Modern Combat Versus is the latest online FPS from Gameloft. In this game, players square off in four-versus-four multiplayer matches where each team attempts to maintain control of a centralized zone. The playable characters, or Agents, each have their own roles and specialties to help turn the tide of battle. Gamezebo’s Modern Combat Versus Tips, Cheats and Strategies will help you get the hang of the basics so you can dive in and start dominating.
Move and Shoot
The controls in MCVS are fairly straightforward: you move by sliding your thumb on the left side of the screen and aim by doing the same on the right. Sliding your finger all the way up on the left so the virtual joystick is maxed will cause your character to sprint. When sprinting, they are able to jump over short obstacles or run along walls with flashing arrows on them.
Double-tapping the right side of the screen (or tapping the icon if you’ve changed this in settings) activates your alternate action. For most Agents, this is aiming down the sights to give you more range and precision when aiming at an enemy from a distance, making it easier to land headshots. A few Agents have unique alternate actions, like Ghost’s stab or Ronen’s dash.
When your reticle lands on an enemy within range, you will auto-fire on them (although you can also change this to a manual button from the settings menu). Note: even in auto mode, you will only shoot if you have a finger on the right side of the screen (aiming). Just standing still, with a reticle on the enemy but not touching the screen, will not result in an attack.
The ammo icon in the bottom-right corner allows you to reload instantly instead of waiting for your magazine to be empty. There is no crouching, jumping, or grenade throwing (unless you’re using Blaze): you really only need to worry about moving, aiming, and activating your special ability.
Every character in MCVS has a special ability tailored to their role. For instance, Kan, a Defender, can place a defensive dome on the battlefield that shields any teammates standing inside its walls. Mi-Nu, an Assassin, can temporarily increase her speed and regenerate health, allowing her to slip behind enemy ranks quickly or escape an ambush.
These abilities cost Core Charges to activate: your Core Charge meter is visible on the bottom of the screen, below the ability button. The number of Core Charges you have stored up is listed on the left side of the meter while the cost of your Agent’s ability is visible just below the button and varies between Agents. Kan’s shield costs five Core Charges while Mi-Nu’s only costs three.
You earn Core Charges automatically as the battle progresses. The meter will fill with one Charge every six seconds automatically—even if you’re just standing still—but you can earn Charges faster by killing opponents and helping to capture the control zone. Once you have enough Charges stored to activate your ability, its button will light up blue. The cost of the ability will be deducted from your Charge total (so if you had five Charges and hit Mi-Nu’s ability button, she would have two remaining to apply towards the next use).
Since you’re always earning more Core Charges and Agents’ abilities are so useful, you should activate them often and not save up Charges for too long. While there are obvious times when an ability would not be very helpful—such as dropping Kan’s dome at your spawn—often the tide of battle is determined by which team uses their abilities most effectively. Be aware of what Agents your other teammates are playing and coordinate team-wide abilities: two Kans can work well together if they alternate their domes, putting one up as soon as the other is destroyed.
While we’ve gone over many of the basics that show up on your screen, there’s a lot more information visible at any given time during a match. In the upper left corner is the menu button: here you can change settings even in the middle of a match, so if you accidentally went in with the wrong sensitivity or button setup, you can adjust immediately.
The numbers next to the menu button display your current ping, the length of time the match has been running, and your current number of medals (which are earned for things like eliminating enemies, going on killstreaks, capturing the zone, etc.). This latter number is generally an indication of how well you’ve been playing so far, although victory ultimately boils down to holding the zone the longest.
The top of the screen shows the control zone info. The blue box is your team’s point amount (out of 100%) and the red box is the enemy’s. In the center of these two numbers is the zone itself and its current status: filling up with red means the enemy team is currently capturing, while filled with one color or another means that team has possession and is earning points. While the zone is being captured, there’s a tiny number underneath this in white which indicates how many members of that team are currently on the point.
In the upper-right corner is your Agent’s data. This shows the Agent you are playing, their level, and their current health. If you see a red star next to this area, it means you are currently the MVP on your team. The health is the most important piece of information in this area: if you have trouble estimating your current HP via the red overlay onscreen, this provides a concrete number you can quickly check.
If you aren’t sprinting, you’ll see a white number and yellow number on top of your gun. The white number indicates your current ammo count while the yellow number indicates the max ammo for that weapon (if you reload, the white number will refill to match the yellow number). Your weapon’s standard reticle is a white X with a dot in the middle. When you’re within range of and targeting an enemy, this will turn red. When you’re targeting an enemy but they are outside your range, it will be red with a circle around it.
Onscreen, a skull icon on a red triangle indicates where a teammate has recently died. Blue icons with different emblems show where your living teammates are: the icon represents which Agent they’re playing (it’s essentially just a simplified version of their mask) while the color of the background shows their health. Bluish green is max, green is healthy, yellow is hurt, orange is near death, etc.
Control the Zone
There is only one game mode currently available in Modern Combat Versus: Zone Control. The goal for both teams is to reach the centralized zone, stand within its boundaries long enough to capture it, and then hold it to accumulate points.
Whichever team is currently holding the zone will keep earning points so long as they retain possession. If an enemy steps within the zone during this time, it will become “contested.” However, even while contested, the possessing team keeps earning points. You have to kill all enemies within the zone—or cause them to exit its boundaries—in order to capture it and take control.
The first team to 100 will win. If the zone is contested when the winning team reaches 99, the points will stop accruing until the zone is no longer contested. If your team is losing and the enemy is about to win, your goal should be to step within the zone’s boundaries at all costs in order to stop them from getting that final point.
There are usually multiple ways to approach the control zone. The blue path stretching from your spawn shows one route: follow this if you’re having trouble finding the zone. Otherwise, try to approach from other angles to get the drop on the enemy team. Approaching from above—ending up at a window overlooking the zone—or behind will make it easier to attack them from a safe and unexpected location.
If you’re on the zone and defending it, be sure to use objects and walls for cover. While you can’t crouch, you can still position yourself behind or beside objects for protection. Some maps have zone points that are inside rooms or other enclosed spaces: in these areas, station yourself on the inside edge of a doorway so the wall is protecting your back and you can get the drop on anyone coming in. (Remember that certain abilities, like Lock’s Augmented Reality, will let the enemy see you through walls.) You regain health a short while after no longer being attacked, so use breaks between incoming enemy waves to regen and reload.
If you’re killed, get back to the point quickly but don’t rush it alone. Wait for teammates if you arrive first (unless the enemy’s score is at 99). Tap at enemies from a safe distance while you wait or scout for an uncovered entry point. If you’re spotted, some opponents might leave the zone to chase you down: lead them to backup or simply away from the point while your teammates swoop in.
Remember that the zone is physically marked by a blue border. Sometimes, depending on the map, the zone icon may make it look like the control point is in one room, but it’s actually a level above or below that. If you don’t see the border or a “capturing” or “contested” notification, you might be in the wrong location.
“I can’t move!”
The joystick in Modern Combat Versus must be “set” before it can be used. You can assign the joystick to any area on the left side of the screen, but you must tap and hold your finger in place for about a second before it actually registers. (It should be visible as in the screenshot above.) If you lift your finger off the screen, the joystick will be reset and you’ll need to tap and hold again to reassign it. If you’re dragging your finger but not moving, try just holding it down for a couple of seconds and then dragging.
We’ve also found that the game typically doesn’t register the joystick until your Agent is “initiated,” so even though you can look around at this point, you’ll have to tap and hold once you’re actually in-game (or respawned) for it to work.
The squad of three characters you create before a match is who you will take into battle with you. Within a round, you can choose between any of those three Agents at the start and may switch to any of those three any time you die. You cannot switch in the middle of a match while alive (so, for instance, if you take control of a zone as Lock and want to then switch to Kan while defending, you can’t—you’d have to die first). If you switch to a new Agent, you retain any Core Charges you had accumulated.
You can practice as Agents you don’t own by going to the Agent menu, tapping one of the pictures, and selecting “Unlock.” From here, you can see details about the Agent, purchase them, or choose “Practice” in the bottom left corner. This will send you to the practice arena which contains stationary dummies in a shooting gallery and rooms to the side with wandering bots that will not attack you.
We recommend practicing with each Agent at least once so you can understand their attack range and special abilities. For instance, Kult’s Venom-o-Matic requires you to be very close to the enemy but it shoots out in a fairly wide puff. Trying out Monark can give you an idea of his impressive range, but also the high kick of his unzoomed attack.
To unlock new Agents, you have to buy them from the shop. Most Agents have costs available in both Korpens and Diamonds. These prices are either/or, meaning you can buy the Agent for his Korpen cost or his Diamond cost, you don’t need both. A few Agents can only be purchased with one or the other: Kult requires Diamonds while Ronen and Monark are only available for Korpens.
You can earn up to 500 Korpens per day by playing multiplayer matches (50 Korpens for a victory and 25 for a loss). Otherwise, the best way to accumulate the necessary funds is by earning and opening chests or completing achievements. All of the different Agents have their own set of achievements, so playing with different characters even after you’ve found your favorite is still beneficial.