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MAG Update

Posted: 2010-08-19 09:48pm
by Ritterin Sophia
Link
This has been an exciting week for MAG, and we’re continuing that momentum today with a closer look at the improved character customization that’s debuting in our new MAG Beta program starting August 24.

To begin with, the MAG Beta will support up to three different character slots per PSN ID so that players can try their hand at any PMC without having to start over again. Please note that when you boot up the beta for the first time your existing MAG character will be auto-copied to “Slot A.” However, this copied character is now completely independent of your original character and he exists solely in the beta universe. In other words, whatever happens to the beta character after the copy process does not affect your character in the retail game.

Another new feature premiering in the MAG Beta is the increase in level cap. Whereas your character stopped advancing at level 60 in the retail version, the beta now allows him to keep going until level 70. Pretty sweet, we know.

Of course, the biggest difference you’ll find in the new MAG Beta versus the retail game is the progression system. Broken into two main parts, the improved progression offers both an in-game economy and an enhanced skill tree. Combined, they allow players to create and upgrade their alter egos in ways that weren’t possible in MAG before.

MAG’s in-game economy works just like a storefront; Currency Points (CP) are earned by netting kills and completing objectives and are then used to make in-game purchases which outfit and equip your character. Especially important is the fact that weapons and gear are no longer unlocked via the skill tree, because they are now unlocked via your character’s level and Currency Points. Once characters have achieved the level necessary to unlock a weapon or gear item, that item is then made available for purchase in the “Supply Depot.”

The Supply Depot is a new menu item where all Currency Point purchases are made. Here, items that are currently available for procurement are shown with their CP cost highlighted next to them, while items not yet accessible are shown grayed out. Items that can be bought here include everything from most weapons and gear (divided into classes for easy navigation) to wearable goodies like hats, uniforms, and glasses. Plus, as an added benefit for players who may not like their choices as much as they’d first hoped, all items can be “returned” to the store for a percentage of their original cost. Oh, and don’t worry if you don’t have enough CP to buy what you need just right off the bat — CP doesn’t max out, so you can continue to earn the points even after you hit the level 70 cap and buy what you want when you can afford it.

Because of the beta’s new CP setup, the means of upgrading your character has been enhanced to support it. For example, players no longer have to save skill points to unlock skills since all skills now cost only 1 Skill Point to unlock (or more specifically, you can add one new upgrade with every “level up”). Sure, each individual upgrade may be smaller but now you can control your pace and end more specialized and powerful in the end.

In addition, we’ve also introduced a number of extra skills to the tree. “Improved Repair Speeds, Health Kit Recharge Rates” and “Sprint Speed” are just a few of the abilities you can expect to see for the very first time. Plus, we’ve categorized skills into classes for better navigation. In fact, here are the meta-categories you have at your disposal:

* Assault
* Marksman
* Close Quarters
* Spec Ops
* Medical
* Engineering
* Athleticism
* Vehicles
* Resistances

Alert! Here’s a “thanks for reading this far bonus!”
As our little message above says, as a thank you for reading the entire article so far (or for skipping ahead, whatever!), we’re including one last bit of bonus info in this post — namely, the additional weapons that the MAG Beta is going to let you test out. Totaling nine in all, the bonus guns come in sets of three for each PMC (one Assault Rifle, one Machine Gun, and one Sniper Rifle). The following checklist tells you what they are, and you can click on each one to see what they look like.

Raven: Gotha Elite (Assault Rifle) | KP21 (Machine Gun) | Kinmark SRS (Sniper Rifle)
SVER: Tamsen MK2 (Assault Rifle) | Ariet SFW (Machine Gun) | Rubakho SVR (Sniper Rifle)
Valor: M31 CIR (Assault Rifle) | M245 (Machine Gun) | Sentinel M421 (Sniper Rifle)

Obviously, there are number of other elements to our improved character customization system that we didn’t cover here, but we have to leave something for you to discover on your own. Even so, we’re confident that this updated setup makes MAG the most immersive and customizable shooter available for PlayStation 3 and we’re anxious to let you try it out. August 24 can’t get here soon enough!
So here's the brief version:
Equipment no longer requires skill points to unlock.
Skill Trees have been broken up, meaning more of them.
Addition of a skill tree specifically for Vehicles.
Skills all cost 1 Skill Point a piece.
Equipment now takes cash which is earned in game and continually racks up with no limit.
Three new weapons for each faction (AR, MG, and Sniper).

Now for myself I need help identifying the new weapons, I know the KP21 is an HK21, pretty sure the M36 is a Bushmaster ACR, and the M245 is clearly an M240. The others I have no clue.

Re: MAG Update

Posted: 2010-08-19 09:50pm
by Stark
Hey, they realised locking each ID to a faction was fucking stupid!

Good to see them taking ideas from other games; if only other games stole their ideas too.

Re: MAG Update

Posted: 2010-08-19 10:21pm
by Ritterin Sophia
Stark wrote:Hey, they realised locking each ID to a faction was fucking stupid!
Yeah, most people just circumvented that by making three different PSN with their real e-mail and two throwaway PSN.

Re: MAG Update

Posted: 2010-08-19 11:00pm
by JointStrikeFighter
Gotha Elite is a short barrel FAL

Kinmark SRS is a DSR-1

Rubhako SVR is a GOL

Sentinel looks like some kinda fubared Mk14 EBR

Re: MAG Update

Posted: 2010-08-19 11:45pm
by Tasoth
I'm stoked about the beta. Probably won't use the other slots myself, but my brother can use 'em. The buying of weapons also makes me happy as I can buy one now, find out I don't like it and sell it back instead of waiting 'til I get 3k xp to respec.

Re: MAG Update

Posted: 2010-08-20 01:08am
by Ritterin Sophia
JointStrikeFighter wrote:Sentinel looks like some kinda fubared Mk14 EBR
They already has the EBR as the Mk 14 Mod 0 EBR and a slightly tweaked Mod 1. You could be right, though.

Thanks for the others though.

Re: MAG Update

Posted: 2010-08-20 06:46am
by Edward Yee
Personally I'm more interested in if the beta results in stability fixes... while disconnects were (and are) still rare previously, I had a recent stint where for one night I couldn't get a match going due to the basic "5:3" (or 15:3?) disconnect error message ("The connection to the game server has been lost"), and in the latest patch now a fatal freezing glitch where the screen just seizes up and no inputs to the PS3 work*... it's definitely not my PS3 only, there's plenty of other players who mention this on the official MAG forums.

* When pressing the Reset on the PS3, it ends up going off to standby instead of rebooting the PS3, so you have to press it again to get it running again, but that's not as important.

Re: MAG Update

Posted: 2010-08-20 07:04am
by Ritterin Sophia
I've had problems of my own. I couldn't get Flores Basin Transfer to load after the second load screen, I can still talk to my squad, it just won't load. I can also join in a match in progress, but instead of the After Action Report I get a blank screen, again, not problems with voice chat. The new patch may have fixed that.

Speaking of the latest patch. Last week when I tried patching my game for like three days (I gave up and just played Red Dead for a week) during the install the system would disconnect from PSN immediately as it hit 39% completion and freeze.
General Schatten wrote:They already has...
Jesus Christ, Schatten, you illiterate hillbilly fuck...

Re: MAG Update

Posted: 2010-08-20 10:50am
by Tasoth
I believe there was a post on the MAG forums stating that the instability and lag after the recent patching was on PSN's end of the hardware. I'm not sure if that is still the problem, but I have started noticing more lag recently and gameplay was a bit choppy for me at points last night while playing Dom on Alyeska Terminus. Never happened to me before.

Re: MAG Update

Posted: 2010-08-20 11:41am
by Ritterin Sophia
Tasoth wrote:I'm not sure if that is still the problem, but I have started noticing more lag recently and gameplay was a bit choppy for me at points last night while playing Dom on Alyeska Terminus. Never happened to me before.
Now that you speak of it I did play Alyeska yesterday evening and when we got down to our letters I noticed some disturbing lag when I tried to use my KP5 to defend myself, it got so bad in Objective F I switched to my knife and got six kills right where Valor entered coming from their spawn.

Re: MAG Update

Posted: 2010-08-20 06:38pm
by CaptHawkeye
JointStrikeFighter wrote:
Sentinel looks like some kinda fubared Mk14 EBR
Looks like the Chey Tac Intervention.

Anyway looks like I have an excuse to buy MAG now. The unlock system in the first Beta didn't impress me though I did put the game on a "to do" list.

Re: MAG Update

Posted: 2010-08-20 09:12pm
by Ritterin Sophia
CaptHawkeye wrote:Looks like the Chey Tac Intervention.
CheyTac LRSS Intervention
Image

Valor Rollins LRRS ( I know it's difficult to see, but it's the best I could find)
Image

Valor M421 Sentinel
Image

Call me crazy but I don't think it's intended to be an Intervention. :P

Also:
Zipline Podcast Ep 17

Also some info on SOCOM 4.

Re: MAG Update

Posted: 2010-08-20 09:46pm
by Edward Yee
Agreed with Schatten (I thought you were Raven?!) and Tasoth, I've actually never seen visible lag until this patch; whatever the cause, so far it's canceling out the advantages of the changes such as "Sabotage becoming faction neutral"... though I don't consider "between-factions Suppression" a plus; I preferred when it was discouraged by being strictly intra-faction, though at least it still has no Shadow War bonus.

Still, the current Directive bonus being 100% is AWESOME, and I hope that they never change that; I have much more incentive to stick around for an Interdiction or Acquisition queue (usually long as hell), and the Happy Hour bonus of 100% is nice if I can just do a good Domination / Sabotage match or two (or three).

Re: MAG Update

Posted: 2010-08-20 10:00pm
by Ritterin Sophia
Edward Yee wrote:Agreed with Schatten (I thought you were Raven?!)
I've got three PSN to circumvent the retarded ass one profile limit.

WolfRitter is Raven, Warlord-Ritter is Valor, and Ritter13Bravo is SVER. My clan has chapters in each faction and if one of our friends is on one of the other factions we just go to our other account and hit them up. I do have to say though Raven is certainly my favorite.

Re: MAG Update

Posted: 2010-08-20 11:46pm
by Edward Yee
Whoever remarked that Raven has absolutely surged wasn't kidding; even before the latest patch for faction-neutral Sabotage (which I notice SVER is still taking), it seemed as a SVER player as if most players had given up on taking on Raven for the Shadow War contracts in Acquisition, while an Interdiction match was seemingly rarer than rare; it seems though that for some reason I get Interdiction matches more often as Raven than with SVER (that is, the queueing up actually leading to a match).

Last I checked, while SVER had a firm hold on Sabotage, Raven supposedly rules everything else. So much for Raven being the "bastard" team supposedly full of no-teamwork kids who picked it because of the high-tech look, between SVER and Valor's grudging respect for each other, or Raven's supposed accuracy advantage in weapons being supposedly outdone by SVER's power advantage (in damage per shot). I still dislike the size of the Reflex Sight for Raven, so I've found that I've actually been skipping it and just running a "vanilla" APEX100SE... don't like the iron sights, but I still surprising success with them; would of course prefer better recoil reduction than the Foregrip (does it work? Really?) or even the Bipod for sustained fire. Although... it seems like it takes a lot of bullets to kill anyone short of a lucky headshot... or knifing.

P.S. I've heard that one-hit kills by knifing at full health only happen if you're wearing light or improved light armor, and that medium or better armor will protect you from this (though you can be shot and then knifed)... any evidence for or against that you've found?

Re: MAG Update

Posted: 2010-08-21 12:40am
by Ritterin Sophia
Edward Yee wrote:So much for Raven being the "bastard" team supposedly full of no-teamwork kids who picked it because of the high-tech look, between SVER and Valor's grudging respect for each other, or Raven's supposed accuracy advantage in weapons being supposedly outdone by SVER's power advantage (in damage per shot). I still dislike the size of the Reflex Sight for Raven, so I've found that I've actually been skipping it and just running a "vanilla" APEX100SE... don't like the iron sights, but I still surprising success with them; would of course prefer better recoil reduction than the Foregrip (does it work? Really?) or even the Bipod for sustained fire. Although... it seems like it takes a lot of bullets to kill anyone short of a lucky headshot... or knifing.
Raven was the bastard team and that was true, for the first couple months, then all the experienced players in SVER and Valor got tired of winning and the Raven kiddies got tired of losing and switched. As for the Raven weapons yes, they're more accurate, noticeably so if you have multiple profiles and keep switching every other day or so. As for the Apex 100, it has the worst sights in the game by far and the Raven weapons do indeed take a lot of rounds to kill, the best strategy I've found for Raven is a stealth one. Throw on a sensor jammer and motion sensor, use a P90 with a silencer and you can pretty much run around the map doing whatever you want.
P.S. I've heard that one-hit kills by knifing at full health only happen if you're wearing light or improved light armor, and that medium or better armor will protect you from this (though you can be shot and then knifed)... any evidence for or against that you've found?
That's true although the heavier armor doesn't work if he just runs at you with his screen centered at head level, in that case he's going to get a head shot with the knife. However, to do it consistently requires a lot of experience, it wasn't until I veteraned from SVER to Valor to Raven that I could do it.

Re: MAG Update

Posted: 2010-08-25 12:46am
by Edward Yee
Why not the "ATAC 2000" instead, unless the 20 extra rounds per magazine really make a difference that outweighs the lesser accuracy and damage (according to the bars)? Wonder whether the machine pistol should be suppressed or not. My current loadouts (all except for the repair loadout have frag grenade, all have pistols and medkits):
1. Basic "fighting" loadout, APEX 100SE with reflex sight, medium armor
2. Sniper loadout, Jana SWS with suppressor and bipod, improved light armor (alternately, H M 90SE with suppressor and foregrip)
3. Anti-armor loadout, APEX 100SE, P-600G (supposedly guided launcher), medium armor
4. Repair loadout, F90 with reflex sight, repair kit, P-600G, light armor
5. Stealth loadout, F90 with reflex sight and suppressor, sensor jammer, medium armor

Haven't tried the stealth loadout... the fights have been too damn "go loud" for stealth to work thusfar. :P

Re: MAG Update

Posted: 2010-08-25 01:11am
by Edward Yee
Tried the stealth loadout with a SMG... the fights have been too damn "go loud" for stealth to work thusfar. :P It could also be that the mindset or the pathways aren't there, but so far I'm having no luck -- I tend to get spotted on visual, negating the point of the Sensor Jammer, and so far the F90 doesn't have a visible advantage other than magazine capacity. I'll probably drop the P-600G since I seem to be pretty good at compensating for the P-200T anyway, and the P-600G didn't have an appreciable advantage considering that I have to stand with a clear line of sight for a lock-on anyway.

Btw, the beta on day 1 was a complete FUBAR, but I'm sure you've heard that... moreover, since the character copying was done when v1.07 hit, my regular character is a level 47 Raven, but my beta character is a level 57 SVER. :P

Re: MAG Update

Posted: 2010-08-25 06:10am
by Ritterin Sophia
Edward Yee wrote:Why not the "ATAC 2000" instead, unless the 20 extra rounds per magazine really make a difference that outweighs the lesser accuracy and damage (according to the bars)? Wonder whether the machine pistol should be suppressed or not. My current loadouts (all except for the repair loadout have frag grenade, all have pistols and medkits):
1. Basic "fighting" loadout, APEX 100SE with reflex sight, medium armor
2. Sniper loadout, Jana SWS with suppressor and bipod, improved light armor (alternately, H M 90SE with suppressor and foregrip)
3. Anti-armor loadout, APEX 100SE, P-600G (supposedly guided launcher), medium armor
4. Repair loadout, F90 with reflex sight, repair kit, P-600G, light armor
5. Stealth loadout, F90 with reflex sight and suppressor, sensor jammer, medium armor

Haven't tried the stealth loadout... the fights have been too damn "go loud" for stealth to work thusfar. :P
Eh, you're going for Jack-of-All-Trades?

My Loadouts:
1. F90w/reflex & suppressor, MedKit, Sensor Jammer, Motion Sensor, Improved Light Armor
2. Only change is the Motion Sensor is Swapped for Frags and Medium Armor
3. Same as 2 but instead of Frags it's a P600.
4. F90w/R&S, Medkit, Repair Kit, Medium Armor.
5. F90w/R&S, Medkit, Frags & P600, Improved Medium Armor.

My typical built is like this:
Personal Defense- Sidearm Reload Speed, Sidearm Swap Speed, Sidearm Refire, Knife Speed, Knife Reach.
Athleticism- Improved Shot Detection, Improved Sprint Recovery, Increased Endurance, Explosive Resistance, Increase Health.
Electronics- Acoustic Locator, Explosives Detector, Sensor Jammer, Motion Sensor.
Support- Medical Kit, Improved Heal, Improved Resuscitation.

This gives me an easy 16 points to play with weapons. Each will follow the above except sniper which if I'm doing my job I'm not running around, here's the typical weapon builds.
AR- Reload Speed, Reflex Sight, ATAC 2000, Improved Stability, Improved Accuracy, 7 leftover points.
SMG- CC Reload Speed, F90, Improved Stability, Reflex Sight, Suppressor, 5 leftover points.
Shotgun- CC Reload Speed, Improved Stability, Boudini 12-gauge, 5 leftover points.
MG- Reload Speed, Reflex Sight, Foregrip, Improved Stability, 8 leftover points.

The Stealth Build only works best with the F90 in my experience, you can try it with something else, though.

As for the Beta I didn't get to play, I spent the last 8-hours getting it to 99% complete and then another going in and quitting out of the game getting it to go to 100% and to install.

Re: MAG Update

Posted: 2010-08-25 11:35am
by Ritterin Sophia
Jesus Motherfucking Christ! How fucking hard is it to replicate the same server stability that the game you already have out has for the Beta Testing Servers for the shit you're trying to get some feedback on!? I've been disconnected at least 10+ times in the last half hour and all I accomplished was speccing my character according to the new skill system, buying my equipment, and fixing my loadouts. Holy Fucking shit. Zipper's outdone themselves, MAG v2.0 is over twice as unstable as regular MAG.

Re: MAG Update

Posted: 2010-08-25 02:26pm
by Tasoth
I think Raven's recent success has been because of the buffing the ATAC and the Dom map got. On the official forums, the whinging by SVER players about how their guns were nerfed (untrue) or have the maps were buffed in favor of the defending teams is hilariously funny. Apparently when the Raven and Valor players were saying their maps were broken, it was true.

I got some play in on the beta. I like the new skill tree, but there are already people complaining about it on the official boards as well as having to actually learn to use iron sights before gaining a reflex. I will say the knifing has reach an absurd level with the speed buffs.

I had someone explain the knifing to me in game once. Apparently, knifing someone in the back does 2x damage and a side hit results in 1.5x damage. So if you want to knife someone, you need to pop them as you go by or turn.

Re: MAG Update

Posted: 2010-08-25 03:29pm
by Edward Yee
I haven't even gotten that far in terms of doing anything with the beta (all of the first day's evening session got eaten up by -- guess what? downloading/installing the beta), all I've been getting is unspecified errors (11:1) or "connection to game universe was lost" (10:4) after/upon trying to create a new beta character, then 11:1 when trying to load my existing beta character (the level 57 SVER)... funny thing is, the game WAS stable up until the latest, pre-beta patch.

Fortunately, loading the SVER character finally worked after trying again... up until a 3:4 error happened while I was checking them out, and then consecutive 11:1 errors when trying to relog, plus a 10:10, "could not connect to PlayStation Network," then after getting relogged, a 13:4 while queued for Escalation. Nevertheless, here's my initial notes:

The skill tree is a very mixed bag for me, thank gosh much/most of it is subject to change. Also, now I can see everyone taking all three levels in the Advanced Electronics branch of the Engineering tree, since unlike the Advanced Explosives tree (three levels, same idea as Advanced Explosives in retail MAG), it affects "battlefield electronics-based objectives"... of course I want faster taking of objectives! It does suck to hear about rampant knifing, hopefully that's not the case when I get on tonight. Any particular knifing "defense" skills I should pick up? Nice to see that there's no improved knife reach, and maybe improved knife attack rate will let me win a knife duel for once... I never seem to be be able to turn around in time if I'm "drive by knifing" before they turn and get me in retail MAG.

:lol: at the Engineering branch for improved repair kit damage. Interestingly it specifies "damage the repair kit does to enemy soldiers, vehicles, and objective assets"...

I don't agree with the new Supply Depot's level requirements for the gear (way too high much? yeah, I'll complain too), BUT I do like that now you can sell back gear, even if you only get refunded half the price. While right now the accessories don't specify what exactly they work with (this can be a problem), you no longer have to buy separate versions of the same accessory for different weapon groups -- for example, a single Reflex Sight (level 13, 1550 money) will work on any weapon capable of using one.

Hopefully the level requirements will come down by a lot though, even considering the higher level cap... remember the report saying that 90% of World of WarCraft quitters did so within the first ten levels? For example, the antipersonnel mine was a great way to get kills on Sabotage defense, and only cost 2 points to attain (hence level 2)... but now it requires level 62. :shock: Likewise, the Medical Kit requires level 5 to buy, even though you can put skill points into it beforehand.

Unfortunately, while the "basic" sniper variant and the improved machine gun are in the beta, it seems that the improved light, medium and heavy armors are not; hopefully they'll return in the full version, because I paid money for the latter as part of the Interdiction DLC pack. :evil:

As for how the new weapons compare, for S.V.E.R.: The Tamsen Mk2 has the same listed Damage as the AK-74U and AG-94 and the AK-74U's Stability, but has 15 more rounds per magazine than them, and its listed Accuracy is between theirs. The Ariet SFW has the same damage as the PSK MG damage, but compared to that has slightly less Stability, lower Rate of Fire (by a noticeable amount), and greater Damage, and I believe its Accuracy is even less; it also has 100 rounds of ammo per magazine.

Tasoth, seems to me that the ATAC 2000 is the best of the Raven ARs, but they still seem "underpowered" and with magazines too small unless you have the initiative, whereas even the APEX 100SE can be kept on target long enough for a kill.

Re: MAG Update

Posted: 2010-08-25 04:16pm
by Ritterin Sophia
Tasoth wrote:Apparently when the Raven and Valor players were saying their maps were broken, it was true.
No shit, half of Raven's AAA are accessible without ever having to see a bunker turret, their second story levels had no roofs on them so all objectives were easy bait for airstrikes, and the only way to not be turned into immediate sniper/airstrike bait was to hug the objective while the enemy hurled grenades at you and got 2-4 kills at a time. Then Valor had the G & H side the two APCs could just DRIVE PAST THE defensive line and fuck shit up in the back, making mortar strikes a matter of pure luck of seeing which squad leader can get theirs off without wasting it be prematurely using it before the mortars are taken offline.

As for the Beta I got to play like 10 min of a Dom match in which we blitz the SVER defense and had their letters open in under five minutes. I got to use the KP21 and I liked it, it's ROF is significantly lower than the other MGs but that makes the recoil a lot more manageable than the KP45 which means I can actually make use of the greater damage.

I'm also happy to see I can get a beret on any armor type I like without having to glitch the system.

PS: Until it's out I'll go ahead and tell you the glitch, you go to the Armory and put on the armor with the hat you want that you qualify for, back out of the armor selection, go back in and switch to the armor you want, then put on a piece of headgear you don't qualify for, and voila! Bobble Head light armor with full tech helms or Heavy Armor with berets.

Re: MAG Update

Posted: 2010-08-25 11:47pm
by Tasoth
Edward, the ATAC and other Raven guns do feel like you are shooting foam darts, but you can spray down a target easily with auto fire and not miss most of the shots over short ranges and sometimes at longer ones. I did end up stuck with my old SVER char for the beta, and the guns were frustrating me. Ranges I'm used to hitting targets at with the ATAC or APEX where hit or miss even with high upgrades in the assault tree, a grip and reflex sight.

Seems they ironed the kinks out of the servers, at least for me. Got to play some Escalation. The game mode seems fun, but it is frustrating if your team doesn't come up with a good strategy. The two games I played on valor consisted of either SVER or Raven camping two of the objects after D opened up, holding that for as long as possible and then immediately capping out once D fell while the entirety of my team was racing from D to the other letters and back again. And digging them out of the letters on Silverback Ridge is a pain, not sure for the other two.

Re: MAG Update

Posted: 2010-08-26 12:39am
by Edward Yee
As for the Beta I got to play like 10 min of a Dom match in which we blitz the SVER defense and had their letters open in under five minutes.
There've been some real ugly blitzes I've been on the receiving end of when defending as Raven... I'd generally agree though that our areas are pretty open, and it's not that hard for enemy rocketeers to get our turrets without being spotted or vulnerable to counterattack. Haven't defended on Valor ground except Sabotage, but while my preference for their map would be greater lines of fire for sniping, I recognize that's a double-edged sword since I might end up having to run into those as an attacker.
I got to use the KP21 and I liked it, it's ROF is significantly lower than the other MGs but that makes the recoil a lot more manageable than the KP45 which means I can actually make use of the greater damage.
While I only briefly got to use the KP21 (as an battlefield pickup), I can see what you mean. I mainly used its SVER counterpart the Ariet SFW, which seemed more akin to a "semiautomatic" rifle that I could hold the R1 button down for continuous fire, than a LMG. I don't recall using the KP21 in this manner (it seemed to fire faster than the SFW, at least in the high-intensity defense of the "D" site in Escalation I was using it in) BUT... I was quite satisfied with the in-game lethality of the SFW, and look forward to retaining it in the full game. I'm hearing awesome things about the Gotha Elite, but haven't been able to use it yet. (Again, I blame the pre-vetting character copy.) The M31 CIR I've only used with the EOTech "Reflex Sight," once with a suppressor, but I'm undecided on it. The Tamsen Mk2 looks cool BUT other than the advantage of 15 more rounds per magazine, I'm not noticing any increase in lethality (through Damage OR Accuracy/Stability) and thus ability to win firefights unfortunately. :(

I KNOW I'm not the only person complaining about the knife... then again, I'm the type who can run into a guy, MISS with the knife, then get knifed from behind because he turned around faster than I could realize "wait where did he go?" much less turn around... ditto for losing a close-quarters gunfight with a LMG to an SMG-wielder because he moved side-to-side faster than I could keep the crosshairs on him. <_< (Ditto for just BARELY missing a guy with a sniper shot or automatic fire... I'm basically shooting next to him.) Any advice? Without aim assist on a console, this isn't looking too good...
MAG Blog wrote:From August 31 forward, two additional slots will appear on the character log-in screen with links to the PlayStation Store. For $0.99 (US) per additional slot, you can click the space of your choice and unlock the extra character. Your new subscription will last for 30 days from the day you purchased it, giving you a full month to try out your extra warrior. And don’t worry if you don’t renew one month, and decide to come back later – even if you don’t use your additional characters from month to month, he is never actually deleted – just asleep until you come back to claim him again in a future subscription.
So... the extra character slots are $0.99/month? Yes, I know it's "only" nickel-and-diming, but BOO for non-permanence.

Was not able to get the glitch to work in the main game, btw.
Edward, the ATAC and other Raven guns do feel like you are shooting foam darts, but you can spray down a target easily with auto fire and not miss most of the shots over short ranges and sometimes at longer ones.
Unfortunately, considering that I do miss sometimes at close range, or get knifed almost immediately... that's not helpful. (Which is unfortunate, considering how hard Raven is reigning at the moment.) For me, I was more frustrated at the inability to try out stuff for the faction I was using in the retail game, though I had a relatively nice experience thanks to having a level 57 in the beta already... too bad the beta character will probably stay constant, so no "free Supply Depot" or "free respec" and such. :(

Are the Foregrips really helping any of us though? I haven't seen much improvement, either in the Stability stat bar or when firing, though they're definitely more useful than the Bipod on some maps... too bad we can't find out map we'll be on and still change the loadout.

Didn't get to play Dom I'm afraid, only Escalation (plus training for a very brief, level 5 run with Valor -- who now seem to be this game's new "bastard faction"... oh, and Raven seems to rule everyone at Escalation), and it took me quite some time to get the hang of this mode -- which, for some reason, seems like Modern Warfare 2's Headquarters mode, except with control of 2-of-A/B/C deciding who "captures" the HQ. Tasoth, it took quite some time before I figured out that A, B, and C were actually the "centers of gravity" in this mode, not D, and I would not be surprised if Raven figured it out a lot faster than everyone else... I was in a match where Raven won the whole thing without SVER or Valor once taking A, B and/or C -- that is, they held D the whole match.