Official TQFam MAG Team

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Re: Official TQFam MAG Team

Post by yodathe3rd on Tue Feb 23, 2010 12:20 am

chihippo the only other LMG you can buy stomps the competition it rips the default one a new one ive been using it for quite a while and with the grip and the sight down it can't be beat. its got a lot more damage to it the accuracy isn't awesome but it get me load of kills.

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Re: Official TQFam MAG Team

Post by Hoshneer on Tue Feb 23, 2010 4:40 am

I have been using the outfit Desz is using and it is working great at counter sniping. I might check out the LMG's sometime when my re-distribute my points.

Btw- Anyone know what Frago means?

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Re: Official TQFam MAG Team

Post by chiahippo on Tue Feb 23, 2010 7:02 am

I'll give that LMG another shot (pun not intended) then yoda.

Fragmentary order (FRAGO). In the game it's just the waypoint or objective that's set by your squad leader. When you complete actions inside the FRAGO kills, planting bombs, disarming etc.. You get bonus points which I thinks is +5. So kills with-in the FRAGO are worth +10 points vice the regular +5 points and so on and so forth. At least that's what I've gathered from playing. Someone else my have a better explanation.

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Re: Official TQFam MAG Team

Post by Desz on Tue Feb 23, 2010 11:33 am

Well FRAGO which is actually pronounced Fa-go, is a liberty city with in the map. Basically, when a squad leader yells fa-go, you must get behind one of your team member (it doesn't matter who) I preferably pick chiahippo, just because he has a fat back, but it can be anybody.

So what happens is as soon as you hear "Fa-go" you get behind a team member and just thrust your pelvic area. If properly executed it gives you level up 5 times per round despite the weak kill ratio.

It also, gives you stealth abilities, so the enemy won't have a clue where you are shooting from.

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Re: Official TQFam MAG Team

Post by chiahippo on Wed Feb 24, 2010 11:47 pm

MAG patch 1.3 in-coming!

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.

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Re: Official TQFam MAG Team

Post by Desz on Thu Feb 25, 2010 12:13 am

I forgot to mention this on the show, good update, can't wait!

Hey, wait, I don't see the floating players fix??

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Re: Official TQFam MAG Team

Post by Hoshneer on Thu Feb 25, 2010 1:03 am

I am not looking forward to the assault rifle fix. I snipe with it all the time.

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Re: Official TQFam MAG Team

Post by Desz on Thu Feb 25, 2010 1:13 am

Hoshneer wrote:I am not looking forward to the assault rifle fix. I snipe with it all the time.


Shit, no wonder we were so good lst weekend. Fuk!

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Re: Official TQFam MAG Team

Post by TheL1T1G4T0R on Thu Feb 25, 2010 1:38 am

Questions.

Are we going to be designating specific roles here? Medic, Engineer, Front line, Scouts, base defense...

I don't know. I've been waiting for a game like this that called for some extreme organization and I'm thrilled with this game so far. I get excited about studying maps and nicknaming checkpoints just incase the enemy overhears you. Okay...maybe I'm into it a little too much.

Right now I haven't really chosen anything. I'm still feeling out what I'm good at, but I'll volunteer for scouting. Throwing my life away is what I do best in MAG so far but I've only played in the Beta and one night.

I will start practicing at least twice a week. Thinking about switching my schedule to days so I can practice with you guys more often at night as well. We'll see how that goes.

BTW...might want to demote from officer since I won't be always be at practices but I'll give my all when I'm here.

_________________
I PITY THE FOOLS WHO MESS WITH TQ-BMI FAM!

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Re: Official TQFam MAG Team

Post by Hoshneer on Thu Feb 25, 2010 5:22 am

I am with you Litigator. I am gonna try to find a way to study the game also. There has to be alot of oportunities to kick the ass of a regular non-organized team fairly easy. I am hoping they come out with a iPhone app like they did with MW2, so I can study the maps. I think it might be a good idea also to come up with some alternate waypoint names, Chiahippo brought it to my attention that they have proximity hearing on our conversations. It would help out alot I think. Errrrrr.... Maybe that's too much. Lol

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Re: Official TQFam MAG Team

Post by Guest on Thu Feb 25, 2010 11:24 am

I also think we could benefit from organizing the gameplay a little more. I think once we get the swing of when we are all playing together at the same time, we can start getting tactical on their asses.

Also, Hoshneer, I snipe ALL THE TIME with my AK, so this patch is going to destroy my skills.

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Re: Official TQFam MAG Team

Post by Desz on Thu Feb 25, 2010 12:51 pm

That's what the whole core values where for, to live a MAG life. We have to be organized in order to be successful.

You guys though I was kidding about changing the way we live? I have been jogging 5 miles and knocking out 100 push ups every morning since I started playing MAG.

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Re: Official TQFam MAG Team

Post by Guest on Thu Feb 25, 2010 1:47 pm

Ok, well although all of us have very busy lives and play whenever we have even a sliver of free time, I would like to know on this thread:
-What day is BEST for you to play
-and what time to what time?

Like I said, we're not getting paid for playing in a clan or anything, but I am curious as to how possible it is for us to get two full squads (16 players) on at once.

For me:
Friday from midnight to 5 a.m. (CST)
but I can usually get on for a little while throughout the week. Usually never before 10pm.

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Re: Official TQFam MAG Team

Post by chiahippo on Thu Feb 25, 2010 2:23 pm

This patch has kileed my kill count with the LMG. No more long range counter sniper shots. Had to change up my style of play a bit. Not a big deal and I'm glad the oatch overall. Has a lot of good fixes.

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Re: Official TQFam MAG Team

Post by Hoshneer on Thu Feb 25, 2010 7:03 pm

Sometimes I am free Saturday and Sunday nights and I am always free on Mondays during the day.

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