You're awesome at FPS games: you're endlessly pulling off sexy flick shots and cleaning out militarily-themed rooms full of bastards, your KDR is cool as shit and you're just so consistently amazing that bragging about it would be a huge injustice to your skill. But wow, you fucking suck at MAG. Really badly - shockingly. You can't even reach down and touch yourself before getting sniped, airstriked, gassed, grenaded and run over simultaneously. What's worse is that you look around you and every other person on your huge fucking team is also being brutalized in a similar fashion. Over and over again, in exactly the same way. For 30 minutes straight.
So here are some thoughts that might help you and those around you, like cigarettes of tactical wisdom to be passed around the children of MAG.
Attacking Stuff:
Doesn't matter what: whether it's the A B C of Sabotage maps, a bunker at the start of an Acquisition round or the final objectives in Domination, it's all fundamentally the same.
What happens normally:
Everyone takes the shortest possible path directly to the target. This may mean walking through vast open areas covered in landmines, a fleet of enemy hummers or the ironsights of a few bunker turrets. Snipers hang well back, finding a few targets in those defenders bored enough to start attacking your spawn point. After so many minutes of repeatedly walking into the meatgrinder, people will come to the conclusion that the other team is just unfathomably better and will start abandoning all hope and dropping out of the game.
What could happen instead:
Think about what you really don't like happening when you're on the defending side. It won't take you long to figure out a few core ideas that will make you a better attacker. First up, attacking from every possible direction is the ideal way to really fuck up a defense. There isn't a single objective in MAG that can't be attacked from at least 2-3 directions, often far more if you consider the different elevations of attack routes.
So here's a basic principle to apply when attacking any target: If you look at the map and you see you are one of many in a swarm of blue dots, split off and take a different approach. Do it for selfish reasons, even. Because unlike the rest of the blue dots in that swarm, you know something very useful: defenders are almost entirely reactive. The huge mass of people attacking their front doors means there's a huge mass of defenders sitting there waiting for them. Meanwhile, the side door, through which not a single person has attacked from, has nobody watching it. Have a stroll over to that side door and enjoy your 6-7 quick kills. You've just single handedly tipped the balance at that chokepoint and you'll probably find that swarm of blue dots is now pushing closer to the objective thanks to you.
You might be thinking "MAG is about teamwork, why are you telling people to go off on their own to rack up kills?". Well, a few people flanking solo is a lot better than every single person "teamworking" towards their deaths endlessly. In such cases of mass uselessness, it's the few people that tear away from the flock that make all the difference. However, ideally you want to be slightly more coordinated. Here's some food for thought:
Think of an objective that has 4 fronts: North, south, east, west. Your spawn point is directly to the south, the enemy's spawn point is directly to the north. The most efficient way to take this objective involves two methods: disruption and terrorism. You want to disrupt the enemy respawns to reduce the number of recently-dead players who make it back to the objective to defend (at an advantage, typically). This can be done in many different ways. Snipers can set up on the forward flanks to pick off enemies running from their spawn point to the objective (one of the more useful roles for the sniper when attacking). Commandos (lone wolf or in pairs) can ambush freshly respawned players rushing to get back to the action (who therefore have their guard down and often make for easy kills). Even entire squads could swing their APC round the back there and take the focus completely off of the objective for a bit.
Ok, so once you've started to disrupt the respawns, you can begin to terrorize the defenders remaining at the objective. A happy defender is one who can just sit behind cover unloading on full-auto into a swarm of fleshy targets. To make this defender much less happy, you want him to know that whatever cover he's found is no good. You want him to become a nervous paranoid wreck, checking his back every 4 seconds and getting increasingly distressed that some of those fleshy targets in front of him are getting rather close. In other words, you want to attack from the flanks. Whether you want even numbers from every angle or more on some fronts than others entirely depends on the terrain. You don't want the bulk of the attack to be charging into whatever front happens to be the biggest choke point, and you don't want only 2-3 people attacking the side which is elevated and spacious. Even numbers at each side is usually a safe bet. Quickly the defence will become totally incompetent: either the flankers will wipe them out effortlessly, or they'll put enough pressure on them to allow the frontal attack to overwhelm. And with your forward commandos and snipers putting pressure on their spawn point, you won't be seeing too many reinforcements arriving.
Like I said, the general idea behind this approach works for attacking anything. But here are some specifics for certain stuff:
Bunkers
Bunkers have two main features that affect how you attack them. Firstly, the fact that the enemy respawns inside them. They aren't running back from some distant respawn, they'll pop up right in front of you. They also have the advantage of being able to look around before exiting the bunker, making it hard to surprise them. Once again the key is to have people surrounding it. Someone getting out of a bunker isn't going to get far when they're surrounded. If you're all just waiting on one side of the bunker, that respawn can respawn on the other side, sneak around behind you and unload on you from a defensive position, rather than just being shot to pieces as soon as he sees the sky.
The second feature would be that massive turret on top. This can be taken out pretty effectively by RPGs, and quite effectively by concentrated fire. Firing off all 3 of your RPG shells and then unloading a couple of mags from an LMG generally does the trick, although you'll be telling everyone, including the turret, where you are. Taking out the turret isn't all that important if you're able to flank well, though. The turret can only point in one direction, its turning rate isn't too speedy and its bullets won't pass through solid objects (of which there are usually quite a few). One person hidden behind a box teasing the turret by sticking his foot out occasionally can be enough to distract it entirely while 7 people stroll in outside its field of vision. People manning turrets are prone to obsessing over one person they saw and not looking away until they know that person is dead. So if there aren't loads of defenders right at the bunker (e.g. they're all at the burn-off tower or something) this is usually the best way to quickly and quietly take it down.
Sabotage: A & B
The fuckup I see the most in Sabotage is how people choose to defend A/B after capturing it. It seems a lot of people think the best way to defend it is just to sit by the control console, in the corner, next to 15 other people that had exactly the same awesome idea. Meanwhile the defending team can walk right up to every available door and fill the room with lead and grenades. Very simply, the key to holding on to an objective after capturing it is to keep pushing forward. Don't defend it from your spawn's side, set up your defense in between the objective and the enemy's spawn. This means snipers should be right up on the objective, and most of everyone else should be further forward than that. This massively increases the depth of flesh and bone that the defending team have to chew through before they can re-secure their objective, and prevents the embarrassment of a single grenade wiping out half your platoon.
Domination A-H
Each pair of objectives on domination maps have different features that you need to exploit to be the most effective. For example, C and D on Valor's map (I think): D is on the top floor and C is on the bottom floor, and from D you can walk along the top floor to a position that overlooks almost all of C. This balcony is typically occupied by bad guys if D isn't secure. Trying to take C while said bad guys are pointing their guns down on it is hard. So, a good tactic in this case is for the platoon to focus on breaking and securing D: once D has been overwhelmed, taking C is complete cake. Other objectives have similarly exploitable features, such as being able to get up onto the roof and aim down through broken windows at the console itself. Remember that these positions are so good that clued up defenders will be using them while you're attacking, so the key to keeping these objectives once you've secured them is to make use of these handy spots the same way the original defenders would. Capturing an objective then having a 16-man celebration right next to the console pretty much guarantees that you aren't going to hold it for long: the key to holding it is to get in strong defensive positions as soon as you can after clearing out the bad guys. Pretty much all of these final objectives on every map have some form of elevation inside the buildings. People in MAG very rarely seem to look up at these elevated points, so you'll quickly find yourself enjoying a lot of very easy kills, and making it very difficult for the defenders to re-secure the objective.
Next up: Squad/Platoon/Company leading