Metal Gear SOLID Thread: Snake? SNAAAAKE!

she just had Solid so am guessing Eva will be under heavy Cipher lock and key atm, also just listened to more of the messages so I dunno if am being crazy or not but…

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the UN was obviously the trojan horse, but could Huey be a XOF source? He went against BB and OK that inspection when neither BB or Kaz could give 2 fucks, and directly leads to the destruction of Mother Base, also he wasnt on the chopper. The only thing making me think this is a bit extreme is the fact he will be needed to construct BBs/Kaz cybernetic limbs but in the MG universe advance tech grows on trees. Huey is the only person in MSF that could fuck over either BB/Kaz. Strangelove was only ever in it for the tech and everybody but Chico wants Paz dead anyway.

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I doubt that Huey is a traitor, and even if he is, it’s probably an Olga Gurlukovich situation where Cipher has some family hostage until he does something for him.

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Dem Chico rape tapes, mind fucking blown

@XthAtGAm3RGuYX [details=Spoiler]Somebody got flipped in MSF, also when PP happens Huey is out of the picture so to speak, he has Hal and fucks off. Also am betting good money that Signit is BB’s source in Cipher because at this point in the games timeline since he was BBs only real friend still in the patriots, Paramedic by the time of GZ would probably be high on BBs list of assasination so that rules that out. Am expecting more mind blown double/triple agent shit and poor Huey is the only guy I can think of weak enough and without post MG story to make him a viable suspect. Oh yea tape 6, Skull Face says the scientist was the way in, could be Huey and his dumbass agreeing to the inspection, or it could be more sinister, or it could even be strangelove but I dont see it.[/details]

Side ops giving me more grief than the main campaign damnit

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I think Huey agreeing to the IAEA inspection more than him double crossing MSF.

The side ops are a b****, especially the intel agent rescue and assassination op to S rank. FML, but I got it done luckily.

@crucades

According to Christoper Randolph’s twitter(Otacon and Huey’s VA) he is doing work for Phantom Pain. Mo-cap work at that. So he’s definitely still around

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I’d be betting that Strangelove is the one “scientist” in question. Either that, or he was referring to Huey allowing the inspection, which gave them a chance to get in the compound and fuck around with some stuff allowing the final assault on motherbase. I dont think skullface meant it as “Huey was our inside man who betrayed Big Boss for us”

I know I am dreaming but I wonder if konami will do something dumb like having the option to play mgo2 or something. say they keep everything intact from the last update and just transfer the content to another server. because mgo2 by itself is an amazing/unique game and competitive too.

anyway here are some possible issues with mgo3:

The controls and mechanics aren’t bad for Ground Zeros, they work, but the problems I’m going to talk about are all if they find their way into Metal Gear Online.

When you’re talking about a console twitch shooter, you really need responsive controls. You really need all the help you can get to make aiming on a stick feel natural without aim assist. MGO2 was able to do this by not only having really fluid camera controls, but also having precise and responsive movement. Being able to instantly move, stop, turn etc in order to aid your aim is huge on a console TPS.
Ground Zeros has sort of a drunk movement like GTA or Red Dead, though granted not nearly as bad. You’re not able to move back and forth quickly without Snake fumbling over himself, involuntarily running u turns or sliding in order to change directions. It’s not a huge problem, and is easy enough to control, but it moves your aim just enough to miss certain precise shots. Having “realistic movement” animations isn’t an excuse to sacrifice precise and responsive controls, and a lot of games seem to be doing this.

Again with the movement, contextual wall hugging is fucking toxic and has -never- worked in a game that uses it. If I’m running past a wall, I do not want to stick to it. I don’t want to slow down. I don’t want to be forced to crouch. The worst part about this is square doesn’t have a function when standing still, nor does triangle. Wall hugging could have been mapped to a button rather than contextual. Fuck, diving into cover with square like in Gears would have been cool.
Also slapping the wall if you run into it too fast is dumb as fuck. Keefer has been drinking again it seems.

Weapons on the D-Pad makes sense, sure, tons of games do it. New players could probably be confused by the R2/L2 reels of items. What doesn’t make sense is the layout they chose.
Think about what 2 weapons you will need to instantly switch between in dire situations. Your rifle and your handgun. Now think about what 2 D-Pad directions you can easily hit using the claw. Up and Right.
Every game with weapons on the D-Pad maps the primary to Up and the secondary to Right. Grenades and night vision can go on down and left respectively, as you will never need to switch to them instantly.

Ground Zeros doesn’t understand that concept. They mapped the handgun to Down, a direction you can’t easily claw. You have to let go of the left stick to pull out your handgun. If this finds its way into Metal Gear Online, the handgun will effectively have no use over such as stupid concept as what direction they mapped it to.

Also switching between your 2 primaries is kind of dumb. You put your gun away when you’re not shooting it, so it’s not terribly intuitive to tell which gun you have out. Hitting Up when you last used your secondary, you switch to your primary. Hitting Up when you last used your primary, you switch to your other primary.
It’s not a huge problem, just something to keep track of, but I think you should always have to double tap up to switch your primary. One tap should always just pull the gun out, 2 taps to switch.

I mean, none of these are huge problems on their own. Each one can easily be managed. The problem is when you start looking at the collection of small problems with very simple solutions that Kojipro seemed to ignore (handgun on Right PLZ). It starts to add up and the end result is the gameplay not feeling terribly natural.
Even though Metal Gear Online is being handled by a seperate studio, I worry that these mechanics could end up hurting the gameplay and competitive nature of the game.

I have never had a problem hitting the down button on the D-Pad before O.o

I don’t play these darn fangled online shooter ups tho so hey it could be an issue I guess. Maybe hit up the Konami/Kojima Twitter and mention letting players customize what buttons your load outs end up on?

Just got the trophies for the side ops, getting to S is gonna be tasty

Agreed with the first 3/4 of that but handgun on the down is actually really useful for me and feels much more natural, also weapon selection/modification, imo at least, only took a while to get used to be then easily mastered as it offers rapid and accurate selection of things at near the speed of thought.

Also liking the CQC improvement over PW but god damn, I still find stick+r1 transitioning into a slam infuriating as fuck, what about stick+r1 for strikes and a standing R1 for slam? Please for the love god please…

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yup i derped about Huey, I still think hes the dirty bastard but I watched the PP trailor and saw hes in it, walking and smiling n shit. For some reason I dont think it will be as nice and easy as a simple fuck up to open the way to trash MSF, 300 S tier soldiers, minus the ones sent on RR by Kaz, beaten by anybody is fucking ridiculous, am hoping there was more evil sabotage involved. Infact after all the time you spend creating Mother Base and outfiting it with the worlds elite, a bunch of helicopters pulling a raid on it seems ludicrous. MB beat Zeke ffs

I’m actually having an issue thinking of more examples of games that use DPAD weapon switchin, but Gears didnt follow the format you mentioned at all. Up is grenades. Down is pistol. Right is your spawn rifle, and left is your spawn shotgun. It’s been far too long for me to remember how Rainbow Six had it set up

I also dont follow your gripe with putting the gun away when not in use. It always shows what is equipped in the bottom right corner. It also gets rid of the “no cqc with this weapon equipped” design/

Did I miss it or is there no cardboard box?

There is no card board box.

Still cant figure out how to tap on the wall to lure people closer, fuck the cardboard box i want the basics!

You can’t tap on the wall to lure guards out. Use a magazine (No not the book those aren’t here either, use the weapon clip)

Hold right in the dpad. Select magazine. Throw where you want guard to go. They’ll check out the sound. Knocking on walls 2.0

Leo is streaming MGR:

No please god, no!

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http://25.media.tumblr.com/tumblr_lfptyjeU2e1qbj46wo1_400.gif

I jest, the magazines work but a simple knock is usually much more appropriate but sadly missing from game, I would take one of those over the box tbh

I don’t think I answered this, but that’s what I meant. You can see enemies from across the base. If you get in the watch tower right by the gate you start by, you can see pretty much any infantry that doesn’t have a wall or object between you and them. It’s awesome.

I can’t wait to see some of the areas Kojima cooks up for PP.

dont they torture huey in the trailer? or was that the ugly sniper bitch? i dont remember…

brb gonna watch

if this turns out to be true i take back everything negative ive ever said about kojima