MP5 mags almost sort of "rock-in" like an AK mag. Typically you insert the mag until it stops and then pull the body rearward and it should fully engage. Also, if you're trying to insert the mags fully loaded, that's usually very difficult to do. The manual of arms is to lock the bolt open first when inserting full mags. If it is something where the spring action of the catch is dragging, I ...
When you insert a loaded mag into a firearm with the bolt closed, the stack of cartridges has to move down in the mag to make room for the bolt/bolt carrier. If the mag is loaded to completely full, there is not enough room for the ammo stack to move down to accomodate the bolt.
If you are using mag, def go for the drakgoon, a riven combined with the synergy that mag provides the drakgoon means it can do absolute stupid damage (it kinda reminds me of using the conference call shotgun in borderlands 2). Even in general I suggest you go for the drakgoon because it has fewer usability issues when compared to the kohm.
Mag is a CC/Nuke, so a lot of times her damage comes from either weapons or her already built up Magnetize bubble. Shes best paired with projectile weapons with punchthrough and Nataruk is probably a perfect fit for her. Defensive-wise, Imo Adaptation is the best, it applies on overshields and its easy to get overshields thanks to Crush.
In so many words, he's saying 1) you cannot convert your 10/30 to a full capacity mag and back and still be legal in California - a blocked 30-round mag is still a 30-round mag unless the block is permanently permanent. 2) You can purchase rebuild kits and assemble them in a free state, but they must be rebuild kits anytime you are in California.
If you’re doing a casting techer, go with a dex mag (because you’ll be running te/ph, so phantom’s ph mag skill will split the dex into useful stats) As far as a mag of each type goes, you get 3 free character slots. Just make 3 different mag types with that (and if you want all the slots, buy a 4th char,, which is a good investment ...