OK, played a few hours of MAG 2.0 and here are my thoughts about this patch...
Zipper only tweaked the beta a bit so if you've played the latest version of the beta, then you'll know how 2.0 plays. They slowed down the sprint speed a bit so it's not broken like it was in the beta. The knife is no longer overpowered (IMO) because it requires you to be extremely close to your opponent to kill them... the way it should've been from release but I guess it's better late than never. Without the ridiculous beta run speed and Extended Reach skill, the knife is quite balanced now. A lot of people who used to rely on the broken Sensor Jammer and Extended Reach will have a lot less kills now.
ALL guns are extremely powerful and deadly like they were in the beta. Basically, everyone dies a lot easier / faster now compared to pre-2.0. Zipper needs to nerf the shotgun and LMGs (again) because these guns are overpowered (again). If they can properly nerf the shotties and LMGs, while leaving the ARs and SMGs alone, it would balance everything out. The shotguns can kill people from about 20m+ out and the LMGs have little to no recoil again. Oh yeah, 3rd tier Sniper Rifles can now 1-shot people even with 120 health. Maybe you can survive with better armor but the Sniper Rifles are now OP'd as well... At least SVER guns are on par with the other PMCs' guns now, so I'm happy for the time being.
Claymores have been buffed A LOT. 1 claymore can kill someone at 120 health. I was wearing the 2nd lightest armor, with 120 health and fully upgraded Explosive Resistance and still died to 1 claymore. Before this patch, it took 2 simultaneous claymore explosions to kill someone with 120 health and Explosive Resistance. Explosive Detectors will become very important to have once people figure out how overpowered claymores are now. Judging by the patch notes, it seems like the anti-tank mines will also be very powerful.
It sucks that they added an ammo resupply skill because you now have to invest 3 skill points to fully upgrade that category in order to resupply at normal, pre-2.0 speed. If you don't have any resupply skill, it takes about 2 seconds for your character to make 1 "grab" out of the ammo box. This is ridiculous and it takes forever to fully resupply a depleted loadout, especially if you are using an Assault Rifle. They shouldn't have messed with the resupply time and shouldn't have implemented a resupply skill. It's pointless and annoying. You're already vulnerable while resupplying pre-MAG 2.0. Now, you're practically a sitting duck for about 10-12 seconds when you're trying to resupply.
I didn't put any points into the vehicular skills, nor the engineering skills, but I'll give some feedback when my clanmates spec into them. Some people in my clan actually wants to be "vehicle specialists" and someone wants to put points into the repair kit skills that allows you to damage vehicles and infantry, lol.
The new Clan Deploy feature if fucking awesome. Zipper did a pretty good job with this. If you have a large, active clan, you can now fit (I think) up to 32 players and all simultaneously launch into any game mode together. We only had 18 players on (at the same time) today so we didn't get to completely fill up the entire platoon with R*S. You get to choose which squad you want your clan members to be in prior to queuing up. It's very cool and useful because clans can now make specific squads and balance out their talent if they have over 9 or 10 players online.
This feature will eventually piss off a lot of players that don't play with a clan or doesn't have a lot of clan members online, because it's not fair when you're up against 2 or more squads full of players in the same clan. However, it'll be a great way for multiple clans to battle each other once everyone figures out how to properly use this new feature. You can see other clans utilizing the Clan Deploy feature on the side bar and see how many players they have in their Clan Deploy lobby.
The only thing I wish Zipper included in Clan Deploy is the ability to have voice chat in the lobby. There is absolutely no voice communication when you're inside the Clan Deploy lobby, so you're stuck with text communication via PSN chat room. I hope Zipper will patch voice chat into Clan Deploy in the future.
All in all, MAG 2.0 is a great patch. I personally like it a lot. They've fixed so many things I've wanted them to fix and added a bunch of new features everyone have wanted to see in MAG. Clan Wars is the only thing that's missing now but I guess Clan Deploy is a nice consolation prize. Zipper just has to make some nerfs and changes to some weapons and skills. If they can balance out the shotguns and LMGs / MMGs, I'd have little to complain about... except for the lag in Domination, but I guess that can't be helped because the playerbase just isn't as large as it used to be.
Oh, forgot to mention, Happy Hour and Directives XP bonuses still count towards MVP. They REALLY need to change this. My MVP percentage went so by a lot due to this bullshit.
J-Rzez said:
1. I noticed the new guns are not in game. Are they going to be in said DLC, and locked to it?
2. The suppressor upgrade. Is there any proof to it's benefits?
Yup, the new guns are going to be included in the Escalation DLC. You think Zipper / Sony will give us free weapons and maps? LOL
I'm not positive what the suppressor skills do but I'm guessing it makes it so that you can be closer to players and you won't show up on their mini-map or their screen as a red dot. I hope Zipper and/or Das-J will clarify exactly what these skills do because the description doesn't tell us too much.
Speaking of which, now that they got rid of Improved Shot Detection skill, the Acoustic Locator and its corresponding skills are extremely important to have. Before 2.0, I'd only use the Acoustic Locator if there were a lot of players using silencers and/or if I'm in the bunker turret. Even snipers would show up on my screen because Imp. Shot Detection stacked with the Locator and lit up everyone on my screen whenever they fired any weapon, silenced or not. But now, my primary loadout has both the Sensor Jammer and Acoustic Locator with upgraded skills. These 2 electronic gears are extremely important to have simply because they got rid of Imp. Shot Detection and Imp. Stealth.