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acid2ng [2020/04/14 21:49] – [NG Single Segment] plywood | acid2ng [2022/07/26 08:31] (current) – [Starting Decks] venus deck error plywood | ||
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*Focus on movement, unless the stage calls for more offense. If you do not find many movement cards, substitute with low cost filler cards. | *Focus on movement, unless the stage calls for more offense. If you do not find many movement cards, substitute with low cost filler cards. | ||
- | *Body Armor is not important outside of certain boss fights. | + | *Body Armor is not important outside of certain boss fights |
+ | |||
+ | *On many stages, it's better to keep on moving rather than micromanaging cost. | ||
*Card draw (Olga, Funds) and Mulligans (Briefing, Johnny Sasaki) are fantastic. | *Card draw (Olga, Funds) and Mulligans (Briefing, Johnny Sasaki) are fantastic. | ||
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This is the first set of cards you can access. Overall, the MGS3 Collection is mediocre with some stand outs. | This is the first set of cards you can access. Overall, the MGS3 Collection is mediocre with some stand outs. | ||
- | Cost -4 and Ally Cost -4 are fantastic when upgraded, but are the weakest cost reduction cards in the game. Many of the character cards are pretty bad and should be sold. There are some exceptions. N.S. Sokolov' | + | Cost -4 and Ally Cost -4 are fantastic when upgraded, but are the weakest cost reduction cards in the game. Many of the character cards are pretty bad and should be sold. There are some exceptions. N.S. Sokolov' |
If you wanted to grind for points, Military Gain+ is a great way to do it, along with Big Boss on stages where ATK doesn' | If you wanted to grind for points, Military Gain+ is a great way to do it, along with Big Boss on stages where ATK doesn' | ||
- | Hip Shot+ is a fantastic card. AKM's upgrade AKMN comes in clutch due to its anti-armor properties. ATK Linkage/Hit Linkage/ | + | Hip Shot+ is a fantastic card. AKM's upgrade AKMN comes in clutch due to its anti-armor properties. ATK Linkage/Hit Linkage/ |
===MGS2=== | ===MGS2=== | ||
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The movement cards provide higher cost efficiency than the movement cards in MGS3 (Marines+, Navy SEALs+, Gurlukovich Soldier+). | The movement cards provide higher cost efficiency than the movement cards in MGS3 (Marines+, Navy SEALs+, Gurlukovich Soldier+). | ||
- | Hang and Solid Snake (MGS2) are situationally very useful, as certain stages have shortcuts if you can hang from a rail. Hang is a decent filler at 4 cost, Solid Snake (MGS2) needs a 1k upgrade to be a 4 cost filler. Best to keep Solid Snake (MGS2) for stages that need hang. Another situational movement card is Raiden, knocking down and jumping over gaps (such as for the RPG in Proto Factory) | + | Hang and Solid Snake (MGS2) are useful |
Silenced/ | Silenced/ | ||
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^ 109 | Cost -4 | 1 | | ^ 109 | Cost -4 | 1 | | ||
^ 110 | Ally Cost -4 | 1 | | ^ 110 | Ally Cost -4 | 1 | | ||
+ | ^ 147 | Olga Gurlukovich | 1 | | ||
+ | ^ 266 | OICW | 3 | | ||
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===Tutorial 2=== | ===Tutorial 2=== | ||
- | Advance to the goal by running behind the guard. | + | Advance to the goal by running behind the guard on the left. |
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===Tutorial 3=== | ===Tutorial 3=== | ||
- | With one GRU card, move North 3 blocks and enter crawl mode. On the next Rest, move North through the vent, stand again once Snake is through it, and advance to the goal. | + | With one GRU card, move North 4 blocks and enter crawl mode. On the next Rest, move North through the vent, stand again once Snake is through it, and advance to the goal. |
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===Tutorial 5=== | ===Tutorial 5=== | ||
- | Immediately use an M1911a1 card to kill the guard. If it misses, use the other M1911a1 card in your hand. | + | Immediately use the M1911a1 card to right to kill the guard. |
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===Tutorial 6=== | ===Tutorial 6=== | ||
- | Use a GRU card to move up the ladder and then two blocks | + | Use a GRU card to move up the ladder and then one block East. End turn. Equip an M4 card and load with the other M4 card to kill the guard. |
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*Go to the yellow caution line, or next to the first guard. | *Go to the yellow caution line, or next to the first guard. | ||
- | *He will walk to the side, giving you the time to run along the right edge. Ignore the C4 in the corner. | + | *He will walk to the side, giving you the time to run along the right edge. Ignore the C4 in the corner, OR PPK the guard or run through him to pick it up. C4 upgraded to TNT does very nice damage. |
*If you have truly awful cards and want to save S rank, wait until the guard' | *If you have truly awful cards and want to save S rank, wait until the guard' | ||
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END< | END< | ||
</ | </ | ||
+ | |||
+ | *Ideally, you will get to the objective markers before the train drives through the level, but don't stress over it. Spending a lot of time planning cost (and coming up short) will be worse. | ||
*If Snake starts with a chaff grenade, run forward without a care in the world. | *If Snake starts with a chaff grenade, run forward without a care in the world. | ||
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*In the hallway, proceed through the next western (left) door. | *In the hallway, proceed through the next western (left) door. | ||
- | *End her turn in the NE corner of the next room, but no closer or further. | + | *End her turn in the NE corner of the next room, but no closer or further...however this spot can get you spotted. Throwing a chaff is a good insurance policy. |
*The patrol bot will move towards the room dividers. Move Venus to the block in the Northwest corner and enter Crawl mode. Crawl through the vent to the North and enter Stand mode. | *The patrol bot will move towards the room dividers. Move Venus to the block in the Northwest corner and enter Crawl mode. Crawl through the vent to the North and enter Stand mode. | ||
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*Proceed up the ramp on the West side and through the door. Mulligan until you get a stun grenade, or else this room becomes problematic. | *Proceed up the ramp on the West side and through the door. Mulligan until you get a stun grenade, or else this room becomes problematic. | ||
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+ | | ||
*WAIT FOR THE STUN TO GO OFF! | *WAIT FOR THE STUN TO GO OFF! | ||
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+ | {{ : | ||
*The left guard drops a CHRN pack. | *The left guard drops a CHRN pack. | ||
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END< | END< | ||
</ | </ | ||
+ | |||
+ | *Vince has 1300 hp on Easy. | ||
*Vince will always throw a barrel at Venus to start. | *Vince will always throw a barrel at Venus to start. | ||
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<b>ID Tab:</ | <b>ID Tab:</ | ||
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*Ideally, you'll have each character move to a different platform so that you don't waste time moving a character out of the way for the other character to flip to the same platform. | *Ideally, you'll have each character move to a different platform so that you don't waste time moving a character out of the way for the other character to flip to the same platform. | ||
+ | |||
+ | *Note that the wall mounted turret adds costs to the character it shoots | ||
*After each character has gotten across, go through the crawl space. | *After each character has gotten across, go through the crawl space. |