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 Rapid Assault: Assault and Close Quarter Combat

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Lazarus
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Join date : 2011-04-25
Age : 26
Location : Kannapolis, North Carolina

PostSubject: Rapid Assault: Assault and Close Quarter Combat   Sat Jun 18, 2011 1:13 am

The two skills for Rapid Assault are Assault and Close Quarter Combat.

Basic Tips
Rapid Assault troops are a combination of firepower and mobility. Their primary proficiency is with the Assault Rifle, and their Medium Armor frees them up to move quickly. With careful Armory choices, a properly-spec’d Rapid Assault troop can even and take on certain utility roles here and there for squads that need it.
Concentrate on stability and accuracy improvements in the Assault Skill Tree as soon as possible. Proficiency with the Assault Rifle is your defining characteristic and will serve you well throughout your time with MAG.
Build your loadouts from the ground up by equipping Medium Armor and the best Assault Rifle that you’ve unlocked to that point, then start adding to that. First, add any weapon attachments that you’ve unlocked, like the Foregrip and 4X sight. Then, move to the gear slots. I recommend moving the First Aid Kit to G1, and the grenades to G2. Some prefer having quicker access to grenades, but for me it is far more important to have ready access to healing.
Your Assault Rifle is your claim to fame, but simply holding the trigger down is not good enough. Learn to fire in short bursts – it will lessen the effect of “knock-back” on the weapon, and more of your bullets will fly true to the target.

Advanced Tips
Be ready to support your squad however you can. Rapid Assault loadouts usually have some free weight to play with, and you can make a huge impact by adding a gear item here and there.
The loadout I prefer is the top tier Assault Rifle with 4X Optical Sight and Underbarrel Grenade Launcher, a Medical Kit in G1 and Smoke Grenades in G2. The Medical Kit will allow you to help out a bit on healing and revives (if you have purchased the ability), and the smoke will be a huge advantage when your squad rushes a bunker. When your problem is being cut to ribbons by a turret mini-gun, Smoke Grenades are by far the most effective and efficient solution. Use them!
When things get up close and personal and ammo is running low, remember that it is much quicker to switch to your Backup Weapon than to reload your Primary. That’s what the skills in the Personal Defense tree are for. Once you have the Side-arm upgrades for Reload Speed, Swap Speed and Re-fire Time, you’ll be surprising a lot of people with that backup weapon.

Skill Tree for Assault:
-Assault Reload Speed 1, 2, & 3: This Skill decreases the reload time for assault rifles and machine guns.
-Assault Swap Speed 1, 2, & 3: This skill decreases the amount of time is takes to swap to assault rifles, machine guns, rocket launchers, and grenade launchers.
-Assault Rifle Steady Aim 1, 2, & 3: This skill reduces an assault rifle barrel wander while scoped.
-Assault Recoil Stability 1, 2, & 3: This skill reduces the recoil on assault rifles and machine guns.
-Rocket Launcher Reload Speed 1, 2, & 3: This skill decreases the reload time of rocket launchers.
-Grenade Launcher Reload Speed 1, 2, & 3: This skill decreases the reload time of grenade launchers.

Skill Tree for Close Quarter Combat (CQC):
-CQC Reload Speed 1, 2, & 3: This skill decreases the reload time for pistols, PDW, submachine guns and shotguns.
-CQC Swap Speed 1, 2, & 3: This skill decreases the amount of time to swap to pistols, PDW, submachine guns, and shotguns.
-Knife Frequency 1, 2, & 3: This skill decreases the time between knife attacks.
-Improved Knife Damage 1, 2, & 3: This skill increases the amount of damage knife attacks do to enemy soldiers.
-CQC Recoil Stability 1, 2, & 3: This skill reduces the amount of recoil on pistols, PDW, submachine guns, and shotguns.
-CQC Fire RAte 1, 2, & 3: This skill increases the fire rate of pistols and shotguns.
All skill requires 1 Skill Point to use.
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