MAG Developer Tips: Acquisition

Another day, another battle! Today’s gameplay tactics come from designer Joe Maris – a man who was absolutely essential in the design of our character advancement system and an expert in tactics for the Acquisition mode. Plus, it’s a well known fact across the Pacific Northwest that Joe is the owner of one of the greatest beards of all time. No really, it’s true.

Anyhow, check out this instructional video to familiarize you with the 128-player Acquisition mode, and look for Joe’s tips immediately below it.

“For new players, the 128-player maps may feel the most like a historical battlefield, where lines of bunkers establish defensive fronts from one side of the map to the other. In order to succeed, a player will need to both familiarize themselves with these defensive lines and also study the routes of the target objective: the prototype vehicles.”

Basic Tips

  • Unofficially, the Acquisition Maps have two main phases: the bunker phase and the extraction phase. In the bunker phase, the attackers will attempt to break through the frontlines of bunkers and destroy the anti-air batteries, allowing them to spawn closer to their final objective. In the extraction phase, the attackers will attempt to steal the prototype vehicle and drive it to safety. Generally speaking, it is best for the attackers to complete the bunker phase before attempting the extraction phase.
  • For an attacking squad, there are three basic strategies for taking out an enemy bunker: smoke grenades, smoke grenades, and smoke grenades. The smoke grenades are a cheap way to neutralize the turret and confuse the defenders. For extra credit, the attacking squad can hit the turret with weapon fire while it is encased in smoke. Defenders will often give away the turret’s location by firing wildly in the smoke.
  • During the extraction phase, attackers should select an evacuation route and then assign squads to remove any obstacles along that route. Once the obstacles are removed, keep the squads near the obstacles to prevent the enemy from repairing them and to provide cover fire once the enemy vehicle is stolen and evacuated by the lead squad.
  • Defending squads should spend the first phase of the game concentrating on three main goals: 1) Keeping the bunker turret repaired, 2) keeping charges off the bunker, and 3) keeping charges off the anti-air battery.
  • Not only should defenders work to keep gates and tank traps repaired, but they should use their regular vehicles to block important evacuation routes.
  • Defenders, you don’t need a rocket launcher to damage or destroy a prototype vehicle. If you see a vehicle race by, fire at it. If you see it take damage, keep firing. Every little bit helps.

Advanced Tips

  • If the attackers are having a hard time getting through the front line, platoon leaders should coordinate their platoon on a single point in the line. Once one bunker is down, the next bunker’s flank will be exposed, making it more vulnerable. Work on down the line until all bunkers are down.
  • Attackers, try to keep a Precision Strike in reserve as soon as your team attempts to extract the vehicle. The defenders may unexpectedly repair a road obstacle, and a Precision Strike is a quick and appropriate counter.
  • If possible, the attacking faction’s platoon leader should help steal the vehicle, because his passive repair ability automatically repairs the prototype vehicle without anyone needing to get out and use the repair gun.
  • Bunkers are most effective when supported by other bunkers. A defending squad should prioritize protecting its own bunker, but when a neighbor goes down, it should send a few soldiers to help get it back up.
  • During the Extraction Phase, the defenders should jealously guard the mortar battery as if it were the prototype vehicle itself. If the enemy manages to steal one of your vehicles, the mortar battery is a quick way to both destroy and demoralize the enemy attackers. However, if your area is secure, don’t let the battery go to waste. Use it to help the other platoon, if necessary.
  • Once the bunkers have fallen, if a defending squad has a soldier or two who insists on being a lone wolf, the squad leader should encourage the loner to sneak behind enemy lines and start repairing bunkers. As long as the defending team doesn’t waste too many resources, this is a nice way to knock the attackers back on their heels.

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MAG Developer Tips: Sabotage

Following up on yesterday’s tips for Suppression, we’re back again today with more tips and tricks for the next mode players encounter – Sabotage!

Our instructor for today is Producer Alan Van Slyke. Alan has been on the MAG team since the beginning and has been integral in making MAG what it is today, so you should definitely follow his advice. But first: a video explanation of Sabotage from Alan himself…

“Hey everyone, Sabotage is the first mode available in MAG that pits you against another PMC for control of the Shadow War, but that doesn’t make it any less important. It’s one of the most accessible game types as it only requires you to secure three objectives for victory. Follow these guidelines, and you’re sure to do your part!”

Basic Tips

  • Squad cohesion is important. There are multiple approach routes as an attacker, so talk to and follow your squad leader and steamroll the opposition as a unit.
  • Having problems getting your squad to A or B objectives? Two or three medics per squad can pick up any fallen teammates along the way, which keeps the squad together on approach.
  • The faction that typically prevails in Sabotage is the one that’s willing to make a focused charge at the objective. Sustained firefights at 100 meters from the objective as an attacker may give you a nice kill/death ratio, but will more often than not, result in your loss.
  • If you have a headset, let your squadmates know about the guy under the stairs or in the church tower (yes, I hate that guy too). If you don’t have a headset, listen for callouts from your team.
  • FRAGOs mean double points. They’re set by your squad leader as a mechanism to give the squad a unified goal and provide double XP when you’re in the FRAGO’s vicinity. If you’re interesting in getting more points, these will get you there fast.

Advanced Tips

  • On approach as an attacker, drop smoke grenades about 80-100 meters from A or B. This will get your full squad to within striking distance where you can regroup and make the final push to the objective.
  • All final C objective buildings have front entrances (attackers) and rear entrances (defender). A few attackers can often flank C towards the back to disrupt the defender’s spawn into the final objective building. This provides a critical opportunity to secure the final objective. 10 seconds of spawn wave disruption can often result in an Attacker’s victory.
  • Poison Gas and Frag grenades are great ways to clear Sabotage objective buildings of enemies. Poison does nasty proximity damage over time and Frag grenades can insta-kill if they’re too close – this provides a huge additional bonus in that fragged enemies can’t be revived and must travel back to the objective from the spawn point.

Thanks Alan! We’ll return tomorrow with Acquisition tips from designer Joe Maris.

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MAG Developer Tips: Suppression

Now that MAG is roughly two weeks old and players have familiarized themselves with the game and its mechanics, we’ve decided to help all of you take the next step towards becoming MAG superstars. Specifically, over the next few weeks we’ll be offering a bevy of developer facts and strategies from the team right here at Zipper Interactive. With inside info like that, you can expect to learn plenty of tips, tricks and tactics that should make you all the more prepared for becoming masters of MAG’s game modes, character classes and leadership roles.

First up, is a closer look at the game mode Suppression as explained by lead designer, CJ Heine. Watch this introductory video first, and then look for CJ’s tips listed directly afterward.

“Hey everyone, this is CJ Heine from Zipper and I’m here to give you some valuable info on how to maximize your time in Suppression.”

Basic Tips

For players that are new to MAG, Suppression is one of the first game types they can play – keep these things in mind as you get your feet wet:

  • Wins and losses in Suppression do not count in the Shadow War, but you may also find Suppression missions less stressful because you don’t have to worry about impacting the war as you learn the game.
  • Remember to stick with your squad. You will improve your survivability while learning how to fight alongside your team.
  • There are no vehicles or objectives to repair in Suppression, so modify your loadout appropriately (no need for the Repair Kit or Anti-tank Mines).
  • Learn the locations of the Resupply Points as they’ll refill your health and ammo, so knowing the way back to these quickly will keep you alive longer. They also tend to be player magnets, and can often become the center of combat.
  • Most default loadouts contain a First Aid Kit, so practice using this on yourself when your health gets too low. If you have upgraded to the Medical Kit or have the Resuscitation skill, seek out wounded allies and try healing them.
  • Don’t bleed out if you’ve been killed! Get familiar with the incapacitation and bleedout mechanics in Suppression, and see if there is anyone available to revive you before you choose to respawn.

Advanced Tips

  • Go easy on the low level guys! They’re in Suppression trying to learn and gain their first few levels. You are all in the same PMC, and taking the time to help them and answer their questions could make the difference down the road in a Shadow War mission.
  • Suppression is a great place to experiment with your new skill unlocks. The Suppression missions are small and time to combat is quick, making them a great source for practice targets. Use this closed environment to experiment with things like anti-personnel mines, items from the Electronics skill tree, new weapon upgrades, etc.
  • Right on the edge of your next player level but short on time? Often times, it’s faster to play a quick Suppression match instead of a full Shadow War mission for that last bit of needed experience.

Thanks for the help CJ! We’ll be back again tomorrow with Producer Alan Van Slyke’s tips for Sabotage – see you then.

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Server Restart, Patch Alert: MAG v1.01a

Hello everyone,

We hope you’re enjoying your MAG experience so far and welcome your continued feedback regarding what you like, what you love, and what you think could use some improvements.

With that in mind, we’ll be implementing a tiny little patch (300KB) early tomorrow morning that will automatically download as soon as you start the game. This particular patch mends an issue with our skies that should give you slightly better visual fidelity when you’re looking upward.

Before the patch is available, however, we will be performing a number of maintenance fixes on the server-side as well – which means there will be downtime sometime during our usual window of 1am Pacific/ 4am Eastern/ 9am GMT and 3am Pacific/ 6am Eastern/ 11am GMT.

Remember, the latest patch notes can always be found at http://blog.mag.com/blog/patch-notes/. See you again soon with our next update!

MAG Patch v1.01a

Graphics

  • Resolved issue that caused banding and/or artifacts in the sky.

Server

  • Server performance enhancements with a focus on reducing lag issues.
  • Lowered chances of encountering 5:5 errors
  • Added additional statistics-focused servers
  • Added additional servers for Japan.
  • Reduces the amount of time after a game finishes before stats post to account.

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Raven Pre-Order Armor Fulfillment

Spyder Armor

Prior to MAG’s release on January 26, several retailer incentives were available to customers who preordered. Among our retail partners was the Game Crazy chain, which offered the Raven Spyder Reinforced Composite Armor, helmet and camo pattern. In a most unfortunate turn of events, the program was delayed leaving those who pre-ordered MAG before its release without its incentive.

But not any more.

Starting today, any customer who pre-ordered MAG from Game Crazy can contact the store where they purchased it for details on how to obtain your code. On behalf of Game Crazy and Sony Computer Entertainment, our apologies. Now go get your code and enjoy your new armor!

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