Differences
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acidtips [2019/06/12 22:30] – created Plywood | acidtips [2022/08/26 11:20] (current) – [Route] add return to main page link hau5test | ||
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- | =====Metal Gear Ac!d General | + | =====Metal Gear Ac!d General Tips and Gameplay Mechanics===== |
//With tips from in game briefing tutorials// | //With tips from in game briefing tutorials// | ||
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*HIT% Decreases At: distance at which HIT begins to decrease, | *HIT% Decreases At: distance at which HIT begins to decrease, | ||
*The actual overall damage dealt equals ATK times number of hits. | *The actual overall damage dealt equals ATK times number of hits. | ||
- | *The number of hits equals number of shits times HIT. | + | *The number of hits equals number of hits times HIT. |
*FALL and FAINT - "When any character in a stage is knocked down by an attack with a FALL effect, one card in that character' | *FALL and FAINT - "When any character in a stage is knocked down by an attack with a FALL effect, one card in that character' | ||
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*Blue: Single-target ATK -10, DEF +10 | *Blue: Single-target ATK -10, DEF +10 | ||
*Green: REA probability +10%, single-target ATK -5, DEF -5 | *Green: REA probability +10%, single-target ATK -5, DEF -5 | ||
+ | |||
+ | *STATUS EFFECTS - " | ||
+ | *SLEEP - "Will cause the character to be paralyzed for a set COST." | ||
+ | *OUT OF ACTION - "Will cause the character to be paralyzed for 30 COST and they will then be rehabilitated with 10 LIFE." | ||
+ | *BLEEDING - "Will cause 5 damage per COST, up to a maximum of 50. Damage will be calculated on the character' | ||
+ | *BURN - " | ||
+ | |||
+ | *Regarding Action ++, the game incorrectly states that the card's effect lasts for 10 Cost. In actuality, the card will remain in effect for 10 turns. | ||
+ | |||
+ | *Every guard that is too far away to have a turn receives +4 Cost when a guard spots one of the characters prior to an Alert phase. The effect does not stack. This does not work if you force a guard to spot you by punching them. | ||
+ | |||
+ | *At the start of a stage, when enemies are out of sight (ie. another room) they will receive +4 cost if a character incurs cost and then reduces it to zero in the same turn. The guards must remain out of sight until at least the following turn. The effect does not stack. | ||
+ | |||
+ | *When transitioning from one area to the next, if a cutscene occurs and Snake is in the subgoal before Teliko and has 0 cost, his turn will interrupt Teliko' | ||
+ | |||
+ | *The game will softlock if either playable character' | ||
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+ | ---- | ||
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+ | [[metal_gear_acid|Return back to MGA main page]] |