frankied14 - ill probably go to my last one at valor eventually. in these last days, ive been winning consistently. so the talent pool has dramatically gone up.
and i finally respec'ed to the 2nd ar with x4/acog, grip and silencer in addition to the sensory jammer stealth combo. its pretty sweet. i gotten more total kills but haven't received a 30+ kills in a match yet. but i have 7+ 30+ machine gun kill ribbons. im not used to that annoying 30 rounds a clip limit (vs the lmg 60 or 100 bullets a round).
[quote name='Frank Deluded']Click Supplice sig link or mine on the posts above this one.
If I may suggest just changing the OP with the info on his link would be more helpful than having the (imo) outdated pre-MAG release info.[/QUOTE]
Yeah there is a ton that could be done, but I am not sure what to do with the OP so I left as is.
Now, if you guys want to use this thread to help coordinate the clan activities we can see if we can change over ownership. That way Supplice or whoever can change the OP and make it more clear in the first page so we don't have him editing one page, then me coming along later (much later as it is going lately) and change the page to reflex it.
Though it you want to do all that in a separate thread (though I think it is going on here) then I can update with updates/patches/info and just link to the clan page.
Let me know.
>>>[quote name='Supplice']I should be done with all 3 factions by Friday or Saturday. Sunday if I'm lazy. lol I'm all MAGed out and I just want a little break before BF:BC2.[/QUOTE] Or not? lol...
[quote name='enufs8d']frankied14 - ill probably go to my last one at valor eventually. in these last days, ive been winning consistently. so the talent pool has dramatically gone up.
and i finally respec'ed to the 2nd ar with x4/acog, grip and silencer in addition to the sensory jammer stealth combo. its pretty sweet. i gotten more total kills but haven't received a 30+ kills in a match yet. but i have 7+ 30+ machine gun kill ribbons. im not used to that annoying 30 rounds a clip limit (vs the lmg 60 or 100 bullets a round).[/QUOTE]
i still havent gotten the assault rifle ribbon. i can never seem to get more then 20 kills a round with it mostly because of that low clip size. I have to reload almost after ever kill.... i have 30 some machine gun ribbons, but i would like to get the assault rifle ribbon.... II've actually been really liking the sub machine gun. Might be my new favorite weapon
go for headshots. Its a two bullet kill with the setup he mentioned. I also picked up the machine pistol for my secondary. Thats like an extra 5 kills before you completely refill on ammo
[quote name='fatmanforlife99']The ribbons that is a bitch for me is the smg, shotty and assist ribbons. Always come up short.[/QUOTE]
the 15 assists one? that is easy i think. lol. Like i said, i really love the SMG too and i got +30 kills with it my first round. The shotty I'm working on, but it still sucks if you ask me. Usually takes 2 shots to kill people. Only perk is you have a massive headshot area.
to be honest, I'm not too concerned with getting the ribbons, because I know i'll never get them all, and the medals I won't even think about getting all of them, so whatever I say..
[quote name='Fjordson']What's more solid as a S.V.E.R. newbie? Going for the tier 2 assault rifle or sticking with my LMG?[/QUOTE]
The LMG is more noob-friendly (less aiming required, able to spray and pray to good results), but the AR can be customized to include a suppressor which is a great help if you're following the commando path, and tends to have better accuracy that the LMG, so if your AIM is good the AR can be as effective if not more than the LMG; so it really depends on your personal playstyle.
Interesting, thanks. I'll probably switch to the AR once I get back up to speed with aiming with the DualShock sticks. I haven't played a shooter on the PS3 since Killzone 2, and even that was only single player, so I'm having some trouble readjusting. Is the second tier LMG worth the points?
[quote name='Fjordson']Interesting, thanks. I'll probably switch to the AR once I get back up to speed with aiming with the DualShock sticks. I haven't played a shooter on the PS3 since Killzone 2, and even that was only single player, so I'm having some trouble readjusting. Is the second tier LMG worth the points?[/QUOTE]
I've only used the first tier, but from what I understand the second tier LMG adds very little stopping power, but the stability and accuracy go way down, so probably it's only an improvement on very short distances vs the first tier
I'm really loving the game so far, and I like that the wild imbalance claims at places like GameFaqs were mostly hyperbole. Despite being S.V.E.R., I think I've only won three more matches than I've lost, IIRC.
its imbalanced to some degree, but I think as you get better you can figure out strategies for each place. It still comes down to hwo good the squads are for each faction in that particular game.
The first tier LMG is so much better than the AR's in SVER. Hip firing is accurate and you get so many bullets in the clip, it's also accurate aiming down the sights from great distances as long as you burst fire effectively.
all the guns are basically the same from faction to faction, so that really makes no difference.
if you are using the 4X scope on the second AR, theres no way an LMG can compete if firing from the proper distance. The stopping power on the LMG is very nice btw, but you play to your strengths
[quote name='kurrptsenate']all the guns are basically the same from faction to faction, so that really makes no difference.
if you are using the 4X scope on the second AR, theres no way an LMG can compete if firing from the proper distance. The stopping power on the LMG is very nice btw, but you play to your strengths[/QUOTE]
i wouldnt say that at all. damage on svers guns is much better and noticeable. Valors guns fire faster and have bigger clip sizes. I havent played with raven, but from what friends told me, the guns are really stable and accurate.
at least in myexperience between sver and valor, there is a noticeable difference between the guns.
If you hit level 60 but decide to remain as the same Faction, does Veteran Status just kick in with the benefits thereof ? or do you have to start over in order to get those 'perks'
I'm only at level 45 but I got my eye on the prize..
[quote name='the_grimace']i wouldnt say that at all. damage on svers guns is much better and noticeable. Valors guns fire faster and have bigger clip sizes. I havent played with raven, but from what friends told me, the guns are really stable and accurate.
at least in myexperience between sver and valor, there is a noticeable difference between the guns.[/QUOTE]
if you check the website http://www.maggametools.com/skills, it lists all the guns for all the factions. If you do a comparison, the difference between the guns as I stated before is very small. They balance out basically but I will say the clip size is more noticeable. either way, I don't feel any faction has an advantage with any gun as they did a great job at balancing them. Sure, SVER gets a tad more stopping power, but a lower fire rate... etc.
[quote name='Romis']If you hit level 60 but decide to remain as the same Faction, does Veteran Status just kick in with the benefits thereof ? or do you have to start over in order to get those 'perks'
I'm only at level 45 but I got my eye on the prize..[/QUOTE]
To get the extra 10% and the veteran 'mark' you need to start over, even if it's on the same faction
[quote name='kurrptsenate']if you check the website http://www.maggametools.com/skills, it lists all the guns for all the factions. If you do a comparison, the difference between the guns as I stated before is very small. They balance out basically but I will say the clip size is more noticeable. either way, I don't feel any faction has an advantage with any gun as they did a great job at balancing them. Sure, SVER gets a tad more stopping power, but a lower fire rate... etc.[/QUOTE]
i seen them too. I'm just saying from my own playing experience with them I felt a noticeable difference despite what the stats say. To say the least, it was a different ballpark between sver's and valors gun. One huge example is the machine pistol. On valor it carries 20 bullets. On sver it carries 13.... thats a pretty drastic difference
The changes are amazing, particularly the weapon related (of course, now we'll get a lot of complaints from LMG hip-shooters), the changes to personal mines, the resuscitation camera, the re-spec updates, no losing experience from TK by charges, man, amazing work from Zipper (of course, if everything works as detailed)
[quote name='kurrptsenate']if you check the website http://www.maggametools.com/skills, it lists all the guns for all the factions. If you do a comparison, the difference between the guns as I stated before is very small. They balance out basically but I will say the clip size is more noticeable. either way, I don't feel any faction has an advantage with any gun as they did a great job at balancing them. Sure, SVER gets a tad more stopping power, but a lower fire rate... etc.[/QUOTE]
Regardless of that, many people will tell you that they have a really noticeable difference. I've seen those stats and I've tried out the Raven guns and the accuracy and rate of fire are way better than that of SVER AR.
Edit - * No! They nerfed hip firing on the lmg ;_;
Nice changes, it's what most people wanted from reading the MAG forums.
[quote name='Fjordson']I must suck because hip firing with my LMG prevents me from ever hitting anything, haha. It seems wildy inaccurate.[/QUOTE]
once you get the foregrip, its crazy good for hipfiring. I can't count the times I ran around a armed bunker or a control point and literally took out 7 or 8 guys blindfiring before i died. There was definitely something bugged with it. LOL
also, that patch is probably the most dramaticpatch i ever seen put into a game. Its really fixing a lot and wow at the respect levels.... you can respect every couple games now.
And i was just getting to love the SMG for its long range accuracy. I'll see how it holds uo after the patch but I saw they are improving the battle rifle so I'll have to check that out again. They are also improving the shotgun so maybe it wont suck so bad anymore,
[quote name='Fjordson']I must suck because hip firing with my LMG prevents me from ever hitting anything, haha. It seems wildy inaccurate.[/QUOTE]
i feel the same about the heavy machine gun. i use it exclusively because of the high ammo count but hip firing at someone is retarded. I usually miss them and their shadow.
[quote name='mykee98']i feel the same about the heavy machine gun. i use it exclusively because of the high ammo count but hip firing at someone is retarded. I usually miss them and their shadow.[/QUOTE]
do you have the foregrip or stand, it makes hipfire crazy good
[quote name='fatmanforlife99']do you have the foregrip or stand, it makes hipfire crazy good[/QUOTE]
neither, just the improved stability and sight. my load out doesn't allow much wiggle room for extras. I should switch back to the AR tomorrow night after the patch and see if I like it better now. I can respec now if i wanted and get all the improvements for the AR but can't get myself to do it. Its gonna be bad enough when i eventually vet and have to start all over.
MAG is simply the best FPS that has been made, period.
Not only did they come out with a new platform, it was near perfect right out of the box. Not only that it has received 2 patches within the first few months that directly address many of the things that people have hoped for.
What more can you ask from a developer? MOST games dont receive a patch for 6+ months and half the time that patch just makes new glitches. MAG should be on the cover for, "How to do the right way."
They are quickly approaching "Valve" status in my book. (granted I got MAG and my PS3 at the same time so havent played any of their other games.)
[quote name='fatmanforlife99']Man, I wonder if they realize when you swap your guns with a dead enemy and swap it back it gives you a full ammo restock? I hope they don't fix that.
Well use the stand, it only takes up like 200 points. Its worth it.[/QUOTE]
I did not know that. Nice tip.
and last week's patch could have waited since it didn't seem as gamechanging as this one. There's been like 3-4 patches already and those don't come cheap.
[quote name='Soodmeg']MAG is simply the best FPS that has been made, period.
Not only did they come out with a new platform, it was near perfect right out of the box. Not only that it has received 2 patches within the first few months that directly address many of the things that people have hoped for.
What more can you ask from a developer? MOST games dont receive a patch for 6+ months and half the time that patch just makes new glitches. MAG should be on the cover for, "How to do the right way."
They are quickly approaching "Valve" status in my book. (granted I got MAG and my PS3 at the same time so havent played any of their other games.)
Hit us up with a map pack and be crowned G.O.A.T[/QUOTE]
DICE was really good with the first bf bc. I still am angry at them for some of the changes in bf bc 2... grr
[quote name='the_grimace']They are also improving the shotgun so maybe it wont suck so bad anymore,[/QUOTE]
i think you are misinterpreting what "increased spread" really means. At close range, sure, but this means you wont be able to long range with the shotgun like you could before, which i totally agree with
I'm thinking of picking this up soon and I am wondering people's thoughts on it? I didn't like MW2 multiplayer for the simple fact of everything is green and brown and I was spoiled by Halo's shooting style.
I do enjoy FPS's, but only to an extent. I know it's online only, but how fun is it compared to modern day shooters?
you're not going to find anyone in this thread who doesn't love this game. If you play it for 10 hours and have played everything else out there, there's a reason we play THIS game over those.
I'm hoping Battlefield 2 can compare to this, but I doubt it will hit some of the high points this one has
I kinda like how they focused on a few maps and tried to do them right (balance) then put out a bunch of maps. kinda goes along with the "story" of the game (if there is one)
l find myself comparing it to how much l liked 'Warhawk' both games have their positives & negatives, For the most part however to me they both have more positives
but the biggest downfall for MAG l think when comparing it to 'Warhawk' is lack of the ability to set up games, you can't have Opposing Clan Batltles, not even 8 on 8 Skirmishes
[quote name='kurrptsenate']i think you are misinterpreting what "increased spread" really means. At close range, sure, but this means you wont be able to long range with the shotgun like you could before, which i totally agree with[/QUOTE]
i didn't misinterpret it at all. the way the shotgun currently is its like a strong pistol. There was no spread at all to it. A very small one to say the least. Shotguns should have a wide lethal spread at close range, and they totally werent like that so that's why i said it was an improvement. I would have also liked to see the damage increased as well, but oh well
i thought it was ridiculous how you could get long ranged with it at medium range. if your shot is dead on, you really wouldnt want a large spread. large spread would hit a larger area, but do less damage as the spread wouldnt be concentrated on the target entirely
Didn't see anybody post a full list of what's in the patch, so here it is:
Patch v1.03
Available February 25, 2010 | 41MB (TPPS), 49MB (DLS) Gameplay
Overhauled tuning of multiple weapons of all types (see “Weapon” section below)
Improved speed of weapon and gear swapping by approximately 500 milliseconds.
Fixed bug in SVER’s Aralkum Mechanical Acquisition map and Absheron Refinery Domination map that allowed players to defuse a charge planted on a repaired gate or door.
Added a “solid tone” sound effect near the end of a charge’s beeping detonation timer so that players know when the charge can no longer be defused and that they should vacate the area.
“Medium Improved” Armor now works as intended with the speed properties of Medium Armor and a defensive value greater than Medium, but less than Heavy Armor.
Changed resuscitated player’s camera orientation to match the last camera direction used while incapacitated instead of the pre-harm camera.
Players no longer lose XP if a teammate is killed by an objective explosion caused by a charge they planted.
Respec Point requirements in Barracks have been changed from 3K, 5K, 10K, 17K, 26K, and 26K-Repeat to 1K, 2K, 3K, and 3K-Repeat.
Lowered the amount of damage necessary to kill an incapacitated enemy
All fired projectiles (RPGs, Turret Rockets) have been given a steadier aim.
Mines that haven’t been triggered are no longer removed from the map when the dead player that deploys them respawns unless that player changes their Loadout (note: The maximum number of mines you can plant cannot exceed the number you initially spawn with).
Fixed bug that prevented “fully-resuscitated” players with more than 100 health points from receiving their full HP.
Fixed bug that caused players to take unnecessary damage from both friendly and enemy vehicles when touching them.
Players no longer lose leadership points after entering “Veteran Mode.”
Weapons
“From the hip” firing for Light and Medium machine guns have stronger recoil and are less accurate when moving.
Tuned weapon damage for all three factions.
Modified all short-ranged weapons (pistols, PDWs, shotguns, SMGs) so that they’re less effective at long distances.
Made Battle Rifles more effective.
Reduced accuracy bonus for using iron sights and reflex sights so that players can no longer snipe with weapons that aren’t intended to do so.
Increased damage values for all rockets to make them more effective (ex: three rockets can now destroy a DE turret).
Shooting through thin materials (fences, tents, etc.) will be more consistent.
Increased spread on shotguns.
Improved animations for rocket launchers.
Graphics
Fixed bug that caused the recoil animation to end early or stop animating if a player was firing their weapon for a long period of time.
Changed detonation time on smoke and poison gas grenades to prevent them from exploding in mid-air to eliminate unintended FX issues.
Added realistic fogging effects to sky-domes.
Technical
Fixed most conditions that caused players to be caught in a “respawn loop” which kept restarting the respawn queue when the countdown clock reached 0.
Changed in-game conditions to make it less likely to experience in-game freezes.
Improved client-side stability.
This pretty much leaves balancing SVER maps as the most blatant issue, correct?
Really love all of the support Zipper is giving MAG. The only thing I can see myself wanting down the line is more maps, but I've only had this for two days. So far I'm having a total blast.