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 M.A.G. "Massive Action Shooter"

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FlightOfGrey
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M.A.G. "Massive Action Shooter" - Page 13 Empty
PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Sep 22, 2010 2:09 am

reptile555 wrote:
for some reason I would buy a character slot to be with valor again! I like them regardless of being last place all the time I'm just a loyal valor solider. they also have awesome shade's Cool

Eeewww, I hated Valor, it wasn't so bad when the game first came out they were the first PMC I did but lately they are sucking so bad. I mean even raven is beating them in Sabotage. But they do have some very good clans, ARx and UP$ both have some VERY skilled players in but the blue dots are the worst out. I swear that everyone must pick valor first because on so many occasions I played with a squad full of first timers without medical kits. So frustrating!

SVER loyalist since the beta!
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FlightOfGrey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 12:58 am

The new MAG 2.0 is here, what do you guys think of it so far? I'm enjoying it so far, especially with my first game back in dom getting 110 kills - 19 deaths.

Quote :
Patch v2.0
Available September 30, 2010 | 35MB (TPPS), 521MB (DLS)

Gameplay (General)

Character level cap has been increased from level 60 to level 70
Added new “Supply Depot” menu and in-game economy system (see “Gameplay – Economy” section for details)
Implemented new “Clan Deploy” feature that allows Clan Leaders and Officers to deploy into group queues of up to 128 players
Characters moving from MAG v1.XX to MAG 2.0 will receive an immediate and automatic Respec the first time they log in
Repair Kits can now inflict damage on enemy soldiers, vehicles and objectives
XP rate for “Repair” has been increased from 1.5XP/ 10pts to 3XP/ 10pts
Players can now track all “sprinting” enemies on the mini-map without the need for equipment
All “Damage Bar” rates for “Domination” maps have reverted back to their original (and identical) values
Tuned the frequency in which a player can jump to eliminate “bunny hopper” techniques
Reduced helicopter settle time, widened turret rotation and significantly increased health to strengthen their use as a forward spawn point
The “Silent Step” OIC Leadership ability now works as intended by allowing nearby squadmates to move at both regular and running speeds without detection from the motion sensor — does not stack with any related skills or modifiers

Gameplay – (Economy)

Added in-game currency known as “Credit Points (CP)” that is awarded for by completing objectives, earning ribbons, finishing missions, and killing enemies
All gear and weapons are now located by default or can be sold or purchased in the “Supply Depot” menu

Gameplay – Skills (Overall)

All Skills cost only one point per unlock, allowing players to purchase new skills with every level increase
Removed all gear and weapon attainment from the “Skills” menu, they now reside in the separate “Supply Depot”
Added “Engineering, Medical, Resistances, Special Ops,” and ‘Vehicles” meta-categories to the “Skills” menu
Removed “Electronics, Explosives, Heavy, Personal Defense,” and “Support” meta-categories from the “Skills” menu
Each meta-category in the “Skills” menu now has multi-branching paths
The “Advanced Grenades, Improved Resuscitation, Improved Shot Detection, Improved Stealth,” and “Knives Expanded Reach” skills have all been eliminated or rolled into other skills (see Skills sub-sections below for details)
Respec Points progression has been changed from 1K, 2K, 3K, 3K-Repeat to 1K, 3K, 5K, 5K-Repeat
Respec Points can no longer be “banked” and are capped at the amount needed for the next Respec

Gameplay – Skills (Assault)

Added the following skills to the “Assault” menu: “Assault Swap Speed” and “Rocket Launcher Reload Speed”
Added three upgrade tiers to the following “Assault” skills: “Assault Reload Speed, Assault Rifle Steady Aim, Assault Swap Speed, Grenade Launcher Reload Speed,” and “Rocket Launcher Reload Speed”
“Assault Reload Speed” skill has changed and now decreases the reload time for all assault rifles and machine guns
“Assault Rifle Improved Stability” skill has been renamed to “Assault Recoil Stability” and has been changed to reduce the recoil on all assault rifles and machine guns
“Assault Swap Speed” skill has been changed and now decreases the amount of time it takes to swap assault rifles, machine guns, rocket launchers and grenade launchers

Gameplay – Skills (Marksman)

Added the following skills to the “Marksman” menu: “Increased Scope Magnification, Marksman Fire Rate, Marksman Recoil Stability” and “Marksman Swap Speed”
Added three upgrade tiers to the following “Marksman” skills: “Increased Scope Magnification, Marksman Fire Rate, Marksman Reload Speed, Marksman Recoil Stability, Marksman Steady Aim,” and “Marksman Swap Speed”
New “Increased Scope Magnification” skill increases the level of zoom when using a scope on a sniper rifle
New “Marksman Fire Rate” skill increases the rate of fire for all sniper rifles
New “Marksman Recoil Stability” skill reduces the amount of recoil on sniper rifles
New “Marksman Swap Speed” skill decreases the amount of time it takes to swap sniper rifles

Gameplay – Skills (Close Quarters)

Added the following skills to the “Close Quarters” menu: “Close Quarters Fire Rate, Close Quarters Swap Speed, Improved Knife Damage,” and “Knife Frequency”
Added three upgrade tiers to the following “Close Quarters” skills: “Close Quarters Fire Rate, Close Quarters Recoil Stability, Close Quarters Reload Speed, Close Quarters Swap Speed, Improved Knife Damage,” and “Knife Frequency”
“Close Quarters Improved Stability” skill has been renamed to “Close Quarters Recoil” stability and has been changed to reduced recoil on all pistols, personal defense weapons, submachine guns and shotguns
New “Close Quarters Fire Rate” skill increases the fire rate of all pistols, personal defense weapons, submachine guns and shotguns
New “Close Quarters Swap Speed” skill decreases the amount of time it takes to swap all pistols, personal defense weapons, submachine guns and shotguns
New “Improved Knife Damage” skill increases the amount of damage knife attacks do to enemy soldiers
“Knives Improved Swipe Speed” Skill has been renamed to Knife Frequency” skill, which decreases the time between knife attacks

Gameplay – Skills (Special Ops)

Added the following skills, all with three-tiered upgrades, to the “Special Ops” menu: “Extended Tracking Duration, Improved Acoustic Locator, Improved Explosive Detector, Improved Motion Tracker, Improved Sensor Jammer” and “Improved Suppressors”
New “Extended Tracking Duration” skill increases the amount of time a detected enemy is tracked on the mini-map and CNI
New “Improved Acoustic Locator” skill increases the effective range of an equipped Acoustic Locator gear item
New “Improved Explosive Detector” skill allows a soldier with an Explosives Detector gear item equipped to approach enemy mines while prone without triggering them
New “Improved Motion Tracker” skill increases the range an equipped Motion Tracker gear item detects enemy movement
New “Improved Sensor Jammer” skill allows a soldier with Sensor Jammer gear items to move at a faster rate before being spotted by enemy Motion Trackers, as well as masking nearby squadmates
New “Improved Suppressors” skill increases the effectiveness of any suppressor when mounted on a weapon

Gameplay – Skills (Medical)

Added the following skills, all with three-tiered upgrades, to the “Medical” menu: “Heal Recharge Rate, Improved Healing, Improved Resupply Rate, Medical Kit Heal Range, Self Heal Speed,” and “Resuscitation”
New “Heal Recharge Rate” skill reduces the time between medical kit and first aid kit applications
New “Improved Resupply Rate” skill reduces the time it takes to refill your gear and ammo at supply points
New “Medical Kit Heal Range” skill increases the range a medical kit can heal wounded teammates
New “Self Heal Speed” skill decreases the time it takes to apply a first aid kit or medical kit when self-healing

Gameplay – Skills (Engineering)

Added the following skills, all with three-tiered upgrades, to the “Engineering” menu: “Advanced Electronics, Advanced Explosives, Improved Repair Kit Damage, Improved Repairing,” and “Mine Deploy Speed”
New “Advanced Electronics” skill decreases the amount of time it takes to take control of battlefield electronics-based objectives
New “Improved Repair Kit Damage” skill increases the amount of damage the repair kit does to enemy soldiers, vehicles and objective assets
New “Mine Deploy Speed” skill reduces the amount of time it takes to deploy anti-personnel and anti-tank mines

Gameplay – Skills (Athleticism)

Added the following skills to the “Athleticism” menu: “Increased Launcher Move Speed, Increased Move Speed,” and “Improved Sprint Speed”
Added three upgrade tiers to the following “Athleticism” skills: “Advanced Paratrooper, Increased Endurance, Increased Launcher Move Speed, Increased Move Speed, Improved Sprint Recovery,” and “Improved Sprint Speed”
New “Increased Launcher Move Speed” skill increases the top speed a soldier moves and aims while holding a rocket launcher
New “Increased Move Speed” skill increases the top speed a soldier moves normally
New “Improved Sprint Speed” skill increases the top speed a soldier moves while sprinting

Gameplay – Skills (Vehicles)

Added the following skills, all with three-tiered upgrades, to the “Vehicles” menu: “Improved Smoke Screen Rate, Improved Turret Cooldown, Improved Vehicle Awareness, Improved Vehicle Impact Damage, Increased Vehicle Speed,” and “Vehicle Mine Resistance”
New “Improved Smoke Screen Rate” skill reduces the amount of time between smoke screens activated by the driver of the vehicle
New “Improved Turret Cooldown” skill reduces the time it takes for the soldier’s turret weapon to cool down after it has overheated
New “Improved Vehicle Awareness” skill makes the mini-map visible while a soldier is manning a vehicle or bunker turret and can be upgraded to add base Acoustic Locator and Motion Tracker functionality
New “Improved Vehicle Impact Damage” skill increases the amount of damage inflicted on enemy soldiers when impacted by the driver’s vehicle
New “Increased Vehicle Speed” skill increases the top speed of the vehicle the soldier is driving
New “Vehicle Mine Resistance” skill decreases the amount of damage a vehicle the soldier is driving takes from enemy anti-vehicle mines

Gameplay – Skills (Resistances)

Added the following skills, all with three-tiered upgrades, to the “Resistances” menu: “Chemical Damage Resistance, Extended Bleedout, Explosive Damage Resistance Flashbang Resistance, Impact Damage Resistance,” and “Increased Health”
New “Extended Bleedout” skill increases the time a soldier can remain incapacitated before he bleeds out
New “Flashbang Resistance” skill decreases the duration a soldier is affected by flashbang grenades

Weapons

Increased base damage on most automatic weapons by an average of 15%
Improved the spread rate of Assault Rifles and Submachine guns when auto-firing so that they remain accurate longer
All suppressors now reduce shooting detection range by half of their old default value
Knife tuning: Reduced range by roughly 30 centimeters and decreased default “facing” damage bonuses
Knife tuning: Changed knife attack angle so that a hit requires target to be closer to the center of the screen
Shotgun tuning: Corrected issue that prevented all shotguns from reloading when the player was still holding the “fire” button
Explosive tuning: Anti-personnel Mines now have a “line of sight” check for detonation and have been given a more realistic damage cone
Explosive tuning: Increased “Anti-tank Mine” damage to vehicles by 50%

Gear and Apparel

Explosives Detector no longer beeps when in proximity of a teammate’s mines — only when near an enemy’s; beep frequency has also been adjusted
Motion Tracker has been updated so that it is no longer based on an enemy’s speed and is now based on an enemy’s stance, detecting movement for all un-jammed players
The Sensor Jammer had been updated so that all prone movement by the equipped player is masked; can be enhanced with “Improved Sensor Jammer” skill to mask crouched movement at level 1, walking at level 2 and sprinting at level 3
Light/ Improved Light Armor base speed has been reduced by nearly 3%
Heavy/ Improved Heavy Armor base speed has been increased by nearly 3%
Light and Heavy Armor types have been given “bonus” modifiers when used in conjunction with “Speed” skills so that Light Armors receive greater benefits and Heavy Armors receive lesser benefits

Interface

Added “Community News” page to better inform players in-game of all MAG-related events or promotions
Different grenade types now show specific in-game icons when thrown
Repaired bug that would sometimes result in the post-game results screen displaying the incorrect amount of earned XP
Added “Total Awarded Currency Points” to “Bonuses” section of the character “Stats” page
Added Interdiction and Escalation Concept Art to “Extras” menu

Audio/ Visual

Thrown or launched grenades now have a “trail” effect as well as an updated overall appearance to make them more visible on the battlefield
Solved issue that prevented equipped grenades to appear in the player’s hand prior to throwing them
An assortment of camera and animation optimizations for various scenarios including but not limited to iron sight/ laser sight zoom, ladder climbing, mine placement, self-healing, and weapon swapping
Improved presentation of the character “jump” animation
Updated various pieces of artwork with newer versions for better performance
Fixed issue that sometimes prevented medical device appearance and/ or animations from displaying properly
Increased the Sensor Array’s animation time to match the duration of its usage
Repaired bug that prevented the “Alarm” audio from being played when charges were planted at “Objective C” in the “Syr Daria Uplink” and “Darrien Network” maps
Slightly lowered the amount of camera shake from air strikes, explosions, and when firing weapons
Repaired camera “pop” problem that would sometimes occur when sprinting out of a parachute drop
Removed “shiny” graphics that would randomly appear on bridges for all maps in which a bridge is present
Fixed issue that prevented win/ loss voice-over from being played when game clock expires in “Interdiction” mode
Improved visual appearance of the Ribbon awards

Technical

MAG now fully supports the PlayStation Move peripheral
Fixed “Spooning Elevator” bug that allowed players who revived downed teammates while laying on top of them to float upwards and reach areas not intended to be accessed
“MVP” criteria no longer considers bonus XP modifiers in its equation
Repaired issue that disconnected some members of large-sized clans from the MAG game environment when logging in
Fixed issue that would sometimes halt the patching process at 99% of the install period
Resupply Depots have been optimized so that the meter accurately reflects what is being resupplied and the resupply process itself is more efficient
Players can no longer take the driver’s seat in vehicles that are not their squad’s “spawn” APC, but can take any other seat in the vehicle regardless if their squad “owns” the APC or not
Repaired issue with “Happy Hour” timer that would sometimes shave a few minutes off the correct total
Solved problem that sometimes caused incapacitated players to rotate and move around
Players are now prevented from spawning inside a helicopter that is headed out of the map
Mended problem that caused the “Primary Objectives Completed” stat to sometimes double for various game types
Made additional fixes for rare “game crash” scenarios
Various localization updates and changes
Anyway, your guys thoughts?

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CobaltMonkey
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M.A.G. "Massive Action Shooter" - Page 13 Empty
PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 11:52 am

Good info, Grey.
Plus one

What they've done with the Game Economy is a lot like what Trayarch is doing with CoD: Black Ops. CP and Exp are earned independently, with CP buying guns/equipment, and Exp increasing your level, which unlocks what you can buy. Not quite the same, but similar. Might be a good test run sort of thing for anyone who has MAG and plans to get Black Ops.
Skills being separate from Guns is a good call, imo.

This is a pretty big shift from how the game was structured previously. I'm interested to see how the fans handle it. Thinking
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 4:06 pm

I'm almost tempted to pick this up again, to see all the new changes.

I've heard some talk of some faction re-balancing/map tweaks, and I haven't played since Interdiction has come out. How much has changed, in terms of the the PMCs and the balance among the gametypes?
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FlightOfGrey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 6:33 pm

Endloslung wrote:
I'm almost tempted to pick this up again, to see all the new changes.

I've heard some talk of some faction re-balancing/map tweaks, and I haven't played since Interdiction has come out. How much has changed, in terms of the the PMCs and the balance among the gametypes?

The guns are constantly being re evaluated with each patch, to me just before the patch they were pretty much perfect and the contracts were changing hands constantly, showing it was quite even and everyone could contest them. From the limited number of games that I have played since the MAG 2.0 patch I have found that the shot gun and .50 cal snipers are waaaay over powered.

They have also made both suppression and sabotage faction neutral so that you can attack and defend on any PMC's map which has evened the playing field for sabo. There have been minor additions and tweaks to some of the maps the most noticeable is Raven's domination map with roofs over some of the objectives and access to the AAA's they moved the way up onto the boats further towards their bunkers which makes it much more fair.

The clan deploy option which was initiated in this patch is the best part if you ask me, I love being able to actually rely and know that the blue dots on your team have your back and know how to res etc..

Those are some of the changes which have occurred recently apart from the latest patch, but with Zipper constantly upgrading and updating the game it's hard to keep up with it all. But I think that it's great that Zipper continues to provide support to the game as they said that they would, it works because I'm definitely going to keep on buying Zipper games.

CobaltMonkey wrote:
What they've done with the Game Economy is a lot like what Trayarch is doing with CoD: Black Ops. CP and Exp are earned independently, with CP buying guns/equipment, and Exp increasing your level, which unlocks what you can buy. Not quite the same, but similar. Might be a good test run sort of thing for anyone who has MAG and plans to get Black Ops.
Skills being separate from Guns is a good call, imo.

This is a pretty big shift from how the game was structured previously. I'm interested to see how the fans handle it.

It seems similarish to what appears to be happening in black ops, but what they have done here is separate having to spend skill points to buy weapons and instead increasing the skill tree ten fold and using your skill points here and then having the currency earned by achieving ribbons and other objectives to buy guns. They said in a podcast a while ago that this was to try and achieve what they originally intended MAG to be like, you choose how you want to specialise your character which this does a great job of as opposed to before where you could make a reasonably general character. Now with more options and skills/perks to buy you can become much more specialised.

This is how the game was in the MAG beta client which has been running recently and Zipper has been reading over the MAG forums and listening to the communities opinions on everything and in the beta it was well supported so it shouldn't be too much of a shock.
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SixHousePull
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 6:33 pm

The member 'FlightOfGrey' has done the following action : Dice roll

#1 'Four' : 4

--------------------------------

#2 'Twelve' : 9
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FlightOfGrey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 6:34 pm

The Lege wrote:
The member 'FlightOfGrey' has done the following action : Dice roll

#1 'Four' : 4

--------------------------------

#2 'Twelve' : 9

Can someone explain this to me?
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CobaltMonkey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 7:42 pm

It's a option used for a play by post TTRPG we're about to run on the forum.
Info on that is here:
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That's all it's used for. Smile
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 9:43 pm

Thanks, FlightOfGrey. A big problem I had initially with MAG, was that although the game was enjoyable, and the factions were a little different, after vetting and playing all 3 to completion, I got burnt out. It was just kind of the same thing, over and over, and the builds were so shallow, and there was just no depth to making your classes.

Sounds like that's changed quite a bit, so I'm actually considering picking this one back up. Zipper's support with this has been absolutely top-notch though, I agree with you on that. Sounds like they're working hard to make sure this continues to be an evolving, and enjoyable experience, and doing all they can, to keep improving the game.
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 01, 2010 11:36 pm

Sniper and turrent vet here now lol me loves to sit in the Hummer and sit for 30-40secs of non stop shooting and then wait 5 secs for it to cool down ^_^

Sniper rifles are now better and more close to realistic as instead of putting 3 shots in to kill a enemy in standard armour. Using the Valor big sniper me has found out its gotten way too deadly at distance but craper upclose. First game me played with the new set up me went 29-1 with the sniper and then 72-6 being a turrent gunner on Dom. BF calls me a camper since me sits in bottle necks and mows down anyone coming through
lol

They need to fix the shotty though as its wayyyy too overpowered at distance as its a 1 hit kill from over 25-30ms away. They also stated that they would fix the "Hoppers" but all me seen in the games are hoppers and its really annoying.
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyTue Oct 05, 2010 6:55 pm

Picked this up tonight, to check it out with Vash. Should be good times, I'm excited. I loved the old MAG, and it sounds like things are getting even better.
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FlightOfGrey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyTue Oct 05, 2010 9:01 pm

Dingo wrote:

They need to fix the shotty though as its wayyyy too overpowered at distance as its a 1 hit kill from over 25-30ms away. They also stated that they would fix the "Hoppers" but all me seen in the games are hoppers and its really annoying.

I agree with the shotgun being way over powered, you can pretty much us it as a sniper rifle it's so over powered. Although I expect Zipper to deal with this when they release the new escalation game mode soonish (assuming that's the next patch for MAG). What do you mean by the hoppers?



Endloslung wrote:
Picked this up tonight, to check it out with Vash. Should be good times, I'm excited. I loved the old MAG, and it sounds like things are getting even better.

What PMC are you joining, if you're going through SVER send me (PSN: FlightOfGrey) a friend invite I would love to play with some more people from these forums.
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyTue Oct 05, 2010 11:57 pm

Absolutely rolled SVER. They're the best PMC, hands down. As soon as I vetted out of them, last go-round, I regretted it, for all 120 levels until I got back. Since I'm on the new account, I'll probably end up buying the B & C character slots, so I can have a guy in each, and then focus on the SVER. They are most definitely my PMC of choice, and at least as of tonight, we had 7 of 8 possible contracts, and it looked likely we were going to repeat that, for the next cycle. Used to be consistently like that, curious to see how it balances out now.


Really enjoying 2.0. It's a lot different than vanilla, in a lot of ways, but I do like the changes quite a bit. I love the new skill-trees, it takes care of the biggest problem I had when I had played the original MAG, in that characters felt so incredibly shallow. There was a relatively standard build, with some minor deviations, for each major archetype, and that was pretty much it. Everyone felt the same, and you could probably guess their trees within a few points.

Now, there's a lot more stuff to choose from, and it seems like there could be a lot more nuance to building your character, and what options you have. It's a little bit harder to take a gamble on weapons, with the Supply Depot now, so you have to be a bit more committed. Debating on going with the Assault Rifles, now that I'm more comfortable with them, as a whole, or sticking with the tried and true RTK-line. I might even go back to the builds that Vash and I were using in Valor and Raven, and go with the Marksman rifle, and be a mobile...not-quite sniper. It's probably even better now, because the tree was expanded so much, and you have the improvements available, that you didn't before.
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Oct 06, 2010 8:59 am

Hoppers are people who jump around to avoid being hit and even if you hit them dead on with anything they will only recieve way smaller amount of damage. Me has snipered them and had to hit them a few times to kill them or a nade would not kill them when it goes off near them.
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FlightOfGrey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Oct 06, 2010 5:15 pm

Dingo wrote:
Hoppers are people who jump around to avoid being hit and even if you hit them dead on with anything they will only recieve way smaller amount of damage. Me has snipered them and had to hit them a few times to kill them or a nade would not kill them when it goes off near them.

That's me then a hopper, it works so well, I don't think that it reduces to damage it just puts people's aim off. It works I don't see how it's cheating or a glitch though it just means that people with worse aim have a harder time trying to hit you. If it did get dropped it would change the whole way my the clan I'm in plays, I'm sure that pretty much everyone does it.
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Oct 06, 2010 5:42 pm

Yeah, after I came back, and noticed so many more people jumping around, I've started to do it as well. It's just another part of the effective scramble to me, like dropshotting. I actually see a lot less of that, than I did before, and a lot more jumping around.

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CobaltMonkey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Oct 06, 2010 5:55 pm

From your former post, Grey.
Quote :
Tuned the frequency in which a player can jump to eliminate “bunny hopper” techniques.
First paragraph under General Gameplay.
Whether or not this means everything now functions as it is supposed to and there is no 'glitch' to it, I can't say. It mentions nothing about damage reduction, yay or nay. But the fact that they have tried to eliminate the technique at all says to me that Zipper thinks it's a problem.

A lot of hostility for bunny hopping comes from other games as well. Certainly it can throw off aim, much in the manner of drop shooting. It's when it begins to interfere with the game's physics that it becomes a problem.
Take Resistance 2 for example. People using the wraith (a minigun with an mobile shield) could bunny hop to break it. Normally the mini gun takes a second to spin up before firing, and to fire you have to drop the shield. Using the bunny hop glitch, a hopper can be shielded, jump, and spin up in a fraction of the time. It was like having a turret on demand, while being immune to damage. This tactic became prevalent and ruined the game for a lot of people, even before the mess with Sony.
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FlightOfGrey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Oct 06, 2010 6:08 pm

CobaltMonkey wrote:
From your former post, Grey.
Quote :
Tuned the frequency in which a player can jump to eliminate “bunny hopper” techniques.
First paragraph under General Gameplay.
Whether or not this means everything now functions as it is supposed to and there is no 'glitch' to it, I can't say. It mentions nothing about damage reduction, yay or nay. But the fact that they have tried to eliminate the technique at all says to me that Zipper thinks it's a problem.

A lot of hostility for bunny hopping comes from other games as well. Certainly it can throw off aim, much in the manner of drop shooting. It's when it begins to interfere with the game's physics that it becomes a problem.
Take Resistance 2 for example. People using the wraith (a minigun with an mobile shield) could bunny hop to break it. Normally the mini gun takes a second to spin up before firing, and to fire you have to drop the shield. Using the bunny hop glitch, a hopper can be shielded, jump, and spin up in a fraction of the time. It was like having a turret on demand, while being immune to damage. This tactic became prevalent and ruined the game for a lot of people, even before the mess with Sony.

To be honest I haven't noticed any difference since MAG 2.0 with the jumping, maybe you have to wait a tiny bit more between jumps but it's nothing huge. In MAG it doesn't affect any of the guns or game play nearly as much as in R2 with those awful wraith hoppers it does more like you say similar to drop shotting a technique for evasion.
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Oct 06, 2010 6:16 pm

I'll throw in my input, that on either end, it doesn't seem to alter the damage, or the physics of the game any, it's just a way to throw off their aim. I think it's a part of learning how to scramble effectively, much like learning how and when to dropshot is part of learning how to survive and scramble. It's a lot like Uncharted, in that you'll see a ton of jumping, but it's because it's harder to hit them, more than any kind of altering of game mechanics.
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CobaltMonkey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Oct 06, 2010 7:47 pm

In the short time I played MAG I can't recall ever encountering bunny hoppers, or at least not any that stood out as such. So, I can't really say one way or another about whether or not it effects damage. If it doesn't, and it's just a tactic available to all players, then that's great. I have to wonder if a bit of lag doesn't play into it. Say you're sure you got a headshot on a hopper, but instead it was in the shoulder because he jumped and the game couldn't quite keep up by a marginal amount. Something like that might explain why people think it lessens damage.
Of course, that still doesn't explain that quote though. Why would they have fiddled with it at all if it wasn't a problem?
Not trying to be argumentative here, just genuinely curious.
Shrug
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FlightOfGrey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyWed Oct 06, 2010 10:33 pm

No idea really, maybe just people were complaining about it a lot?

Anyway I was told of this MAG leaderboards site, much better than the ones that Zipper have up: [You must be registered and logged in to see this link.]

You can check your or anyone else's XP, wins, losses, win/loss ratio, MVPs etc. A really good resource especially for figuring out how 'good' someone is and how well they play. It also has a monthly and weekly stat for everything which is nice to see where you are playing at recently, rather than your stats being dragged down since your initial matches. Anyway I thought people might find it useful, I certainly do, especially when I receive hate mail and to call people out on bluffs etc..
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Charlitos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 08, 2010 2:13 pm

I've tried to download the beta onto my PS3, but after trying four times I know that it will take around a day of just downloading for me to play the beta, which I'm not even sure of the content of.
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptyFri Oct 08, 2010 2:52 pm

Still trying to adjust to 2.0. It's a much different beast, compared to 1.0. The online meta, and the chosen weapons/strategies are a bit different now, there are a lot of shotguns and Tier 1/3 snipers, compared to the massive flood of LMGs and Assault Rifles that made up the game when I last played. It's a little strange, but I'm starting to get comfortable again.

I've been bouncing around a few different weapons, trying to find what I want to use. The shotgun is insane, but it's also very inconsistent sometimes. I've gotten some ridiculous long-range kills with it, with a single shot, and I've seen it kill at a distance estimated at about 100m, but I've also put multiple shots into close-range targets, to little effect. The new shotguns are definitely improved, and powerful, but there's a huge factor of random that will always be involved with them. That makes me want to shy away from them a bit, and find something else.

I think I'm going to use the SASR-M again, I've had a lot of success in 1.0 with the Valor/Raven Marksmen rifles, and they're a popular choice in 2.0 as well. It's pretty versatile, at most distances, and after I get readjusted to it again, there are a few roles it can fill pretty well on the battlefield. You can countersnipe pretty successfully with it, especially with a suppressor, lay down coverfire, and weaken/kill targets when defending objectives. They're also solid at medium/close-range, with the foregrip and the added stability from the Marksman skill-tree. The big disadvantage of the SASR is the low clip-size, which is annoying, but I don't think it'll be a huge detriment to using it effectively.

Flight, we'll have to get some games in sometime soon. The random games I've caught you have been good though, and you're a hell of a player, from what I've seen. What're your favorite weapons/loadouts for 2.0, if you don't mind me asking?
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptySat Oct 09, 2010 5:35 am

Dingo, hurry up and vet over to SVER. We haven't played in forever!

Plus, I could really use your sniping wisdom. Using the tier 1 right now, and loving it, but I need to practice, so much with the gun, to get better with it, and find spots that I like, when I'm not run'n'gunning it.
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TRVJAG1
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 13 EmptySat Oct 09, 2010 6:14 am

Charlitos wrote:
I've tried to download the beta onto my PS3, but after trying four times I know that it will take around a day of just downloading for me to play the beta, which I'm not even sure of the content of.

its beta 2 right? its for playstation move type things. but u can still play it with normal control
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