MAG

I traded in my ATAC and KP7 for the F90 and the first tier MG. The F90 is wonderful for protecting bunkers from in coming troops. It's got nice big clip and an incredible rate of fire. And it costs few enough CC to let me carry extra stuff I couldn't before, like mines.

The MG is nice too, good for laying down some suppressive fire on places you don't want the enemy to hold. It does cost a lot of CC though, making me go without some stuff I'd like too carry, like the medical kit. But having two very different loadouts means I'm able to switch to the one the best suited to the situation whenever I die.
 
I got Improved Heal and Full Resuscitate.

I am trying to go for the close quarter weapons now (eventually the knife).
 
I got Improved Heal and Full Resuscitate.

I am trying to go for the close quarter weapons now (eventually the knife).

I heard that you don't get any extra XP when using Full Resuscitate, so people are probably not likely to waste skill points on this.
 
I heard that you don't get any extra XP when using Full Resuscitate, so people are probably not likely to waste skill points on this.

You don't, but I wouldn't call it a waste. You can get team back to full strength in the heat of battle that much faster with it. And it comes at no extra CC cost on the medical kit. By the time your level 40 or 50, you should have enough skillpoints to buy yourself a few decents gun and most of the other equipment you might want. At that point I'd say the Full Resuscitate is well worth it.
 
Hmmmmm. All this talk is very interesting, but what about when you're level 5, can't buy any of the upgrades, and are on a battle-field of high-level characters with one-shot sniper rifles and the like? Good thing Zipper Interactive had the sense to offer an introduction game mode for new players so they aren't fighting against more powerful opposition, and can actually get a chance to earn the XP needed to acquire the equipment needed to go toe-to-toe!
 
Generally speaking I'd say, invest your first 4 skillpoints in the medical kit and resuscitate ability. Resuscitating gives you 10 XP,and is probably the fasted way to level up early on. After that choose the type of weapon you prefer, and spend the next skillpoints on fully upgrading it. Beyond that it really depends on the type of role you want to play on the battlefield. So choose things that fit your playing style.
 
More MAG pro-tips on the PS Blog. This time based on role instead of map type:

Field Support:
http://blog.us.playstation.com/2010/02/mag-developer-tips-field-support/
etc...
I've just viewed these tips and the leadership role tips.

What a load of rubbish! They describe a complex game of teamwork, but educate absolutely no-one to these points because there's no proper training or even a manual! Only people who follow the game up in online fragments across the internet will actually be informed. I had no idea I got bonuses being near the leaders, or that waypoints are being set (or should be being set if my leaders are competatnt) other than hearing the occassional voice call out an objective A,B or C. Why the binky-betsy aren't Zipper providing a training/manual area that can connect directly to their own server and provide the latest tips and advice directly in the game?! It's a friggin' joke! Here's a tip Zipper - if you recognise communication is that important to success on the battlefield, you should also recognise it's essential to communicate to your game-buyers how the game works so they aren't flying blind! When I buy any product, I expect it to come with details of how to operate it. If you're going to skimp on a paper manual, include on one the disk (this goes for all developers of course).

I'm gobsmacked at how moronic online game developers are.
 
Generally speaking I'd say, invest your first 4 skillpoints in the medical kit and resuscitate ability.
Too late, and now I have to wait ages to change my mind (plus what if I don't want to just spend my first hours running around as a medic?). I look forward to the day when I can buy a game and actually play it without having to spend hours researching it on the internet so I'm not crippled by poor design.
 
Too late, and now I have to wait ages to change my mind (plus what if I don't want to just spend my first hours running around as a medic?). I look forward to the day when I can buy a game and actually play it without having to spend hours researching it on the internet so I'm not crippled by poor design.

Well you can respec if you want to. The first hours are going to be rough regardless of what you do. The skill system creates a huge gap between the low and high level players, and the difference in how well the game is understood only widens it. Whenever I play alone I usually focus on compensating for whatever my isn't doing, and exploiting the common mistakes the enemy is most likely to make. Both situations happen because of a poor understanding of MAG.

On other hand, when you do get a good team and good opponents, few games give you this much sense of achievement when you pull out a victory. MAG works amazingly well in those situations, and there is nothing quite like it.
 
Got to respec after several hours play. Played one game with my new Medic ability and didn't get to fix anyone! It was a vehicle extraction mission against Raven, and we were utterly pinned in on the assault from point B. 'Good teams' are apparently hard to come by. Few people have voice chat. Leaders don't lead. I had one game with open comms that went fairly well, but there wasn't enough coordination. Sometimes there's voice chat but in several languages! It's also a bit ropey not kicking in early enough. Thus I've heard '...road!' not knowing whether I should be crossing the road, covering the road or steering clear of the road.

As for first hours being rough, they shouldn't be! This is probably why so many copies of MAG are going on eBay! Developers deserve to lose sales if they can't provide a fun experience for new people buying into their game. The lack of any training options is criminal. In Warhawk at least I could start my own empty games and learn the controls, maps, etc. There is too much not covered at all. eg. RPGs dip due to gravity. Thus aiming them effectively needs practice, but there are no opportunities to practice these skills. We're supposed to be highly trained soldiers, godammit!

It's just poop design, and yet so many developers are guilty of the same garbage. What exactly is the rationale behind adding features to a product and not telling anyone about them? I'm sure once I've got my hand in, like other games, know the maps and have enough points to build a character I want to play and can play effectively, it'll be fun. They've just managed to make it a chore to get there.

"MAG - Fabulous online fun and excitement, yours for only £35 plus 20 hours of miserable, frustrating grind"
 
For starters, use the machine gun loadout (I think it's the third one). I am still using the same gun at level 52. You should be able to beat most people with it. There are a few weapons that beat it in short range. The LMG is more powerful but not so accurate.

To deal with one-shot rifle kill, learn the maps. There are a few favorite sniping points. If you plan your path well, you should be able to take them out from behind.

Sticking with the team is probably the best way to play the game. I'd say get the 20 extra health points (Improved health). Along the way, you'll get better explosion resistance or posion resistance too. Don't upgrade any weapon yet.

Once you get the extra health, you'll be able to fight more freely. IMHO, it is the single most important skill. I can go solo and flank enemies with the longer health (and self healing). You get easy group kills because they would usually be distracted by your teammates. Unless it's a headshot, you'd not be taken down in one-shot.

I heard that you don't get any extra XP when using Full Resuscitate, so people are probably not likely to waste skill points on this.

Yes, that's why I waited until level 40+ (close to 50) to get it. It's nice to have a full health teammate fighting along side you (especially when defending objective C).

EDIT: I have not respec'ed once.

I feel Shifty's point about competing with high level players (with extra skills). That's why RFOM remains my top shooter. It share MAG's wonderful shooting mechanics, but there is no advantage for high level players except their skills and map knowledge. Yet experienced players have room to grow because of the weapon variety and special modes that require a little practice to master.
 
Valor: tha_con, nOoblet16 (nightshade). tha_con is in US (still Texas ?), and nightshade is in India. I think they have their own clans,
I'm in SVER :p
Anyways just saw ur stats & lol u are already close to 100 hours of play. :devilish:
 
For starters, use the machine gun loadout (I think it's the third one).
The default trooper? I have been finding him more effective. 100 rounds without reload is useful.
To deal with one-shot rifle kill, learn the maps.
1. Not possible in the heat of battle when you're pinned in and are supposed to be persuing an objective. The only way to do this is abandon the actual mission and spend your time exploring, which is not what the game is about. 2. That doesn't solve the issue of people turning a corner and going Blam at close range! If you don't want to die lots at low levels, you have to hang back, or be reasonably lucky (I took a good spot where I could shoot down on defenders, getting some 4 kills before I died)
Sticking with the team is probably the best way to play the game.
At the same time as exploring and lerning the maps... ;) Plus often they lack direction, and just sitcking with them as they run headlong into enemy fire for 30 minutes isn't very effective. I'd like to go sneaking around the back in such situations, and would like silenced weapons, but can't get them until a certain level. There is no 'choose your own way to play' early on.
I'd say get the 20 extra health points (Improved health).
What's the earliest level this can be obtained? And at what level if you're also upgrading your MG to be able to kill people and stocking up health options to rez? As ever, all these tips and suggestions, good as they are, aren't at all applicable to starters. Same for KZ2, where people talk about equipment combos that aren't available to beginners. I bought that game because on paper it sounded good with the class combos, only to find I was locked out of all of them. Same with Sacred 2, where people talk about builds that require a plan right from the start as you can't respec at all in that game.

It's ridiculous to have specialist roles as an essential part of your gameplay mechanic, but to lock out beginners from those roles! I've been on parties with like 1 medic, meaning it's nigh impossible to secure an objective, and yet they can't adapt to add more medics even outside of battle. With no means to adapt classes to the current tactical situation, it's somewhat rock-paper-scissors if your party proves effective or not. I didn't spec as a medic, so couldn't change the situation. I doubt most newbies would know the importance of choosing the medic path from the off, and I certainly doubt most players would be thinking to take that path ASAP instead of pursuing Commando or Sniper paths which they'd rather play.
 
It's just poop design, and yet so many developers are guilty of the same garbage. What exactly is the rationale behind adding features to a product and not telling anyone about them? I'm sure once I've got my hand in, like other games, know the maps and have enough points to build a character I want to play and can play effectively, it'll be fun. They've just managed to make it a chore to get there.

"MAG - Fabulous online fun and excitement, yours for only £35 plus 20 hours of miserable, frustrating grind"

I think we need to break the games and their target market down a bit. You want a game thats easier to get into, that is fine, but many times I play a game that is easy to get into and the progress is slow to challenge you, I get bored.
Also people do not have the same skill set for playing different games, so should you try and make a game for everybody or should you focus on a smaller segment?
And the question then is, who is MAG targeted at?

To me, the most annoying thing about it is that I have endure none team playing players in my squad. Or atleast they do not play as I want :D
The stuff you mention has not bothered me, I have not read up on the game and I was on the boat from day 1. But I had certain hopes/expectations to the game and it was enforced teamplay and less lone gunner style of games. And to me, its closer to that than even R2:Coop games.
I like that its not KDR that counts, its a shame that XP is the replacement, but just having your side winning to be the only reward probably would be to the taste of very few gamers.

I guess I am just asking, is MAG targeted at you? Or do you have expectations that fits another game better?
Personally I did not bother with MW2 nor will with BFBC2, since the info I have seen, does not really appeal/sells it to me.
 
The default trooper? I have been finding him more effective. 100 rounds without reload is useful.

Cool ! You're the only one I know who prefers the AR to the MG. The MG magazine should be sufficient to take out 2-3 people at once without reloading though.

1. Not possible in the heat of battle when you're pinned in and are supposed to be persuing an objective. The only way to do this is abandon the actual mission and spend your time exploring, which is not what the game is about. 2. That doesn't solve the issue of people turning a corner and going Blam at close range! If you don't want to die lots at low levels, you have to hang back, or be reasonably lucky (I took a good spot where I could shoot down on defenders, getting some 4 kills before I died)

Forgot to mention I usually play Sabotage maps alone. There are obscure routes you can take to reach the objectives. You pick up annoying snipers along the way. ^_^ Since the paths are less guarded, you can surprise the enemies and flank them. You may not survive the ordeal, but your teammates may get a better chance once the defense is weakened. It's an indirect way to play the game though (Harder to tell your contribution from stats alone).

At the same time as exploring and lerning the maps... ;) Plus often they lack direction, and just sitcking with them as they run headlong into enemy fire for 30 minutes isn't very effective. I'd like to go sneaking around the back in such situations, and would like silenced weapons, but can't get them until a certain level. There is no 'choose your own way to play' early on.

Sometimes I see a small team of 2-3 people wandered off the main squad to flank us. It can be very disruptive to the enemies (e.g., prevent us from reaching Objective C). They'd hide in unexpected locations and are harder to flush out because they work as a team.

If the defenders are strong enough, they may go as far as attacking the attacker's base directly. I have been in matches where the objective is virtually unguarded (Only protected by my 2 Claymores).

What's the earliest level this can be obtained? And at what level if you're also upgrading your MG to be able to kill people and stocking up health options to rez? As ever, all these tips and suggestions, good as they are, aren't at all applicable to starters. Same for KZ2, where people talk about equipment combos that aren't available to beginners. I bought that game because on paper it sounded good with the class combos, only to find I was locked out of all of them. Same with Sacred 2, where people talk about builds that require a plan right from the start as you can't respec at all in that game.

I think I got it around level 14 but I am not sure anymore.

It's ridiculous to have specialist roles as an essential part of your gameplay mechanic, but to lock out beginners from those roles! I've been on parties with like 1 medic, meaning it's nigh impossible to secure an objective, and yet they can't adapt to add more medics even outside of battle. With no means to adapt classes to the current tactical situation, it's somewhat rock-paper-scissors if your party proves effective or not. I didn't spec as a medic, so couldn't change the situation. I doubt most newbies would know the importance of choosing the medic path from the off, and I certainly doubt most players would be thinking to take that path ASAP instead of pursuing Commando or Sniper paths which they'd rather play.

You have to look for the Supply Depots or the Bunkers on the map. They heal and resupply you.
 
I'm in SVER :p

:LOL: Yes, I remember now. You're The Enemy. The first and only B3D enemy I met.

Anyways just saw ur stats & lol u are already close to 100 hours of play. :devilish:

Ha ha, has it been that long already ? I haven't noticed. ;-)

My K/D ratio should go up drastically. Playing sniper has that advantage. I'm trying to get a knife next. Will respec in Raven when I got tired of sniping and machine gunning.
 
I think we need to break the games and their target market down a bit. You want a game thats easier to get into, that is fine, but many times I play a game that is easy to get into and the progress is slow to challenge you, I get bored.
Also people do not have the same skill set for playing different games, so should you try and make a game for everybody or should you focus on a smaller segment?
And the question then is, who is MAG targeted at?

To me, the most annoying thing about it is that I have endure none team playing players in my squad. Or atleast they do not play as I want :D
The stuff you mention has not bothered me, I have not read up on the game and I was on the boat from day 1. But I had certain hopes/expectations to the game and it was enforced teamplay and less lone gunner style of games. And to me, its closer to that than even R2:Coop games.
I like that its not KDR that counts, its a shame that XP is the replacement, but just having your side winning to be the only reward probably would be to the taste of very few gamers.

I guess I am just asking, is MAG targeted at you? Or do you have expectations that fits another game better?
Personally I did not bother with MW2 nor will with BFBC2, since the info I have seen, does not really appeal/sells it to me.

Is MAG really that hardcore ? It's not like Socom where teammates pressurized me to perform. :)

I think Shifty has a point. Zipper should include better beginner guides and training.

I prefer the class definitions in MAG compared to R2 and Battlefield. There is no specific role (You don't have to be a medic to heal, anyone can get a Medical Gun, or Repair Kit, or both !). The military assets on the map (Bunkers, Supply Depots and others) will provide the soldiers all they need on the battle field.
 
I think we need to break the games and their target market down a bit. You want a game thats easier to get into, that is fine, but many times I play a game that is easy to get into and the progress is slow to challenge you, I get bored.
Also people do not have the same skill set for playing different games, so should you try and make a game for everybody or should you focus on a smaller segment?
And the question then is, who is MAG targeted at?
Though I understand your point, I believe good design means you cater to everyone and have the chance of a huge blockbuster. A game that is only for seasoned fans of the genre will only attract a subset of them, whereas a game that is accessible to all and allows players to grow has a much wider market to sell to.

This is perhps best discussed further in my "perfect matchmaking system" thread, but a specific solution for MAG with its own servers would be particular level capped serves of the different game modes. eg. when choosing a Suppression game, offer the choice of level-capped games, so noobs can cut their teeth learning controls without getting mullered. Another version could cap out at level 15 say. As it is, noobs can encounter soldiers with more accurate, more powerful weapons and team healing. A well run troop of 3 can decimate an army of low-level noobs who haven't got much to counter them with.

The stuff you mention has not bothered me, I have not read up on the game and I was on the boat from day 1.
This is probably to your advantage. You never had soldiers you couldn't kill due to their bonuses and your inaccurate weapons, as by the time they had level to that position, you had too.

I guess I am just asking, is MAG targeted at you?
On paper, yes, at least partially. It was bought as a cooperative game where I could play alongside two friends in a squad of three supporting each other. The group and party dynamics and different skills means 3 seems a pretty ideal number. However we won't be able to play as a team until a good lot of slugging to level up to the point where we can get the equipment and choose our roles. Case in point, I've played a few games with a friend and apart from being on the same team, we may as well be playing completely different games when there is nothing I can do to help him and vice versa. Now I've changed to the medic branch, I can at least patch him up! I don't mind the levelling up, in fact it adds interest as you work towards new toys, but I do resent the mix of players that pits more powerful players against less powerful. It's the most common fault in all online competitive multiplayer, and I can't understand why developers keep missing it! Now of course, FPSes aren't my game of course, but it is something we are having to cope with as developers are really limited in online game types that support a decent numbert of people. Uncharted 2 has been very good, and I do enjoy aspects of MAG such that I can imagine once I've got somewhere, it'll be fun. Getting there is a chore though, and one I expect freind number 2 to be enough of a deterrent that he won't buy MAG. Borderlands would have been a better choice but I've read that it's PS3 online rendition is bugged. :( Starhawk is the next known quantity, while the most anticipated title is Snowblind Studios current project, assuming multiplayer support!
 
That's why I suggested to nightshade he might want to get MAG at/near launch first to play on a level playing field. The only risk was Demon' Souls servers going offline. It looks like DS will stick around for sometime 8^)
 
Got to respec after several hours play. Played one game with my new Medic ability and didn't get to fix anyone! It was a vehicle extraction mission against Raven, and we were utterly pinned in on the assault from point B. 'Good teams' are apparently hard to come by. Few people have voice chat. Leaders don't lead. I had one game with open comms that went fairly well, but there wasn't enough coordination. Sometimes there's voice chat but in several languages! It's also a bit ropey not kicking in early enough. Thus I've heard '...road!' not knowing whether I should be crossing the road, covering the road or steering clear of the road.

You`ll find very few good Valor players playing the vehicle maps. Most Valor play Sabotage ,with a good Obj C to defend and Ravens C easy to take,plus they get the Contract XP bonus there.. Their Acquisition map is hard to defend and Ravens map is hard to take. Thus most Ravens play that mode. SVER plays mostly Domination because of similar reasons.
Zipper promised map fixes with the next patch so maybe the players will mix up better finally.
So for an easier start you should play more Sabotage. If you think it`s hard you have no idea what a new Raven player has to go through...:oops:
 
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