metal_gear_solid_4:mgs4_faq

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metal_gear_solid_4:mgs4_faq [2020/07/11 23:29] srgtsilentmetal_gear_solid_4:mgs4_faq [2023/11/16 10:15] (current) srgtsilent
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 [[:metal_gear_solid_4:guns_of_the_patriots|Return to Metal Gear Solid 4]] [[:metal_gear_solid_4:guns_of_the_patriots|Return to Metal Gear Solid 4]]
 +
 +[[:metal_gear_solid_4:mgs4_saves|For Save Data related questions & content]]
 +
 +[[metal_gear_solid_4:mgs4_knowledge_dump|More info in the dump]]
  
 =====Gameplay Mechanics===== =====Gameplay Mechanics=====
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   * The amount of Frogs that spawn in the Medical Facility   * The amount of Frogs that spawn in the Medical Facility
   * The aggressiveness of octopus and her tendency to enter ball form   * The aggressiveness of octopus and her tendency to enter ball form
 +  * The amount of Gekko that must be killed during Drebin Escape
   * The amount of damage the gate must take to be destroyed while riding Drebin's APC   * The amount of damage the gate must take to be destroyed while riding Drebin's APC
   * The amount of PMC Soldiers that are encountered while escorting the Resistance   * The amount of PMC Soldiers that are encountered while escorting the Resistance
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 =====Speedrun Mechanics===== =====Speedrun Mechanics=====
  
-**Q: How much RNG is in the run?**+**Q: How much RNG (Randomness) is in the run?**
  
-**A:** There are a few instances of RNG throughout the run. As with any shooter, bullet spray is typically random, leading to some PMC/Rebel troops sometimes being dead and other times alive in Vista Manor and other firefights. In Act 2, where octopus hides is mostly random, though is able to be manipulated, how fast the "zombies" climb onto the APC is random, and the Gekko behavior is random. In Act 4, Wolf's spawn location begins to randomize starting on Solid Normal. In Act 5, Liquid Phase 2 can escape from the loop at random.+**A:** There are a few instances of RNG throughout the run. As with any shooter, bullet spray is typically random, leading to some PMC/Rebel troops sometimes being dead and other times alive in Vista Manor and other firefights. In Act 2, where octopus hides is mostly random, though is able to be manipulated, how fast the "zombies" climb onto the APC is random, and the Gekko behavior is random. In both prior acts, "Stray Bullets" can snipe Snake and cause damage. In Act 4, Wolf's spawn location begins to randomize starting on Solid Normal. In Act 5, Liquid Phase 2 can escape from the loop at random.
  
  
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 **A:** Depends on how you define a glitch. MS runs do abuse the IGT by taking advantage of the way MGS4 saves data in order to cause the IGT of the run to not reflect the time spent escorting the resistance member. Additionally, there are several out of bounds known, but none are used in speedruns of MGS4 as of current, with the only useful one being too risky to perform. Act 5 contains a trick called "Frog Skip", which could be considered a glitch, and allows for the skipping of what would be 10 additional Haven Troopers during Frogs-5. **A:** Depends on how you define a glitch. MS runs do abuse the IGT by taking advantage of the way MGS4 saves data in order to cause the IGT of the run to not reflect the time spent escorting the resistance member. Additionally, there are several out of bounds known, but none are used in speedruns of MGS4 as of current, with the only useful one being too risky to perform. Act 5 contains a trick called "Frog Skip", which could be considered a glitch, and allows for the skipping of what would be 10 additional Haven Troopers during Frogs-5.
 +
  
 **Q: Does the speedrun have any tech similar to other MGS games?** **Q: Does the speedrun have any tech similar to other MGS games?**
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 **Q: What is IGT & How does it work?** **Q: What is IGT & How does it work?**
  
-**A:** In MGS4, IGT is a measure of the time that passes in game during selected segments of gameplay.+**A:** In MGS4, IGT is a measure of the time that passes in game during selected segments of gameplay. [[https://cdn.discordapp.com/attachments/227010477471825921/698045704635154522/image0.jpg|Official Guide's Statement on IGT]]\\
 Simply put, during any cutscene (including while skipping) or moment where you control Snake, the IGT is ticking. Simply put, during any cutscene (including while skipping) or moment where you control Snake, the IGT is ticking.
-  * Points of this include, the intro commercials, in action (gameplay) menus and pausing, Act introduction screens, and almost the entire epilogue.  +  * Points of this include, the intro commercials, in action (gameplay) menus and pausing, Act introduction screens, save screens, and the epilogue.  
-  * Points where IGT is not ticking would be Credits 2, Score Cards, any Black PMC Load Screens (2.0 only), a Save Screen after a loading screen, and the MGS1 segment.  +  * Points where IGT is not ticking are Score Cards and the MGS1 segment.  
-  * Note that using the XMB menu (PS Button) does not pause the IGT, despite pausing the game itself+  * Note that using the XMB menu (PS Button) does not pause the IGT, despite pausing the game itself
 +  * The guide claims that when the game is "Loading..." the IGT is not ticking, however, if this is true, it resumes ticking once the "Press Start" prompt displays on screen, such as during the black PMC load screens. 
 +  * It is unknown what parts of the credits count towards IGT due to lack of understanding on the functioning of MGS4's IGT.
  
  
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 **Q: I keep getting an alert in Red Zone, what gives?** **Q: I keep getting an alert in Red Zone, what gives?**
  
-**A:** If you keep getting an alert at the start you need to make sure to put the AK-102 away asap as it slows you down. If you keep getting seen running into the barrel room you need to roll in. If you are in the second room and the guard to the back sees you you need to move your camera around sooner. If the guard to the right sees you adjust your pmovement. If the guard to the left sees you then you need to adjust where you are rolling against the wall and make sure you hear the guard say "huh?" or similar+**A:** If you keep getting an alert at the start you need to make sure to put the AK-102 away asap as it slows you down. If you keep getting seen running into the barrel room you need to roll in. If you are in the second room and the guard to the back sees you you need to move your camera around sooner. If the guard to the right sees you adjust your movement and time your roll better. If the guard to the back left sees you then you need to adjust when you are alerting the guard walking away from Snake
  
  
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 **A:** Hope. Get lucky. Get Skilled. Practice. Use the Solar Gun for NG+. Run MS if you hate resetting Big Boss attempts an hour deep. It sucks, not going to sugar coat it. **A:** Hope. Get lucky. Get Skilled. Practice. Use the Solar Gun for NG+. Run MS if you hate resetting Big Boss attempts an hour deep. It sucks, not going to sugar coat it.
 +
 +As for a real, actually helpful answer; Its highly HIGHLY suggested you learn exactly who can shoot you and who you must to shoot. Only some enemies are actually a threat, and some are just sometimes a threat, because of annoying bullet rng. A good example of this is the PMC on the Humvee turret EVA drives directly towards. He will never, ever, hit you. Or being sure to take out the right Humvee before the left because that is the one blowing up the white van.
 +
 +Its not just who to shoot, but when you shoot and with what. There's a big difference between a stun grenade and a mark 2 round. If you can at least make it to room 2, setting your console ahead 24 hours real time will heal Snake to full. Additionally, when entering room 3, Snake's current weapon, even the solar gun, will gain full ammo and a reload, on top of Snake getting full HP and Psyche.
  
  
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  • Last modified: 2020/07/11 23:29
  • by srgtsilent