mgs2_difficulty_differences

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mgs2_difficulty_differences [2019/08/10 15:19] – [Enemy strength] Lucky Rapidflowermgs2_difficulty_differences [2024/03/15 12:32] (current) Lucky Rapidflower
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 =====Difficulty Differences===== =====Difficulty Differences=====
 ====Enemy range of vision==== ====Enemy range of vision====
-Note that enemies have the same range of vision on Hard and regular Extreme. +{{:mgs2:mgs2sightsusdif.jpeg?500|}}
- +
-{{:mgs2sightsusdif.jpeg?nolink&600}}+
  
 From right to left: Very Easy, Easy, Normal and Hard/Extreme. From right to left: Very Easy, Easy, Normal and Hard/Extreme.
- +---- 
-{{:mgs2_eexsus.jpg?nolink&600}}+{{:mgs2:mgs2_eexsus.jpg?500|}}
  
 The enemy range of vision is very long on E-Extreme. The enemy range of vision is very long on E-Extreme.
- +---- 
-{{::mgs2sightalrtdif.jpeg?nolink&600}}+{{:mgs2:mgs2sightalrtdif.jpeg?500|}}
  
 From right to left: Very Easy, Easy, Normal, Hard/Extreme and E-Extreme. From right to left: Very Easy, Easy, Normal, Hard/Extreme and E-Extreme.
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 ^Difficulty^Very Easy^Easy^Normal^Hard^Extreme^E-Extreme^ ^Difficulty^Very Easy^Easy^Normal^Hard^Extreme^E-Extreme^
 ^Health|200|120|100|75|50|30^ ^Health|200|120|100|75|50|30^
-^Ration heal|200|60|50|37|25|-^ + 
-Damage values are likely the same as TTS:+  * On Very Easy, rations are a full heal 
 +  * On other difficulties, rations heal half of max health (37 points on Hard) 
 +  * E-Extreme has no rations at all 
 + 
 +General damage table:
   * Guard Shot: 10   * Guard Shot: 10
   * Guard Melee: 5   * Guard Melee: 5
-  * Explosion (far): 20 +  * Explosion (Further): 20 
-  * Explosion (close): 40 +  * Explosion (Closer/ Shotgun: 40 
-  * Bleeding: 1/3s +  * Bleeding: 1 / 3s at 1/3 health (rounded down if necessary) 
-  * Smoking: 1/s +  * Smoking: 1 / s 
-  * Chaff/stun in hand: 10+  * Choking: 1 / 0.25s 
 +  * Chaff/Stun explodes in player'hand: 10 
 + 
 +Damage dealt by bosses often varies by difficulty. 
 ====Weapon & item capacity==== ====Weapon & item capacity====
-^-^Very Easy^Easy^Normal^Hard^Extreme^Pickup^+^Weapon/Item^Very Easy^Easy^Normal^Hard^Extreme/EE^Pickup^
 ^M9|106|61|46|46|46|+15^ ^M9|106|61|46|46|46|+15^
 ^USP|61|46|46|31|16|+15^ ^USP|61|46|46|31|16|+15^
Line 39: Line 45:
 ^Claymore/C4|16|16|16|16|12|+4*^ ^Claymore/C4|16|16|16|16|12|+4*^
 ^Book|10|8|5|5|3|+1^ ^Book|10|8|5|5|3|+1^
-^Rations|10|6|5|3|2|+1^+^Rations|10|6|5|3|2(/0)|+1^
 ^Pentazemin|20|15|10|5|5|+5^ ^Pentazemin|20|15|10|5|5|+5^
 ^Bandage|10|10|10|5|3|+1^ ^Bandage|10|10|10|5|3|+1^
-*Claymores picked from the ground give +1+*Planted claymores picked from the ground give +1
  
-Extreme and European Extreme have the same capacities +====Guard strength====
-====Enemy strength====+
 ^Difficulty^Very Easy^Easy^Normal^Hard^Extreme^E-Extreme^ ^Difficulty^Very Easy^Easy^Normal^Hard^Extreme^E-Extreme^
 ^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^ ^KO Time|60s|60s|30s|30s|30s|30s^
-^Tranquilizer, limb|0s|14s|22s|22s|22s|22s^ +^Tranquilizer onset time, limb|0s|14s|22s|22s|22s|22s^ 
-^Tranquilizer, body|0s|6s|9s|9s|9s|9s^ +^Tranquilizer onset time, body|0s|6s|9s|9s|9s|9s^ 
-^Punch|4|8|10|15|20|25^ +^Punches to KO|4|8|10|15|20|25^ 
-^Roll|1|3|3|5|7|7^ +^Rolls/flips to KO|1|3|3|5|7|7^ 
-^HF Blade (Stun)|1|2|2|3|3|3^ +^HF Blade hits to KO|1|2|2|3|3|3^ 
-^Body shot|3|3|3|4|6|10^ +^Body shots to kill|3|3|3|4|6|10^ 
-^HF Blade (Lethal)|1|1|2|2|3|3^+^HF Blade slashes to kill |1|1|2|2|3|3^
  
-  * Chokes = Punches - 1 (e.g. Normal guards take 9 chokes)+  * Chokes to KO = Punches to KO - 1 (e.g. Normal guards take 9 chokes to KO)
   * Pistol punch = 2 punches (only the second punch has increased damage)   * Pistol punch = 2 punches (only the second punch has increased damage)
   * Rifle punch = 3 punches   * Rifle punch = 3 punches
-  * Roll = 3-4 punches (varies) +  * Roll = 3-4 punches 
-  * Kick = 4 punches (Raiden's double kick still equals 4)+  * Kick = 4 punches (Raiden's double kicks combined still equal 4)
   * Nikita punch = 10 punches   * Nikita punch = 10 punches
-  * Limb shot = 0,5 body shot+  * Limb shot = 0.5 body shot
   * Explosion = 3 body shots   * Explosion = 3 body shots
-A rifle punch to the head immediately knocks an enemy out.+  * 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 > pick up & drop
  
-Additional tranquilizers halve the time to go to sleep.+====Bosses==== 
 +===Olga=== 
 +^Difficulty^Very Easy^Easy^Normal^Hard^(E-)Extreme^Snake Tales^ 
 +^Attack - USP|5|5|8|15|30|45^ 
 +^Headshot|32|32|32|32|32|24^ 
 +^Body shot|24|20|20|20|25|15^ 
 + 
 +  * Olga has 128 health on all difficulties 
 +  * Olga cannot be auto-aimed on Extremes 
 +  * On Easy and Very Easy, she will bleed 4HP/s after a hit until 64HP. 
 +  * Meryl replaces Olga in Snake Tales 
 + 
 +---- 
 + 
 +===Fortune=== 
 +  * Her railgun deals 40 damage from Very Easy to Extreme 
 +  * On E-Extreme, it actually deals less: 27 damage 
 +  * She fires two shots at a time on Extremes 
 + 
 +---- 
 + 
 +===Fatman=== 
 +^Difficulty^Very Easy^Easy^Normal^Hard^Extreme/EE^ 
 +^Health|256|256|256|384|512^ 
 +^Shots to trip|3|4|4|5|6^ 
 +^Max bombs active|2|2|3|3|4(/5)^ 
 +^Max M9 Headshots|5|4|3|2|2^ 
 + 
 +^Difficulty^Very Easy^Others^ 
 +^Headshot|60|40^ 
 +^Body shot|14|1^ 
 +^Punch|14|2^ 
 +^Kick|21|3^ 
 + 
 +  * Fatman's attacks (pistol/bumping) deal 5 damage from Very Easy to Hard 
 +  * On Extremes, his attacks deal 6 damage 
 +  * Also on Extremes, Fatman ambushes the player at his bombs much more actively. 
 +  * He deals double damage if he bumps into the player while spinning 
 +  * On Normal and below, first person shooting locks on to his head 
 +  * Fatman sometimes drops Socom ammo when knocked down on easier difficulties. 
 +  * Fatman's boss fight in Snake Tales in the same as on Hard, except first person locks on to his head and 3 M9 headshots are possible 
 + 
 +---- 
 + 
 +===Harrier=== 
 +^Difficulty^Very Easy^Easy^Normal / Snake Tales^Hard^Extreme/EE^ 
 +^Health|2250|3250|3500|4000|4750^ 
 +^Vulcan cannon|3|6|10|14|18^ 
 +^Missile|40|60|60|60|50^ 
 +^Missile Barrage|17|22|26|30|50^ 
 + 
 +  * The Stinger deals at base 175 damage to the Harrier regardless of difficulty 
 +  * On Extremes, the cluster bomb always leaves the player on 1 HP and on fire 
 +  * Also on Extremes, the vulcan cannon attack includes a missile 
 + 
 +---- 
 + 
 +===Vamp=== 
 +^Difficulty^Very Easy^Easy^Normal / Snake Tales^Hard^Extreme/EE^ 
 +^Knife throw|5|10|18|22|24^ 
 +^Melee knife|4|12|24|26|30^ 
 +^Head wound shot|48|40|32|24|16^ 
 +^Headshot|21|17|14|10|7^ 
 +^Limb shot|9|8|6|4|3^ 
 +^Explosive|24|20|14|12|8^ 
 +^Explosive in water (Stamina)|16|8|4|2|2^ 
 +^Punch|12|10|4|4|2^ 
 +^Kick|16|14|6|6|4^ 
 + 
 +  * Vamp has 128 HP on all difficulties 
 + 
 +---- 
 +===Vamp 2=== 
 +^Difficulty^Very Easy^Easy^Normal^Hard^Extreme/EE^ 
 +^Head, tranq.|20|20|10|8|8^ 
 +^Body, tranq.|10|10|7|6|6^ 
 +^Head, lethal|100|50|25|16|12^ 
 +^Body, lethal|20|10|10|8|7^ 
 + 
 +  * Vamp 2 has 100 HP on all difficulties 
 + 
 +---- 
 + 
 +===Tengus 2=== 
 +^Difficulty^Very Easy^Easy^Normal^Hard^Extreme/EE^ 
 +^Tengus to defeat|48|48|64|96|128^ 
 + 
 +  * Snake can take 15 hits during the first fight and the second on Normal and below 
 +  * On Hard and up, Snake can take 13 hits during the second Tengu fight 
 +  * On Very Easy, the player gets full ammo before the Tengu 1 fight. 
 + 
 +---- 
 + 
 +===Metal Gear RAYs=== 
 +^Difficulty^Very Easy^Easy^Normal / Snake Tales^Hard^Extreme/EE^ 
 +^Total HP|3072|5120|7168|10240|20480^ 
 + 
 +^Difficulty^Very Easy^Other^ 
 +^Stinger (open mouth)|1280|320^ 
 +^Stinger (closed mouth)|400|100^ 
 +On all difficulties: 
 +  * A single RAY has 1024 HP 
 +  * A RAYs machine gun deals 16 damage (halved by Body Armour) 
 +  * Water cannon deals 24 damage 
 +  * A RAYs stomp deals at least 48 damage 
 + 
 +---- 
 +===Solidus=== 
 +^Difficulty^Very Easy^Easy^Normal^Hard^Extreme/EE^ 
 +^Health|75|100|100|95|95^ 
 +^Katana|5|7|7|8|7^ 
 +^Strong slash|20|24|24|26|12(/26)^ 
 +^Missile|22|42|42|46|44^ 
 +^Tentacle throw|10|12|12|13|12^ 
 +^HF Blade|4+5+7|3+3+4|3+3+4|2+2+3|1+1+2^ 
 + 
 +  * Punches deal 1 damage to Solidus on all difficulties 
 +  * Kicks deal 2 on Normal and below, 1 on Hard or higher 
 +  * Solidus's tentacle sweep deals 1 damage on all difficulties 
 + 
 +====Bomb locations==== 
 +=== Bottom of strut A === 
 +{{:mgs2:normalstrutabomb.jpg?nolink&600|}} 
 +Normal and below (The player goes to the south end of the room) 
 +---- 
 +{{:mgs2:mgs2strutabomb.png?nolink&600}} 
 +Hard (The player goes to the space with the scuba gear by hanging) 
 +---- 
 +{{:mgs2:strutaextr.jpg?nolink&600|}} 
 +Extremes (On the west wall) 
 +---- 
 +=== Added on Hard & Extreme === 
 +{{:mgs2:mgs2strutaaddbomb.png?nolink&600|}} 
 +Roof of strut A. The red dot. Sprayed through the fence 
 +---- 
 +{{:mgs2:struteconvbomb.jpg?nolink&600|}} 
 +Strut E. Attached to the northern part (Extreme) or eastern part (Hard) of a moving box. 
 +---- 
 +{{:mgs2:mgs2hardadditionalbomb.jpg?nolink&600|}} 
 +Strut D. Under the hatch at the northern part of the room. 
 +---- 
 +=== Extreme bombs === 
 +{{:mgs2:mgs2strutdextraddbomb.jpg?nolink&600|}} 
 +Strut D. Eastern part of the room under the platform. NG and NG++ 
 +---- 
 +{{:mgs2:strutdextrbombng_.jpg?nolink&600|}} 
 +Strut D. Northern part of the room under the platform. NG+ 
 +---- 
 +{{:mgs2:strutfbomb.jpg?nolink&600|}} 
 +On Hard and below, the strut F bomb is against the wall. 
 +---- 
 +{{:mgs2:strutfbombextrm.jpg?nolink&600|}} 
 +On Extreme, the bomb is attached to a box making it possible to spray it from the ground. 
 + 
 +====Countdown timers==== 
 +^Difficulty^VE/Easy^Normal^Hard^Extreme/EE^ 
 +^Deep Sea Dock Bomb|400s|400s|300s|200s^ 
 +^Heliport Bomb|500s|400s|300s|200s^ 
 +^Fatman's Initial Bombs|60s|47s|47s|47s^ 
 +^Emma Bleeding|1200s/600s|300s|240s|180s^ 
 +^Solidus's Torture* (~)|10s|15s|20s|25s/55s^ 
 +*In the HD version, Solidus's torture only lasts ~10-15s on all difficulties.
  
-Waking guards up: shooting > coolant spray > shake down 
 ====Hard & Extreme additions==== ====Hard & Extreme additions====
   * Enemies don't quit a hold up on their own from Very Easy to Normal. They do from Hard to European Extreme.   * 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.   * Some cameras now rotate.
 +  * Deck B Hatch no longer opens.
   * On Extreme, the player cannot shoot the tarp or the lamp during the Olga fight.   * 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.   * 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.   * On Extreme, there are already ciphers on the EF connecting bridge when it's first entered.
-  * There's additional bomb on strut on the conveyor. The room also contains extra cameras+  * Strut E 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.   * The president is sleeping and he has to be woken up with explosives.
 +  * 
 ====Misc.==== ====Misc.====
   * On Very Easy, the player doesn't have to log on to a node for the radar.   * 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.   * 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, alert/evasion/caution goes away after entering another room.
-  * 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.   * 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 Nikita's locations varies slightly by difficulty.
   * The time Snake appears to help Raiden during the sniping section varies by difficulty.   * 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 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==== 
-  * Ranks and how to get them also vary by difficulty and very easy has no ultimate rank. +The following table shows the maximum stats you could have for the top ranks from the difficulties Easy to European Extreme on Tanker-Plant only (Very Easy does NOT have a Rank 1). These were taken by bmn from the PC Port of Substance: 
-  The top ranks in the game by difficulty are Hound (Easy)Doberman (Normal), Fox (Hardand Big Boss (Extreme)+ 
 +^Difficulty^Easy^Normal^Hard^Extreme^E-Extreme^ 
 +^Rank Name|Hound|Doberman|Fox|Big Boss|Big Boss^ 
 +^Time |3:00:00|3:00:00|3:00:00|3:00:00|3:00:00^ 
 +^Saves|8|8|8|8|8^ 
 +^Continue |0|0|0|0|0^ 
 +^Alerts|3|3|3|3|3^ 
 +^Kills|0|0|0|0|0^ 
 +^Rations|0|0|0|0|0^ 
 +^Special Items|Unused|Unused|Unused|Unused|Unused^ 
 +^Max damage taken (DMGA MMOUNT)|1270 (~10.6 bars)|1050 (10.5 bars)|775 (~10.33 bars)|500 (10 bars)|280 (~9.33 bars)^ 
 +^Shots Fired|700|700|700|700|700^ 
 +^Radar|Off|Off|Off|Off|Off^ 
 + 
 +[[metal_gear_solid_2:|Return to Metal Gear Solid 2]]
  • mgs2_difficulty_differences.1565450370.txt.gz
  • Last modified: 2019/08/10 15:19
  • by Lucky Rapidflower