Differences
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mgs2_difficulty_differences [2025/01/20 08:29] – [Weapon & item capacity] Updated info about PSG1-T pickup amount Lucky Rapidflower | mgs2_difficulty_differences [2025/06/03 12:27] (current) – [Enemy range of vision] Lucky Rapidflower | ||
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From right to left: Very Easy, Easy, Normal, Hard/ | From right to left: Very Easy, Easy, Normal, Hard/ | ||
+ | |||
+ | Note that in some areas the enemy range of vision is the same on all difficulties. | ||
====Health values==== | ====Health values==== | ||
^Difficulty^Very Easy^Easy^Normal^Hard^Extreme^E-Extreme^ | ^Difficulty^Very Easy^Easy^Normal^Hard^Extreme^E-Extreme^ | ||
Line 52: | Line 54: | ||
====Guard strength==== | ====Guard strength==== | ||
^Difficulty^Very Easy^Easy^Normal^Hard^Extreme^E-Extreme^ | ^Difficulty^Very Easy^Easy^Normal^Hard^Extreme^E-Extreme^ | ||
+ | ^Health|3000|3000|3000|4000|6000|10000^ | ||
+ | ^Stun stamina|3|7|9|14|19|24^ | ||
^Sleep time|9 min|9 min|5 min|3 min|3 min|40s^ | ^Sleep time|9 min|9 min|5 min|3 min|3 min|40s^ | ||
- | ^KO Time|60s|60s|30s|30s|30s|30s^ | ||
- | ^Tranquilizer onset time, limb|0s|14s|22s|22s|22s|22s^ | ||
- | ^Tranquilizer onset time, body|0s|6s|9s|9s|9s|9s^ | ||
- | ^Punches to KO|4|8|10|15|20|25^ | ||
- | ^Rolls/ | ||
- | ^HF Blade hits to KO|1|2|2|3|3|3^ | ||
- | ^Body shots to kill|3|3|3|4|6|10^ | ||
- | ^HF Blade slashes to kill |1|1|2|2|3|3^ | ||
- | * Chokes to KO = Punches to KO - 1 (e.g. Normal guards take 9 chokes to KO) | + | * The tengus fought in Arsenal Gear have 3000 health on all difficulties. |
- | * Pistol punch = 2 punches | + | |
- | * Rifle punch = 3 punches | + | Lethal damage table: |
- | * Roll = 3-4 punches | + | * Torso shot on any guard / limb shot on attack team guard or tengu: 1000 |
- | * Kick = 4 punches | + | * Limb shot on regular guard: 500 |
- | * Nikita punch = 10 punches | + | * Explosion: 3000 (6000 in VR/alt missions) |
- | * Limb shot = 0.5 body shot | + | * Lethal HF Blade: 1500 (note that a single attack can hit several times) |
- | * Explosion = 3 body shots | + | |
- | * A rifle punch to the head immediately knocks | + | Enemy armor mechanics: |
- | * Additional tranquilizers halve the time to go to sleep. | + | * Regular attack team guards have body armor with 1280 health that protects from lethal bullet-based weapons. |
- | * Waking guards up: shooting > coolant spray > pick up & drop | + | * Each shot to this armor deals 256 damage. |
+ | * On Very Easy, the armor offers no protection. | ||
+ | |||
+ | Stun stamina | ||
+ | * Punch: 1 | ||
+ | * Choke: 1 | ||
+ | * Kick (including | ||
+ | * 2nd punch w/ weapon equipped: 2 | ||
+ | * Roll: 3 | ||
+ | * Throw: 5 | ||
+ | * Rifle punch: 3 | ||
+ | * Nikita punch: 10 | ||
+ | * Non-lethal HF Blade: 6 | ||
+ | * Close to stun grenade explosion during Guard Rush and Tengu fights: 3 (outside of these fights it is an instant KO) | ||
+ | |||
+ | Stun mechanics: | ||
+ | * For a guard to get knocked out, they either need their stun stamina to be reduced to -1 or have it reduced to 0 while getting knocked down or choked. | ||
+ | * On Very Easy and Easy, guards stay knocked out for 60s. | ||
+ | * On Normal and harder, guards stay knocked out for 30s. | ||
+ | * A punch to the head with a weapon or a punch to the crotch is an instant KO. | ||
+ | |||
+ | Tranquilizer mechanics: | ||
+ | * Guards have 3000 tranq stamina on all difficulties. | ||
+ | * A tranq to the torso will deal 1000 tranq damage. | ||
+ | * A tranq to a limb will deal 500 tranq damage. | ||
+ | * On Very Easy, a single tranq will immediately put a guard to sleep. | ||
+ | * On Easy, every tranq to a limb and the torso will deal 3 and 6 tranq damage respectively each frame (=180/s and 360/s). | ||
+ | * On higher difficulties, | ||
+ | |||
+ | Guard sleep/KO time reduction table: | ||
+ | * Attacking: 30s | ||
+ | * Drag and drop: 20s | ||
+ | * Coolant spray: 100 frames every other frame = 50s every second | ||
+ | |||
+ | Note that time in MGS2 is based on frames, meaning 1s = 60 frames. | ||
====Bosses==== | ====Bosses==== |