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metal_gear_solid:mpo_info_dump [2022/10/06 15:44] – [When is a Box Swap to travel ahead worthwhile?] MarlonH8 | metal_gear_solid:mpo_info_dump [2024/05/01 13:30] (current) – Glitches moved to their own page MarlonH8 | ||
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For NG runs, the worst amount of total possible time lost to Report/ | For NG runs, the worst amount of total possible time lost to Report/ | ||
The game is supposed to prevent you from planting TNT anywhere during the Python boss fight. However, you can plant TNT on the "cage walls" when leaning against it and on top of its path\\ | The game is supposed to prevent you from planting TNT anywhere during the Python boss fight. However, you can plant TNT on the "cage walls" when leaning against it and on top of its path\\ | ||
+ | The difficulty of Boss Rush is always fixed to Normal\\ | ||
+ | Having Sokolov (Ghost) anywhere among your staff will remove the Ghost entry from your Codec' | ||
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All currently documented Box Travel Strats can be found in this playlist: https:// | All currently documented Box Travel Strats can be found in this playlist: https:// | ||
So far, these are mostly to be used on the NG Any% Route. | So far, these are mostly to be used on the NG Any% Route. | ||
- | ====IGT Accuracy and Strat Finding==== | ||
- | So far, since we can only estimate when exactly the IGT stops counting (do transitions count or does IGT stop right after you hit Start?), I went with the most conservative timing approach - timing with the highest possible IGT.\\ | ||
- | Same goes for every Member Swap into instant Pause to Member Swap again, where I've added 0.8s each time.\\ | ||
- | I took a similar approach while finding strats. Only using Member Swaps that are 100% guaranteed to be faster - while assuming that Pause Transitions are counted in the IGT.\\ | ||
- | ====When is a Member Swap to close distance considered | + | ====IGT and Strat Finding==== |
- | Based on the above principles, I went with the following rule of thumb: \\ | + | ^ Tracked by IGT ^ Not tracked by IGT ^ |
- | NG: If the Box you're swapping to touches the Daytime Sense Ring of your active soldier with 40 SNS from the inside, it will be faster than just running. | + | | Briefing Menu | Pause Menu - IGT stops & resumes right after Start Press | |
+ | | Inventory | Loads - IGT starts counting again once the Briefing Menu/ | ||
+ | | Codec | Credits & Post-Credits Scene| | ||
+ | | Cutscenes | Result Screen | | ||
+ | |||
+ | Note: | ||
+ | Until recently (April 2024), we could only estimate the exact points during which the IGT stops counting. We assumed that the IGT might only stop counting after the Pause Menu has fully faded in.\\ | ||
+ | Because of this, I (MarlonH8) always went with the most conservative timing approach while finding IGT-focused strats; only using Member Swaps that were 100% guaranteed to be faster, even if Pause Transitions had been tracked by IGT for around ~0.4s for each Pause.\\ | ||
+ | This means that all routes, which include any Start Presses to open the Pause Menu are ~0.4s faster than expected per Pause. Scenarios such as [Member Swap into instant Pause to Member Swap again] are close to a second faster in IGT than expected.\\ | ||
+ | |||
+ | ====When is a Member Swap to travel ahead worthwhile? | ||
+ | {{ : | ||
+ | Based on the above principles, I went with the following rule of thumb to find 100% guaranteed faster Box Swap strats: \\ | ||
+ | NG: If the Box you're swapping to touches the Daytime Sense Ring of your active soldier with 40 SNS from the inside, it will be faster than just running. | ||
NG+: If the Box you're swapping to touches the Daytime Sense Ring of your active soldier with 50 SNS from the inside, it will be faster than just running. | NG+: If the Box you're swapping to touches the Daytime Sense Ring of your active soldier with 50 SNS from the inside, it will be faster than just running. | ||
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=====TO DO===== | =====TO DO===== | ||
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===GENE 144HP tanking damage until death=== | ===GENE 144HP tanking damage until death=== | ||
+ | {{ : | ||
+ | |||
|PAL|Easy| 2 charges| +3 fa-knives| | |PAL|Easy| 2 charges| +3 fa-knives| | ||
|PAL|Normal|2 charges| +2 fa-knives| | |PAL|Normal|2 charges| +2 fa-knives| | ||
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|NTSC-J|Extreme|? | |NTSC-J|Extreme|? | ||
|NTSC-J|Extreme (Body Armor)|? charges| +? fa-knives| | |NTSC-J|Extreme (Body Armor)|? charges| +? fa-knives| | ||
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- | https:// | ||
**Make NG+/EXTREME version of this ^** | **Make NG+/EXTREME version of this ^** | ||