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What are you going on about? This mission is super easy. Parasite suit with armor parasites + supply drops before you run out and you're invincible. Direct hit from a tank doesn't even kill you. 10 direct hits in a row from a tank doesn't kill you. Just run around in plain sight fultoning all the armored vehicles. It's not that difficult. You're just not using the right equipment.
It just feels so eerie. Makes it worse tbh. Sins of the Father is a good Song for Venom. It defines his character perfectly and how he was haunted until the end.
Yes, there are plenty of ways to deal with it, but the point is that it shouldn't omnisciently know your precise location at all times no matter what.
For anyone glancing at this for EZ advice for the final sandstorm crawl though. SONAR ARM. The plot may steal your night vision goggles, but you get to keep your arm goodies.
Gotta put quiet down to use it though if I recall. Watch out for clipping errors, I temporarily "lost" her one time when it warped her 15 feet behind me when I placed her down
Sticking around by the outside buildings and moving around slightly after each shot is the way to go imo as well as the javelin type launcher
*Quiet leaps directly in front of your cover, resulting in tanks killing you on accident*
I know she can be absurdly powerful. But damn if Quiet's AI basically being a murphy's law Bingo card and in need of constant handholding to boot for things to not spiral out of control does he no favors in being benched nearly 24/7 for me.
Fun Fact: She will (used to?) consider the 0.003 seconds a guy you kick awake is hostile to be clearnce to shoot them in the head, right as their hands touch it from from surrendering, if you didn't stop to give stand down commands ahead of time.
Yeah, you can order Quiet to only shoot at helmetless guys, but let's be real: After midgame, I might as well be looking down the scope of my tranq sniper and shoot them myself.
If you want to kill everyone though, I suppose it's not as big of an issue, since the AMR will blast right through most armor.
D-Walker does the same thing in Intercept mode. In fact, he's shot me while aiming for an enemy, because I was standing with my front toward enemy and my back toward D-Walker when the enemy woke up.
D-Walker can scout half as well as D-Dog. He must stay still, can't detect weapons, and it takes time. He can travel almost as fast as D-Horse, but can be more awkward and is noticeably less maneuverable. He can be whistled like D-Dog and D-Horse.
Only Quiet can snipe, but that's all Quiet does, other than scouting (the worst and most time-consuming scouting of the three non-horses) and resupply.
D-Walker's upside is extreme versatility. You can set three loadouts and swap them out with a supply drop in the field at any time. He can capture vehicles from across the map, blast stuff with rockets, tranq animals (try a D-Walker safari for fun), punch things, stab things, carry people around, has an AoE electrical stun, and can turn invisible. His gatling gun is more powerful than any hand-carried automatic weapon Grade 9-10 or lower.
He can even be an autoturret emplacement. Or, you can use him like a suit of power armor.
The downside is he's very expensive, tricky and a bit awkward to use, instantly raises enemy suspicion if spotted, and also the game is bad at explaining how he works. Driving mode without pressing Sprint is actually almost as quiet as Snake, for example. Also, in driving mode, you can't normally steer with the mouse, but can (sometimes in first-person) if you press RMB to ready a weapon. You CAN sneak through (relatively flat) outposts, stunning and tranqing groups of enemies. I've done it before.
My favorite thing is stun jousting. You start on D-Walker a long way from a guard post, blast into driving mode, charge the stun prod, and then joust your way through a group of enemies, stunning them as you continue rolling out the other side of the guard post; turn around, and do it again until they're all down.