PS3 MAG Free Weapon and Skills Strategy Guide

Playstation 3 Online Mutiplayer Game Mag Tips and Tricks

S.E.V.R. - Jacob Metcalf
S.E.V.R. - Jacob Metcalf
A detailed strategy for choosing which weapons to unlock first in MAG. This article lists the suggested order players should unlock weapons and skills, up to level 50.

This is an explanation of the suggested unlock order for weapons on MAG. The list is separated by skill categories. There is an easy to read reference list at the bottom of this page arranged in order of suggested unlock. Unlock weapons in this order to receive maximum points the first time through the ranks. Veteran mode allows players to change skill attribution with only 3000 RESPEC points every time. In veteran mode it is more convenient to switch classes for unlocking medals.

Explanation of Weapon Unlock Strategy

Skill (points spent)

Assault Rifle (0).

The assault rifle class is not completely useless. It is effective at both close and medium distance situations. It is inferior to the light machine gun class because assault rifles have smaller clips and must be reloaded more often. Larger assault rifles take up a lot of needed weight in load-out slots while sacrificing accuracy severely.

Secondary Weapons and Knives (7).

It would be hard to give up the attributes in this section. The automatic secondary weapons can be a life saver when a player needs to reload. The improved knife functions are a great way to surprise ambushing attackers. These are very important for snipers who still want to be able to excel in close combat and suited for LMG users as well.

Athleticism (13).

Loading up this skill class is comparative to equipping the Marathon, Lightweight, Danger Close, and Juggernaut perks, from the Call of Duty series, without adding any weight to armory load outs. If wearing light armor a player will be able to move quickly covering a lot of ground. With increased explosive damage and increased health, grenades and mortar fire is less of a threat.

Close Quarters (0).

There are far too many wide open spaces in MAG for the full time use of close quarters weapons. If unlocked they should be used only in certain stages of a match. S.E.V.R.s weapon is the exception because it holds a large amount of ammo.

Electronics (7).

It is unfortunate that four skill points must be used before unlocking the sensor jammer. The acoustic locator is a handy tool for snipers. The explosives detector is equally useful especially when in vehicles. The sensor jammer is a great item to equip when attacking. With the jammer a player can sneak his whole squad behind enemy lines, if they stay close. This works great when you have the athleticism skill unlocked.

Marksman (0).

Sniping in MAG is not very beneficial when considering the game from a team strategy standpoint. If a player must snipe he should be sure he is the only member of the squad sniping. To snipe effectively one must be a good distance from the action, this leaves a squad understaffed when pushing up.

Heavy (7).

The LMG is the most accurate of the automatic weapons in MAG. It can be fired at long distances while aiming down the sites, and can be fired from the hip in close quarters. Spraying bullets with a LMG is more effective than with an assault rifle. Use the grip and the reflex sight for increased accuracy. The heavy LMG is hard to aim and too heavy in the armory to be worth the skill points it costs.

Explosives (3).

Setting anti-personnel mines by objectives, doorways and recently planted charges is a fun way to get kills. The advanced explosives skill is a must. It is common to get killed in the last seconds of planting or defusing charges. Advanced explosives can give a player enough time to protect himself when handling C4.

Support - Medic (8).

The support skill set may be the most important in MAG’s entire arsenal. Players earn 20 XP for reviving teammates in a fragmented orders (Frago) area. A good medic can raise his whole squad from the dead and save the day. A squad of medics can be almost impossible to get rid of. Advanced repairing is also good because it allows players to repair and gain points for repairing faster.

Suggested Order of Weapon Unlocks: Medic Should Always be first

Item (Cost)

  1. Gear: Medical Kit (2)
  2. Resuscitation (2)
  3. Machine Gun: Reflex Sight (2)
  4. Machine Gun: Grip (2)
  5. Improved Healing (3)
  6. Improved Shot Detection (1)
  7. Improved Sprint Recovery (1)
  8. Increased Endurance (2)
  9. Explosive Resistance (4)
  10. Improved Health (5)
  11. Anti Personnel Mine (2)
  12. Advanced Explosives (1)
  13. Machine Gun Improved Stability (3)
  14. Side Arm: Reload Speed (1)
  15. Side Arm: Swap Speed (1)
  16. Automatic Side Arm - name differs for each respective faction (3)
  17. Knives: Swipe Speed (2)
  18. Knives: Expanded Reach (2)
  19. Gear: Acoustic Locator (2)
  20. Gear: Explosive Detector (2)
  21. Gear: Sensor Jammer (3)

This guide gets a player to level 50, where they will have enough experience to know what they should try next. With this in mind if you are following this strategy ten points ar available to unlock other weapons classes. Omissions must be made from this list to reach a last tier wepon in most skill areas.

A complete weapon list for MAG can be found here.

Other useful tips for the game MAG

MAG Home Page

Source:

MAG, Zipper Interactive, PS3, 2010

Chicago Journalist Chris Weber, Chris Weber

Chris Weber - Chris Weber is a freelance writer in the Chicago area. He has experience in news, copy and content writing. Chris has many hobbies which ...

rss
Advertisement
Advertisement
Advertisement