?

Ben Jones: Well, the goal, I think, was to make the next generation of shooter games. When we ended up going down the FPS route, for us it was really, "How do we do this?" Well, one, we create an epic scale, and two, we bring in all these MMO elements that will really drive players to not only want to build out their character, but to create units that are really diversified and have to work together in order to succeed. That was the big primary goal, I think that's something that we accomplished. But the scale thing, that was really trying to do something different and make this big, massive multiplayer world. In order to do that, in a way that was unique, we had to pull back on the traditional smoke and mirrors techniques and actually create a world that was driven by players.

GameSpy: Was there ever a time that MAG was envisioned as an MMO? Because it does seem to have a lot in common with the genre.

Ben Jones: Yeah. We had a ton of elements that we scaled back that were like a full-scale MMO. That we had to pull back. Obviously, it's like any game development, a lot of things are determined by schedule, but also the course of the game. So for us, the game evolved over time and became more focused on the squad and working as a team, and less about the MMO elements. Really pushing your character down... Because you see what we've established, like in terms of our skill tree, right? Which is a very...

GameSpy: Do you feel like the end product has delivered on most of what you wanted to achieve? Were there any things that you were heartbroken that you weren't able to do, just because of the need to deliver the game?

Ben Jones: Yeah. I think one of the things is training. We had originally planned on training players through all the complexities of the game. We take you through the basics, we try to give you an understanding of how you can participate in the battlefield, but a lot of the things you see in the additional training tabs that we have, I don't know if you got a chance to go through those, but there's a tab for leadership, and a tab for the missions, and gear and stuff like that. A lot of players just cruise through those...


Guess why I'm up again. :devilish:
 
No shit, but for MAG, the video will have to focus on FRAGO + waypoint (in both defense and attack modes), communication skills/language (e.g., How to say where enemies/you/targets are concisely), and how to deal with the targets (and their relationships + significance !!!). By now, there are a few common hiding places to flush too. Almost everyone in MAG can already see the enemies on the radar and heal themselves, so there's no need to mark them or get medic gears from dead bodies. I think the game wants us to focus on the strategies and combat tactics, rather than the mechanics of saving people, marking enemies.

The guides Zipper post on the blog are helpful but a text description and a promo video is hard to relate to. Best is to show us how to arm/disarm targets in video/in-game "wizards" (and show if any pre-requisite is required). The GAF folks took 20 minutes to teach someone on the spot how to use FRAGO via XMB messages. It'd only take a minute, or less, for the person (without mic) to learn via in-game video.

EDIT: Okie, another MAG guide on PS3 Blog on Leadership:
http://blog.us.playstation.com/2010/02/mag-developer-tips-leadership-roles/
 
One thing that's greatly underused is smoke grenades. It's the bee's knees when arming / disarming gates and other objectives.
 
Yes, I took Valor Objective A in Sabotage alone yesterday by using a chemical grenade to force camping enemies to retreat and then shoot them in the back as I charge through the smoke. At the same time, I was under the smoke's cover from their snipers. Then I threw another chemical grenade at the objective once I armed it. Subsequently, 2 teammates rushed in to help defend the tower. Objective B went down at the same time, and we took Obj. C quickly too. ^_^

Yes Sir, I now have poison resistance. ^_^
The poisonous gas can still kill me, but at a slower rate. As long as I heal myself once or twice, I was able to survive.

EDIT: I was using my machine gun loadout, not the sniper loadout.
 
Seems they've addressed the respec condition somewhat, so there's more opportunity for experimentation earlier on and ongoing variety.
 
I like the rate which they evolve/patch the game. If they do this, then the user betas would make more sense. There are some usability enhancements in the 1.03 patch (e.g., Once patched, I don't have to lay my claymore mines everytime I respawn. Just do it once for the entire game until both explode, or I lay a new one intentionally).
 
Sweet. It sounds like a great patch. No more shoot 3 rockets at something and have someone else shoot the last rocket that destroy's it and take all the XP for it, while I'm running back to resupply.
 
I saw you, Eyes, JPT, Opposed and Ygg_Barasil playing MAG during my business hours. Are you playing in the same party ?

Zipper should allow me to join a friend's game even if he belongs to a rival faction. Sometimes, I tried to hop onto tha_con's game just to give him a shout out but I couldn't. He's in Valor.
 
Patch looks great, seems like the AR`s are worth getting now. I liked the LMGs but they were really too accurate and mobile. I`ll have to see how my SMG is doing over longer distance now, if it`s too bad I`ll go AR.
Good that you can try out stuff more often, my limit was at 26k again.
 
Yeah, if they nerv'ed the SMG too much, than I may switch to AR too. I can carry an RPG with AR.

EDIT: I noticed that when I carry an RPG, it is not uncommon for the SVER folks to mistake me as a comrade (Most SVER carry an RPG). Since they didn't open fire on me, I would run among them for 1-2 seconds before realizing that we were sworn enemies. :D
 
I saw you, Eyes, JPT, Opposed and Ygg_Barasil playing MAG during my business hours. Are you playing in the same party ?

I'm usually in a party with JPT (Eyes), Ygg_Barasil and llJOKKEll. It's a great little squad. We carry most of the equipment you might need between us. I carry the lock-on RPG for destroying turrets and APC's, JPT has the repairkit when defending, ect. It's nice being able to rely on each to get things done, and it makes all the difference towards winning.
 
Back
Top