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DarkZero 1038th Post
Red Carpet Premium Member
| "Re(4):MGS3 JP : Konami still hates you" , posted Fri 14 Jan 22:33
quote: MGS3 was a great game, but I thought it was the weakest of the trilogy.
This guy pretty much exactly sums up why.
I can't believe that someone would actually reset the game "instead of waiting out Alert Mode". All you have to do to cancel out alert mode is eliminate all of the guards around you and then hide. The other day, I actually saw three guards coming, hit each one with a tranquilizer dart right before they even saw me, and then just barrelled into all of them, knocking them unconscious. After that I just hid behind a tree and Alert Mode ended almost instantly.
And really, the whole thing makes sense. If a fugitive is spotted by a cop, can he just hide behind a corner and the cop will lose track of him? No. If you're spotted by someone who's hunting you, you have to take that guy out, then hide, so that no one knows exactly where you are. And that's exactly how MGS3 works. If there aren't any guards around that are actually firing their AK-47s at you (the universal sign for "Hey! He's over here!"), they have no idea where you are, and give up.
quote: You forgot changing your camouflage!
I'm not knocking the game, really, but I know they could have easily figured ways around the healing and fooding interface... they had to be conscious design choices.
I'd say that they were probably conscious design choices because any other way of implementing them would have actually been worse. Yes, pausing to enter the menus for eating, healing, and camouflaging yourself is annoying, but I think it had to be. If you could just mini-pause to open up a menu to change your camouflage the same way you change your weapons and items, people would use it constantly. "Look, a dark room! --Switch to Dark Camo-- Oh no, a bright spot in the dark room! --Switch to Snow Camo-- Oh look, a box! --Switch to Splitter Camo-- Oh no, I'm only at 99.99999% Stamina! --eats a ration--"
If there wasn't something annoying about it, people would use it constantly. Eventually, about five hours in, the pause lag teaches you that you don't need to have 100% stamina all the time, don't need to burn off every leech on the spot, and don't need to have 95% camo non-stop. If it were any easier, you'd drive yourself crazy with it thinking that you always had to have everything set perfectly.
The system definitely wasn't perfect, but I just don't think that making it easier would've been better. If it had to be there, it had to be the way it was.
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Mosquiton 1491th Post
Red Carpet Executive Member
| "design issues" , posted Sat 15 Jan 00:42
quote:
All you've really got to do is keep your camo high, your head down, and your eyes open... I guess my point is that I knew I was getting a stealth game with more emphasis on being detected, so I was expecting to be hiding and creeping around a lot. I guess it just goes either way with people who've played it.
That's pretty much how I feel about it. The guards are intentionally tough to shake so you'll avoid detection... it's nowhere near impossible to shake an alert. If you personally don't like putting in the effort avoiding detection or evading alerts (or learn how to do so in the first place), maybe it's just not your type of game. That reviewer would obviously be off playing Beyond Good and Evil, but not everyone has the same tastes right?
quote: I'd say that they were probably conscious design choices because any other way of implementing them would have actually been worse...
The system definitely wasn't perfect, but I just don't think that making it easier would've been better. If it had to be there, it had to be the way it was.
I don't think it should be easier either. I'm fairly sure that the intention is to get players to play smarter and more cautiously. Annoyance is one way of doing that, but surely there are better ways that are more in line with the game's vision. Considering the dev team's obvious talents, I think they could have done it.
I'd actually like healing to be more difficult by extension of being more logical. Why should Snake be able to stop time and step into some alternate, videogamey dimension to administer first-aid?
The same thing goes for switching Camo patterns... how the hell is that instant-change action supposed to work? Where does he keep them? I'm not going to get into the food....
I'd like to see the player have to lean up against something and perform simple controller actions (say with the analog sticks) in real time to dig out a bullet with your knife, apply disinfectant, apply styptic, and what have you. Not only would it be really tense in an adverse situation, but survival instinct (this would make you vulnerable, obviously) seems like be a much better motivator than annoyance for gameplay purposes.
Something like this might create some balance issues, but I think they could work around it fairly easily. Seeing Snake prying crossbow bolts out of himself would be a hell of a lot cooler than jumping through interface hoops and pretend it never happened, wouldn't it?
/ / /
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Undead Fred 1996th Post
Gold Carpet V.I.P- Platinum Executive
| "Re(1):design issues" , posted Sat 15 Jan 07:30
quote: I'd like to see the player have to lean up against something and perform simple controller actions (say with the analog sticks) in real time to dig out a bullet with your knife, apply disinfectant, apply styptic, and what have you. Not only would it be really tense in an adverse situation, but survival instinct (this would make you vulnerable, obviously) seems like be a much better motivator than annoyance for gameplay purposes.
Something like this might create some balance issues, but I think they could work around it fairly easily. Seeing Snake prying crossbow bolts out of himself would be a hell of a lot cooler than jumping through interface hoops and pretend it never happened, wouldn't it?
I agree, it would be cool and more realistic and I'm sure I would enjoy that, but it would really throw off the balance with the boss fights. You can't really hide at all toward the end (in the boss fights, I mean), so you'd pretty much not be allowed to heal in this case. That would still make a great hard difficulty level, though.
I kind of played as if patching wounds took time, though. If I got shot up during an alert, I'd wait until I could clear the alert before I started stitching things up. Well, it was both for the "OMG LETS PRETEND IT TAKES TIME" reason and the fact that I'd just be patching more wounds if I didn't clear the alert.
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Undead Fred 1999th Post
Gold Carpet V.I.P- Platinum Executive
| "Re(3):design issues" , posted Sat 15 Jan 08:16
quote: I'm glad to see that I'm not the only one who made up silly rules for themselves while playing Snake Eater. I used to do the same thing for no logical reason, and now I'm playing through the game a second time using only non-lethal means and wearing nothing but the tuxedo. Why? Because it's just that kind of game. It makes you ask yourself things like, "What if I played through the entire game with nothing but pants, a Croc Cap, and a shotgun?"
Heh heh. Man, that's gonna be rough fighting The End that way...
Yeah, I'd even do little things like taking off the scientist uniform and maintenance uniform if I had to fight my way out of an alert in those areas where you're supposed to be using them. Well, you couldn't use weapons with them on... but I was wearing the Raiden mask too so I'd look less like a soldier in a lab coat (even though it doesn't matter somehow). Ah, you get my point. Yeah, I did a bunch of little things like that.
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DarkZero 1040th Post
Red Carpet Premium Member
| "Re(5):design issues" , posted Sat 15 Jan 09:58
quote:
The entire game's design is flawed right down to the basics. Why not just make the game first person when you spend most of your time in that view trying to spot enemies? Why do the binoculars always start out on lowest magnification and take forever to zoom in? Blah blah blah blah... motorcycle flash kick!
I hate to sound like a fanboy (even though I do love this game), but I don't understand this argument, and I didn't understand it in the linked review, either. Did people really use the first person view that much? I didn't. Between peaking around corners, looking around with the right analog stick, and using Sonar to essentially get the MGS1 radar back, I really only used first person view for shooting. And whenever peaking around corners or using the right analog stick wasn't sufficient to see something, using them with the Thermal Goggles on usually was. And I still had plenty of battery power. Was that reviewer who complained that there was "no radar" and "an unused right analog stick" actually playing the same game I was? Because I had radar and I was certainly using the right analog stick.
I mean... why would you even use the binoculars, when there were TONS of other choices that'd make more sense? At the very least, I'd use the SVD or the Mosin Nagant if I needed to see something up close, so that I could shoot whatever I saw. And on top of that, the SVD and Mosin Nagant were ridiculously overpowered. Not only could you take out entire areas of guards with them, but they specifically gave you several rooftops for the explicit purpose of wiping out an entire area with them.
quote: I'm glad to see that I'm not the only one who made up silly rules for themselves while playing Snake Eater. I used to do the same thing for no logical reason, and now I'm playing through the game a second time using only non-lethal means and wearing nothing but the tuxedo. Why? Because it's just that kind of game. It makes you ask yourself things like, "What if I played through the entire game with nothing but pants, a Croc Cap, and a shotgun?"
Heh heh. Man, that's gonna be rough fighting The End that way...
If you mean the tuxedo and the tranquilizer gun, then it really wasn't that much harder than normal. You just have to play it the MGS1 way, constantly running from gunfire and hiding behind objects as much as possible. The hardest boss under those conditions, surprisingly, was The Pain. Fighting The Pain with nothing but a tranquilizer pistol sucked, because you can't wail on him with an AK-47 during the three or so seconds that he doesn't have his bee armor on. I expect that The Boss will probably be the hardest though, because you can't CQC with the Tux on, and I relied entirely on CQC to beat her.
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Undead Fred 2002th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):design issues" , posted Sat 15 Jan 12:17
quote: Well, my whole problem with the game is that if they were going for "realism" they failed miserably. Someone already mentioned the alternate pocket dimension Snake slips into to administer treatment.
And dude... you CAN hold like 9,999 items. There's no way for anyone to hold the amount of items "naked snake" has even at the start of the game. Why go for that "realistic" feeling when the whole game is bullshit anyway? All that does is kill the enjoyment.
The entire game's design is flawed right down to the basics. Why not just make the game first person when you spend most of your time in that view trying to spot enemies? Why do the binoculars always start out on lowest magnification and take forever to zoom in? Blah blah blah blah... motorcycle flash kick!
Go play Resident Evil 4.
Well, there isn't really such a thing as a 100% real game like this. If there are med kits that heal you right away, then OMG IT DESTROYS EVERY SHRED OF REALISM. It's a video game, so you can only go so far with realism without making everyone run to their keyboards and complain about how hard the game was. The way around the magic time warps and stuff is to just play like I did with those little made-up rules. No big deal.
As for the issue with the binoculars, I didn't like them that much until I realized that the zoom actually isn't slow- press harder on the zoom button and it'll go in really fast. It's pressure sensitive.
I really, really can't see how this game is corrupt to the core. I thought it was very well-done. I know there are plenty of people that like MGS1 or 2 much much more and that's totally fine. It's like the same storyline but in a different style or something. MGS3 was really appealing to me because it's a "stealth game" where you actually have to sneak.
quote: If you mean the tuxedo and the tranquilizer gun, then it really wasn't that much harder than normal. You just have to play it the MGS1 way, constantly running from gunfire and hiding behind objects as much as possible. The hardest boss under those conditions, surprisingly, was The Pain. Fighting The Pain with nothing but a tranquilizer pistol sucked, because you can't wail on him with an AK-47 during the three or so seconds that he doesn't have his bee armor on. I expect that The Boss will probably be the hardest though, because you can't CQC with the Tux on, and I relied entirely on CQC to beat her.
Damn, no CQC with the tux, huh? Man, that would be rough. The Boss would be about the same for me since I beat her the first time by ducking into the flowers and popping up with the sniper rifle.
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Red Falcon 5329th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):design issues" , posted Sat 15 Jan 12:21:
quote: Go play Resident Evil 4.
Follow your own advice and "quityerbitchin". I, for one, was terribly pleased with this game. Everyone else has analyzed the death out of it alreasy, so I'll just say it's by far my favorite Metal Gear game (and I include MG and MG Solid Snake in that.)
Edit: And this reminds me, all of this "realism in games" thing is annoying. A game can be psuedo-realistic, but it has a right to not be completely real, because if it was, it would be fucking boring. You get caught once and you're dead. If anybody ever names a COMPLETELY realistic game, it will suck. If people want realism so much, they should go for a walk in the park. "WHOA, so realistic graphics!"
Best site EVER: Link Here
[this message was edited by Red Falcon on Sat 15 Jan 12:28] |
DarkZero 1042th Post
Red Carpet Premium Member
| "Re(7):design issues" , posted Sat 15 Jan 21:04
quote:
Oh and Dark Zero, you know how to get the tranq. sniper rifle right? That'll help you a lot on doing a no kill game. I'm attempting one myself, but I picked up Shadow Hearts 2 and that's grabbing all my time now.
Yeah, the Mosin Nagant is pretty helpful. I've had to get good enough with the pistol during the first half of the game that I don't really need it, but it pretty much owned The Fury for me, and it's come in helpful in Groznyj Grad. I expect it'll probably be the only weapon that I use against some of the final bosses, as well as the motorcycle enemies toward the end. Thanks, though.
And yeah, I'm in the same situation. I started playing Shin Megami Tensei, but I'm still gonna try to fit in Snake Eater again at some point.
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HARO 6th Post
New Customer
| "Re(6):design issues" , posted Sat 15 Jan 22:36
quote: Go play Resident Evil 4. Follow your own advice and "quityerbitchin". I, for one, was terribly pleased with this game. Everyone else has analyzed the death out of it alreasy, so I'll just say it's by far my favorite Metal Gear game (and I include MG and MG Solid Snake in that.)
Edit: And this reminds me, all of this "realism in games" thing is annoying. A game can be psuedo-realistic, but it has a right to not be completely real, because if it was, it would be fucking boring. You get caught once and you're dead. If anybody ever names a COMPLETELY realistic game, it will suck. If people want realism so much, they should go for a walk in the park. "WHOA, so realistic graphics!"
haha, fair enough.
It wouldn't have bothered me as much if I wasn't such a big fan of the first two games. I'm glad this one was a prequel. Hopefully the next true sequel in the series sorts some of the more annoying stuff out.
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NARUTO 2861th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):design issues" , posted Sat 15 Jan 23:26
quote: Follow your own advice and "quityerbitchin". I, for one, was terribly pleased with this game. Everyone else has analyzed the death out of it alreasy, so I'll just say it's by far my favorite Metal Gear game (and I include MG and MG Solid Snake in that.)
Edit: And this reminds me, all of this "realism in games" thing is annoying. A game can be psuedo-realistic, but it has a right to not be completely real, because if it was, it would be fucking boring. You get caught once and you're dead. If anybody ever names a COMPLETELY realistic game, it will suck. If people want realism so much, they should go for a walk in the park. "WHOA, so realistic graphics!"
WOW!! Amen to that! MGS was never supposed to be a "Realistic" game, but a game with a "realistic story". In other word a game with a story "that" may be possible and/or credible.
IMO I prefer fight the Shahogod, that any other Real tank. IF you want reality go play Rainbow six....
The biggest Talent it's to make peoples belive you're talented...
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Pollyanna 768th Post
Red Carpet Regular Member+
| "Re(8):design issues" , posted Sat 22 Jan 08:08
I just finished the game and loved it, but no more and no less than any other MGS game. I have decided that David Hayter is now outclassed by better voice actors, though.
What really bugged me about the game was the extremely long caution time. And sure, you can say "that discourages you from getting caught", but that's not true at all. It either encourages you to kill yourself after you DO get caught (because that's faster than hiding) or to just run through the area like a moron. I ran through several areas like a moron and in several more I TRIED to kill myself and somehow, miraculously got rid of the alert, then ran to the end without problems. This is NOT a good system. It doesn't ruin the game, but it's still irritating.
I also don't buy it when people say "they did whatever to be more realistic", because MGS is not, by any stretch of the imagination, about realism. It's about novelty. If something novel and fun happens to be realistic, then so be it.
I don't know if anyone else had this problem, but I ran into a "super soldier" in the game that could see me AFTER I killed him. As his body flopped to the ground he alerted people many times. I also shot him 3 times in the heart with the sniper rifle to no avail. Maybe this is normal, since it seems like the only way to shoot people is in the head.
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Undead Fred 2022th Post
Platinum Carpet V.I.P- Board Master
| "Re(9):design issues" , posted Sat 22 Jan 09:23
quote: I just finished the game and loved it, but no more and no less than any other MGS game. I have decided that David Hayter is now outclassed by better voice actors, though.
What really bugged me about the game was the extremely long caution time. And sure, you can say "that discourages you from getting caught", but that's not true at all. It either encourages you to kill yourself after you DO get caught (because that's faster than hiding) or to just run through the area like a moron. I ran through several areas like a moron and in several more I TRIED to kill myself and somehow, miraculously got rid of the alert, then ran to the end without problems. This is NOT a good system. It doesn't ruin the game, but it's still irritating.
I also don't buy it when people say "they did whatever to be more realistic", because MGS is not, by any stretch of the imagination, about realism. It's about novelty. If something novel and fun happens to be realistic, then so be it.
I don't know if anyone else had this problem, but I ran into a "super soldier" in the game that could see me AFTER I killed him. As his body flopped to the ground he alerted people many times. I also shot him 3 times in the heart with the sniper rifle to no avail. Maybe this is normal, since it seems like the only way to shoot people is in the head.
The "super soldier" had to be a glitch... I had no problems like that whatsoever when I was playing. Not sure if anyone else did, though.
You're right, MGS isn't about realism (they have been semi-realistic, though), but it doesn't really mean they can't make things more realistic in terms of the gameplay. Why shouldn't a guard be able to see me in bright daylight five feet away? I had always been a little disappointed in dumb, blind guards in stealth games, so it's a lot more fun and challenging when they actually bother to make them sound-sensitive and give them decent eyesight. That's what I appreciated in MGS3, and I pretty much expected that I would have to be more careful in this one, so it wasn't a surprise.
I had put up with alert time like everyone else, but I only really took the pill a few times here and there and only really ran through shooting when I wanted to vent during an aggravating part. Heh heh. I'd usually let them kill me at some point and I'd try again, though. Otherwise, the only running and shooting I did was to try and kill an alert and get to a hiding place. Many of the times I was evading an alert, I had wounds that needed to be patched and energy to get refilled anyway, so hiding time was still sort of practical.
I'm just saying that all the stuff people had been complaining about seemed like improvements to me.
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DarkZero 1052th Post
Red Carpet Premium Member
| "Re(9):design issues" , posted Sat 22 Jan 11:45
quote:
What really bugged me about the game was the extremely long caution time. And sure, you can say "that discourages you from getting caught", but that's not true at all. It either encourages you to kill yourself after you DO get caught (because that's faster than hiding) or to just run through the area like a moron. I ran through several areas like a moron and in several more I TRIED to kill myself and somehow, miraculously got rid of the alert, then ran to the end without problems. This is NOT a good system. It doesn't ruin the game, but it's still irritating.
I think the biggest problem with MGS3 was probably its documentation. The game and its manual tell you to wait out an alert, but that's not really what you're supposed to do. You just have to tranq or kill all of the guards that are very close to you and it will end almost instantly. You don't have to kill yourself and you don't have to just give up and go on a psychotic killing spree like you do in Hitman 2. You can just take out a couple of guards and then you're fine.
The system with the radios has the same problem. The game never tells you all of the silly rules about the radio, such as A) If you destroy one guard's radio, you render the others useless, or B) If you kill the only guard in the area with a radio, the other guards somehow miraculously have another one. Once you learn all of the ways to disable the guards, such as knocking out the radios and blowing up the little supply shacks, the guards are a joke, and Alert and Caution Modes end almost instantly.
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Undead Fred 2026th Post
Platinum Carpet V.I.P- Board Master
| "Re(10):design issues" , posted Sat 22 Jan 12:51
quote: The system with the radios has the same problem. The game never tells you all of the silly rules about the radio, such as A) If you destroy one guard's radio, you render the others useless, or B) If you kill the only guard in the area with a radio, the other guards somehow miraculously have another one. Once you learn all of the ways to disable the guards, such as knocking out the radios and blowing up the little supply shacks, the guards are a joke, and Alert and Caution Modes end almost instantly.
I just assumed that was one of the things they just wanted you to figure out over the course of the game. It took me a little while to realize that not every single guard had a radio, because I'd hear the ones without them start yelling for him to put in a call for help.
The only thing I didn't like about blowing up the supply shacks was having to listen to the people in the area whine the ENTIRE TIME. Ah, well.
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Pollyanna 770th Post
Red Carpet Regular Member+
| "Re(10):design issues" , posted Sat 22 Jan 14:28
quote: The system with the radios has the same problem. The game never tells you all of the silly rules about the radio, such as A) If you destroy one guard's radio, you render the others useless, or B) If you kill the only guard in the area with a radio, the other guards somehow miraculously have another one. Once you learn all of the ways to disable the guards, such as knocking out the radios and blowing up the little supply shacks, the guards are a joke, and Alert and Caution Modes end almost instantly.
WOW. I had no idea. Oh well, it's not like the game was hard, though I'm sure that would help on higher difficulties.
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DarkZero 1053th Post
Red Carpet Premium Member
| "Re(7):design issues" , posted Sat 22 Jan 18:58
quote: Did people really use the first person view that much? I didn't. Between peaking around corners, looking around with the right analog stick, and using Sonar to essentially get the MGS1 radar back, I really only used first person view for shooting.
Yes.
First person is the easiest way to spot enemies. The right analog stick helps *alot* but peeking around corners is almost worthless in MGS3 because there's rarely a corner where it works (MGS1/2 environments were designed to make corner look effective. Lots of right-angle hallway, door-ways and such). The sonar/motion detector are only mildly useful as they mostly pick up critters and don't show you which way the enemies are facing.
Sonar in real life doesn't differentiate between what a target is or what direction it's moving in. Fortunately, the military has, in recent decades, devised a clever, if overly complex and high-tech, solution to this problem: Ping more than once. See that little blip that keeps moving along in a perfectly straight line when you ping five times in quick succession? That might not be a frog!
And again, if you're in FPV, why aren't you shooting? Even before you get the sniper rifle, you can pull off some pretty good long-range shots with the silenced Mk22. If it moves, shoot it. Whenever you're forced to use FPV because corner view, thermal goggles, or sonar just won't do it for you, you should be getting the added benefit of knocking a guard unconscious, or at least hitting him in the chest and setting him up for a CQC attack.
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Grahf 325th Post
Bronze Customer
| "Re(6):design issues" , posted Wed 26 Jan 13:48
quote: The hardest boss under those conditions, surprisingly, was The Pain. Fighting The Pain with nothing but a tranquilizer pistol sucked, because you can't wail on him with an AK-47 during the three or so seconds that he doesn't have his bee armor on. I expect that The Boss will probably be the hardest though, because you can't CQC with the Tux on, and I relied entirely on CQC to beat her.
One thing I really liked about the game is the freedom you have during boss battles. For instance, I didn't use CQC at all on The Boss, and I only used TNT on Volgin (worked pretty well too). It's just so refreshing when in just about every other game out there there's just one way to fight a boss.
Of course, you have the same freedom outside of boss fights as well. I ended up using the knife to kill a LOT of soldiers (hit them when they're standing with a combo attack, crouch next to them when they fall down, and hit them again as they try to stand up; or if you get a chance just pull them in and slit their throat).
I also ended up wearing thermal goggles almost all the time by the end of the game. Not only do they make enemies easier to see, but the crosshairs in first-person view make it easier to aim even using a weapon without a scope. For instance, during the shagohod battles you can aim the rocket launcher and machine guns fairly well without having to zoom in. And as someone mentioned before, once you pick up a couple extra batteries running out of power is rarely a problem (you can also eat the glowing mushrooms to refill the battery some).
To me, having all this freedom has always been what makes the MGS games so fun. The fact that you have so many more options available to you in this one make it easily the best in the series.
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DarkZero 1061th Post
Red Carpet Premium Member
| "Re(9):design issues" , posted Fri 28 Jan 15:23
quote: Oh yeah, the last couple of posts reminds me... anyone have CQC tips they can share? I had thought it only meant the questioning thing you can do with the knife, but I had heard of being able to counterattack and stuff like that... any tips? Are there disarms and stuff?
There's an FAQ at GameFAQs (CQC FAQ) that explains all of the controls. There are disarms, counterattacks, etc. but I only really found them useful while fighting the melee bosses. A lot of FAQs say that fighting Volgin and especially The Boss with CQC is absurdly hard, but I found it to be the easiest way to beat them. Once you figure out the right button maneuver, you can just stand around in the last boss fight, waiting for The Boss to come up and attack you, counter, punch and kick her to the ground, and then shoot her in the head with two or three tranq darts.
For normal enemies, the only CQC technique that I found useful (other than the basic interrogation and throat-slitting) was the human shield. Once you have a hostage, you can just go into first person view and shoot every other enemy around you in the head. You even have enough time to aim carefully and shoot through the eye-slits in the SWAT shields.
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KTallguy 504th Post
New Red Carpet Member
| "Don't know whether to put this in a new post?" , posted Sat 29 Jan 11:01:
http://www.caltrops.com/pointy.php?action=viewPost&pid=11372
Well basically this bombMexico guy took all of our posts that made fun of his review and in turn, made fun of them.
Bascially his comments are either stuff that proves he doesn't like Metal Gear Solid's gameplay, or stuff that proves he's just a really immature person who has to insert the word 'gay' in his answers to make a point.
Sometimes he also just completely patronizes the poster too.
quote:
Because this game wasn’t nearly tiresome enough, it forces players to make it more boring and time-consuming. Sometimes when I’m playing Splinter Cell and President Palmer tells me to do something cool that involves killing and pistol whipping, I like to make silly rules and make believe he’s describing in detail how love can bloom on the battlefield. Also, instead of night vision goggles that go buh-WEEEEE when you put them on, Sam gets to wear a fucking crocodile head that totally isn’t retarded and in fact makes total sense.
Is it really that long a wait for the next Splinter Cell to come out that anyone needs to be playing MGS3?
Dude, Splinter Cell is so damned EASY compared to MGS, first of all. If you really want your games to let you win, why don't you watch a movie. The thrill and fun of MGS is the unpredictability of the game... the AI isn't going to do the same thing twice, and you can't use simple trial and error tactics with convienently placed save points to make yourself feel like you're some 733t gamer. It's a hard game. It's not going to necessarily hand your fun on a platter, but in the end, if you face the challenge and win, it's much more fun and fulfilling than most cookie cutter games out there today.
So in closing, if you suck at MGS3, we're sorry that you suck. You have a right to rant about how much you dislike the game. And we have just as much a right to pick your flawed analysis apart bit by bit. Why don't you get good at the game, finish it, and then tell us what you think. You seem like you've been spoonfed your victories too long.
Edit: spelling...
"手前がやくぶそくなんだよ!"
[this message was edited by KTallguy on Sat 29 Jan 11:03] |
ONSLAUGHT 3231th Post
Platinum Carpet V.I.P- Board Master
| "NO" , posted Sat 29 Jan 11:17:
quote: So in closing, if you suck at MGS3, we're sorry that you suck. You have a right to rant about how much you dislike the game. And we have just as much a right to pick your flawed analysis apart bit by bit. Why don't you get good at the game, finish it, and then tell us what you think. You seem like you've been spoonfed your victories too long.
Give the guy a break, if he doesn't like MGS3, then let him be, if he thinks the game is crap, then more power to him. What if he call you faggots? You don't have to bring comments from another boeard you know, it's not like we're going to engage in an e-war or something. Read his messages, laugh at him, but don't bring that shit here waiting for a "Oh my god, he insulted the MMCafe, let's flame the bastard" kind of reaction... But if you think your internet cock will be bigger if you reply to a message posted on another board, then do so.
[this message was edited by ONSLAUGHT on Sat 29 Jan 11:19] |
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