Skullface
Member
This mother fucker right here, doe...
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I'll ask the question here as well for good measure. Is Kojima even confirmed to be attending this event?
This mother fucker right here, doe...
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While we're at it, other info about animals people might have missed.
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The animals will attack both you and your enemies. Kojima said he was checking the game recently, when a Soviet soldier was attacked and eaten by a wild animal. When asked if animals will attack each other, Kojima nodded and smiled. So youll need to be careful not only for soldiers, but for wildlife as well. But, you may also be able to use them to your advantage. Kojima also said you can use the animal capture system to get them to attack enemies for you. It sounds like you may be able to drop them near an enemy to cause some mayhem.
The day/night cycle also has an effect on the animal system, the time of day will probably determine what wildlife youll run into.
People who don't think there'll be a Sniper battle where you're driving from vantage point to vantage point, stray bullets breaking the windows in you vehicles, are insane.
I'll ask the question here as well for good measure. Is Kojima even confirmed to be attending this event?
I wonder if this means I can call a supply drop of wolves and let it drop on an enemies head, ensuing chaos via Raining Wolves. This has to be a thing.
How is that any different from choosing weapons, items, gear, etc?
I can picture the perfect scenario [in my opinion, of course] for a MGSV:TPP sniper boss fight:
It's dusk - bordering of nightfall in the African jungle. visibility by is by moonlight now and it's bathing your surroundings in a bright pale blue. At this moment, it starts to rain. Something isn't right and you know it. You can feel it. The music gets ominous and then everything goes Pear-shaped. A cutscene informs you that you are about to face "XXXX" [tentative name] and then MGSV: TPP throws the best sniper duel ever conceived at you. Maybe it's 2 snipers even - working as a team...or better yet, 2 snipers with 2 spotters working as a team. You have to take them all out and a heavy strategy with a realistic approach is needed to do so.
Ahh! I can't wait!!
interesting, i've never rambo'd through an mgs game
There's one issue with an epic sniper fight in PP. The quick auto health regen. My first time facing the End was particularly tense because I didn't have much for supplies. He was just chipping away at my stamina. I would panic and have to scavenge for food from time to time. I think a sniper fight would be less nuanced and more of a fast paced action game style fight than anything that resembles the End.
I'm not entirely sure but I think one of the gameplay trailers showed regenerating health in TPP. It was an afghan one but I can't remember which.or maybe the health regen was only for GZ?
The concept, implementation and fun-factor of an open-world sniper duel is far too juicy to pass up.
Maybe Big Boss gets hit/stabbed with something that takes away the health regen feature - or maybe the health regen was only for GZ?
I want the perfect sniper duel - even better than the fight with The End and MGSV:TPP is the best chance this will happen.
not really an option, it would require a retroactive rebalancing the entire game in order to accommodate both modes of health regeneration.Please make health regen optional Kojima. Like the alert slow motion.
not really an option, it would require a retroactive rebalancing the entire game in order to accommodate both modes of health regeneration.
health regen isn't really that bad. you can still get fucked up very quickly and don't have an instant recovery item to keep you enduring constant damage, the health regen only really helps if you get to cover, repel the attack forces efficiently, or escape the area, which metal gear has always encouraged instead of a direct fire fight.
health regen isn't really that bad. you can still get fucked up very quickly and don't have an instant recovery item to keep you enduring constant damage, the health regen only really helps if you get to cover, repel the attack forces efficiently, or escape the area, which metal gear has always encouraged instead of a direct fire fight.
Agreed.
I look at regenerating health as my character "catching their breath" during or after a tense situation.
I don't think there's anything wrong with health regen at all. I just think it doesn't work well with sniper fights in particular.
Because you don't order new weapons, items and gear every few minutes.
I don't think there's anything wrong with health regen at all. I just think it doesn't work well with sniper fights in particular.
In this instance, it would be great if something was introduced to balance this out when it comes to a sniper duel. So maybe a sniper boss has regenerating health too, to some degree?
I don't know about you, but I wasn't eating every few minutes in MGS3. What were you doing to constantly drain your stamina like that?
In this instance, it would be great if something was introduced to balance this out when it comes to a sniper duel. So maybe a sniper boss has regenerating health too, to some degree?
How about a health bar for the enemy, but one shot from them injures you enough that you have to use health spray...of which you only have a limited amount. Thus making the boss battle more traditional
In this instance, it would be great if something was introduced to balance this out when it comes to a sniper duel. So maybe a sniper boss has regenerating health too, to some degree?
How about a health bar for the enemy, but one shot from them injures you enough that you have to use health spray...of which you only have a limited amount. Thus making the boss battle more traditional
On the higher difficulties that was actually necessary.
I dont see an open world sniper duel working with the health regen system from GZ. You get hit, you quickly retreat and go back to full health in a matter of seconds.Same with the enemy. There would be no pressure. I think it only works like in MGS3, where you are wearing down the enemy bit by bit. Except for the part where you have to go into the menu every time and select food to replenish your stamina, we dont need that outdated stuff back.
I hope you can legitimately trade supplies through Mother Base.
How awesome would it be if someone else's staff develops as silenced sniper-rifle, or something, and you could diplomatically trade with someone else for a faster horse or tank or something?
Oh, the possibilities.
I agree with that too!
I just want a tense, realistic battle with a sniper/team of snipers. Something that could possibly take a long time, but with a high degree of skill, can be bested in 20 minutes or less.
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I love the sound of this weather stuff. I think I'm going to play most of this game exclusively during the night cycle.
Only thing that turns me off about this game is the base building. I want to play a Mgs game, not micromanage some bullshit. I hope weapons and gear isn't Locked behind this bullshit like god awful PW.
I really dislike GZ's regenerating health. It totally removes the idea of health as a valuable commodity, which is so important to the stealth and survival horror genres. When you aren't worried about losing health (or wasting precious health supplies), the enemies don't pose a threat any more. You're supposed to be playing stealthily because you can't stand up to any open conflict the way the player character in your average shooter could. But in GZ you can stand up to it, because you're a walking tank who can shrug off any damage. Get caught? Doesn't matter. Shoot everyone and back off a bit when the screen gets too strawberry-jam-y. When there's no lasting penalty, you're basically just playing stealthily because the game says 'Metal Gear' on the box and that's how you're supposed to do it.
I think GZ is vastly inferior to the other MGSes as a stealth game. All the stealth mechanics from the previous games (the Soliton radar, directional microphone, AP sensor, camo index, threat ring, knocking on walls, etc) are gone (even the cover system is broken), replaced with Reflex Mode. It's ludicrously overpowered and basically makes the game a cakewalk, and your only other option is to turn it off and basically go in with nothing. Moreover, forget the way enemies used to use their radios to call in Alerts; get spotted in GZ and every single enemy on the base instantly freaks out and knows exactly where you are. I honestly don't get how Kojima took such a huge step back in that department. MGS2's fourteen-year-old stealth mechanics are miles ahead of GZ's, let alone modern stealth games like SC Blacklist.
I really dislike GZ's regenerating health. It totally removes the idea of health as a valuable commodity, which is so important to the stealth and survival horror genres. When you aren't worried about losing health (or wasting precious health supplies), the enemies don't pose a threat any more. You're supposed to be playing stealthily because you can't stand up to any open conflict the way the player character in your average shooter could. But in GZ you can stand up to it, because you're a walking tank who can shrug off any damage. Get caught? Doesn't matter. Shoot everyone and back off a bit when the screen gets too strawberry-jam-y. When there's no lasting penalty, you're basically just playing stealthily because the game says 'Metal Gear' on the box and that's how you're supposed to do it.
I think GZ is vastly inferior to the other MGSes as a stealth game. All the stealth mechanics from the previous games (the Soliton radar, directional microphone, AP sensor, camo index, threat ring, knocking on walls, etc) are gone (even the cover system is broken), replaced with Reflex Mode. It's ludicrously overpowered and basically makes the game a cakewalk, and your only other option is to turn it off and basically go in with nothing. Moreover, forget the way enemies used to use their radios to call in Alerts; get spotted in GZ and every single enemy on the base instantly freaks out and knows exactly where you are. I honestly don't get how Kojima took such a huge step back in that department. MGS2's fourteen-year-old stealth mechanics are miles ahead of GZ's, let alone modern stealth games like SC Blacklist.
A stealth game is a game that rewards the player for playing without being spotted, it's not a game that requires you to be stealthy.
I really dislike GZ's regenerating health. It totally removes the idea of health as a valuable commodity, which is so important to the stealth and survival horror genres. When you aren't worried about losing health (or wasting precious health supplies), the enemies don't pose a threat any more. You're supposed to be playing stealthily because you can't stand up to any open conflict the way the player character in your average shooter could. But in GZ you can stand up to it, because you're a walking tank who can shrug off any damage. Get caught? Doesn't matter. Shoot everyone and back off a bit when the screen gets too strawberry-jam-y. When there's no lasting penalty, you're basically just playing stealthily because the game says 'Metal Gear' on the box and that's how you're supposed to do it.
I think GZ is vastly inferior to the other MGSes as a stealth game. All the stealth mechanics from the previous games (the Soliton radar, directional microphone, AP sensor, camo index, threat ring, knocking on walls, etc) are gone (even the cover system is broken), replaced with Reflex Mode. It's ludicrously overpowered and basically makes the game a cakewalk, and your only other option is to turn it off and basically go in with nothing. Moreover, forget the way enemies used to use their radios to call in Alerts; get spotted in GZ and every single enemy on the base instantly freaks out and knows exactly where you are. I honestly don't get how Kojima took such a huge step back in that department. MGS2's fourteen-year-old stealth mechanics are miles ahead of GZ's, let alone modern stealth games like SC Blacklist.