MAG Beginners Guide

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    Newbies Guide for MAG (New players please read)

    Everything you need to know is right here on the first page.

    All credit goes to AbigalSS from the American Beta forums I hope this helps and if you could sticky this that

    would be great thanks

    Controls

    This is the current controller layout for MAG.

    We will have additional controller layouts available for players to choose from, but will not allow players to

    hand-edit individual layouts.

    Movement & Aiming

    The left analog stickcontrols basic movement: forward, back, strafe left, and strafe right. The further the stick

    is deflected, the faster the movement.

    Pressing down on L3 initiates a sprint. Returning the left analog stick to neutral or performing other actions

    reloading, changing stance, or firing your weapon break the sprint and returns the player to normal

    movement.

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    Team Communications

    The D-pad is how players communicate with their teammates (aside from the optional headset that allows open

    voice chat with squadmates).

    The players role in the mission determines what the D-pad buttons do. Players qualified for the leadership roles

    (based on character level) opt for leadership in the pre-mission deploy screen.

    Squad Members

    D-Pad Up: N/A

    D-Pad Left: N/A

    D-Pad Right: Request menu

    D-Pad Down: Identify target

    Squad Leaders

    D-Pad Up: Chat channels

    D-Pad Left: Squad command abilities

    D-Pad Right: Request menu

    D-Pad Down: Identify target

    Platoon Leaders

    D-Pad Up: Chat channels

    D-Pad Left: Platoon command abilitiesD-Pad Right: Request menu

    D-Pad Down: Identify target

    Company Leaders

    D-Pad Up: Chat channels

    D-Pad Left: Company command abilities

    D-Pad Right: Request menu

    D-Pad Down: Identify target

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    Weapons

    Primary Weapons

    More than any other factor, a primary weapon defines a players role on the battlefield.

    In general, the more effective a primary weapon is, the more expensive it is in the pre-battle armory and thelater it appears in the skill unlock tree.

    That being said, every weapon has a place on the battlefield even the lowliest SMG has its situation where it

    excels so be careful not to pre-judge a weapon based on its armory cost or barracks level alone.

    Submachine Guns

    These weapons are great at short ranges and excel with run-and-gun play styles.

    Submachine guns (SMGs) suffer only slight accuracy penalties for moving while shooting, but are poor at long-

    ranged combat and lowering your stance won't help much. Like other primary weapons, they do more damage

    than backup weapons and have better overall performance.

    Tip: Adding a suppressor to your SMG results in a great infiltration weapon. Sneak around and catch theenemy unaware!

    Shotguns

    These weapons dominate in close combat situations but are of limited use anywhere else because their

    effectiveness decreases with range.

    Shotguns dont have accuracy penalties they have one accuracy setting regardless of stance or movement.

    Tip: You can fire your shotgun at any point during reloading. Just dont forget to re-initiate the reload onceyoure done waxing the enemy!

    Tip: Shotguns are best used in urban areas of missions, where you can get close to the enemy before they seeyou.

    Assault Rifles

    A default primary weapon when creating a new character, assault rifles have a good rate of fire and have more

    killing power than submachine guns.

    Good for mid-range combat with no great strengths or weaknesses. Assault rifles (along with improved assault

    rifles and battle rifles) have the most attachment types available of all weapon types.

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    Tip: If youre new to MAG and arent sure which weapon to take, stick with the default assault rifle.

    Improved Assault Rifles

    These are improved versions of assault rifles, usually due to technological or manufacturing advances.

    They are usually a little more accurate and may have a higher rate of fire than normal assault rifles, but they are

    also more expensive and dont do any more damage than standard assault rifles.

    Tip: Try adding an 4X optical sight to your assault rifle. Youll be much more effective against distant targetsbecause of the increased zoom level.

    Battle Rifles

    These are basically assault rifles that fire bigger bullets with the same initial accuracy. They do more damage

    than normal assault rifles, but are harder to control.

    Tip: To improve stability, try adding a fore-grip to your battle rifle!

    Light Sniper Rifles

    Also called designated marksman rifles, these weapons are a cross between an assault rifle and a sniper rifleand are one of the default primary weapons.

    They are fairly accurate even while not in scope mode, have a fast rate of semi-automatic fire, and do a lot of

    damage to the enemy.

    Tip: Light sniper rifles are good for sniping in urban environments or in close support with your squad on the

    move!

    Tip: A foregrip is usually a better choice for light sniper rifles than a bipod.

    Medium Sniper Rifles

    These are the classic sniper rifles youll find on just about any battlefield on the planet. With a high-power

    scope mounted on them, they are the most accurate weapon in the MAG.

    They do a lot of damage and a moderate amount of recoil, but have a slow rate of fire.

    Tip: While standing, you will have a lot of barrel wander. Try crouching, going prone (better), or using a bipodon the ground (best) for more stability.

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    Heavy Sniper Rifles

    True terrors of the battlefield, these heavy caliber weapons are also called "anti-materiel" rifles as their primary

    function is to disable lightly armored vehicles and assets. They also disable enemy troops (to say the least).

    Heavy sniper rifles usuall kill a light or medium armored enemy in one body shot in MAG and do some damage

    to enemy vehicles and turrets.

    They have a lot of recoil and barrel wander, so each comes with a built-in bipod.

    Tip: Use the built-in bipod by going prone and hitting O.

    Tip: The heavy sniper rifles are great against enemy bunker turrets. Though it takes a few shots, you can

    destroy a turret from a safe distance.

    Light Machineguns

    These weapons are designed for use while on the go. They fire the same size of bullet as assault rifles, but use a

    lot more of them. A foregrip is usually the best choice of attachment for these weapons. Light machineguns are

    a default primary weapon (available at character creation).

    Tip: Light MGs have a lot more ammo (100 rounds!) than assault rifles, but take a lot longer to reload. Make

    sure you reload in cover and when friendlies are nearby.

    Heavy Machineguns

    These are a much larger version of the light machineguns, firing heavier bullets and doing much more damage.

    These weapons have a lot of kick and are best when used prone and with a bipod.

    Tip: Make sure you deploy your machinegun in a position with good cover, or youll be sniper fodder.

    Backup Weapons

    These are pistols and personal defense weapons (PDWs) and are built for close-ranged combat.

    They are mostly used when the player's primary weapon is out of ammo or the primary weapon is bad for close

    combat.

    Backup weapons can be fired when on the run with little penalty to accuracy.

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    Sidearms

    The default backup weapon is a pistol.

    Because they're not precise weapons, sidearms are not a good choice for long-distance combat. However,

    movement has almost no effect on sidearm accuracy, which makes them good close-quarters weapons.

    Pistols with the suppressor attachment are virtually undetectable in a combat environment.

    Tip: When your primary weapon runs out of ammo, its always faster to switch to your pistol than to reloadyour primary weapon. Pistols dont have a lot of stopping power, but they have enough to finish an already

    wounded enemy at close range.

    Personal Defense Weapons

    Smaller versions of submachine guns, personal defense weapons (PDWs) may be selected instead of pistols as

    the players backup weapon.

    Like pistols, PDWs are good up close but not at long range. They have fully automatic fire, but their magazines

    are relatively small.

    Tip: If your primary weapon is a sniper rifle, it may be best take a PDW and keep it equipped any time youre

    moving from point A to point B.

    Knives

    All players have this close combat weapon by default. Your combat knife doesnt take up a gear slot, but it cant

    be removed from your loadout either.

    To use the knife, press R3. You will instantly swipe your knife and then return to the weapon/item you held

    previously).

    Tip: Knives are great for quietly taking out enemies behind enemy lines since they dont make much noise whenused.

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    AttachmentsWeapon attachments enhance the normal capabilities of your primary (and some secondary) weapons. Theres

    usually no downside to having an attachment, so if youve got the cash give them a try!

    Grenade Launcher Attachments

    These can be attached under the barrel of most assault rifles. They launch a grenade that explodes on impact.

    Select the grenade launcher by cycling through the weapons list (R2) until you see the weapon crosshairs

    change to a leaf sight. Once selected, fire the grenade launcher by pressing R1.

    If you hit something at too close of a range, the grenade will bounce and wont detonate for a second or two,

    allowing you to get out of the blast area.

    Iron Sights

    If no other sights/scopes are attached to your weapon, you can still look down the barrel for finer aim. This will

    slightly improve the weapons accuracy.

    Just like for scopes, hold in the L1 button to use your iron sights.

    Tip: You move and aim slower while L1 is pressed (true of all sights), so this is often more useful againstenemies that arent right next to you.

    Red Dot Sights

    These sights are a small step above iron sights, increasing the zoom level and accuracy bonus by a small

    amount for the host weapon.

    Like iron sights, these sights dont slow your movement much while in use.

    Tip: Great for players who like to shoot on the move.

    Tip: Again, probably best not to use against nearby targets or those moving fast.

    4X Optical Sights

    These sights can be attached to all types of assault rifles and light sniper rifles, providing a low level of zoom

    when used.

    Hold in L1 to use your 4X optical sight.

    Tip: Use against targets at medium to long ranges, not up close!

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    Sniper Scopes

    These are high powered scopes that allow for precision sniping from long distances.

    Low Fixed-Power Scopes

    These scopes are the first ones available and provide the least amount of zoom.

    High Fixed-Power Scopes

    High power scopes have a powerful zoom level and provide much more accurate sniping at long distance. They

    also cost more than low power scopes.

    Variable-Power Scopes

    These scopes are well worth their price, having a low and a high power setting.

    When you hold in the L1 button, the d-pad up and down buttons allow you to toggle between the low and highzoom settings.

    Tip: Use the low power setting to acquire targets, then zoom in and take them out!

    Bipods

    Bipods can only be deployed on the ground when the player is prone. Once deployed, the bipod eliminates

    much of the recoil and barrel wander of their host weapon, trading mobility for a stable firing platform.

    When you go prone with a bipod-equipped weapon, deploy it by pressing O (youll see the action icon at the

    bottom of the screen).

    You can un-deploy the bipod any time by pressing O again or simply changing your stance with the triangle

    button.

    Note you are limited in the amount of yaw (left/right) and pitch (up/down) you can move the weapon whiledeployed.

    Tip: Bipods are best used when defending a static position where you dont have to move around a lot and you

    have lots of cover.

    Fore Grips

    Fore grips provide some of the beneficial effects of a bipod (reduces recoil), but you dont have to deploy or

    stay still get the benefits.

    Tip: Take a foregrip instead of a bipod when youre attacking so that you dont have to deploy and be rooted to

    one spot.

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    Suppressors

    These attach to the end of a weapons muzzle and significantly reduce the amount of noise and muzzle flash

    when firing. Because of this, you will seldom appear as a red dot on the enemys mini-map or with a red

    chevron above your head in game.

    All but the largest weapons (shotguns, machineguns, and large sniper rifles) can mount suppressors.

    They do not reduce damage but do have a slight negative effect on accuracy.

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    Gear

    When a character is first created, his choice of gear items is limited. Additional gear is unlocked via the skill

    unlock system and purchased in the armory before each mission. There is no encumbrance or other negative

    effects to loading up on gear, so if you have the cash and have unlocked what you want, use it!

    All gear items are either active or passive. Active items must be equipped in your hands to use. Passive itemsneed only be in your inventory and dont need to be selected (in fact, you cantselect them) to get their benefits.To select active gear items, cycle through them with your L2 button. Use them by "firing" them with the R1

    button while in your hands.

    Rocket Launchers

    Rocket launchers are heavy gear items and are intended for use against enemy vehicles and DE turrets. They

    can be used against enemy infantry, but their shaped-charge warheads dont have a very big explosive radius, so

    they may seem surprisingly ineffective against enemy soldiers unless you score a direct hit.

    If you hit something at too close of a range, the rocket will bounce and wont detonate for a second or two,

    allowing you to get out of the blast area.

    Rocket launchers have low-power scopes for fine aiming. Hold in L1 to use scopes in MAG.

    Dumb-Fire Rocket Launchers

    The dumb-fire rocket launchers are the default starting launcher type. They fire in the direction you point them

    and have some drop to their trajectory. They do moderate damage against vehicles and have no lock-oncapabilities.

    Guided Rocket Launchers

    The guided rocket launchers are unlocked later in the Heavy skill tree. They have lock-on capabilities against

    enemy vehicles and bunker turrets, but are more expensive than the dumb-fire rocket launchers. When fired

    without a lock, the flight path of the rocket is erratic and will probably miss unless the target is very close.

    To get a lock on an enemy vehicle or turret, go into scope mode by holding in L1 with the rocket launcherequipped, point at the target, and wait for the lock on sound to change to a steady tone. If you fire with a lock

    on, the rocket will follow a moving vehicle or guide itself to a stationary bunker turret.

    First Aid Kit

    First aid kits heal the player using it, but does not heal teammates. They have an infinite amount of uses but

    require a few seconds between uses. This is a default gear item (available at character creation) for loadouts #1

    and #2.

    To heal damage to yourself, cycle to the first aid kit by pressing L2, then press R1 when the kit is in your hands.

    Youll inject yourself and heal over a few seconds.

    Tip: If you dont know what other gear item to take, take this.

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    Medkit

    This gear item heals any wounded teammates if they are in front of you, or heal yourself if no injured

    teammates are there. Medkits dont run out of ammo, but recharge slowly between uses just like first aid packs.

    Reviving Downed Teammates

    If youve unlocked both the Medkit MkII in the Barracks, a secondary function of the medkit comes into play:

    reviving incapacitated teammates!

    If you see a teammate writhing on the ground and have the Medkit MkII, you can revive them by moving to

    their location, equipping the medkit, and pressing the R1 button. Youll know a teammate is revivable because

    youll see a blue cross under his name and your medkit reticle will display an icon indicating that reviving is

    possible. A red bar shows how much time is left before the downed teammate bleeds out and enters the respawn

    queue (which makes them not revivable).

    Tip: You get experience points (XP) when you heal others, so if youre not that skilled in combat, try helpingout your teammates with plenty of heals!

    Repair Kit

    These items repair destroyed defensive emplacements (i.e. bunkers), DE turrets, gates, vehicle blockers and

    vehicles that belong to your team.

    Select the repair kit by cycling with the L2 button, then hold in R1 when youre near and pointing at thedamaged object until its repaired. Track your progress with the status bar near the middle of the screen.

    Multiple repairers speed up the repair rate.

    The asset youre repairing tracks how much youve done, so you can break off repairing and come back later to

    take up where you left off. You can use the repair kit in any stance, even while prone.

    The repair kit is a default item (available at character creation) for loadout #3.

    Tip: Make sure youre not exposed while repairing an object. Go prone or get behind nearby cover before use.

    Acoustic Locator

    This device greatly enhances the distance that you can detect enemy gunfire. Detected enemies (with our

    without the acoustic locator) show up as red dots on your mini-map and will put a red indicator above an

    enemys head, even if theyre behind cover or obscured by smoke. Enemy shot sounds show up as white effects

    on your screen in the direction theyre coming from. All squadmates within 50m will also see this information.

    As a passive item, you dont need to activate or hold the acoustic locator to get its benefits.

    Tip: This item is very cheap and more valuable than you think IF you pay attention to your mini-map and

    HUD!

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    Explosives Detector

    The explosives detector is a passive gear item that detects enemy mines in your area. Detected mines show up

    as HUD icons on your screen that flash red. Youll also hear a detection tone when they first come in range.

    Squadmates within range will also see this information.

    Tip: You can shoot a mine to cause it to detonate (or blow it up with a grenade) just make sure youre at asafe distance!

    Sensor Jammer

    This passive item masks you and nearby squadmates from sensor scans called in by enemy commanders. The

    range that your squadmates must be near a jamming player is displayed as a dotted ring in the mini-map. It also

    works against enemy motion sensors.

    Tip: This is a great item for an organized squad to sneak behind enemy lines.

    Motion Sensor

    The motion sensor detects nearby enemy movement, even if you dont have a line of sight to them. Enemies

    have to be moving faster than a crouch walk to be detected.

    Detected enemies (with our without the motion sensor) show up as red dots on your mini-map and will put a redindicator above an enemys head, even if theyre behind cover or obscured by smoke.. Squadmates within range

    will also see this information.

    As a passive item, you dont need to activate or hold the motion sensor to get its benefits.

    Tip: This is a great gear item if youre sneaking around behind enemy lines with a suppressed weapon you

    can see the enemy before they see you!

    Grenades

    All grenades are active gear items. Cycle to them with the L2 button, and then throw them with the R1 button

    (when R1 is released).

    Grenades always throw with the same power no matter how long you hold in the button.

    If you hold a grenade throw for more than 5 seconds, it will reset and not throw when you let go of R1.Changing to a different gear item or weapon will also cancel the throw. You cant cook off grenades in MAG.

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    Frag Grenades

    Classic "blow up the enemy into tiny pieces" grenade.

    Tip: See a group of red dots nearby on your mini-map? Equip your frag and toss it at their location you mayget multiple kills!

    Tip: See a red flashing grenade icon on your screen? Move in the opposite direction from it. Bad things willhappen otherwise.

    Smoke Grenades

    These grenades block line of sight for a time, hiding you from snipers and other nasty shooty people.

    Tip: A smoke screen is a great way to approach an enemy DE turret or vehicle without getting mowed down.

    Tip: Dont give away your position behind smoke by firing enemies can see the red chevron over your head

    and mow you down even though they cant see you directly.

    Poison Gas Grenades

    These grenades are like smoke grenades, but anyone in the sickly green gas cloud takes damage for as long as

    theyre in the effect and while the grenade emits gas.

    The Improved Chemical Resistance skill lets you survive longer in a poison gas cloud.

    Tip: Poison gas grenades are a great way to flush out snipers, entrenched opponents or block off a narrow lane

    of attack.

    Tip: Tired of the enemy defusing bombs you plant at objectives or bunkers? Toss a poison gas grenade on the

    spot after you plant the bomb enemies in the gas cloud will usually die before they can disarm your charge.

    Mines

    All mines are active gear items. Select them with the L2 button, then deploy by pressing the R1 button. Placing

    a mine temporarily halts movement.

    Old mines youve placed are erased as you deploy new ones beyond what you normally have in your inventory

    i.e. if you deploy mines, fill up at a supply point, and deploy even more mines, the original ones disappear.

    Players can shoot enemy deployed mines to get them to blow up. Other explosions will also clear mines, so

    tossing a grenade near a minefield will create a nice, pretty ball of fire. W00t!

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    Setting Up Loadouts in the ArmoryBefore deploying into a match, you can customize up to 5 loadouts for you character. Once you edit your

    loadouts, the game keeps track of them so you wont have to do it again unless you want to make changes.

    Your newly created character comes with 3 default loadouts:

    - Loadout #1: Assault rifle, pistol, knife, frag grenades, first aid pack, and medium armor

    - Loadout #2: Light sniper rifle w/ low power scope, pistol, knife, smoke grenades, first aid pack, and light

    armor

    - Loadout #3: Light machinegun, pistol, knife, repair kit, un-guided rocket launcher, and heavy armor

    Enter the Armory screen from the Main screen and select a loadout with the d-pad up and down buttons.

    Press the X button to enter the Edit Loadout screen.

    Editing Loadouts

    In the Edit Loadout screen, use the up & down, left & right d-pad buttons to navigate through the various

    weapon, gear, and armor slots. Press X to edit the selected slot.

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    Primary weapon is the top left, backup weapon is top right, gear 1 is middle left, gear 2 is middle right, heavy

    gear is bottom left, and armor is bottom right.

    Note the budget info at the top, which shows how much cash youve got for goodies. As youre customizing,

    the budget info at the top updates in real-time.

    When youre done editing your loadouts and are ready to play, exit this screen by pressing O. Youll see a

    dialogue asking you to confirm your changes.

    If you have gone over budget, youll need to go in and scale back what youre outfitting yourself with before

    you can leave this screen.

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    Changing Weapons, Weapon Attachments, and Gear Items

    When you select a weapon, gear, or armor item to edit, a new screen appears that allows you to change the

    weapons and equipment as well as add available attachments to weapons.

    Use the up & down d-pad to navigate between weapons and attachment slots (not available for gear). Use the

    left & right to cycle through all available items in that slot.

    Press X or O to accept any selection and return to the Edit Loadout screen.

    Armor, Headgear, Facewear, and Uniform Color Selection

    The bottom right window in the main armory screen allows you to choose your armor type, headgear, face

    items, and armor colors.

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    The top window allows you to change the armor type your character is wearing.

    The next window down chooses headgear items, like helmets and hats.

    The 3rd window is for face wear sunglasses, hockey masks, and so on.

    The bottom window cycles through available texture variations for the currently selected armor.

    When youre done customizing your look, press O to return to the Edit Loadout screen.

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    Changing Loadouts in the Respawn UIWhile dying can be mildly annoying, it does allow you to change your loadouts!

    Once you die and "bleed out" by pressing the X button, you will see the respawn window at the bottom of your

    screen.

    On the right, it shows how long you have until the next respawn wave. On the left, you see two symbols that

    allow you to change your spawn point or change your loadout selection.

    Use the left and right d-pad to toggle between Change Spawn Location and Change Loadout.

    Press X to open the Change dialogues.

    Note that you will not respawn if you are in the Change Spawn Location or Change Loadout dialogues. If you

    are not re-spawning, and you think you should, make sure you do not have either of these dialogues selected.

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    In the Change Loadout dialogue, use the left and right d-pad to cycle through the loadouts youve created in the

    armory (or the default loadouts if you havent customized any).

    Press X to confirm your changes and get back into the respawn queue.

    In the Change Spawn Location dialogue, you see the CNI map on the right that has all kinds of neat info and

    the available spawn locations listed on the left.

    Press the up & down d-pad buttons to cycle through the spawn locations, then press X to confirm your change

    and get back into the respawn queue.

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    Barracks: Unlocking Skills and ItemsNewly created characters start off with a limited number of weapons, attachments, and gear items available to

    them.

    With each new level, you are awarded a skill point which enables you to unlock various items and skills in the

    Barracks area of the Main Menu.

    Skills take 1 - 3 points to unlock, depending on their impact on gameplay (bigger & better stuff costs more).

    You must buy 2 points worth of skills or items to unlock the next tier. For example, in order to unlock Tier 2,

    you must spend 2 skill points in Tier 1.

    Note - We may change where skills and items appear in the skill trees and their point cost throughout beta.

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    Skill Categories

    Assault

    This skill category unlocks items and skills related to assault rifles, improved assault rifles, and battle rifles

    (collectively called assault rifles).

    Tier 1

    o Assault Rifle: Reload Speed cuts down the time it takes to reload assault rifles

    o Assault Rifle: Foregrip unlocks foregrips for assault rifles

    o Assault Rifle: Reflex Sight unlocks the red dot sight attachment for assault rifles

    Tier 2

    o Improved Assault Rifle unlocks improved assault rifles

    o Assault Rifle: Improved Stability reduces recoil when firing assault rifles

    o Assault Rifle: Bipod unlocks bipod attachments for assault rifles

    Tier 3

    o Assault Rifle: Steady Aim reduces the amount of barrel wander while using a sight mounted on

    assault rifles

    o Assault Rifle: 4X Optical Sight unlocks the 4X Optical sight attachment for assault rifles

    Tier 4

    o Battle Rifle unlocks battle rifles

    o Assault Rifle: Suppressor unlocks the suppressor attachment for assault rifles

    Tier 5

    o Grenade Launcher Reload Speed makes if quicker to reload grenade launchers

    o Grenade Launcher unlocks the grenade launcher attachment for assault rifles

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    Personal Defense

    The Personal Defense category unlocks items and skills related to backup weapons and knives.

    Tier 1

    o Side-arm: Reload Speed cuts down the time it takes to reload side-arms

    o Side-arm: Swap Speed reduces the time it takes to swap to your backup weapon

    Tier 2

    o PDW unlocks the Personal Defense Weapon (PDW) for use as a backup weapon

    o Side-arm: Refire Time increases the fire rate for side-arms

    Tier 3

    o Side-arm: Suppressor unlocks the suppressor attachment for side-arms

    o Knives: Improved Swipe Speed reduces the time between knife attacks

    Tier 4

    o Knives: Expanded Reach increases the range that knife attacks hit a target

    Athleticism

    This category affects base damage resistance and other physical attributes of a character.

    Tier 1

    o Impact Damage Resistance reduces the amount of damage taken from falling and vehicle collisions

    o Improved Shot Detection increases the range at which you detect enemy fire

    o Improved Sprint Recovery recovers stamina faster after sprinting

    Tier 2

    o Advanced Paratrooper gives you more control of your parachute when dropping into a mission area

    o Improved Stealth reduces the range that enemies can detect you based on sound and masks you

    from motion sensors even while running

    o Increased Endurance increases the time you can sprint

    Tier 3o Chemical Damage Resistance reduces the amount of damage taken from chemical weapons, like gas

    grenades

    o Explosives Resistance reduces the amount of damage taken from explosions (grenades, mines,

    rockets, etc.)

    Tier 4

    o Increased Health gives you 20% more health

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    Close Quarters

    The Close Quarters category unlocks items and skills related to shotguns and submachine guns.

    Tier 1

    o Close Quarters: Reload Speed increases the rate at which you reload your shotgun and SMG

    o SMG unlocks the submachine gun

    Tier 2

    o Close Quarters: Improved Stability reduces the amount of recoil when firing shotguns

    o Close Quarters: Reflex Sight unlocks the reflex site attachment for both shotguns and SMGs

    Tier 3

    o Close Quarters: Shotgun unlocks the pump-action shotgun

    o Shotgun: Foregrip unlocks the foregrip attachment used on shotguns

    Tier 4

    o SMG: Suppressor unlocks the suppressor attachment for SMGs

    ElectronicsThis category unlocks electronics-based gear items. See the Gear section earlier in this guide for gear

    descriptions.

    Tier 1

    o Gear: Acoustic Locator unlocks the acoustic locator gear item

    Tier 2

    o Gear: Explosives Detector unlocks the explosives detector gear item

    Tier 3

    o Gear: Sensor Jammer unlocks the sensor jammer gear item

    Tier 4

    o Gear: Motion Sensor - unlocks the motion sensor gear item

    Marksman

    The Marksman category unlocks items and skills related to sniper rifles.

    Tier 1

    o Sniper: 4X Optical Sight unlocks the 4X optical sight for the light sniper rifle (only)

    o Sniper: Reload Speed increases the rate you reload all sniper rifles

    o Sniper: Foregrip unlocks the foregrip attachment for the light sniper rifle (only)

    Tier 2

    o Sniper Rifle unlocks the medium sniper rifle

    o Sniper: Bipod unlocks the bipod attachment

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    Tier 3

    o Sniper: High Power Scope unlocks the high power scope

    o Sniper: Steady Aim reduces barrel wander while looking through a scope

    Tier 4

    o Improved Sniper Rifle unlocks the large sniper rifle

    o Sniper: Suppressor unlocks the suppressor attachment used on light and medium sniper rifles (but

    not large sniper rifles)

    Tier 5

    o Sniper: Variable Power Scope unlocks the variable power scope

    Heavy

    This category unlocks items and skills related to machine guns and rocket launchers.

    Tier 1

    o Machine Gun: Reload Speed reduces the time it takes to reload machine guns

    o Machine Gun: Bipod unlocks the bipod attachment for machine guns

    o Machine Gun: Reflex Site unlocks the reflex site for light machine guns

    Tier 2

    o Rocket Launcher: Reload Speed reduces the amount of time it takes to reload rocket launchers

    o Guided Rocket Launcher unlocks the guided rocket launcher

    o Machine Gun: Foregrip unlocks the foregrip attachment for machine guns

    Tier 3

    o Machine Gun: Improved Stability reduces the amount of recoil when firing machine guns

    o Medium Machine Gun unlocks the medium machine gun

    Explosives

    The explosives category unlocks items and skills related to explosives. See the Gear section earlier in this guide

    for gear descriptions

    Tier 1

    o Mine: Anti-personnel Mine unlocks anti-personnel mines

    o Advanced Grenades increases the range you can throw grenades

    Tier 2

    o Mine: Anti-tank Mine unlocks anti-tank mines

    o Advanced Explosives reduces the time it takes to plant charges at objectives as well as disarm enemy

    chargesTier 3 o Poison Gas Grenade unlocks the poison gas grenades

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    Support

    This category unlocks items and skills related to healing teammates and repairing team assets. See the Gear

    section earlier in this guide for gear descriptions.

    Tier 1

    o Gear: Medical Kit Mk I unlocks the medical kit gear item

    o Improved Repairing increases the rate at which you repair vehicles and destroyed mission assets

    Tier 2

    o Gear: Medical Kit Mk II unlocks an advanced version of the medkit that can revive incapacitated

    teammates

    o Gear: Medical Kit Mk III unlocks an advanced version of the medkit that heals more damage and

    does it quicker

    Tier 3 o Gear: Medical Kit Mk IV unlocks an advanced version of the medkit that can instantly

    revive incapacitated teammates to full health

    -Note that the abilities of ALL unlocked Medical Kits are included in the Medical Kit you take into the

    field. You do not have to choose between the skills/items unlocked.

    Supply Points

    Low on ammo? Taken some damage and dont have a medkit? No problem just head to the nearest supply

    point!

    Identify supply points on your mini-map or CNI by its unique icon a blue & white hexagon. To help themstand out, the supply point crate models flash and glitter (showing just how magical they are!).

    To use a supply point, move up to within arms reach of one and hold down the O button when the action icon

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    appears at the bottom of your screen.

    Youll see your health increase over time and a reload bar will appear to show the progress of your reloading.

    All weapons and equipment that use ammo are reloaded at the same time.

    Be careful supply points are popular hunting grounds for snipers (and worse)!

    Bunkers

    Bunkers are forward emplacements used by the defending team to repel or slow down the initial attacker push

    in 128 & 256-player games. Defending players will often start out the game spawning into a bunker assigned to

    their squad.

    All players spawning into a bunker will be in the main bunker area, where they can move the camera around

    with the right analog stick.

    Pressing the O button at any time will exit the bunker at the exit location (youll see a transparent blue column

    showing this location while still inside the bunker).

    Pressing the TRIANGLE button cycles between the main bunker area and the bunkers turret. You can only get

    into the turret if its operational (i.e. not blown up) and theres no one else in it.

    While controlling the turret, use the right analog stick to aim the turret weapons, R1 to fire the mini-gun (theres

    a short "spin up" time before bullets come out) and R2 to fire the un-guided anti-vehicle rockets. Rockets fired

    by the bunker turret are self-stabilized and fly in a straight line at the target.

    Bunkers are a boon for defenders not just for the forward spawn ability and firepower, but because they also

    heal and resupply any defending team player that enters them.

    Attackers can blow up a bunker by placing a charge on the power generator at the rear of the bunker (like

    supply points, they flash and glitter). Just run up to the generator and hold in O until the charge is planted

    (youll see a bar fill showing your progress). Watch your back youre helpless while you place that charge!

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    Defenders can disarm a placed bomb before it detonates by moving to it and holding in the O button until the

    bar fills. It is advised to shoot the annoying SOB who placed the charge before trying to disarm it.

    If a bunker is destroyed, defenders with repair kits can repair it back to functionality by equipping the repair kit,

    then holding in the FIRE button while within arms reach of any point of the destroyed bunker. A progress bar

    shows how much youve repaired and how much is left to do.

    Attackers can also try to blow up the turret on top of the bunker. While heavy sniper rifles and machineguns

    will eventually do enough damage to kill a turret, rockets are usually the best way to do it. (Rockets doing low

    damage in the beta is a known issue and is being investigated.)

    Destroyed turrets can be repaired by defenders by climbing up the ladders, equipping the repair kit, and holding

    in the FIRE button while within arms reach of the destroyed turret. Repairing a destroyed bunker automatically

    repairs the turret too.

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    AA Batteries

    The AA batteries are battlefield assets that belong to the defending team. While operational, they shoot down

    any attempt to reinforce from the air as well as shoot down any incoming attacker air strikes or attacker UAV

    sensor requests.

    To enable air strikes and forward spawns (parachutes and helicopter insertions), attackers must blow up the

    defenders AA battery.

    Find the AA battery by following its icon a missile with wiggly marks around it. For attackers, this icon is red,

    for defenders its blue.

    To blow up the AA battery, get close to the generator on the back and hold in the O button while the bar fills up.

    Once thats done get a safe distance away and try to keep the enemy from disarming your bomb before it

    explodes.

    Defenders can disarm the bomb before it explodes by moving up to the location and holding in the O buttonuntil the disarm bar fills.

    If the bomb has already destroyed the AA battery, defenders with repair kits can repair it back to life. See the

    repair kit description near the beginning of the guide.

    Squad leaders can call in air strikes by holding in the left d-pad, selecting the type of strike with the L2 and R2

    buttons, and selecting the target area by pointing at it and pressing the R1 button.

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    Sensors

    The defending team also has a sensor array that allows their leaders to scan the battlefield, showing the position

    of attackers.

    The sensor array icon looks like a satellite dish. The icon is red for attackers and blue for defenders.

    To blow up the sensor array, get close to the generator on the back and hold in the O button while the bar fillsup. Once thats done get a safe distance away and try to keep the enemy from disarming your bomb before it

    explodes.

    Defenders can disarm the bomb before it explodes by moving up to the location and holding in the O button

    until the disarm bar fills.

    If the bomb has already destroyed the sensor array, defenders with repair kits can repair it back to life. See the

    repair kit description near the beginning of the guide.

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    Mortars

    Attackers have air strikes and defenders have the mortar. If the attacking team is able to destroy the defending

    teams mortar, the defending team will be unable to call in mortar strikes on the enemy.

    You can find the location of the mortar on the CNI press the Select button on the controller and look for the

    icon that looks like a silhouette of a mortar. It also appears on your mini-map if youre close enough.

    Just like an AA battery, get near the mortars generator and plant the bomb by holding in the O button until the

    bar fills.

    Also like the AA battery, defenders can defuse the bomb and repair the destroyed mortar asset with repair kits.

    Squad leaders can call in mortar barrages by holding in the left d-pad, selecting which type of barrage to fire

    with the L2 and R2 buttons, and selecting the target area by pointing at it and pressing the R1 button.

    Gates

    Attackers can really open the flow of the battlefield by destroying the defending teams gates located at

    strategic points on the map. Destroying a gate allows not only characters but vehicles to pass through, which

    can turn the tide of battle.

    Just like bombing any other asset, move up to the gate and hold in the O button until the bar fills, then clear the

    area and wait till it explodes.

    Defenders can disarm the bomb by moving to the gate and holding in the O button until the disarm bar fills.

    Destroyed gates can be repaired back into existence with a repair kit.

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    VehiclesIn many maps, vehicles play a key part in the mission. At the very least, theyre a good way to zip around the

    level and get to where you need to go in a hurry. Attacking squads may have vehicles that serve as a mobile

    spawn point. In escort missions, the goal of the mission is itself a vehicle.

    Get into and out of a vehicle by pressing the O button.

    Change seats by pressing the TRIANGLE button.

    You can see which seat youre occupying in the small vehicle seating chart at the bottom left corner of the

    HUD. The position youre in is highlighted yellow. All vehicles have 3 seats: driver, gunner, and passenger.

    There can only be one driver and one gunner, but several players may be in the passenger area (depending on

    the vehicle, your mileage may vary).

    When in the drivers seat, hold in R2 to accelerate and L2 for reverse. L1 applies the brakes and R1 will deploy

    a smoke screen that masks your vehicle from the enemy.

    The left analog stick steers the vehicle and the right analog stick controls the camera position (all seats). Press

    the left analog stick plunger (L3) to re-center the camera behind the vehicle.

    When in a vehicles turret, press R1 to fire the primary weapon. On APCs press R2 to fire the secondary

    weapon, an anti-personnel machinegun. The right analog stick controls turret movement.

    In the larger game types, attackers have APC vehicles that are mobile spawn points for a squad. If a squadsAPC is destroyed, anyone in it at the time is killed and the squad must respawn in a rear position until a new

    APC is generated for them.

    Damaged vehicles can be repaired by teammates with repair kits.

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    Game TypesSuppression (64 Players)

    Suppression missions are a PMC exercise. The objective of these missions is to maximize casualties on the

    opposing force. While Suppression missions dont impact the Shadow War, they are a great way to practice

    your skills and earn experience.

    Gameplay Flow

    1. Suppression uses two colored scorebars, with your team represented in blue and the opposing team

    represented in red.

    2. As players eliminate the opposition, they deplete the scorebar for that team. When a scorebar is empty,

    the associated team will lose.

    Sabotage (64 Players)

    In war, information is the highest currency. Cripple the enemy by stealing valuable intelligence or defending

    your secrets.

    Sabotage missions are the simplest game types in the Shadow War. The objective of the mission is for attackers

    to secure a pair of satellite uplinks. Once both are simultaneously held, a final objective will be activated which

    attackers must then demolish.

    Rules

    1 platoon per side

    4 squads per platoon No forward spawns

    No vehicles

    4 squad leaders only (no platoon or company leaders)

    No command abilities/strikes

    Gameplay Flow

    Sabotage missions contain two phases, which must be completed by the attackers before time expires.

    1. Phase one is a secure and hold, fighting to secure the uplinks.

    2. Phase two is a demolition objective, activated when attackers secure both uplinks, unlocking the datacenter. When active, attackers must plant and detonate an explosive while defenders battle to keep the

    area clear.

    Acquisition (128 Players)

    Weapons, ammunition, fuel... the keys to war. In Acquisition missions, 128 players vie for control of these

    valuable assets by commandeering or defending supplies contained in cargo vehicles.

    Acquisition missions involve two platoons of attackers trying to steal prototype transports. Defenders must stop

    them, destroying escaping transports if necessary. Should any 2 vehicles escape, regardless of which platoon

    takes them, the attackers are victorious.

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    Rules

    2 platoons per side

    8 squads per side (4 squads per platoon)

    8 squad and 2 platoon leaders allowed per side

    Tactical command abilities allowed

    Forward spawns used

    Gameplay Flow

    1. In Acquisition, both teams are fighting for ownership of prototype vehicles. Attackers must capture the

    vehicles before time expires.

    2. Vehicles start in protective containers. If attackers secure a container the vehicle will be accessible.

    3. Attackers must then drive the vehicle to the extraction zone, while defenders attempt to destroy the

    vehicle before it is extracted.

    Domination (256 Players)

    Control of the field of battle is the ultimate goal of a large fighting force, and Domination missions are won by

    mastering the battlefield.

    Domination missions require attackers to destroy the defenders fuel facilities. Attackers must secure 2

    subsequent pairs of burn off and cooling towers, blowing one pair to activate the next. When all towers are

    blown, securing and holding the final control panels causes progressive damage to the facility.

    Rules

    4 platoons per side

    16 squads per side (4 squads per platoon)

    16 Squad, 4 platoon and 1 company leaders allowed per side

    Tactical and strategic command abilities allowed

    Forward spawns used

    Gameplay Flow

    Domination missions are the most complex, with 3 phases of combat.

    1. Phase 1 of combat has attackers and defenders fighting for control of burn off towers.

    2. Phase 2 becomes active when attackers secure both burn off towers. Attackers and defenders now fight

    for control of two cooling towers.3. The final objectives in phase 3 unlock when attackers have secured the cooling towers. These steps must

    be taken in each platoon to open their respective final objectives.

    a. The final objectives can be secured by both teams. While secured by attackers, the

    DAMAGE bar will fill at a rate determined by the number of final objectives being

    held. If the bar fills before time expires, Attackers win.