Metal Gear Online Premiere Beta

Damn I havent been on in over 3 days. Well I wanna spend the remaining avalible time with the beta playing with you guys. Hope to see you on.

Okay, so here’s the plan I will start using come the first day of the real game: SOP Destab on everyone all day. No one’s going to know wtf hit them.

I’ll back you up with some Sleeping Gas Mines. Hahah.

Is it over?

If so, how were you guys’ “final” beta games?

Oh, and I’m definitely down for making the same clan come the real thing. Y’all in?

I wanted to play tonight, but I was hanging out with some friends. Nonetheless, I’m def up for it again come the real game. And I’ll back you guys up with some locaters, so you know which way to go towards their base.

I wish I could’ve got to play with you guys in this. But I was hella busy over the time of the beta, so I never got to do anything I wanted to. I’d totally be in for the SRK Clan when MGS4 is released though.

If you all still want me in the clan, I mean I got 20+ invites so I’m not sure…

LOL, YEAH RIGHT.

When the real thing is back on I’ll rejoin… and if you have to re-created characters then I’m def. changing my MGO tag cause everyone would bring up me misspelling “Kratos” from God of War when it had nothing to do with that. lol

So YOU were the jerk-off who shot me while I was changing my settings! :rofl:

Good shit, as I’d have done the same thing to you.

It ended seconds ago.:sad: I don’t know what to do with myself now. That’s all I did afrer work.

I’m going to (re)drown myself in Blu-rays for a month.

Or I might get GTA. Who knows?

Speaking of Blu-Rays, Sony sent me a letter saying that my 5 free movies are on backorder and should be here around June 5.:woot:

Payback my friend… :wgrin:

Yeah right, hell if I know if I shot you while you were not doing anything. To me that’s a free kill. lol

Well, thoughts on changes for the final?

– Headshot box is way too huge
– Headshots mean huge points = retarded. This is supposed to be a series that rewards stealth, but if you want a decent score there’s no incentive to NOT play an assault/sniper rifle for HS.
– Incentive to have a tranq-only character
– Body shots do so little damage.
– Better rewards for “assist teammate” skills
– Control mapping (probably on the way)
– Faster stun recovery
– Tone down stun knife

I just hope the final FEELS like MG. I’m not saying the beta sucked or anything. The base of the game is fun. I just hope it feels significantly different than CS/CoD4/R6 by the final ver.

This is really my only gripe with the game. It’s one of the reasons why I really don’t play it as much. The hit box on an enemies head was much smaller in MGO for the PS2.

I was going to compile a list and send it into Konami later today, guess I’ll use this as a draft:

  • Rolling in any direction toward opponent while being fired at seems to result in an instant headshot for an unusual length of time. While this makes sense to a certain extent, I think it’s a result of many factors including the head hitbox being perhaps slightly too large.

  • Friendly traps need to always show up on SOP system. If you link up with the guy that planted them, perhaps an icon will appear above them (CoD4 style) making your chances of falling victim to them slimmer. The other option is to make it so teammates cannot be stunned/hurt by them.

  • Taking ranks in knife mastery is currently a joke. Holding down L1 and going into the knife stance slows player characters down to a crawl. They are holding knives not dragging the Stone of Shame. Increase movement speed while being able to attack. Furthermore, while slitting throats is cool, it takes all your skill points to be able to do. CQC toss, knife stab is almost as fast rendering the ability nearly worthless outside of flash value. An unpopular option would also be removing the Stun Knife from all players, unless they have taken ranks in knife mastery. Perhaps unlocking its functions (secondary fire) and attack speed as additional ranks are mastered.

  • CQC is currently both flawed and silly in many ways. If I spend my skill points on abilities that allow me to get close and KO/Stun my opponent, I should be more effective than those without the skills. This is not the case with CQC. CQC toss, Stun Knife Secondary Fire is the way to go. Judo chokehold takes an obscenely long time leaving you vulnerable and is rarely preferable to Toss~Stun, which takes ZERO SKILL POINTS. In addition the ability to disarm your opponent with Level 3 CQC is pointless when you can simply pick up your opponent’s body and drop them after a Toss~Stun. Some CQC abilities hold promise such as Human Shield, which could be improved dramatically by simply having the player character hide his head hitbox closer to/behind his victim, revealing less of himself. Reducing recovery of many CQC moves in general would also make them much more viable. Finally the stun on all non-lethal attacks is perhaps a bit too long. Either globally reduce it, or implement a minigame which players feel they have a bit more control over rather than L-Stick mashing. This could be similar to an active reload in Gears of War, or a simple Simon Says setup that was popularized in RE4. I think it’s important to note that to offset this change, CQC/Non-lethal tactics should be improved globally as well.

  • Many people have complained about the sluggishness of the game. Frankly I like the speed, but I think there could be a workable compromise. Gamers have cried for a sprint function similar to CoD4. I think this could work, but it would be in limited capacity. Since there is already a stamina system in place, players could opt to spend their own stamina (a significant amount) to run a short distance. This could even be a skill who knows. The benefit of this, is that stamina depleting weapons would be more useful, though it’s often preferable to just kill your opponent. You would also see players fond of sprinting taking magazines to read and replenish their stamina. Whether or not this could work I’m not sure, just food for thought.

  • Reduce the amount of bullets it takes to kill someone when shooting center mass by about 3-5. Alternatively reduce the slight invulnerability players are granted after being shot by a little more.

  • The cover system definitely needs some work. As it stands now it has basically just been ported over from the singleplayer campaign, which is fine when you’re playing as Snake in Sneaking Mode. It seems like it exists solely to mimic wall textures with Octacamo, and it does a good job in that regard. For the average chump soldier however, it is nothing but an inconvenience. There needs to be an additional animation of a player’s character going into cover, as it generally just feels very odd attaching yourself to a wall. Shooting from behind cover needs to be sped up as well. There doesn’t seem to be much of a point to the system when a player can utilize FPV and strafe out left and right using the Dpad with much better results.

  • Box spawn locations need to be increased.

That’s all for now. I’m sure I’ll remember more.

I have a feeling someone from Konami is reading this thread.

I just realized during those 2 weeks, i didn’t play a single person from srk… oh well, come june 11th i’ll be online waiting to get down

Make sure you go to the community page to take the survey, guys.

Hey sep got a link the the page?

edit: thnx stormlocke! i didn’t know how to get there w/o the actual game