acidtips

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acidtips [2019/06/14 07:03] – status effects Plywoodacidtips [2022/08/26 11:20] (current) – [Route] add return to main page link hau5test
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-=====Metal Gear Ac!d General Mechanics/Tips=====+=====Metal Gear Ac!d General Tips and Gameplay Mechanics=====
 //With tips from in game briefing tutorials// //With tips from in game briefing tutorials//
  
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   *HIT% Decreases At: distance at which HIT begins to decrease,    *HIT% Decreases At: distance at which HIT begins to decrease, 
   *The actual overall damage dealt equals ATK times number of hits.   *The actual overall damage dealt equals ATK times number of hits.
-  *The number of hits equals number of shits times HIT.+  *The number of hits equals number of hits times HIT.
  
   *FALL and FAINT - "When any character in a stage is knocked down by an attack with a FALL effect, one card in that character's hand is destroyed. If all of the character's cards are destroyed, the character is [sic] get FAINT. Unconscious characters automatically lose their turn. After a set period of COST, the character is returned to action with a full hand of cards. The amount of COST required to revive from unconscious status varies from character to character."   *FALL and FAINT - "When any character in a stage is knocked down by an attack with a FALL effect, one card in that character's hand is destroyed. If all of the character's cards are destroyed, the character is [sic] get FAINT. Unconscious characters automatically lose their turn. After a set period of COST, the character is returned to action with a full hand of cards. The amount of COST required to revive from unconscious status varies from character to character."
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   *STATUS EFFECTS - "Characters may suffer Status Effects as a result of enemy attacks."   *STATUS EFFECTS - "Characters may suffer Status Effects as a result of enemy attacks."
-  *SLEEP will cause the character to be paralyzed for a set COST. +  *SLEEP - "Will cause the character to be paralyzed for a set COST." 
-  *OUT OF ACTION will cause the character to be paralyzed for 30 COST and they will then be rehabilitated with 10 LIFE. +  *OUT OF ACTION -  "Will cause the character to be paralyzed for 30 COST and they will then be rehabilitated with 10 LIFE." 
-  *BLEEDING will cause 5 damage per COST, up to a maximum of 50. Damage will be calculated on the character's turn. +  *BLEEDING - "Will cause 5 damage per COST, up to a maximum of 50. Damage will be calculated on the character's turn." 
-  *BURN causes 10 damage per cost, and disappears after 10 blocks. Any character coming into contact with "BURN" will suffer its effects.+  *BURN - "Causes 10 damage per cost, and disappears after 10 blocks. Any character coming into contact with "BURN" will suffer its effects." 
 + 
 +  *Regarding Action ++, the game incorrectly states that the card's effect lasts for 10 Cost. In actuality, the card will remain in effect for 10 turns. 
 + 
 +  *Every guard that is too far away to have a turn receives +4 Cost when a guard spots one of the characters prior to an Alert phase. The effect does not stack. This does not work if you force a guard to spot you by punching them. 
 + 
 +  *At the start of a stage, when enemies are out of sight (ie. another room) they will receive +4 cost if a character incurs cost and then reduces it to zero in the same turn. The guards must remain out of sight until at least the following turn. The effect does not stack. 
 + 
 +  *When transitioning from one area to the next, if a cutscene occurs and Snake is in the subgoal before Teliko and has 0 cost, his turn will interrupt Teliko's turn in the next area if she has remaining rest. Once Snake's turn is finished, Teliko's previous turn will resume. 
 + 
 +  *The game will softlock if either playable character's cost reaches 1028 or more.
      
 +----
 +
 +[[metal_gear_acid|Return back to MGA main page]]
  • acidtips.1560495806.txt.gz
  • Last modified: 2019/06/14 07:03
  • by Plywood