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Does Ac!d get any better?

Ive hooked up with Teliko and am battling my way through the locked hallways where one character has to be by a machine for the doors to remain open, and I am fucking bored out of my mind. The character that waits get like 10 turns in a fucking row, which can only be ended, because the moving characters cost skyrockets. Boring.


Is Ridge Racers any good, I'm thinking Ac!ds days are numbered.
 
That's because ending your turn only uses 4 COST, so your turn will come back agian soon. Use your high COST cards to move around and shit to increase your COST and delay your next turn.
COST
 
The only real complaint I have is of the random nature of the way cards are dealt. It's pretty frustrating when you need to wait for 10 turns or so to get a specific card (such as a sniper rifle or key card). And as a testimony to the quality of the manual, I still don't know why the number of cards in my hand goes down sometimes (and I'm at the very end).
 
No, it doesn't get any better. I suggest giving up now and sparing yourself the delightf...er, bland, final boss battle against the gia...er, remarkably plain and forgettable whatever it was with the thing and stuff.
 
I just finished it for the second time yesterday. Having situations where you have one character wait several turns without the other does stuff is completely avoidable if you strategize and use better cards. I think it does pick up quite a bit after BRC-026, but if you're really struggling there, you might not make it.
 
Miburou said:
The only real complaint I have is of the random nature of the way cards are dealt. It's pretty frustrating when you need to wait for 10 turns or so to get a specific card (such as a sniper rifle or key card). And as a testimony to the quality of the manual, I still don't know why the number of cards in my hand goes down sometimes (and I'm at the very end).

Um. I've never read the manual, and I still know that the number of cards in your hand can go down because of using more cards than you draw (duh) and because of certain enemy cards, particularly when you're being attacked.
 
Continue playing the game only if you need to. I did because I love anything MG but anyone else could be bored to death with what's to come.
 
Is it possible to get S rankings on most of these levels? There's some levels where it seems like it would be impossible
 
Wario64 said:
Is it possible to get S rankings on most of these levels? There's some levels where it seems like it would be impossible
On the first run through, it's almost impossible to straight up S the game. Pack both decks with Stealth Camo, Cost-, Action+ (for Snake) and CQC / silenced attack cards though, and it's more than possible. I'm on my 2nd run through on Extreme (4th overall) now and while I'm not trying to get all-S, I've been getting them waaaaaaaay more than not.

You get more leeway on the longer levels too, which means Stealth and Cost- can REALLY improve your score. (Cost -12 and Cost -20 rule!)

Aside: tho somewhat related. I put a Fortune card in Teliko's deck before I met up with her in this run-through. When I got to the Residential Area stage and the guards were automatically on our tail, Snake was already in full Camo mode and Teliko drew Fortune her first turn. A couple times guards got a chance to shoot at her, but Fortune made her bulletproof. Woot. Then I camo'd her and got outta dodge ASAP.

The game really is a lot more fun when you have a bunch of great cards to pick from. Some of the CQC cards are pretty brutal too (they're like Equip type Weapon cards, only the "ammo" is other CQC cards, and they combine to form combo attacks that result in insta-kills).

God, I am such a ho for card strat games. I pulled out Card Fighters Clash on NGPC last night. I REALLY wish SNK would remake it for GBA, DS, or PSP.
 
Ok, so you could equip any CQC cards (for example, a punch) and then equip it with a kick? I kinda understood that you needed a Master CQC to start first, then give it "ammo".
 
suikodan said:
Ok, so you could equip any CQC cards (for example, a punch) and then equip it with a kick? I kinda understood that you needed a Master CQC to start first, then give it "ammo".
Exactly.
 
Different combinations of CQC cards will yield different results too. For example... if you equip a throw cqc card and play another throw cqc card on it, your character will choke out his target. Play a kick cqc card on top of an equiped throw cqc and your character will slash his target neck, resulting in a insta-kill.
 
I picked this up on launch day and still haven't been able to stay awake long enough to get through the intro.
 
I'm gonna have to check out the CQC cards. I just tried to get through the opening gates to Lobito in Extreme and like nine superguards kicked my ass the instant the alarm went off.
 
I have been enjoying the game. I just wish there was a first person view. Sometimes it is difficult to see where you need to go exactly...especially if it is a big/multi-level room.

The game could use a much better tutorial. It took me forever to figure out what they meant by giving guns ammo. I thought I was missing an actual card called "Ammo: 9mm" or something.

There are plenty of other little annoyances I have found in MGA, but overall I have been pretty addicted to it.
 
Here's a couple tips, since the game's tutorial sucks all sorts of flavors of ass.

1) CQC attacks are silent so use them to your advantage.

2) If you're approaching a hallway or area that's occupied with a guard, you can jump around the corner with an attack without worrying about some counterattack. Here's how you go about it. Make sure you have either a Famas or Socom in your hand. Hug the wall near the corner. When you use either weapon, your character will jump around the corner and commence with an attack. He'll then jump back behind the corner before the guard can react.

3) If the enemy has fainted, you can stand on him and he will remain incapicitated until the time you choose to get off him.
 
ChrisReid said:
I'm gonna have to check out the CQC cards. I just tried to get through the opening gates to Lobito in Extreme and like nine superguards kicked my ass the instant the alarm went off.

I've been testing out my stealth deck on Extreme. Working pretty well so far. For the first mission I just sneaked past the first group of guards and hid behind the two sheds. Then when the time was right and came up behind the patrolling guard and took him out with a M9. Then behind the 2nd shed I threw a stun grenade that took out both guards at that gate, used a -8 cost card, then just moved out instantly. No kills, no alert, speedy, Rank S! :D

I'm running into a bit of problem now on mission 3 though, does anyone know how to detonate C3/C4 without alert going off? ^^;
 
2) If you're approaching a hallway or area that's occupied with a guard, you can jump around the corner with an attack without worrying about some counterattack. Here's how you go about it. Make sure you have either a Famas or Socom in your hand. Hug the wall near the corner. When you use either weapon, your character will jump around the corner and commence with an attack. He'll then jump back behind the corner before the guard can react.

Oh damn, I never realized this. Do you have to flatten against a wall to perform this manuever?
 
*skims thread*

DON'T LISTEN TO THE HATERS!

Look, MGA is slow-paced, and its not flawless, but I didn't see anymore mentioning that its THAT LEVEL that sucks. When I reached that level I nearly gave up forever because its shitty and long and stupid, but right after that one the game picks up considerably. The levels are shorter and less frustrating and offer up a really interesting mix of strategy.

I'm several more hours in and haven't encountered any levels since that were half as shitty as that door leapfrogging one.
 
GDJustin said:
Look, MGA is slow-paced, and its not flawless, but I didn't see anymore mentioning that its THAT LEVEL that sucks. When I reached that level I nearly gave up forever because its shitty and long and stupid, but right after that one the game picks up considerably. The levels are shorter and less frustrating and offer up a really interesting mix of strategy.

I'm several more hours in and haven't encountered any levels since that were half as shitty as that door leapfrogging one.

Hehe, well, soon you'll get to the Power Plant.. which is an even longer version of BRC-026.
Then after that, you'll take out the power, and get to reverse your tracks through the BRC-like power plant.. IN THE DARK! Thermal goggles barely help.
But it's still a great game. Put about 40 hours into it in the three weeks since PSP launch. Made the whole purchase worthwhile on its own.

Progressing slowly through Extreme now. Haven't much used CQC attacks. I barely get to the point where I can equip a Level 3 Equipment card anyway, and the slots in my deck are much better taken up by things like Stealths, Running Men, -8/12/20 Costs and Stun Grenades. I don't have enough cards to maintain two such decks though.. so now that I've picked up Teliko, I'm gonna have to rework the decks again. BRC-026 Extreme is next.
 
Just finished the game, and I'm pretty satisfied with my purchase. The story is as interesting and flat-out weird as what we've come to expect from the series, and the graphics and music are true to the series, as well.
 
ChrisReid said:
Blast it and then execute a Phase Down card?

But wouldn't that still count as an ALERT first? It's not my inability to get out of alert, I'm simply playing through extreme for No Kill, No Alert, Speedy now and I want to attain Rank S on every mission. It's definitely possible, I'm just not sure how to get pass the C4 part without alert. ^^;
 
There's a card that knocks all living beings unconscious. Dunno if it also knocks out the player, since I never use it.

I haven't tried it, but I wonder if the alert still sounds if every guard is knocked out.

If you use Gurlogon first, then that, then the Cost-20, you ought to be able to detonate a C4 with everyone out cold. In theory.

I wouldn't doubt it, since a fair number of cards seem specifically made for one certain level. The key cards, the disguises, the Nikitas (though they're valid weapons outside the power plant), the stinger missiles (although they can be used on machines all over).
 
duckroll said:
But wouldn't that still count as an ALERT first? It's not my inability to get out of alert, I'm simply playing through extreme for No Kill, No Alert, Speedy now and I want to attain Rank S on every mission. It's definitely possible, I'm just not sure how to get pass the C4 part without alert. ^^;

Ahh.. you're not trying to keep from staging an Alert.. you're trying to obtain a Not Found. You can raise red alerts all day, but as long as a guard doesn't see you and get a red exclamation point over their head, you won't get nicked and you can still get an S rank. Some combination of blowing the C4, executing Phase Down and lowering the cost will get you right through there for an easy S.
 
ChrisReid said:
Ahh.. you're not trying to keep from staging an Alert.. you're trying to obtain a Not Found. You can raise red alerts all day, but as long as a guard doesn't see you and get a red exclamation point over their head, you won't get nicked and you can still get an S rank. Some combination of blowing the C4, executing Phase Down and lowering the cost will get you right through there for an easy S.

Aaaaah. I didn't know that. Thanks a lot. Chalk that up for YET ANOTHER UNDOCUMENTED RULE IN THE GAME! :lol
 
iapetus said:
Um. I've never read the manual, and I still know that the number of cards in your hand can go down because of using more cards than you draw (duh) and because of certain enemy cards, particularly when you're being attacked.

Could you give some concrete examples?
 
Guenther said:
Could you give some concrete examples?
If an enemy attacks you with a weapon with a knockdown trait, or performs a melee attack on you that knocks you down, you lose 1 card in your hand as a result. If you lose all your cards in your hand, you get knocked out. That's also how you know you can knock out an enemy with Punch--if he only has 1 card in his hand.

Falling down from a grenade does the same thing.

Also, some cards, such as Metal Gear Rex, cause you to discard two random cards to use.
 
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