mgs2_difficulty_differences

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Note that enemies have the same range of vision on Hard and regular Extreme.

mgs2sightsusdif.jpeg

From right to left: Very Easy, Easy, Normal and Hard/Extreme.

mgs2_eexsus.jpg

The enemy range of vision is very long on E-Extreme.

mgs2sightalrtdif.jpeg

From right to left: Very Easy, Easy, Normal, Hard/Extreme and E-Extreme.

DifficultyVery EasyEasyNormalHardExtremeE-Extreme
Health200120100755030
Ration heal20060503725-

Damage values are likely the same as TTS:

  • Guard Shot: 10
  • Guard Melee: 5
  • Explosion (far): 20
  • Explosion (close): 40
  • Bleeding: 1/3s
  • Smoking: 1/s
  • Chaff/stun in hand: 10
-Very EasyEasyNormalHardExtremePickup
M910661464646+15
USP6146463116+15
Socom12173616137+12
M4/AK-74u30124121115191+30
PSG1(-T)10181614141+20(/+5)
RGB66042302418+6
Stinger/Nikita10050403020+10
Grenades503020106+2
Magazine2001501005010+1
Claymore/C41616161612+4*
Book108553+1
Rations106532+1
Pentazemin20151055+5
Bandage10101053+1

*Claymores picked from the ground give +1

Extreme and European Extreme have the same capacities

DifficultyVery EasyEasyNormalHardExtremeE-Extreme
Sleep time9 min9 min5 min3 min3 min40s
KO Time60s60s30s30s30s30s
Trnq. Limb0s14s22s22s22s22s
Trnq. Body0s6s9s9s9s9s
Punch4810152025
Roll133577
HF Blade (Stun)122333
Body shot3334610
HF Blade (Lethal)112233
  • Chokes = Punches - 1 (e.g. Normal guards take 9 chokes)
  • Pistol punch = 2 punches (only the second punch has increased damage)
  • Rifle punch = 3 punches
  • Roll = 3-4 punches (varies)
  • Kick = 4 punches (Raiden's double kick still equals 4)
  • Nikita punch = 10 punches
  • Limb shot = 0,5 body shot
  • Explosion = 3 body shots

A rifle punch to the head immediately knocks an enemy out.

Additional tranquilizers halve the time to go to sleep.

Waking guards up: shooting > coolant spray > shake down

  • Enemies don't quit a hold up on their own from Very Easy to Normal. They do from Hard to European Extreme.
  • Some cameras now rotate.
  • On Extreme, the player cannot shoot the tarp or the lamp during the Olga fight.
  • Strut B has cameras when it's entered after meeting Stillman.
  • On Extreme, there are already ciphers on the EF connecting bridge when it's first entered.
  • There's additional bomb on strut E on the conveyor. The room also contains extra cameras.
  • Hard adds an additional bomb to strut D (sediment pool). Extreme adds two. The location varies on NG, NG+ and NG++.
  • Fortune is much more aggressive on Extreme firing off two shots at a time.
  • On Extreme, Fatman ambushes the player at his bombs much more actively.
  • The president is sleeping and he has to be woken up with explosives.
  • On Very Easy, the player doesn't have to log on to a node for the radar.
  • Countdown timers vary by difficulty.
  • The M9 can be obtained at strut A on Very Easy and Easy.
  • Fatman sometimes drops Socom ammo when knocked down on easier difficulties.
  • On Very Easy, the Shell 1 core caution ends after changing floors with the elevator.
  • Guards don't come to check the situation after the Harrier fight on Very Easy.
  • The Nikita is slightly easier to obtain on lower difficulties.
  • The time Snake appears to help Raiden during the sniping section varies by difficulty.
  • On easier difficulties, the floor boards on the EF connecting bridge respawn for when Shell 1 is re-entered.
  • On Very Easy, the player gets full ammo before the Tengu 1 fight.
  • The number of RAYs the player has to defeat varies by difficulty from as low as 3 to 20.
  • Ranks and how to get them also vary by difficulty and very easy has no ultimate rank.
  • The top ranks in the game by difficulty are Hound (Easy), Doberman (Normal), Fox (Hard) and Big Boss (Extreme)
  • mgs2_difficulty_differences.1565449603.txt.gz
  • Last modified: 2019/08/10 15:06
  • by Lucky Rapidflower