If you create a FOB you risk losing staff and resource containers that can be fultoned out by invaders. If you assign guards via a security team, they can be killed during invasions. Unfortunately for those that just want to ignore the FOB gameplay entirely, doing so still manages to adversely impact SP progression because losing those resources will slow the growth of your mother base. It will just mean more time needed to expand and re-acquire lost resources.
PT were great. I immediately went into 'horror game' mode after that radio and the game got me good with a cardboard box that jumped up when I got close to it...there was a gerbil in there, lol.
I'm glad I've started looking away from my screen during credits.
I bet everyone does this stupid that we can't disable intro credits. Should be an option. Who wants to know beforehand what enemies you will encounter? And this being after picking weapons so you can't even use it as tactical information.
I think the plan at one point may have been to allow users to custom set gun emplacements on their FOBs along with the other defenses, ie. lasers and cameras. But it didn't end up that way. I'm fairly sure that the ones that show up in your resource menu are there to be sold for extra GMP as needed.
Is it worth using the sneaking suit imported from GZ? Or does it affect S Rank? I read that some suits did, wasn't sure if this one was included in that.
So I think I figured it out last night, just keep doing the repeatable side ops till the next thing triggers, miller will talk to you as soon as the objective is complete. It took me 5 side ops to trigger his first convo and I think another 5 more to trigger the mission.
Is it worth using the sneaking suit imported from GZ? Or does it affect S Rank? I read that some suits did, wasn't sure if this one was included in that.
If an item affects S ranking it'll tell you in the item description very bluntly, and if you ask me it definitely is worth using. It makes it so enemies can't hear your footsteps when you're close behind them without having to tip toe.
Oh, well that would be fun if I cared about the multiplayer, but all I want to do is unlock the SP stuff without severe grinding and it doesn't sound like I can do that.
The way I was thinking about it last night I came to the conclusion that MGSV feels like the best pure gameplay I've ever played wrapped in a metric fuckton of systems and extras designed to ruin that fun. Which leaves me not knowing if the game is amazing or frustrating. I don't know how to separate all of the dull or disappointing moments and elements from the transcendent ones.
Problems: 1. Menu overkill and micromanagement. Between development, combat ops, FOBs - you spend way too much time fiddling around in menus in this game with stuff that isn't actually gameplay (with the exception of missions that remove enemy equipment - which are cool). It's not like you can screw this stuff up, it's just required for you to keep getting materials and clicking the 'develop' button so that you're well equipped. It adds nothing to the game. Strip it all out and the game would be better. The single worst moment of this is (very late game spoilers)
when the major challenge of the final boss of chapter 1 is calling in supplies rather than anything else. Yeah. The menus are the hardest part of the main boss.
2. 'The continuous-shot scene'. I'm not talking about cutscenes here, I'm talking about Snake. Why do we have to see him going back to mother base every time, why do we have to call ourselves a chopper, get in the air, get high enough to become an 'ACC', then choose a mission, then spend a whole minute flying to our target? Why can't we just select a mission and go? So much useless wasted time for what seems to be a stylistic choice.
3. The mission structure. It just doesn't work a lot of the time. Four biggest sins are the credits spoiling what's going to happen, the dull monotony of every mission starting the same way (coming in on heli to a position 1km outside the target), the fact that when things get interesting (later game spoilers)
the mission structure breaks down with the ludicrous 'to be continued' breaks
, and
having to replay missions as part of the main story.
Not only that but over half the missions do not have any kind of integral story beat in them, but are just extracting random officers etc to get you closer to your actual target. The benefit is that the ranking system is a lot of fun. In the end I feel being a slave to this overall structure hurt the game way more than it helped it.
4. The open world. There has to be a reason for an open world rather than level structure to make an open world worthwhile rather than a waste of a player's time traversing it. In GTAV it's two reasons: The immersiveness and enjoyment of driving around a real city/countryside along with the emergent chaos you can cause at any point of the map. In the Witcher 3 it's because of, again, the immersiveness of being lost in a fully realised fantasy world, and secondly the joy of stumbling upon some interesting character or story somewhere you would never have expected. What is MGS's reason? The world isn't real or fully realised. There are no civilians and it is clearly a bunch of interconnected levels where the missions happen. There's really no emergent gameplay that happens outside of the bases bar maybe getting pounced on by a jackal. There's nothing special to find out there - anything good is a sideop, and even sideops are selected from your iDroid (though you can stumble into them, you still get a 'mission started'-esque announcement).
What the open world ends up meaning here is that
a) you spend a quarter of your time sprinting between the (wonderfully designed) bases themselves, and
b) those bases are restricted to two areas, instead of potentially having been in interesting locations all over the world,
c) we're expected to believe that all of these huge events are happening in this relatively tiny theatre of war, which greatly restricts what they can do with the story and setting.
5. Mother Base. The actual physical place is just a waste of your time. Confusing layout, massive bridges, 100s of closed doors... what is the point of bringing you here so often? It feels like it was designed merely to facilitate multiplayer mode. But even there, sneaking up the base vertically isn't much fun since the camera system makes stealth much more fun when the enemies are laid out mostly ahead of you rather than directly above you. I did not enjoy Mother Base.
6. The Plot and Characters. I'm not quite finished and this isn't the place to talk about the details, but... wow. The thought I had in my mind as I began to see where it was going was that I hadn't seen a storyteller fall from grace in this way since M. Night Shyamalan. That's really the best analogy I can draw, and tells you what I think of where Kojima went with the narrative in Peace Walker and then V. If you'd told me the story would have been worse than Peace Walker's, I could never have believed you. But it's far, far worse, and pretty much an utter disaster.
And yet, despite that, for over 50% of my time spent with this game it feels like it's either the greatest game ever made or at least one of them. How do you reconcile that?
(I haven't even mentioned microtransactions because a) they haven't affected me yet, and b) I'll get angry.)
Its gonna look mighty fine in a top 5 when it comes to vote GOTY, but its got way too many annoying, frustrating, bad, and/or flat-out boring design choices for me to say its the best of the year. Some of the highest highs around, but boy does it try to chip away at your patience and good will like a mothfucka
I can't recall if I was seeing direct benefits, but it did keep the staff numbers and increased levels for each of the Mother Base teams after I got knocked offline the other day.
I want to say that characters you lock in (the pad lock symbol thing) don't go to the FOBs. Though you can only lock a set percentage of your overall staff.
This could all be BS though and I'm remembering the tutorial completely wrong.
I haven't had people invade me yet so I don't know the pain of losing my staff
No I believe that is correct. Forgot to mention that. If you do the direct contract / padlock icon on staff members mean that they don't go outside of that assigned area at MB. So that is one way to protect critical specialists or staff.
I think the plan at one point may have been to allow users to custom set gun emplacements on their FOBs along with the other defenses, ie. lasers and cameras. But it didn't end up that way. I'm fairly sure that the ones that show up in your resource menu are there to be sold for extra GMP as needed.
I want to say that characters you lock in (the pad lock symbol thing) don't go to the FOBs. Though you can only lock a set percentage of your overall staff.
This could all be BS though and I'm remembering the tutorial completely wrong.
I haven't had people invade me yet so I don't know the pain of losing my staff
Correct, but you also need to remember that anyone that is under direct contract also cannot be used for combat deployment, just to keep that in mind if you lock up your best soldiers like I do.
In a roundabout way it is, you get to toggle on a sliding scale how much of each security asset you want to use on a FOB. But it doesn't dive down to the level of detail of actually controlling a cursor around placing turrets and cameras manually. Which I thought that they showed at one point? In the gamescom demo.
Is it worth using the sneaking suit imported from GZ? Or does it affect S Rank? I read that some suits did, wasn't sure if this one was included in that.
I don't believe any of the Sneaking Suits affect your rank. It's only things like the Stealth Camo and the various Support Unit things (like air strikes) that restrict you to an A-rank if you use them. With Sneaking Suits all you have to worry about is being more visible during daytime.
Use a sawed off shotgun, it blows their armor off in 2 shots and kills the skull in 2-3 more. Easily more effective than rockets. Works better because they're at close ranges all the time
You could set only 1 guard from security team to be active (or zero guards for that matter if you wanted to) but once you have a FOB built, the game seems to auto populate the platforms with people from your other staff sections. Meaning your support, intel, research, medical etc. personnel are at risk of being killed or kidnapped (stolen) if the invade reached the objective without a combat alert or neutralized your entire security team.
Just wanna dive in here and say that I love the game. It's probably my favorite in the series. I actually enjoy the lack of cutscenes, because now when you finally get to see one it's a welcome moment to calm down after what's often an intense mission.
Just wanna dive in here and say that I love the game. It's probably my favorite in the series. I actually enjoy the lack of cutscenes, because now when you finally get to see one it's a welcome moment to calm down after what's often an intense mission.
Episode 10 is the first one where I really had to restart to checkpoint again and again. The supply depot simply has a ton of guards in a very close proximity, huge open sightlines, and the paths they follow are surprisingly long. I'd stealthily do away with 4-6 guards and think I had the space to operate and get the prisoners out, but then some guard I didn't know of from halfway across the depot would come ambling into the room.
I basically ended up just finishing it in a zany shooting spree. Will have to come back to it at some point and see how I could do it better.
Encountered Quiet a little while later. Not super happy about it spoilers below:
The battle at first seems to be setup like a sniper battle ie. MGS3's The End, but a big difference here was that it felt like I didn't have as many options against Quiet. I tried sneaking up on her a few times, but it seemed completely impossible to the point where I'm pretty sure it is impossible. If true it'd be a big change from The End where sneaking up on him was one of the better strategies. I'm pretty disappointed by this because it feels like Quiet is "breaking the rules" of the game. There's definitely a few situations in MGS where you're in permanent alert and sneaking doesn't work, but normally, you can always sneak, and you can always use whatever strategy against whatever enemy.
As well at this point in the game I don't have a tranquilizer sniper rifle because the requirements for unlocking it are a high med bay staff and at this point in the game I pretty much just got a med bay. As a result I left and am going to come back later as the game encouraged me to do. Due to the fact that Quiet always knows where you are, and I can't surprise her, it's not going to be a very interesting sniper battle, more of a twitch battle.
I don't know am I totally wrong here or did anyone else find this weird?
Episode 10 is the first one where I really had to restart to checkpoint again and again. The supply depot simply has a ton of guards in a very close proximity, huge open sightlines, and the paths they follow are surprisingly long. I'd stealthily do away with 4-6 guards and think I had the space to operate and get the prisoners out, but then some guard I didn't know of from halfway across the depot would come ambling into the room.
I basically ended up just finishing it in a zany shooting spree. Will have to come back to it at some point and see how I could do it better.
Encountered Quiet a little while later. Not super happy about it spoilers below:
The battle at first seems to be setup like a sniper battle ie. MGS3's The End, but a big difference here was that it felt like I didn't have as many options against Quiet. I tried sneaking up on her a few times, but it seemed completely impossible to the point where I'm pretty sure it is impossible. If true it'd be a big change from The End where sneaking up on him was one of the better strategies. I'm pretty disappointed by this because it feels like Quiet is "breaking the rules" of the game. There's definitely a few situations in MGS where you're in permanent alert and sneaking doesn't work, but normally, you can always sneak, and you can always use whatever strategy against whatever enemy.
As well at this point in the game I don't have a tranquilizer sniper rifle because the requirements for unlocking it are a high med bay staff and at this point in the game I pretty much just got a med bay. As a result I left and am going to come back later as the game encouraged me to do. Due to the fact that Quiet always knows where you are, and I can't surprise her, it's not going to be a very interesting sniper battle, more of a twitch battle.
I don't know am I totally wrong here or did anyone else find this weird?
Episode 10 is the first one where I really had to restart to checkpoint again and again. The supply depot simply has a ton of guards in a very close proximity, huge open sightlines, and the paths they follow are surprisingly long. I'd stealthily do away with 4-6 guards and think I had the space to operate and get the prisoners out, but then some guard I didn't know of from halfway across the depot would come ambling into the room.
I basically ended up just finishing it in a zany shooting spree. Will have to come back to it at some point and see how I could do it better.
Encountered Quiet a little while later. Not super happy about it spoilers below:
The battle at first seems to be setup like a sniper battle ie. MGS3's The End, but a big difference here was that it felt like I didn't have as many options against Quiet. I tried sneaking up on her a few times, but it seemed completely impossible to the point where I'm pretty sure it is impossible. If true it'd be a big change from The End where sneaking up on him was one of the better strategies. I'm pretty disappointed by this because it feels like Quiet is "breaking the rules" of the game. There's definitely a few situations in MGS where you're in permanent alert and sneaking doesn't work, but normally, you can always sneak, and you can always use whatever strategy against whatever enemy.
As well at this point in the game I don't have a tranquilizer sniper rifle because the requirements for unlocking it are a high med bay staff and at this point in the game I pretty much just got a med bay. As a result I left and am going to come back later as the game encouraged me to do. Due to the fact that Quiet always knows where you are, and I can't surprise her, it's not going to be a very interesting sniper battle, more of a twitch battle.
I don't know am I totally wrong here or did anyone else find this weird?
I jumped from mission 8 to that one and only had the starter Sniper Rifle and it worked. Great battle for me, didn't try to sneak but I did call the chopper and she destroyed it.