Man it's ridiculously impossible for an invader to successfully invade a highly upgraded FOB with max security settings.
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?
If someone goes full Rambo on your FOB, yes those Soldiers and staff are lost. It is possible to be attacked even though you aren't online at the time, meaning you have no chance to join the effort and help your security team. As far as I know on consoles there is no way to avoid staffing a FOB once you build one. On PC you could block the game from getting online through a firewall, at the cost of the daily logins.
What I've done is opted to support a bunch of random people with larger FOBs, and in return some have supported me too. Ups the odds that if you get invaded, someone might be around to take the time to help your FOB defend itself. Plus its a great way to make GMP if you successfully help people defend. For example one defense I helped win netted approx. 800K GMP!
D-Walker + Gatling Gun made it a cakewalk for me.
Fulton a Tank
That's a great idea. There should be a Gaf support group
I have, lol
The preview forgot me really hyped yesterday, can't wait to play it later.chapter two
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sarcasm? with all those negative spoiler threads popping up I feel exactly the opposite. I'm up to episodeand looove pretty much everything about the game, but the negativity towards chapter 2 influences me no matter what.26
Someone said you need to faulton a tank
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That's a great idea. There should be a Gaf support group
Yes. We need to make a GAF FOB group.
Yeah, but that's the reason those threads suck ass..
You can't, which is a shame.
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.
It looks like a tank right?
Are the PS4 FOB servers up?
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.
Guys where do I find the (music spoiler?)snake eater tape?
I believe you'll find these in some the Armored Vehicle Unit side ops in Africa. IFVs I think they're called?Reposting for new page:
Damn, you're so smart. Seriously, I fultoned 4-5 tanks, the image doesn't show what exact tank I need, that's why I asked.
they didnt say that you can protect friends base?
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You can totally sneak up,on her, but annoyingly she (and some other boss enemies) don't have any unique cqc takedowns or hold ups)
But I took her out just with my traq pistol and punching her in the face
It jumps to a cutscenes where you can decide what to do.if you kill her with a regular sniper rifle is she dead for real for the whole game or do you "win the battle" and you get to recruit her anyway?
At what point of the story are you able to build a FOB ?
Also when are you able to have security team on MB ?
Pretty sure you can pick one up in mission 10 (I think). "Angels with Broken Wings" in Afghanistan.90% sure that's the type of vehicle you're after.It follows the jeep away from the palace.
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Does anyone know if you can disable the mobility upgrades for the bionic arm? The new sprinting speed it way too fast.
Just listening to the OST (though trying not to see the track list cos of spoilers) and it's utterly sensational stuff. "V has come to" is phenomenal especially. Some of the best music of the series is in this game.
Damn, you're so smart. Seriously, I fultoned 4-5 tanks, the image doesn't show what exact tank I need, that's why I asked.
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), andthe mission structure breaks down with the ludicrous 'to be continued' breaksNot 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.having to replay missions as part of the main story.
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.)
You can't, which is a shame.
I've just started Mission 11.
Without giving too much away, is it possible to kill Quiet altogether and, if so, how can I avoid doing that? How do I defeat her? I'm somewhat limited arms-wise.
Eh, considering this was Kojima Productions first stab at open world, I think they did a good job. They were a development studio used to linear experiences, so this was well out of their comfort zone. Who knows what they could have pulled off with a sequel, streamlined and with a tighter pace/package. As it is, it's a flawed masterpiece, so far, to me.
Eh, considering this was Kojima Productions first stab at open world, I think they did a good job. They were a development studio used to linear experiences, so this was well out of their comfort zone. Who knows what they could have pulled off with a sequel, streamlined and with a tighter pace/package. As it is, it's a flawed masterpiece, so far, to me.
Easiest way:I've just started Mission 11.
Without giving too much away, is it possible to kill Quiet altogether and, if so, how can I avoid doing that? How do I defeat her? I'm somewhat limited arms-wise.
Damn, you're so smart. Seriously, I fultoned 4-5 tanks, the image doesn't show what exact tank I need, that's why I asked.
Why not? How do you add Fob friends?
Eh, considering this was Kojima Productions first stab at open world, I think they did a good job. They were a development studio used to linear experiences, so this was well out of their comfort zone. Who knows what they could have pulled off with a sequel, streamlined and with a tighter pace/package. As it is, it's a flawed masterpiece, so far, to me. It's pretty obvious that Kojima and his team's priorities weren't in story, but rather in the gameplay. I honestly thin kthat after MGS3, Kojima stopped trying. MGS4 and PW were both terrible and forgettable stories respectively.
I don't think it's a perfect game but I do consider it a masterpiece, the closest equivalent I can think of is what Resident Evil 4 was for that series. I think it helps that I've never held Kojima's storytelling in high regard and appreciate his unique sensibilities, odd juxtapositions and grand stumblings more than I do the convoluted plot itself.Eh, considering this was Kojima Productions first stab at open world, I think they did a good job. They were a development studio used to linear experiences, so this was well out of their comfort zone. Who knows what they could have pulled off with a sequel, streamlined and with a tighter pace/package. As it is, it's a flawed masterpiece, so far, to me. It's pretty obvious that Kojima and his team's priorities weren't in story, but rather in the gameplay. I honestly think that after MGS3, Kojima stopped trying. MGS4 and PW were both terrible and forgettable stories respectively.