Metal Gear Solid V: The Phantom Pain: Difference between revisions

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- As of October 3, if you complete Mission 04 by the alternate method of <div class="spoiler> destroying the radar dishes before starting the mission</div> you will PERMANENTLY have a "-" rank for that mission, preventing you from getting the "All S-Ranks" achievement/trophy.


- Enemies don't shoot down balloons unless they see it and have time to react. If they catch the tail end they'll radio in an alert but unless someone is 10m away and looking right at you they probably won't shoot the balloon. You can totally fulton the world and everything is reset when you replay a mission.
==Stealth & Combat==


- Night vision is really only functional useful at night. Eventually they can be upgraded to Ground Zeroes style where they're basically permanent Predator-vision but at the start they're not a crutch you can rely on.
* Pressing the context-sensitive action button (Triangle/Y/E) while prone reduces your profile to near-invisibility, particularly at night.


- Named areas on the map usually have an anti-air radar that looks like a trailer with a giant dish on top. They're not the same as the comm units which are platforms with a little radar on top. Destroying them lets your helicopter land closer which is useful during side ops.
* You can "knock" anywhere from the command menu. It doesn't require you to be pressed up against a wall so split up guards with magazines and knock to draw them out one by one.


- You change your helicopter on the customize screen of motherbase. It took me a while to figure this out as I kept looking in the vehicle section of the loadout.
* You'll automatically remain pressed up against a wall without having to hold down the stick/button.


- Pressing triangle/Y while prone plays dead but it somehow reduces your profile to nothing. At night, enemies will practically step over you.
* You can quickly do things like call your helicopter or a supply drop by pushing up or down on the map screen. The Flare Supply grenade can also be used to resupply if you don't have time to go to the menu. Supply drops don't affect your mission rank.


- Holding L1/LB brings up the commands screen where you can "knock" anywhere. It doesn't require you to be pressed up against a wall so split up guards with magazines and knock to draw them out one by one.
* Try out all your tools in various ways, for example smoke grenades can be used for concealment, but also to help take out a group of unsuspecting enemies while they're distracted or incapacitated by one.


- Flare grenade supply is the best item. You can instantly get your current loadout to top off on suppressors, ammo, and fultons without having to fumble through the menu to call in a supply drop.
* It's worth interrogating guards whenever possible once you're able to do so, since often they'll permanently mark things like resource locations, other guards, and hidden diamonds on your map. The early game "Capture a Russian interpreter" side op is worth doing right away to understand Soviet soldiers.


- You can also quickly call a supply drop (and do other things) by pushing up or down on the D-Pad on the map screen.
* Keeping an eye on the distances from which guards react to various things makes it easier to avoid surprises and plan stealthy approaches. For example the sound of a fulton balloon gets investigated from roughly 30 meters away even if no one can see it, useful for luring out more balloon victims.


- 2 of the 4 buddies are unlocked automatically through story progression. One is unlocked by making a certain choice during a story mission involving them, and the last must be found and Fultoned at specific points around the map (keep an eye out for small animals around the LZ north of Spugmay Keep).
* Enemies have less time to react to grenades thrown in a longer arc.


- If you're strapped for cash then sell off weapon emplacements and unnecessary plants. They're worth quite a bit.
* The game is very lenient about what counts as a "kill" for scoring purposes. Lethal things that do not count as kills include (amongst other things) deaths by barrels or vehicles exploding, watchtower collapses, friendly fire, getting drowned, or falling/getting tossed off a lethal height. Destroying "closed" vehicles like gunships or APCs also don't count as kills.


- If a mission tells you to assassinate someone, no matter how explicitly, don't. They generally have obscenely good stats in at least one field, so Fulton them instead.
* Guards are fairly adaptable to your tactics, and the enemy advantages indicated on the map screen are a result of your actions. Use headshots a lot and they'll get helmets, attack at night a lot and they'll get flashlights and NVGs, etc. They'll also start investigating things in pairs if you like to split them up. Specific enemy advantages can be temporarily disabled via combat assignment missions later in the game.


- Once you press up against cover, you can let go of the control stick and don't have to keep pressing against the wall
==Knocking Out & Fultoning Enemies==


- Upgrade the Cargo Fulton to max before doing anything that involves eliminating vehicles, especially the side-jobs that aren't repeatable. You can steal them instead for yourself, or for profit. Yes, even a Tank.
* Guards with helmets can still be headshot even with the tranquilizer gun by aiming for the face.


- Anytime you get a sidequest or even a story mission that says "Eliminate X", tranq and Fulton them instead. They generally have insanely good stats (At least one A+/A++). Their surrounding guard squad usually each have at least a B in something as well.
* Body shots tranquilize people with a delay, but don't alert the target or anyone near them. You can take out groups of enemies by purposefully aiming for a body shot on each one, and then waiting for a bit until they all fall asleep near simultaneously.


- D-Dog is your best Buddy. He'll point out every enemy in visual range, and once you give him a Sneaking Suit of his own DD can make silent assassinations with a knife. DD is a Good Dog .
* Long-range headshots with the tranquilizer gun (i.e. ones fired outside its "red aiming reticle" range) are both an effective way to take out helmetless guards safely, and on missions also worth an easy +2000 points from the score bonuses of a combined headshot and Tactical Takedown.  


- You may notice that your guns make mention of accessory slots but can't do anything with them, along with mention of specific stocks/scopes/etc. You can fully customize your weapons by completing the Legendary Gunsmith sidequests.
* If a mission tells you to eliminate someone, you're usually best off fultoning them instead as they and any personal guards they might have tend to have particularly high stats.


- The Base Development team automatically mines resources as well as refining them, the frequency depends on the team's level.
* One of the prisoners in the main mission 10 ("Angel with Broken Wings") is always a Transportation Specialist which is the skill that unlocks fultoning heavy equipment and vehicles, making the mission and his rescue worth prioritizing before the rest. Once acquired, eliminating vehicles should be done by fultoning them whenever possible.


- Learn how to use the tranquilizer's delayed effect if you want to take out guys in a group without them all shitting themselves because one dude fell asleep in front of them. A round of chest shots to all involved will quietly send them all to slumberland near-simultaneously with a bit of patience.
* Knocking people out before fultoning them stops them from shouting for help, attracting less attention. Guards seeing someone getting fultoned won't cause a combat alarm, but they will radio it in and put the base on alert status.


- Vehicles cost nothing to deploy, so don't fret about having to bring out D-Horse just to travel around. Fulton yourself a Jeep and you're set.
* Unconscious guards stuffed in containers or toilets never wake up on their own. Guards held up and ordered on the ground also remain there indefinitely unless you trigger a combat alarm.


- Once you get to the point that you can make multiples of struts at Motherbase upgrading the Command Platform gives +5 capacity to each team, so it might be worth prioritizing.
==Running Mother Base==


- Guards are fairly adaptable to your bullshit although they only do so between deployments (i.e. when you return to the ACC). So those tactics that they use which are indicated on the map screen are a result of your actions. Use headshots a lot and they'll get helmets, attack at night a lot and they'll get flashlights and NVGs, and other things like bullet proof vests, riot suits, shotguns, machine guns, security cameras, etc. They'll also start investigating things in pairs if you like to split them up.
* Once you get the Fulton device, extract everyone you can until you fill up every slot in every team, that way the game'll automatically assign them to the optimal team and knock the lowest skilled guy on that team into the waiting room. You can also auto-assign everyone at will from the Staff Management menu.


- So you can either try changing up your tactics OR once you get a Combat division you can eventually send them on Combat Deployments to destroy the enemy's supplies (helmets, vests, guns, etc). The supply ones are always at the bottom of the list.
* Once you gain the ability to expand platforms, upgrading the Command Platform gives +5 capacity to all teams, so it might be worth prioritizing.


- You don't need to use non-lethal weapons to capture Quiet, the point at which you make the decision to recruit her or not is extremely obvious.
* If you're strapped for cash, you can always sell off weapon emplacements and unnecessary plants. They're worth quite a bit.


- To that end there's an option to re-auto-assign everyone in Motherbase, so if you move a bunch of people around to departments that aren't their specialty to up the levels for development projects, it's easily undone. Although you'll still have to move the direct contract people you've locked down, or at the very least Miller and Ocelot who are direct contracts by default I think.
* The Base Development team automatically mines resources as well as refining them, the frequency depends on the team's level.


- Once you get the Fulton device, pull everyone out that you can (yes, even the E-rank trash soldiers) until you fill up every slot in every team. That way, instead of the game putting your new A-rank R&D guy in your combat unit because there's no room on the R&D team, it'll automatically put them in the right place and knock the lowest skilled guy on that team into the waiting room.
* Offline projects that require a certain amount of time to finish only count down while the game is running. Online projects (colored yellow with a separate globe icon) tend to take much longer, but do count down even while the game isn't running.


- You can't complete all the objectives on some missions on your first attempt. Some require tools you won't acquire until much, much, later on like the Cargo Fulton.
* It's worth visiting Mother Base itself occasionally for various events and such, especially as you build up new facilities. Some items, primarily rough diamonds, can also be found on each platform you construct. Interrogating the staff there will give you their locations as well as provide various tips.
 
==Miscellaneous==
 
* Avoid quitting out of the game during the helicopter ride to a destination, at least on PC this can corrupt your save. The ACC (Aerial Command Center) itself is safe though.
 
* In freeroam you can return to the chopper instantly from the pause menu without having to call it in. Make sure to get to a checkpoint first though.
 
* You usually can't complete all the optional objectives on missions on your first attempt. Some require tools you won't acquire until later on like the Cargo Fulton.
 
* Named areas on the map usually have an anti-air radar that looks like a trailer with a giant dish on top. They're not the same as the comm units which are platforms with a little radar on top. Destroying them lets your helicopter land closer which is useful during side ops.
 
* After developing helicopter upgrades, they can be applied from the "Customize" menu in the ACC.
 
* Destroying certain base infrastructure like communications equipment or power systems in freeroam will often have them remain disabled for a time even if you initiate a new mission there afterwards. This does not apply to everything, such as base equipment tied to mission objectives, and only anti-air radars will remain destroyed indefinitely.
 
* Your Buddies all have some very useful uses, such as D-Dog's ability to automatically mark things and Quiet sniping guards for you. Try them all out and spend time with them to increase your Bond and unlock stronger abilities for them.
 
* Two of the four buddies are unlocked automatically through story progression. Quiet is unlocked by making a certain fairly obvious choice during a story mission involving her, and D-Dog will appear in certain early mission deployment locations (missions 3, 4 or 5) and must be Fultoned.
 
* You don't need to use non-lethal weapons to capture Quiet. There is a challenge reward for it though, as well as finishing her off with a non-firearm.
 
* You may notice that your guns make mention of accessory slots but can't do anything with them, along with mention of specific stocks/scopes/etc. You can fully customize your weapons later by completing the Legendary Gunsmith sidequests.
 
* Vehicles cost nothing to deploy, so don't fret about having to bring out D-Horse just to travel around. Fulton yourself a Jeep and you're set.
 
* Riding an enemy vehicle out of the hot zone after finishing a mission counts as capturing that vehicle even before you can start fultoning them. Also, anyone onboard an extracted vehicle (fultoned or otherwise) is extracted alongside with it.  


[[Category:Games]]
[[Category:Games]]

Latest revision as of 10:02, 23 April 2023

Stealth & Combat

  • Pressing the context-sensitive action button (Triangle/Y/E) while prone reduces your profile to near-invisibility, particularly at night.
  • You can "knock" anywhere from the command menu. It doesn't require you to be pressed up against a wall so split up guards with magazines and knock to draw them out one by one.
  • You'll automatically remain pressed up against a wall without having to hold down the stick/button.
  • You can quickly do things like call your helicopter or a supply drop by pushing up or down on the map screen. The Flare Supply grenade can also be used to resupply if you don't have time to go to the menu. Supply drops don't affect your mission rank.
  • Try out all your tools in various ways, for example smoke grenades can be used for concealment, but also to help take out a group of unsuspecting enemies while they're distracted or incapacitated by one.
  • It's worth interrogating guards whenever possible once you're able to do so, since often they'll permanently mark things like resource locations, other guards, and hidden diamonds on your map. The early game "Capture a Russian interpreter" side op is worth doing right away to understand Soviet soldiers.
  • Keeping an eye on the distances from which guards react to various things makes it easier to avoid surprises and plan stealthy approaches. For example the sound of a fulton balloon gets investigated from roughly 30 meters away even if no one can see it, useful for luring out more balloon victims.
  • Enemies have less time to react to grenades thrown in a longer arc.
  • The game is very lenient about what counts as a "kill" for scoring purposes. Lethal things that do not count as kills include (amongst other things) deaths by barrels or vehicles exploding, watchtower collapses, friendly fire, getting drowned, or falling/getting tossed off a lethal height. Destroying "closed" vehicles like gunships or APCs also don't count as kills.
  • Guards are fairly adaptable to your tactics, and the enemy advantages indicated on the map screen are a result of your actions. Use headshots a lot and they'll get helmets, attack at night a lot and they'll get flashlights and NVGs, etc. They'll also start investigating things in pairs if you like to split them up. Specific enemy advantages can be temporarily disabled via combat assignment missions later in the game.

Knocking Out & Fultoning Enemies

  • Guards with helmets can still be headshot even with the tranquilizer gun by aiming for the face.
  • Body shots tranquilize people with a delay, but don't alert the target or anyone near them. You can take out groups of enemies by purposefully aiming for a body shot on each one, and then waiting for a bit until they all fall asleep near simultaneously.
  • Long-range headshots with the tranquilizer gun (i.e. ones fired outside its "red aiming reticle" range) are both an effective way to take out helmetless guards safely, and on missions also worth an easy +2000 points from the score bonuses of a combined headshot and Tactical Takedown.
  • If a mission tells you to eliminate someone, you're usually best off fultoning them instead as they and any personal guards they might have tend to have particularly high stats.
  • One of the prisoners in the main mission 10 ("Angel with Broken Wings") is always a Transportation Specialist which is the skill that unlocks fultoning heavy equipment and vehicles, making the mission and his rescue worth prioritizing before the rest. Once acquired, eliminating vehicles should be done by fultoning them whenever possible.
  • Knocking people out before fultoning them stops them from shouting for help, attracting less attention. Guards seeing someone getting fultoned won't cause a combat alarm, but they will radio it in and put the base on alert status.
  • Unconscious guards stuffed in containers or toilets never wake up on their own. Guards held up and ordered on the ground also remain there indefinitely unless you trigger a combat alarm.

Running Mother Base

  • Once you get the Fulton device, extract everyone you can until you fill up every slot in every team, that way the game'll automatically assign them to the optimal team and knock the lowest skilled guy on that team into the waiting room. You can also auto-assign everyone at will from the Staff Management menu.
  • Once you gain the ability to expand platforms, upgrading the Command Platform gives +5 capacity to all teams, so it might be worth prioritizing.
  • If you're strapped for cash, you can always sell off weapon emplacements and unnecessary plants. They're worth quite a bit.
  • The Base Development team automatically mines resources as well as refining them, the frequency depends on the team's level.
  • Offline projects that require a certain amount of time to finish only count down while the game is running. Online projects (colored yellow with a separate globe icon) tend to take much longer, but do count down even while the game isn't running.
  • It's worth visiting Mother Base itself occasionally for various events and such, especially as you build up new facilities. Some items, primarily rough diamonds, can also be found on each platform you construct. Interrogating the staff there will give you their locations as well as provide various tips.

Miscellaneous

  • Avoid quitting out of the game during the helicopter ride to a destination, at least on PC this can corrupt your save. The ACC (Aerial Command Center) itself is safe though.
  • In freeroam you can return to the chopper instantly from the pause menu without having to call it in. Make sure to get to a checkpoint first though.
  • You usually can't complete all the optional objectives on missions on your first attempt. Some require tools you won't acquire until later on like the Cargo Fulton.
  • Named areas on the map usually have an anti-air radar that looks like a trailer with a giant dish on top. They're not the same as the comm units which are platforms with a little radar on top. Destroying them lets your helicopter land closer which is useful during side ops.
  • After developing helicopter upgrades, they can be applied from the "Customize" menu in the ACC.
  • Destroying certain base infrastructure like communications equipment or power systems in freeroam will often have them remain disabled for a time even if you initiate a new mission there afterwards. This does not apply to everything, such as base equipment tied to mission objectives, and only anti-air radars will remain destroyed indefinitely.
  • Your Buddies all have some very useful uses, such as D-Dog's ability to automatically mark things and Quiet sniping guards for you. Try them all out and spend time with them to increase your Bond and unlock stronger abilities for them.
  • Two of the four buddies are unlocked automatically through story progression. Quiet is unlocked by making a certain fairly obvious choice during a story mission involving her, and D-Dog will appear in certain early mission deployment locations (missions 3, 4 or 5) and must be Fultoned.
  • You don't need to use non-lethal weapons to capture Quiet. There is a challenge reward for it though, as well as finishing her off with a non-firearm.
  • You may notice that your guns make mention of accessory slots but can't do anything with them, along with mention of specific stocks/scopes/etc. You can fully customize your weapons later by completing the Legendary Gunsmith sidequests.
  • Vehicles cost nothing to deploy, so don't fret about having to bring out D-Horse just to travel around. Fulton yourself a Jeep and you're set.
  • Riding an enemy vehicle out of the hot zone after finishing a mission counts as capturing that vehicle even before you can start fultoning them. Also, anyone onboard an extracted vehicle (fultoned or otherwise) is extracted alongside with it.