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metal_gear_solid_4:mgs4_faq [2020/07/11 23:22] – srgtsilent | metal_gear_solid_4:mgs4_faq [2023/11/16 10:15] (current) – srgtsilent | ||
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+ | [[metal_gear_solid_4: | ||
=====Gameplay Mechanics===== | =====Gameplay Mechanics===== | ||
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* The amount of Frogs that spawn in the Medical Facility | * The amount of Frogs that spawn in the Medical Facility | ||
* The aggressiveness of octopus and her tendency to enter ball form | * The aggressiveness of octopus and her tendency to enter ball form | ||
+ | * The amount of Gekko that must be killed during Drebin Escape | ||
* The amount of damage the gate must take to be destroyed while riding Drebin' | * The amount of damage the gate must take to be destroyed while riding Drebin' | ||
* The amount of PMC Soldiers that are encountered while escorting the Resistance | * The amount of PMC Soldiers that are encountered while escorting the Resistance | ||
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* An extra Frog in Act 2 while chasing Naomi | * An extra Frog in Act 2 while chasing Naomi | ||
* The shotgun guard is moved in Act 2 while chasing Naomi | * The shotgun guard is moved in Act 2 while chasing Naomi | ||
- | * The two Gekkos in the minefield | + | * The two Gekkos in the Canyon |
* Vamp can no longer be locked onto | * Vamp can no longer be locked onto | ||
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**Q: What is the fastest console?** | **Q: What is the fastest console?** | ||
- | **A:** The Slim PS3 models, CECH-20xxA & CECH-21xxA, are marginally faster then the B variant, which in turn is also faster then the CECH-25xxA & CECH-30xxA and B lines. While Super Slim testing is limited, it behaves roughly the same as a slim for disks. These are all much faster then the OG large PS3 models (A-O series). MGS4 testing is limited and not fully explored at this time. | + | **A:** The Slim PS3 models, CECH-20xxA & CECH-21xxA, are marginally faster then the B variant, which in turn is also faster then the CECH-25xxA & CECH-30xxA and B lines. While Super Slim testing is limited, it behaves roughly the same as a slim for disks. These are all much faster then the Original |
**Q: What is the fastest version?** | **Q: What is the fastest version?** | ||
- | **A:** Game wise, the version that comes with the [[https:// | + | **A:** Game wise, the version that comes with the [[https:// |
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**Q: Can/Should I use an SSD? How much time does it save?** | **Q: Can/Should I use an SSD? How much time does it save?** | ||
- | **A:** Use of an SSD is allowed for MGS4 speedrunning. When it comes to the disk versions of MGS4, time saved is anywhere from 4-15 minutes RTA (depending on PS3 model) and up potentially to 45 seconds IGT, but this IGT is highly untested and most likely | + | **A:** Use of an SSD is allowed for MGS4 speedrunning. When it comes to the disk versions of MGS4, time saved is anywhere from 4-15 minutes RTA (depending on PS3 model) and up potentially to 45 seconds IGT, but this IGT time saves is highly untested and only theoretical. SSD testing is still being investigated but saves real time overall. |
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+ | **Q: Can I use a DualShock 4 with MGS4?** | ||
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+ | **A:** Yes, but you will be at a significant disadvantage. There are reports of analog dead-zones, in addition to the loss of Six-Axis control, meaning you must use the Analog Stick to kill Mantis, and the loss of trigger sensitivity based grenade throwing. | ||
=====Speedrun Mechanics===== | =====Speedrun Mechanics===== | ||
- | **Q: How much RNG is in the run?** | + | **Q: How much RNG (Randomness) |
- | **A:** There are a few instances of RNG throughout the run. As with any shooter, bullet spray is typically random, leading to some PMC/Rebel troops sometimes being dead and other times alive in Vista Manor and other firefights. In Act 2, where octopus hides is mostly random, though is able to be manipulated, | + | **A:** There are a few instances of RNG throughout the run. As with any shooter, bullet spray is typically random, leading to some PMC/Rebel troops sometimes being dead and other times alive in Vista Manor and other firefights. In Act 2, where octopus hides is mostly random, though is able to be manipulated, |
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**A:** Depends on how you define a glitch. MS runs do abuse the IGT by taking advantage of the way MGS4 saves data in order to cause the IGT of the run to not reflect the time spent escorting the resistance member. Additionally, | **A:** Depends on how you define a glitch. MS runs do abuse the IGT by taking advantage of the way MGS4 saves data in order to cause the IGT of the run to not reflect the time spent escorting the resistance member. Additionally, | ||
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**Q: Does the speedrun have any tech similar to other MGS games?** | **Q: Does the speedrun have any tech similar to other MGS games?** | ||
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**Q: What is IGT & How does it work?** | **Q: What is IGT & How does it work?** | ||
- | **A:** In MGS4, IGT is a measure of the time that passes in game during selected segments of gameplay. | + | **A:** In MGS4, IGT is a measure of the time that passes in game during selected segments of gameplay. |
Simply put, during any cutscene (including while skipping) or moment where you control Snake, the IGT is ticking. | Simply put, during any cutscene (including while skipping) or moment where you control Snake, the IGT is ticking. | ||
- | * Points of this include, the intro commercials, | + | * Points of this include, the intro commercials, |
- | * Points where IGT is not ticking | + | * Points where IGT is not ticking |
- | * Note that using the XMB menu (PS Button) does not pause the IGT, despite pausing the game itself | + | * Note that using the XMB menu (PS Button) does not pause the IGT, despite pausing the game itself. |
+ | * The guide claims that when the game is " | ||
+ | * It is unknown what parts of the credits count towards IGT due to lack of understanding on the functioning of MGS4's IGT. | ||
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**Q: I keep getting an alert in Red Zone, what gives?** | **Q: I keep getting an alert in Red Zone, what gives?** | ||
- | **A:** If you keep getting an alert at the start you need to make sure to put the AK-102 away asap as it slows you down. If you keep getting seen running into the barrel room you need to roll in. If you are in the second room and the guard to the back sees you you need to move your camera around sooner. If the guard to the right sees you adjust your pmovement. If the guard to the left sees you then you need to adjust | + | **A:** If you keep getting an alert at the start you need to make sure to put the AK-102 away asap as it slows you down. If you keep getting seen running into the barrel room you need to roll in. If you are in the second room and the guard to the back sees you you need to move your camera around sooner. If the guard to the right sees you adjust your movement and time your roll better. If the guard to the back left sees you then you need to adjust |
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**A:** Hope. Get lucky. Get Skilled. Practice. Use the Solar Gun for NG+. Run MS if you hate resetting Big Boss attempts an hour deep. It sucks, not going to sugar coat it. | **A:** Hope. Get lucky. Get Skilled. Practice. Use the Solar Gun for NG+. Run MS if you hate resetting Big Boss attempts an hour deep. It sucks, not going to sugar coat it. | ||
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+ | As for a real, actually helpful answer; Its highly HIGHLY suggested you learn exactly who can shoot you and who you must to shoot. Only some enemies are actually a threat, and some are just sometimes a threat, because of annoying bullet rng. A good example of this is the PMC on the Humvee turret EVA drives directly towards. He will never, ever, hit you. Or being sure to take out the right Humvee before the left because that is the one blowing up the white van. | ||
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+ | Its not just who to shoot, but when you shoot and with what. There' | ||