METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

96 ratings
However
By isitmemberi.hopto.org
The favorite word of the built-in tips system is "however". The favorite content of it is lies by omission. This guide is supposed to uphold the former tradition and break the latter. It mostly applies to FOB infiltration, as story missions don't require any special knowledge other than "if there's a combat alert, don't shoot again until they start searching", and is not a "guide" per se, but a list of said "howevers" to help you.
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General
  • The game is subtitled "Tactical Espionage Action." However, it is an online casino with all its bells and whistles: a set of rules and the "return to player" — or, in this case, "mission success" — rate.

  • The game pretends to have some realistic stealth action aspects. However, it just uses player location data to guide enemies and has an “allowed fakery level” — from merely relocating guards and UAVs that are outside your view along their routes and "tweaking" camera angles to ambush you, to dropping all pretense and spawning guards in groups right on top of you if you trigger a combat alert near the FOB core.

  • It is said that "enemies can detect you by sight or sound." However, in fact they perceive neither. They "see" you if you are closer than a specified distance, are facing you, and there is an unobstructed line of sight, regardless of actual aperture. They "hear" you if you are close enough and moving at full speed while not prone, regardless of obstacles. Thus you can safely roll on the floor in front of a guard at a distance of 15 meters, yet be spotted through a 1-centimeter hole in a wall if a sniper with a scope is 100 meters away, and you can crawl 1 meter behind a guard but be "heard" through steel, concrete, or stone while walking. So the general tactic is "don't get close."

  • At FOBs, you can sometimes see mines hanging in the air. However, mines obviously can't be placed in the air, and such setups are the result of editing placement offsets in the FOB data. If you see this, you are playing against a cheater and should expect, for example, UAVs flying through obstacles such as bridges and, of course, "suddenly" detecting you.

  • At FOBs, you may sometimes see a camera and a D-MINE on the floor in the center of a deck. However, cameras cannot be placed on the floor, and such setups result from editing the FOB data. If you encounter this, you are playing against a cheater attempting to counter other cheats, specifically teleporting from the deck center.

  • This guide is meant to help you by listing things that are "omitted" from the tips. However, it does not cover specific tactics or repeat what is already included in the tips—you should read those yourself. It also does not divide the content into "noob" and "hardcore"; the sole purpose is to list what is not in the tips.
Meannesses
  • Many games blacklist people you have blocked on Steam. However, in this game, due to Konami Quality, blacklisting can cause your iDroid (or even the entire game) to freeze.
    If a blocked player appears in any iDroid window that shows nicknames, regardless of PF Ban filters, the iDroid will freeze. Potential windows that can freeze include:

    • Any FOB missions tabs, including the first one ("my FOB missions won't open," "retaliations tab freezes," etc.)
    • Security settings ("hacker blocked my security settings")
    • Reward list ("can't see my rewards")
    • Any Relationships tabs ("can't view my supporters list")
    • PF grade lists ("can't view my PF league results")
    • Any online records, including the list shown after FOB infiltrations ("my group rating is empty")

    In all of these cases, the "hacker" is the combined effort of Konami, Valve, and you.

    Workaround: Temporarily remove players you may encounter in-game from your Steam blacklist if you experience these symptoms.

  • You may think that an enemy triggering a mine would draw the attention of other enemies. However, during a combat alert, firing a weapon (even a suppressed one, while prone, from far away), throwing grenades, and even enemies setting off mines you placed causes them, instead of reacting to the bullet hits or explosions, to instantly spot you, with a few exceptions (AM A114 RP, Hand of Jehuty).

    Workaround: Do not attack until the CP switches to searching.

  • You may think that shooting an object ten meters away from an enemy with a suppressed lethal weapon from far away would draw the enemy's attention to the object or scare them into hiding. However, the attention of all enemies will be drawn to you, and an alert will be raised ("Damn it, I'm hit!" Yeah, my ass).

    Workaround: Do not use lethal weapons against guards.

  • When the game fakes a detection, "reflex mode" is triggered so you can instantly aim at the enemy. However, the enemy will be placed behind a transparent but impenetrable obstacle, such as a metal staircase (with your gun never aimed at the opening), or around the corner you just turned, making reflex mode useless without manual adjustments.

    Workaround: Give structures a wide berth whenever possible. The game can still spawn guards within spotting range outside your view, but you will be able to reflex them.

  • While climbing pipes, you can crawl on top without letting go. However, as long as you're holding on, it doesn't count as being prone and detection range won't decrease.

    Workaround: Let go of the pipe right after climbing on top. If you stay still while crouching, the spotting distance is the same as when prone. Then use the box if you get noticed.

  • While at an FOB, some "noisy" actions (like triggering a combat alert, extracting anyone or anything, or destroying sensors/cameras) send a defender alert. If the target has nukes or Security Challenge enabled, the alert is sent as soon as you start your infiltration. However, picking up a mine also counts as "noisy," as does shooting it, but hitting it with your ass, the ENERGY WALL, or the DM GENERATOR doesn’t. Not sure about killing staff, haven’t tested.

    Workaround: Don’t touch the mines — or just trigger them if you have no choice (and there’s no camera in the blast zone).

  • The ENERGY WALL protects you from gunfire, tranqs, stuns, and fall damage. However, it doesn’t protect against CQC, the Hand of Jehuty, or Fulton extraction.

    Workaround: Keep other players away from you (and watch out for the FB MR R-L FLTN).

  • Gas rounds create small, almost invisible clouds that last about five seconds. However, guards react to them like smoke grenades.

    Workaround: Time your shots for when targets are away from other enemies or inside closed spaces, or deal with them by other means.

  • The game shows all captured staff in the brigs as healthy and doesn’t process their injury timers. However, their actual health status is still tracked individually. If they’re injured (or get injured while in the brig), they’ll be assigned to their unit instead of the sickbay, since the game checks their status before transfer and always reads it as “healthy.” They’ll die soon after, causing the "mysterious deaths" that people often complain about, unless you move them to the sickbay manually.

    Workaround: Sort the “All Staff” tab by “Health Status / Descending” and check the top of the list for injured staff not in sickbay at the start of each session and whenever people are released from the brigs.

  • You might think being prone means you stay hidden and won’t stand up while moving. However, while crawling near a wall, the character can do Kojima Standoopsies: suddenly switching from prone to crouch. Teknikaryu puroburemu, you know: the bridge railing stiffeners, the pipe guards, and the catwalk supports are all treated as small climbable obstacles. The character will sometimes “climb” them and then “drop off,” even while prone. This happens despite the fact that you can’t auto-crouch into cover when crawling into a wall on purpose. It’s just a programming oversight, having nothing to do with cameras or snipers spotting your character suddenly rising from behind cover.

    Workaround: Don’t brush against walls while crawling, not even a little. If you need to hide, hold the ready weapon button and move sideways toward the wall. That prevents this completely unintended behavior.

  • After a quick dive on a flat surface, your character goes prone. However, if the dive ends in a roll, like off a cliff or across a gap, the character will stand up afterward, which maximizes detection range.

    Workaround: Avoid quick-diving in those situations unless you actually want every enemy within 45 meters to notice you, or to spot you if you move.
Nuances
  • Decoys don't look like real soldiers and may seem harmless. However, if a decoy and an enemy are within range and the enemy spots you, the reflex-mode aimbot will target the decoy instead of the enemy.

  • At an FOB set to long-range security, guards usually don't use scopes to look around when there is no alert. However, they may briefly use them, and are much more likely to do so if you are noticed. They always use them if they were pursuing after noticing you and you then moved out of range.

  • Line-of-sight UAVs and cameras normally notice you if you're within their detection range and only spot you if you don't hide within 3 seconds. However, if they've already detected something suspicious, such as a body (when their light turns yellow), they'll spot you instantly.

  • You can place additional cameras and mines at your FOB, up to 3 cameras and 12 mines. However, you're limited to 1 camera and 4 mines per deck. After that, the oldest devices on that deck will be removed when you place new ones.

  • You can reduce detection distances by wearing the right camo, lowering your stance, and infiltrating at night. However, if you're in a spotlight, detection distances are treated as if it's daytime and your camo is wrong.

  • You can remove evidence with the Hand of Jehuty. However, if you use the Hand of Jehuty to grab an unconscious enemy who another enemy has already started to wake up, they will wake up even if you snatch them away before they're touched.

  • The sonar is called a "bio-detector." However, it also marks UAVs and decoys.
"Secrets"
  • Typically, if you trigger a combat alert at an FOB, a "retaliation wormhole" opens after the infiltration attempt. However, on your first attempt, if you didn't kill or extract anyone or anything, didn't pick up or shoot any mines, didn't destroy any security devices, only triggered a combat alert once, and then died, were extracted, or withdrew, the wormhole won't open. It also won't open if you close the game during a combat alert. Reaching the core after a combat alert will trigger a retaliation regardless of these conditions.

    Application: You can avoid retaliations despite being caught infiltrating.

  • Typically, an FOB you tried to infiltrate is later blockaded. However, if you fail but meet the above "no retaliation" conditions, it won't be.

    Application: You can try again up to three times. If you're infiltrating, failing three times opens a retaliation wormhole regardless of those conditions. If you're retaliating, the FOB is removed from your retaliation list. Indirect retaliations give you only one attempt.

  • There isn't much music in the game. However, you can add your own MP3 files to the
    %PROGRAMFILES(X86)%\Steam\steamapps\common\MGS_TPP\CustomSoundtrack
    folder and restart the game. File names will appear under MISSIONS → CASSETTE TAPES → Music → Musical content. MP3 tags and alternative codecs aren't supported.

    Application: You can tranquilize enemies while listening to Eurythmics - Sweet Dreams.

  • Your Walkman is for you and nearby people only. However, you can equip your helicopter with loudspeakers and set any track as its arrival music so everyone can enjoy it.

    Application: You can re-enact Apocalypse Now—or Sailor Moon.

  • You can use binoculars to mark people. However, you can place markers on them through obstacles within a 100-meter radius if you use Noctocyanin or if they are detected by D-Dog.

    Application: You can safely mark all enemies before approaching them.

  • You know that swallowing a whole blister of pills is almost always a bad idea. However, in this game, instead of dying from an overdose, the duration of their effects stacks.

    Application: If you use all (or all but one, to keep the effect gauge) of your Noctocyanin/Pentazemin at once, you can avoid the distraction of taking another pill every minute.

  • Night vision goggles are said to highlight heat sources. However, they highlight everything that can be interacted with, including climbable cracks in walls.

    Application: You can easily find plants, infiltration routes, and more.

  • UAVs and cameras are a nuisance. However, if you are in a cardboard box and stay still, they ignore you.

    Application: You can move around in a box undetected, stopping when they look at you—and possibly quick-diving out afterward, as the game will almost certainly spawn a guard to investigate the suspicious box.

  • When you try to perform a hold-up, the enemy may try to attack you. However, if you immediately hold down the call button, the "Get down" option appears only if the enemy actually surrenders, letting you reveal their intentions early and perform a CQC action to strike or restrain them before they can attack.

    Application: You don't need to look at the enemy's animation or marker to know if they actually surrender.

  • It is said that enemies don't raise alerts if you shoot them with tranquilizer weapons "even if you miss." However, hitting an object with a tranq weapon isn't registered as a gunshot at all—it counts as a "suspicious noise" that enemies will investigate.

    Application: You can attach the S.P. UDBL-CB underbarrel pistol to the AM MRS-71 sniper rifle and shoot it at objects to lure enemies without being noticed.

  • You may think that using the Hand of Jehuty gives away your location. However, enemy attention is drawn to the initial location of the caught enemy, and no alert is raised since nothing there is "suspicious" anymore.

    Application: You can disrupt inconvenient enemy formations without being detected.

  • If you are noticed by several enemies, they all move toward you. However, capturing one of them with the Hand of Jehuty makes all of them stop, giving you enough time to perform a CQC action.

    Application: You can neutralize an entire search party sent to find you without spending ammo.

  • If the FOB's security is set to "lethal," the guards wear combat armor and helmets, rendering non-lethal weapons virtually useless. However, AM A114 RP is a gas pistol that does not require its round to actually hit the guard to work.

    Application: You can one-shot guards at "lethal" FOBs without having to aim for the head.

  • If the FOB's security is set to "non-lethal," the guards wear gas masks, rendering gas grenades, gas mines, and the AM A114 RP useless. However, WU S.PISTOL +SB has very potent soporific rounds that put the target to sleep immediately, regardless of where they hit.

    Application: You can one-shot guards at "non-lethal" FOBs without aiming for the head.

  • There are three kinds of decoys, and only the E-STUN one is said to knock out enemies. However, all of them emit a shockwave upon activation, knocking out anyone nearby.

    Application: You can use a decoy to neutralize enemies near it and distract others.

  • While prone, trying to turn around makes the character perform the Kojima Crawl Dance instead of simply turning. However, briefly using binoculars makes you instantly turn in the direction you are looking.

    Application: You can correct your position instantly, saving time.

  • Moving normally causes the character to face the direction of movement. However, moving with a weapon ready allows lateral movement.

    Application: You can ready your weapon while prone and move with precise control, e.g., to hide or select the direction to roll.

  • It is said that slower movement reduces visibility. However, rolling makes you less noticeable than simply lying prone.

    Application: You can roll at crouch-walk speed while remaining more camouflaged than if stationary.

  • The Hand of Jehuty doesn't work through walls. However, its projectile is a mathematical point with no size, allowing it to pass through small gaps caused by wall clipping errors.

    Application: You can grab enemies and prisoners off watchtowers and through catwalks.

  • Given its animation, Hand of Jehuty is supposed to grab standing or walking enemies. However, it also works on bodies, unconscious enemies, and prisoners.

    Application: You can instantly move prisoners or neutralized enemies out of the detection range of other enemies.

  • The AM A114 RP's rounds cannot penetrate obstacles. However, the gas they release can.

    Application: You can neutralize an enemy above you by firing the AM A114 RP at the ceiling directly below them.

  • The noticing distance at daytime while crouching is 70 meters if moving and 45 meters if standing still. However, wearing the “correct” camo (SQUARE for FOBs) reduces it to 45 meters and 20 meters, respectively.

    Application: You can move around an FOB largely unnoticed.

  • The spotting distance at daytime while crouching is 20 meters if moving, and 10 meters if standing still. However, wearing the “correct” camo reduces it to 10 meters regardless of movement.

    Application: You can safely use the Hand of Jehuty without being spotted.

  • The noticing and spotting distances at daytime while prone are 20 and 10 meters respectively, regardless of camo or movement. However, activating stealth reduces both distances to 8 meters.

    Application: In stealth mode, you can hide in plain sight, though enemies will spot you immediately if they come too close or if you cancel stealth while within 10 meters and in their line of sight.
"Secrets"
  • Selecting other items while in a cardboard box causes the character to remove the box. However, using consumables and then selecting the box again without closing the items reel — as well as activating a support weapon — does not.

    Application: You can take pills, activate the ENERGY WALL, detonate a C-4, and even teleport while inside the box (though teleporting temporarily removes it, due to Kojima Win Rate Maintaining).

  • D-MINEs are triggered if you approach them from the wrong side, regardless of your stance or relative vertical position. However, LLG-MINEs are not triggered if you crawl or roll over them, and their area of effect is located above them.

    Application: You can easily avoid LLG-MINEs, including those placed on pipes (shift to the side of the pipe and crawl beneath the mine).

  • Normally, you can't walk on bridge railings. However, if you take cover at the corner of the railing you want to climb—facing away from the corner—then turn toward it, climb onto it, and open the weapon selector in quick succession, the hanging will be canceled, allowing you to stand and (carefully) walk along the railing.

    Application: If your FOB is set to lethal security, you can place D-MINEs on bridge railings without using cheats (bugs aren't cheats, right? right?), creating a bridgeblock that alerts you when an intruder crosses the bridge—and drops them into the sea if they try to bypass the mine by hanging off the railing.

  • Snipers can spot you from very far away when using their scopes. However, if you're in a box and remain still, they won’t—at least the first time they look. If there’s an alert and Kojima really needs money, they’ll spot you anyway, through the holes in the box.

    Application: You can hide from snipers inside a box and then quick-dive out, leaving the box between you and them. Or you can set up a DM GENERATOR, move away, get in the box, detonate a bridgeblock with dark matter, and not get spotted.

  • If another player holds the ready-weapon button while performing a CQC strike on you, they’ll steal your currently equipped weapon. However, Snake’s prosthetic arm cannot be stolen, and you can switch weapons even while staggered.

    Application: You can keep your weapons after RGL-220 (STUN) + Hand of Jehuty + CQC combos.

  • The resources you obtain from FOB infiltrations as spoils are unprocessed. However, the resources you receive as infiltration bonuses are processed.

    Application: Given the retaliation mechanics, it may be more advantageous to avoid extracting containers from FOBs.

  • Moving while in a cardboard box is suspicious. However, rotating it with binoculars is not.

    Application: You can prepare your escape if you were noticed without being spotted.

  • The stats of the staff you abduct depend on the platform you infiltrate. However, your own abductees are returned upon a successful retaliation regardless of the platform or FOB.

    Application: You can recover your abducted Intel Team staff from the R&D platform of another FOB.

  • When you attempt a hold-up, an enemy may try to counterattack. However, if you knock them off their feet first with a prone melee attack or a quick dive, they will not counterattack.

    Application: You can interrogate enemies without risking alerts.

  • Touching an unsuspecting enemy will alert them. However, dropping onto them from a cliff, quick-diving into them, or hitting them with a prone melee attack will not. Dropping onto an enemy will also knock them out.

    Application: You can neutralize enemies without risking reflex mode in even more ways.

  • You can't interrogate stunned or tranquilized enemies. However, a standing melee attack will (rather rudely) wake them up, allowing you to perform a hold-up.

    Application: You can interrogate every enemy you neutralize.

  • Snipers are annoying af, because if you trigger a mine, they immediately use scopes and stare at the mine's location for a painfully long time. However, they react this way to any explosions, including STUN GRENADEs.

    Application: After you clear a bridgeblock remotely with a DM GENERATOR, you can throw a STUN GRENADE in another direction and have the snipers looking away from you for a blissfully long time.

  • In FOB PvP, if you're looked at or hit by certain weapons, including stun AoE, you get marked — and this marker doesn't disappear if you teleport. However, if you hide in a box and quick-dive out of it, the marker stays on the box.

    Application: You can avoid being seen through walls by RGL-220 (STUN) lovers all the time.

  • In FOB PvP, sonar, unlike Noctocyanin, shows the location of the rival player regardless of their camo. However, it only works if they're moving.

    Application: If you hear sonar being used nearby, you can avoid detection by moving right after the ping and then standing still.

  • In FOB PvP, each player can see the other player's field of movement on the map. However, going stealth makes your FOM disappear after 3 seconds.

    Application: You can use a FOM DECOY and then go stealth to lure your rival exactly where you want them.

  • Custom security cameras are often placed in the most inconvenient spots — that's the idea. However, cameras are intangible, and their dead zone includes their exact position.

    Application: You can move right through a camera if it's at your level, and you won't be spotted.

  • In FOB PvP, the stunlock from being repeatedly grabbed by the Hand of Jehuty can be a problem. However, pressing the binoculars button right after being grabbed and holding it until you're pulled toward the attacker cancels the stun.

    Application: This lets you counterattack before the stunlocker can perform CQC or anything else.

  • Bridgeblocks at FOBs often have a camera placed in the blast zone so its destruction will alert the owner. However, the ENERGY WALL blocks shockwaves and debris, and detonating a mine with it doesn’t trigger a defender alert.

    Application: You can use the ENERGY WALL to protect the camera and ghost the bridgeblock.

  • In FOB PvP, if you're defeated but saved by the E-RB WH GEN, camera and zoom controls remain available while it activates.

    Application: You can zoom in on your rival after being struck down, and if they're close enough, this will mark them — letting you track their position through obstacles.

  • You cannot perform CQC while carrying a body. However, pressing the attack button throws the carried target forward. If the thrown body collides with an enemy, that enemy is instantly knocked out.

    Application: You can avoid an alert if you’re detected at close range while carrying someone and have no secondary ammo.
2 Comments
radobridge55 Jul 13 @ 11:06am 
dude this is ♥♥♥♥♥♥♥ awesome you are a genius