mgs1_info_dump

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mgs1_info_dump [2019/03/27 23:07] – [Dump 5 KB controls] Plywoodmgs1_info_dump [2021/08/24 13:43] (current) – [Dump 15 Boba Skip] added knockback animation difference screenshot hau5test
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 to further expand on the part of being more presice while liquid is sliding away from you: ill reference 132 and note that as liquid is sliding away from snake, you need to double tap as slow as possible until liquid is actually locked on the platform. at that point you must change to a faster rhythm to keep it going. he states in the comments "Your timing must be perfect and you MUST master the infinite combo perfectly" to further expand on the part of being more presice while liquid is sliding away from you: ill reference 132 and note that as liquid is sliding away from snake, you need to double tap as slow as possible until liquid is actually locked on the platform. at that point you must change to a faster rhythm to keep it going. he states in the comments "Your timing must be perfect and you MUST master the infinite combo perfectly"
 - forensic - forensic
-====Dump 3 Ranks==== 
  
-^RANK ^ EASY ^ NORMAL ^ HARD ^ EXTREME ^ 
-^1 |Hound|Doberman|Fox|Big Boss| 
-^2 |Pigeon|Falcon|Hawk|Eagle| 
-^3 |Piranha|Shark|Jaws|Orca| 
-^4 |Pig|Elephant|Mammoth|Whale| 
-^5 |Cat|Deer|Zebra|Hippopotamus| 
-^6 |Koala|Capibara|Sloth|Giant Panda| 
-^7 |Chicken|Mouse|Rabbit|Ostrich| 
-^8 |Puma|Leopard|Panther|Jaguar| 
-^9 |Komodo|Dragon|Iguana|Crocodile| 
-^10 |Mongoose|Hyena|Jackal|Tasmanian Devil| 
-^11 |Spider|Tarantula|Centipede|Scorpion| 
-^12 |Flying Squirrel|Bat|Flying Fox|Night Fox| 
- 
- 
-====Dump 6 Rappel==== 
-In the rappel scene, if you hold down+jump while the cutscene is still going, you'll be able to jump at the first frame available. If you mash the jump button and you miss that frame, the codec call will interrupt your jump, forcing you to add another jump and lose a couple of seconds. 
-====Dump 7 explosion==== 
-Any explosion happening behind a closed door where there are no guards will not trigger any alarm. On the other hand, if the same explosion happens in an opened area that has at least 1 guard, it will trigger an alert. This is very important for the Armory and the Blast Furnace, based on what you want to do. 
 ====Dump 8 Rappel==== ====Dump 8 Rappel====
 https://www.twitch.tv/videos/211501213 https://www.twitch.tv/videos/211501213
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-Position your thumb at 10 o'clock while climbing the stairs, and 7 o'clock when descending. This way, you hug the exterior wallsrun up the stairs in the most direct routeand don't become stuck or stalled on the banisters.+====Dump 14 Twr B Elevator==== 
 +a) This has been knownat least by Slade, that if you hold ANALOG in a direction just after the final codec screen but before "Too lateSnake! Now die!" Snake will turn his body accordingly. If you hold it in the direction he is already facinghe will inch forward. There's a brief moment where the UI appears before disappearing for the guard dialogAnother Analog oversight!
  
 +b) If you go straight to the elevator from the top of the tower, Snake will face right at the start of the fight. If you go to the walkway to reset the checkpoint (for Extreme), Snake will face down at the start of the fight.
  
 +c) The FAMAS ammo will always respawn if you enter and exit the Tower, even on Extreme. The implication being that FAMAS is the intended way to deal with the Twr B Elevator guards.
 +
 +====Dump 15 Boba Skip====
 +
 +Boba Skip was found by boba witch.
 +
 +Skips most of ascension + all of rappel. Guards in walkway do NOT spawn.
 +
 +Original Find: https://twitter.com/boba_witch/status/1426896049730465793
 +
 +Setups include damaging Snake with a Stun/Chaff Grenade or having a guard shoot Snake instead. This is after Snake is aligned on the left corner of the door and is facing at a specific direction.
 +
 +so in conclusion of an hour alone in the tower:
 +
 +- the damage knockback animation has a small and a big animation
 +  * in order to get through the door with left side alignment and angle, we need the big knockback animation
 +  * decision if it is big or small knockback appears to be RNG by 50/50
 +  * Stuns vs Chaff seemingly are random in the regard of chances. 50/50 for both types of grenades for the knockback animation
 + - getting the angle on the left side lean is fixed
 +  * we can always lean on the left side of the door, all the way exactly the same
 +  * we can always turn on that alignment pixel with 13 small turns or 6 double turns and one single turn (dpad taps)
 +  * even with perfect alignment, the grenade setup leaves it with the 50/50 success rate
 +
 +Chaff/Stun damage alignment
 +
 +{{:mgs1:alignment.jpg?direct&400|}}
 +
 +Example of the two grenade damage knockback animations
 +
 +{{:mgs1:snake-knock-back-animation-difference.jpg?direct&400|}}
 +
 +
 +Dump good and consistent setups here:
 +2 stuns, 1 chaff - all platforms, all difficulties
 +{{youtube>jTF5wfzkW10?medium}}
 +
 +3 stuns setup - all platforms, all difficulties
 +{{youtube>lsDyXv2TW9g?medium}}
 +
 +Socom Setup on PC
 +{{youtube>TcuF3yXzEY0?medium}}
 +
 +Socom Setup on Console
 +{{youtube>M-P3TaM_2FE?medium}}
 +
 +Note:
 +you can’t do the boba skip again once already done. Going back inside the tower and trying to damage boost through again was not yet successfully replicated with the setup we use for the initial boost. In a way, we might have been super lucky that it is the version of the door, that we want to go through, we can perform this trick.
 +----
  
 [[metal_gear_solid:|Return to Metal Gear Solid]] [[metal_gear_solid:|Return to Metal Gear Solid]]
 +
 +
  • mgs1_info_dump.1553728032.txt.gz
  • Last modified: 2019/03/27 23:07
  • by Plywood