METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

7Bravo Feb 7, 2016 @ 8:34pm
Troublemakers Vs Diplomats
A friend told me that Troublemakers are never worth keeping around unless you have one of two things: The Troublemaker is highly talented at their job, or you have enough Diplomats to counteract or prevent any negative morale the Troublemaker creates.

So, in your opinions, are Troublemakers never worth keeping around, or is the ratio of Diplomat to Troublemaker good enough to warrant a few of them in order to retain a highly skilled/talented staff member?
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Showing 1-8 of 8 comments
7Bravo Feb 7, 2016 @ 8:35pm 
If it's a 1:1 ratio of Troublemakers and Diplomats, that's acceptable to me. If you need 2 Dips per 1 Trouble, or worse, 3:1 etc, then I'd be inclined to boot all Troublemakers as soon as they show up.
f. Feb 7, 2016 @ 8:51pm 
I dismiss all of them even if they are S
7Bravo Feb 7, 2016 @ 8:55pm 
I got a little greedy and moved Malak immediately out of the sickbay and into the R&D team so I could research better Tranquilizer weapons. Only to find out that roughly 30 seconds after I did that, he was "fatally wounded". Whether that's because he was sick/injured from the mission, got into a fight with a Troublemaker, or the *insert secret spoiler thing* (That I'm only marginally aware of) killed him.
Xarathox Feb 7, 2016 @ 10:01pm 
Originally posted by Bawss:
I dismiss all of them even if they are S

I don't even bother doing that anymore. Between a fully upgraded Motherbase and two fully upgraded FOBs, that's literally too many people to try and keep track of.
f. Feb 7, 2016 @ 10:44pm 
Originally posted by Xarathox:
Originally posted by Bawss:
I dismiss all of them even if they are S

I don't even bother doing that anymore. Between a fully upgraded Motherbase and two fully upgraded FOBs, that's literally too many people to try and keep track of.
That's why I only select to see abilities on the staff list. They are below the boasters so it's easy to keep track.
FlameWar Feb 7, 2016 @ 11:12pm 
The ratio to balance them out is 1:1, although you should keep in mind diplomats only cancel out violent guys. harrasers are canceled by counselors, and unsanitary guys have no counter. Harrasment and Violence guys can also cancle folks form the same category, e.g. 2 violent troublemakers in the same unit can only harm each other.
No_Quarter Feb 7, 2016 @ 11:46pm 
I dismiss troublemakers, even if S++
lexilogo Feb 7, 2016 @ 11:47pm 
Originally posted by reappermen:
The ratio to balance them out is 1:1, although you should keep in mind diplomats only cancel out violent guys. harrasers are canceled by counselors, and unsanitary guys have no counter. Harrasment and Violence guys can also cancle folks form the same category, e.g. 2 violent troublemakers in the same unit can only harm each other.

Nah, you've got it a little mixed up.

Diplomats will stop occurences of Troublemakers actually causing damage. Surgeons, Counsellors and Physicians respectively will make people injured by violents, harassers and unsanitaries recover faster after an injury, but Diplomats will prevent those injuries from happening in the first place.

As for me, I have so many Diplomats at this stage and my Medical Team is such high a level Troublemakers are no problem at all. If they're an S or above I'll take 'em on.
Last edited by lexilogo; Feb 7, 2016 @ 11:48pm
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Date Posted: Feb 7, 2016 @ 8:34pm
Posts: 8