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| Phantom Pain Gameplay Presentation | |
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| Tweet Topic Started: Jun 19 2014, 01:09:36 PM (30,169 Views) | |
| ballisticola | Jun 25 2014, 03:58:05 AM Post #681 |
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Still we carry you.
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How many times did an enemy find a body in MGS2? It was really never a problem. And once again, as here, it did nothing, it was a minor inconvenience at best. Even if you knock out one who regularly radios in, someone will come, wake him up and then back to normal. Not once have I ever seen a knocked out body cause the base to be aware of my presence. Just a "Caution" in which you can still see where the enemy is. They will always let you off. They have no clue where you are. And in TPP they are even less likely to know where you are. Don't worry about bodies being found, worry about being caught, because backup is soldiers with jeeps (and maybe worse). |
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Metal Gear Solid V: Lord of the Parasites - a study of MGSV Mission 46: The Painful Truth The Science of Metal Gear: Who is the dominant Snake? | |
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| Boxman108 | Jun 25 2014, 03:59:26 AM Post #682 |
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Light Infantry
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Some seem to confuse "tedious" with challenge and depth. Why bother with MGS if you're looking to play something incredibly simpleminded? |
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| JKMoneyShizzle | Jun 25 2014, 04:06:24 AM Post #683 |
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Best In the World!
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then go play an rpg? |
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| BigBadass | Jun 25 2014, 04:16:20 AM Post #684 |
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Tengu Commando
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Just because that's how it was before, doesn't mean that's how it should be now. If a guard is shot with a tranq dart or is knocked down by CQC, he should remember it after waking up and should radio in his comrades. Except that's not what I suggested. They would be tagged, remaining on the map until the end of the mission. Then they would be taken away. Which is a difference. Then, as I said, it should be done as in MGS2. The holding up would only remain while you pointed the gun at them, and they would try to shoot you otherwise. Which is a much better hold up mechanic, imo. So don't make the AI behave that way. Make them become suspicious of a man with a tranq dart in their body. Make they start searching for an intruder. You guys are thinking too much about the old AI system, while I have a new AI in mind, one that would make more sense. Thing is, you guys might be completely with the overpowered Fulton system and the dumb AI, but even though I can live with those, I still wish those things were improved upon. |
![]() The Secret of CQC | |
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| Vergil | Jun 25 2014, 04:30:25 AM Post #685 |
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Everyones arguing about the Fulton and here I am, wishing the CQC was deeper. |
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| BigBadass | Jun 25 2014, 04:36:57 AM Post #686 |
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Tengu Commando
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I'm fine with the CQC. How would you improve it? |
![]() The Secret of CQC | |
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| Vergil | Jun 25 2014, 04:39:51 AM Post #687 |
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Make it like MGS4 with the chain CQC ability of MGS:PW. It feel so simplistic and streamlined now. Theres no like three hit combo or any depth to hit at all. Edited by Vergil, Jun 25 2014, 04:40:10 AM.
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| Boxman108 | Jun 25 2014, 05:01:50 AM Post #688 |
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Light Infantry
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Corner CQC should be gone or at least harder to pull off - perhaps less time to do it in or maybe the enemy would go into alert if you tried to do it too soon. Seems CQC reach has only ever become larger since 3, due to increase in hand-holding. Would also be nice if enemies could struggle free after long enough. |
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| Risev | Jun 25 2014, 05:05:23 AM Post #689 |
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Got it Memeorized?
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I'm fine with CQC the way it is. We already have a good number of moves. You can attack from behind cover, chain CQC moves on multiple enemies, throw enemies on each other, disarm enemies and use their guns on them, punch enemies to death (not really), and strangle them. If anything, I just want more moves in TPP. I don't think the fact that they're easier to pull off now has anything to do with a lack of depth. |
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| Vergil | Jun 25 2014, 05:09:29 AM Post #690 |
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Naw I'm not saying it's too easy, I'm saying theres not enough moves and it's just simple, MGS3 and 4's CQC felt alot deeper with what you could do. |
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| Kelesis | Jun 25 2014, 06:02:50 AM Post #691 |
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"Mankind will come together, reunited between these fluffy buns."
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Yeah but tbh it was a lot more complicated. I do miss the choke hold Snake did in 4 when he like mounted the guy lol. Can you imagine how that would feel? Some old guy restrains you from behind, pulls you down to the ground, then mounts you and puts you to sleep? |
![]() MGS4 - "Warm Shadow"The Phantom Pain - "Nine Years" | |
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| Risev | Jun 25 2014, 06:06:29 AM Post #692 |
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Got it Memeorized?
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Yeah that's one weird choke
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| That Fat Hispanic | Jun 25 2014, 06:16:38 AM Post #693 |
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Kuwabara Kuwabara
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I just noticed something interesting in Ground Zeroes. Every time you slit an enemy's throat, Snake gets a wicked smile. I hope they keep that in TPP |
Formerly Judas Wolf![]() Men become demons. some more sigs bc im a weeb
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| bigbossbalrog | Jun 25 2014, 06:16:53 AM Post #694 |
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Yuri Addict
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CQC is WAY more deep then it ever was in bloody MGS4. https://www.youtube.com/watch?v=xMptPmlL6bQ |
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| Vergil | Jun 25 2014, 06:19:20 AM Post #695 |
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| Risev | Jun 25 2014, 06:23:46 AM Post #696 |
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Got it Memeorized?
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Damn, this makes me want to play MGS4 now..... But yeah, this just shows that there are things you can do in MGS4 that you can't do in 5, and things you can do in 5 that you can't do in 4. This means that 4 doesn't necessarily have more depth than 5. |
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| Vergil | Jun 25 2014, 06:25:02 AM Post #697 |
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The basic CQC does have more depth. All GZ has is weapon grabbing and the punching out flurry thing. |
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| Risev | Jun 25 2014, 06:30:38 AM Post #698 |
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Got it Memeorized?
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CQC from cover, chaining multiple CQCs, Interrogations, making enemies call others, and while purely cosmetic, the actual animations in GZ have a lot more depth in the way they change depending on where and how you perform the attack. Edit: I just remembered that interrogations were not new in MGSV, just better implemented. Edited by Risev, Jun 25 2014, 06:31:15 AM.
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| Vergil | Jun 25 2014, 06:32:17 AM Post #699 |
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I won't deny that GZ has improvements (Tho interrogation has been in since MGS3). Just that basic CQC was more in depth in MGS4, and MGSV should have built on that instead of stripping it for this REALLY streamlined and basic system. |
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| The Baneposter | Jun 25 2014, 06:33:03 AM Post #700 |
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Only me
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Fulton debate@ fulton isn't very risky really. 80% chance of success is super high, if it was something like 60% or whatever then we'd talk. if you want a solution to guard potentially waking up, simply put don't have them wake up once put down with fulton, but still have the risk of other guards running into them, will force you to think very wisely about were you put the tagged/to be fultoned body. |
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