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 M.A.G. "Massive Action Shooter"

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timpanogos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 8:48 am

Endlo- wrote:
Motion Sensor - 8c

ouch! I've decide I'm not going for this right now, this reinforces that choice.

I think I'm going to try this animal for awhile … a few hundred cp off of buying this:

[You must be registered and logged in to see this link.]

might have to follow up with a bipod and see If its possible for me to ever lay down for more than 10 seconds.
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 9:03 am

Just keep in mind that the Ariet has a ton of kick behind it, and it's rate of fire is quite slow. It packs a punch, though. I've only used it a handful of times, I still don't quite have an opinion on it. I think it would stand out more on defending games, personally, but I also have a pretty intense dislike of the light/medium/heavy machine guns. They're just not my style. Big, clunky and loud.

The Motion Sensor is really expensive, in both CP and in loadout space, at a whopping 8c. It really shines with things like the Vipera and the Shotgun, the name of which I can never remember. T-195 or something. They're cheap enough, and still moderately powerful, so you can mitigate the cost somewhat, by using the advantages of the electronics.

The goal for today is to pick up my Motion Sensor, and go from there. That gives me more progress that I've ever had, in terms of things owned, and electronics, since I started this back up, post 2.0. I've got a lot of things to mess around with, and tweak now, so I'm looking forward to being able to experiment with a lot more loadouts and just different concepts.

Been a pretty good past few nights on MAG. I think PPH as a whole is going to try to participate in the Big Ass Movie project over the weekend, I know we have the MMM weekend coming up in December, and I'm probably going to hit 70 by this weekend, if not sooner. Got to beat up on the Dark Flock, who I never see anymore, and I'm about to finish out my set of Electronics. Not sure where I'm going after that, I think I'm gonna finish up my CQC-based Specialist Medals, and then maybe go back to the SASR-M for a while, and pick up that Specialist.

I think as far as long term goals go, from there, it's just kind of a pick and buy kind of thing, until I own everything. I've already got 2 out of my 3 favorite weapons kitted out, about to finish the "gear" side of things, except for random things like gas, and I'm working on random ribbons I want. Want to pick up a Combat Melee here soon, my knife needs some serious work, just picked up a Bunker Buster, and from there, I think I'm just going to try to work on getting onto Tic2000's top of the week boards.
My clanmate Xander led two of the boards last week, and Jager is now 3rd all time in wins. I came close a few weeks ago to hitting top 5 kills, but I slowed down and didn't play for a few days, and missed out on it. Definitely within reach, just gotta work for it.
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timpanogos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 9:21 am

Endlo- wrote:
Just keep in mind that the Ariet has a ton of kick behind it, and it's rate of fire is quite slow. It packs a punch, though. I've only used it a handful of times, I still don't quite have an opinion on it. I think it would stand out more on defending games, personally, but I also have a pretty intense dislike of the light/medium/heavy machine guns. They're just not my style. Big, clunky and loud.

I have a feeling that I'll end feeling the same way, heck I love my run-n-gun mk2, its fast, low kick and deadly up close, very good mid range and even picks off a long range from time to time.

but heck, you know the feeling, I have my smg and assault tricked out, time to try something else for fun/experience.

Quote :

The Motion Sensor is really expensive, in both CP and in loadout space, at a whopping 8c. It really shines with things like the Vipera and the Shotgun, the name of which I can never remember. T-195 or something. They're cheap enough, and still moderately powerful, so you can mitigate the cost somewhat, by using the advantages of the electronics.

The goal for today is to pick up my Motion Sensor, and go from there. That gives me more progress that I've ever had, in terms of things owned, and electronics, since I started this back up, post 2.0. I've got a lot of things to mess around with, and tweak now, so I'm looking forward to being able to experiment with a lot more loadouts and just different concepts.

It does sound perfect for your moving back to the vipera and playing the upclose and personal that you love.

Quote :


Been a pretty good past few nights on MAG. I think PPH as a whole is going to try to participate in the Big Ass Movie project over the weekend, I know we have the MMM weekend coming up in December, and I'm probably going to hit 70 by this weekend, if not sooner. Got to beat up on the Dark Flock, who I never see anymore, and I'm about to finish out my set of Electronics. Not sure where I'm going after that, I think I'm gonna finish up my CQC-based Specialist Medals, and then maybe go back to the SASR-M for a while, and pick up that Specialist.

I think as far as long term goals go, from there, it's just kind of a pick and buy kind of thing, until I own everything. I've already got 2 out of my 3 favorite weapons kitted out, about to finish the "gear" side of things, except for random things like gas, and I'm working on random ribbons I want. Want to pick up a Combat Melee here soon, my knife needs some serious work, just picked up a Bunker Buster, and from there, I think I'm just going to try to work on getting onto Tic2000's top of the week boards.
My clanmate Xander led two of the boards last week, and Jager is now 3rd all time in wins. I came close a few weeks ago to hitting top 5 kills, but I slowed down and didn't play for a few days, and missed out on it. Definitely within reach, just gotta work for it.

its good to see your spirits up a bit from a few days back! God bless and keep your chin up.

If you see me around this coming weekend, and your not clan involved group me up. I have improved a bit and know that following you guys around a bit would be great help.
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Turtle
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 10:40 am

I played one Sabo match yesterday where I made MVP with 794 experience. We won the match, but I don't think I've ever seen a platoon so completely devoid of medics. There were, like, three other medics on SVER besides me that match. So a lot of that 794 came from constantly healing people.

I shot a few faces, but I still can't even imagine getting enough kills for a Grim Reaper. I just don't see how it's possible to kill that many enemies in one match...

I also bought a Reflex Sight. Since I'm going to want one anyway, when I grab the Tamsen, I figured I might as well buy it now and get something I can use.

I wish the shotgun had a suppressor...

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timpanogos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 11:04 am

yea grab the reflex and try putting it on the regular assault to get a feel for it. If you think you will be using the mk2 a lot, put the foregrip high on your list as well
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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 11:14 am

I'd actually say prioritize the Large Suppressor over the Foregrip. The foregrip is wonderful to have, but in terms of overall impact, I think the suppressor wins out. The added stealth is wonderful.

As far as getting Grims, it's hit or miss. There are a lot of games where I'll get mid-twenties, or I'll get like, 33 and just miss it. If you're redlining hard, and don't pull back to C, sometimes it can be pretty difficult to rack up large kill numbers.

In Sabotage, it's not too difficult on defense, if you're aggressive, and have good gun or knife game. It's largely about understanding how the traffic flows on a map, the common routes, and how to best flank those spots. On a good flank, it's not hard to get 3 or more guys, especially if you completely blindside them. Same for watching the high traffic lanes from a good vantage point. My best for Sabo is only around mid sixties, I'm pretty sure the best was 67, but I've seen shots of Zade putting up 100 on Sabo. It depends on how hard they push, and the other players on your squad/platoon. With a larger group of better players, obviously it's going to be a bit tougher, because of the heightened competition.

Acquisition seems a bit harder to get Grims in, to me, for whatever reason. I've only managed to pick up a few. I think it's because in Acqui, I tend to fall in line with Vash on defense, and play largely as an engineer for the massive CP games.

Domination, especially in a position of leadership, is pretty much a gimme for Grims. You have a lot of opportunities to control spawn points, as well as getting the added benefits of strikes. In my first Domo this morning, I was able to rattle off 61-8, and it was just a combination of being familiar with how to approach the letters I was on, and using my strikes to pressure their spawns. E & F on Flores Basin is pretty much the best thing ever as an attacker, because of the awkward path into the letters, from the Raven bunkers. It's just a big funnel really, and once you get that sweet spot on the headshots, it's pretty easy to down 4+ guys with a Tamsen clip. It gets even better too, if you only take down 1 gate, and use the other gates staying up as a way to cut off their flanking opportunities.

The grims just come with practice. Once you get more familiar with the maps, and all the little tricks and spots you can use, for flanks and to hide, and after you get some of the larger purchases, like your Sensor Jammer, it makes it even easier. The gun is probably the least important thing, you just need to be comfortable with your weapon. I consider the AK-47u the worst gun in the game, and if not the worst gun, at least the worst Assault Rifle, and I've gotten 3 or 4 with it. Some naked, some with it tricked out. Just gotta push, and be aggressive. Sometimes there's just a huge luck element, too. I've been pretty resigned to not get a Grim some games, and I've gone on massive streaks, to pull it out, or sometimes, you just get that game. I'd rate Vash as a better player than myself, and he's certainly more consistent, but I've still had plenty of games where I beat him out, and my best game is still quite a bit over his best, in terms of kills. I got lucky, and was able to pull some ridiculous things out. Just gotta roll with it.


EDIT - I'm trying to think of some general advice that I could provide, that might give you some insight, or help a bit. Did you try checking out the guide I posted last page by Phantom_T? It has a lot of good advice, not only for MAG, but for FPS games in general.
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Turtle
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 11:54 am

Well, the problem isn't knowing what to do, it's developing the muscle memory needed to do it better and faster than everyone else Smile

For example, about being aware of the situation: he gave great tips - which I already knew. It's just a lot easier said than done for me, I guess. Maybe I just don't have a head for FPS.
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FlightOfGrey
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 12:16 pm

I can remember thinking the same Turtle, people were insane being able to get grims in sabo and aquistion. It just takes time, exactly like Endlo- said, once you work out where they spawn, routes enemies like to take, where to check etc.. they become a lot easier

Towards the end of my career I used to be able to get a grim pretty much every match on any game mode and if I didn't get one it would be a bad match. I don't know what happened from the start of my career in MAG, where I can remember being so stoked when I got my first grim in a sabo to getting them every single match.

Try checking out my new thead, although it's not finished I'm sure you will find something useful in it to help you. [You must be registered and logged in to see this link.]
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timpanogos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 12:28 pm

turtle, I think (actually know) that Endlo is right about the suppressor. I got it first on his advice as well and have never regretted it.

Endlo, reading your last post, and sometimes I think about it, yea, I should really work on getting my kills up higher and my deaths lower. FoG's start on some Sabo maps also encourages me to play more strategically. I've just been having so much fun chasing suicidal healings, pressing the red line and being very aggressive.

Don't know if it's just me, but I've found if I see a red dot at close ranges (say 20 yards) and aggressively go straight after the dude, I win 3 out of 5 or more times, typically losing because I chase them around a corner into three of their friends (which I still sometimes get one of them as well before going down). I also notice the opposite, if I spot someone under cover, and they have spotted me, if I back off seeking cover going defensive and they attack, I end up losing the majority of the time. I skilled up my knife all the way in both categories and like this very much and getting better with it over time. I've seen good suicidal knifers run into an objectives console with 5 blues gaurding it and he gets 4 of the 5.

Being pushed up to the red line most of the time, I find I die a lot because I get caught in the middle of a reload or a self heal. I've likely gotten into a bad habit of attack get a kill or two, back around a close cover and heal myself too often. When you have 120% health and 6c armor you can take some punishment and still win, but the heal/reload before his buddies 50 yards back come around the corner and catch you in mid cycle get me a lot.

There is just something about the total craziness of those Escalation D's that call my name; "here, run into the middle of this and KILL, Heal, Heal, KILL". When you have about 4 to 6 guys keeping each other up and knocking the reds down, it's worth all the bleed out deaths that leave you running as fast as you can to get right back into the thick of it.
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 2:31 pm

Auto-bleed-out is far too common. I'd prefer very much that a death from an explosion doesn't auto-bleed-out for one thing, but really, I'd just as soon do away with it altogether and make it necessary to shoot/knife/attack someone again after they've gone down to bleed them out, if you want them bled out.

It's so exasperating, doing fairly well in a match and getting shut down by a grenade launcher or mine, with no chance of getting picked up.
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timpanogos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 2:37 pm

Turtle wrote:
Auto-bleed-out is far too common. I'd prefer very much that a death from an explosion doesn't auto-bleed-out for one thing, but really, I'd just as soon do away with it altogether and make it necessary to shoot/knife/attack someone again after they've gone down to bleed them out, if you want them bled out.

It's so exasperating, doing fairly well in a match and getting shut down by a grenade launcher or mine, with no chance of getting picked up.

It is a double edge sword and adds to the challenge of the game. On the other side of the fence, I have often died trying to focus on a head shot to a downed red to take them out of the picture. You don't want their buddy putthing them back shooting at you right away. I've seen and noticed that knifing the intended seems to be better than trying to shoot them. When you are in the thick of close combat with serveral on both sides, if someone is cleaning out the fallen right behind the Endlo's/FoG's of the world the little buggers are not back up 3 seconds later behind you.


As you skill up, consider the explosives resistence. With 120 health, sometimes you survive the nades. What is frustrating to me is in the C's/D's of the world (total crazyiness, I seldom ever see the nade indicator, I think its a bit of a bug in the program or they intentionaly choose to not show them in smoke.


Also in these tight quarter situations, spam your health, i.e. get behind a Fog with nothing more than your med kit out, knifing downed players and spaming health every time it refills ... good xp


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wolf_cub61
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 5:37 pm

Thanks guys! this helps. I've still got a few weeks til I have to decide anyway so ill see what else pops out in that time.
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timpanogos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 6:01 pm

Endlo- wrote:
Just keep in mind that the Ariet has a ton of kick behind it, and it's rate of fire is quite slow. It packs a punch, though. I've only used it a handful of times, I still don't quite have an opinion on it. I think it would stand out more on defending games, personally, but I also have a pretty intense dislike of the light/medium/heavy machine guns. They're just not my style. Big, clunky and loud.

I see the problem here. This is a MAN's machine. None of that girly suppressor stuff, or that junior miss electronic stuff that those school girl Endlo/FoG's types like to fashion show boat around in. This gun says "Hey, I'm over here, come and get a taste of this!"
pick up those nades, grab that rpg, load out 6c armor, a regular walking tank against those panty waste pea shooters that cause you to have to sneak around.

And who the hell needs to ever push that square button anyway? Way over rated. Ok I'll push the darn thing once before I need to find a supply dump (200 total, 100 ready for the barrel).


Two shots in the foot from this baby and your down!


If only I could hit something with it Shrug
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Turtle
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 6:24 pm

timpanogos wrote:
As you skill up, consider the explosives resistence. With 120 health, sometimes you survive the nades. What is frustrating to me is in the C's/D's of the world (total crazyiness, I seldom ever see the nade indicator, I think its a bit of a bug in the program or they intentionaly choose to not show them in smoke.
Already got the explosive resistances bought and paid for. They don't seem to help much. facepalm2
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timpanogos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 7:20 pm

Turtle wrote:
timpanogos wrote:
As you skill up, consider the explosives resistence. With 120 health, sometimes you survive the nades. What is frustrating to me is in the C's/D's of the world (total crazyiness, I seldom ever see the nade indicator, I think its a bit of a bug in the program or they intentionaly choose to not show them in smoke.
Already got the explosive resistances bought and paid for. They don't seem to help much. facepalm2

Have you got health to 120 yet? This one is important to me. I believe if you see an nage and avoid it to some distance with the resistance and health SOMETIMES you survive it. I think I've also noticed that when bleeding out I will sometimes survive seome really close nades. Hard to quantify this of course, but I think it helps.
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 8:33 pm

I've gotten both maxed health and maxed explosive resistance.
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 9:12 pm

Turtle, I know exactly what you mean. And, you're absolutely right. A large part of it is simply repetition and translating that into muscle memory. I think Phantom even has a blurb about the same thing, and some tips that he suggests to practice those things.

I'm still getting better, too. My reflexes, and my ability to snap onto headshots is improving, and I'm finding myself getting twitchier, if that makes any sense. I'm getting better at reading people, too, and being able to see a guy in the distance, and make a good guess as to where he's going. That progress is rewarding, and it's even better to have other people recognize that progress, too. PPH queued up against WKE earlier, and I was right at the top of the kill boards along with J_Von and Ez_B, and Xander commented on a few of my games last night.


It's a lot like the advice I gave continuously with Uncharted. It all comes down to experience, intuition, and reflexes. All of those come with time and practice, just make sure that your practice is constructive. Bad practice is a terrible trap, because it reinforces negative habits, and is disguised, so you get even more frustrated by the lack of development. I'd suggest grouping up with better players, so you can kind of watch how they move around a map, or how they handle groups of enemies, or how they flank. They're also there to ask questions to, and lord knows I've bugged Flight and Chair a ton with questions.

As far as grenades go, they're fickle beasts. I've hit groups dead-on, and had every guy walk out of it, because of the 120 Health and the Explosive Resistance. Other times, I'll hit a similar size group, who should have those skills, and gotten a +3 out of it. They're finicky animals, and unfortunately, I don't quite understand how their blast radius works, as opposed to Uncharted's grenades. Cover is helpful when avoiding them, kind of like when assets blow up, if you can duck behind something, it'll cover you from the blast. As far as the indicator, I'm always seeing that thing. When I see it, I judge the distance it shows in meters from me, and book it around a corner, or bunny hop away from it as fast as I can.

Tim, you're absolutely right. I need my namby-pamby suppressor and my gadget power. I just have a strong distaste for the Machine Guns, they're my least favorite in the game, and they're loud, inaccurate, and clunky to use. On the other hand, the VIa used to be my all time favorite gun, and I still do bust it out from time to time. There's nothing quite like dropping 5 guys in one clip, as they try to scramble towards your burnoff tower.

Like, I grabbed the new MMG from Raven this morning, and it was awful. I got stuck with it, trying to do a field resupply, and was tempted to kill myself to get rid of it. I tried to kill a few guys, and had to just handgun/knife until I kicked it. I'm a man of subtlety and flanks, and machine guns are just too directly confrontational to me. I'll probably rock like, 12c and the VIa when I go for my Specialist medal with it. It's at least got a compromise of stability and power. On the other hand, Valor's machine guns are ridiculously stable, and usable, unlike our PSK or Ariet.


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timpanogos
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 9:37 pm

Endlo- wrote:
Tim, you're absolutely right. I need my namby-pamby suppressor and my gadget power. I just have a strong distaste for the Machine Guns, they're my least favorite in the game, and they're loud, inaccurate, and clunky to use. On the other hand, the VIa used to be my all time favorite gun, and I still do bust it out from time to time. There's nothing quite like dropping 5 guys in one clip, as they try to scramble towards your burnoff tower.

Like, I grabbed the new MMG from Raven this morning, and it was awful. I got stuck with it, trying to do a field resupply, and was tempted to kill myself to get rid of it. I tried to kill a few guys, and had to just handgun/knife until I kicked it. I'm a man of subtlety and flanks, and machine guns are just too directly confrontational to me. I'll probably rock like, 12c and the VIa when I go for my Specialist medal with it. It's at least got a compromise of stability and power. On the other hand, Valor's machine guns are ridiculously stable, and usable, unlike our PSK or Ariet.

Well I'm afraid we are going to need to find a man around here somewhere ... I can not do crap with this thing. There is no way you can aggressively attack someone with this thing, you loose everytime.

My numbers dropped way the heck off, but I noticed a few things and I'm tempted to stick with it for a bit. Please comment however, based on your bad training comment in the previous post.

I noticed that the accuracy is about equal to the mk2, stability is a bit lower than mk2 but not by much. Power is much higher than mk2 but of course rate of fire is much lower. The clip is huge and at such slow shooting you should never get caught in battle needing a reload.

There is no way I can be as aggresive with this gun, so it's made me drop back and be more watchful of the hud and more strategic. For the same accuracy, I'm not taking down nearly as many as with the mk2, but that appears to be because I'm sloppy with the mk2 but its so fast I get away with it. This gun, every bullet must count, you only need a couple but they must be aimed and hit well. I know I will not stick with the gun, but might make myself use it for a fair amount of time to force me work on snap to head, pop pop. Hoping this will transfer right back to the mk2 with more kills/less deaths. Also, once again, since you can not run right in and survive, its forcing me to pay much more attention to the map, cover etc. I wish the 4x scope would mount on this baby, as it will reach right out there and touch someone, but you can not see them.

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Endlo-
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyTue Nov 23, 2010 9:59 pm

That's actually why I commented on feeling like the Ariet has more utility on defense, rather than attack. As a defender, you're more likely to run into smaller groups, or isolated people. If you're looking for a more versatile LMG, or one that's a bit more cappable of handling larger groups of people, try scaling down to the stock RTK, or the upgraded RTK-VIa. The VIa has some more stability, with about the same power as the RTK, because it was our "Special Edition" like the SASR-M is to the SASR.

It'd also be easier to get away with the Ariet on defense, because of being able to rock the bipod with it. I'm not a huge fan of going prone for more than a few seconds, to heal, or get a quick dropshot on someone, but if you can find some high-ground, or a corner with a good line of sight into an entrance, you could probably do some damage.


As far as bad training, it's probably not going to be hugely detrimental, but you could also try the same mentality with the Tamsen. It's hard to say. I've used it pretty much exclusively for a while, so I've forced myself to reign in, and work on my headshots and what not. Once you find that sweet spot, try not to move your crosshairs up and down too much, unless you need to. You should be able to keep it pretty well centered. If you haven't, also, check out that link, and check out the section Phantom writes about snapping onto a target. With some practice, you'll find yourself being able to snap onto the head pretty consistently, and it gives you a huge advantage, especially when faced with a group of people. He suggests a few ways to practice, one being practicing the snap on/snap off on scenery, like posters. Try going into a Domination sometime, and checking it out, and give it a few runs. It's a good way to practice that repetition and develop that muscle memory.
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timpanogos
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timpanogos

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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyThu Nov 25, 2010 1:04 am

Well, I had a bad feeling about the clan deal from the start, but thanks a lot Endlo- for all you have done for me. Much appreciated.
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Endlo-
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Endlo-

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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptyThu Nov 25, 2010 1:17 am

What do you mean, Tim? And, anytime, dude. Anything I can help with, be sure to hit me up. I'm pretty much always available.
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Charlie
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Charlie

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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptySat Nov 27, 2010 9:56 pm

I was playing this for quite a bit today, and I'm enjoying it much more than I used to.
I'm only level 17 at the moment, rocking the SASR and I'm pulling out some pretty good results. Got a 41-7 on a Sabotage, and a 38-11 on a Sabotage. (And I was offered positions in 2 clans =P ) I think it's a matter of pacing myself so I don't burn myself out like I did last time I used to play, and finding a playstyle that I really enjoy. Oh, and I might be getting Move so if I do, this will be my first Move game Very Happy= :D

Also, SVER is beasting this game. 2 contracts for EVERY game type? Shocked

I also noticed there are less than 10 people playing Interdiction. Does that mean that there are only 10 people running around the map, or are they just sitting in the quene forever just saying, "This will be the day 118 other people all show up! bounce "
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Endlo-
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Endlo-

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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptySun Nov 28, 2010 3:50 am

Yeah, go go SASR powah! I love the DMRs, they're one of my favorite weapon-types in all of MAG.

SVER has pretty much always had 2 contracts in most game-modes. Valor used to have some Sabotage cred, when they were the only ones to defend Copper Hills, but even before the maps became neutral, towards the end, SVER still had double-contracts in most game-types. We'll lose the Escalation doubles sometimes, but it doesn't happen often, and not for any more than 1 contract cycle, usually. Welcome to the darkside, Comrade, we win a lot.


As far as Interdiction goes, those are the number of players sitting in queue, waiting for a game to begin. I don't know when people actually get to play that game, but the contract bars move, so games do happen sometimes. I've played it...all of twice, since I bought it, and really, I bought it mainly to have access to the 12c armor. It wasn't even a very fun game mode, unfortunately. If you are interested in playing it though, and giving it a go-round, there are a few groups of people on the official MAG forums, who are trying to designate some weekends as a time to play Interdiction, and get it back up and running.
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Turtle
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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptySun Nov 28, 2010 7:15 am

Awwwww yeah!

Charlie's playin' MAG!

Hope to see you on there soon.
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Charlitos
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Charlitos

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PostSubject: Re: M.A.G. "Massive Action Shooter"   M.A.G. "Massive Action Shooter" - Page 25 EmptySun Nov 28, 2010 6:43 pm

Reached level 63 today. Loving my Tamsen lots! It looks like they put the Excelation bonus back up to 200% XP.

Charlie is on the dark side Twisted Evil Enjoy the cookies Very Happy= :D
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