mgs2_difficulty_differences

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mgs2_difficulty_differences [2020/06/11 13:52] – added a "Bosses" section (WIP) 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|}} {{:mgs2:mgs2sightsusdif.jpeg?500|}}
  
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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|-^ 
-Note that E-Extreme has no rations at all. 
  
-Damage dealt by attacks:+  * 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 (Further): 20   * Explosion (Further): 20
   * Explosion (Closer) / Shotgun: 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
   * Choking: 1 / 0.25s   * Choking: 1 / 0.25s
   * Chaff/Stun explodes in player's hand: 10   * Chaff/Stun explodes in player's hand: 10
  
-Damage dealt by bosses varies by difficulty.+Damage dealt by bosses often varies by difficulty.
  
 ====Weapon & item capacity==== ====Weapon & item capacity====
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 *Planted claymores picked from the ground give +1 *Planted claymores picked from the ground give +1
  
-====Enemy strength====+====Guard 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. 
-Additional tranquilizers halve the time to go to sleep. +  Waking guards up: shooting > coolant spray > pick up & drop
- +
-Waking guards up: shooting > coolant spray > pick up & drop+
  
 ====Bosses==== ====Bosses====
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 ^Difficulty^Very Easy^Easy^Normal^Hard^(E-)Extreme^Snake Tales^ ^Difficulty^Very Easy^Easy^Normal^Hard^(E-)Extreme^Snake Tales^
 ^Attack - USP|5|5|8|15|30|45^ ^Attack - USP|5|5|8|15|30|45^
-^Head|32|32|32|32|32|24^ +^Headshot|32|32|32|32|32|24^ 
-^Body|24|20|20|20|25|15^+^Body shot|24|20|20|20|25|15^
  
   * Olga has 128 health on all difficulties   * Olga has 128 health on all difficulties
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 ^Difficulty^Very Easy^Others^ ^Difficulty^Very Easy^Others^
-^Head|60|40^ +^Headshot|60|40^ 
-^Body|14|1^+^Body shot|14|1^
 ^Punch|14|2^ ^Punch|14|2^
 ^Kick|21|3^ ^Kick|21|3^
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   * Fatman's attacks (pistol/bumping) deal 5 damage from Very Easy to Hard   * Fatman's attacks (pistol/bumping) deal 5 damage from Very Easy to Hard
   * On Extremes, his attacks deal 6 damage   * 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   * He deals double damage if he bumps into the player while spinning
   * On Normal and below, first person shooting locks on to his head   * 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   * 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
  
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 ^Missile Barrage|17|22|26|30|50^ ^Missile Barrage|17|22|26|30|50^
  
-  * The Stinger deals at base 175 damage regardless of difficulty+  * 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   * 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   * Also on Extremes, the vulcan cannon attack includes a missile
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 ^Knife throw|5|10|18|22|24^ ^Knife throw|5|10|18|22|24^
 ^Melee knife|4|12|24|26|30^ ^Melee knife|4|12|24|26|30^
-^Head Wound|48|40|32|24|16^ +^Head wound shot|48|40|32|24|16^ 
-^Head|21|17|14|10|7^ +^Headshot|21|17|14|10|7^ 
-^Limb|9|8|6|4|3^+^Limb shot|9|8|6|4|3^
 ^Explosive|24|20|14|12|8^ ^Explosive|24|20|14|12|8^
 ^Explosive in water (Stamina)|16|8|4|2|2^ ^Explosive in water (Stamina)|16|8|4|2|2^
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   * Snake can take 15 hits during the first fight and the second on Normal and below   * 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 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.
  
 ---- ----
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 ^Missile|22|42|42|46|44^ ^Missile|22|42|42|46|44^
 ^Tentacle throw|10|12|12|13|12^ ^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==== ====Bomb locations====
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 {{:mgs2:normalstrutabomb.jpg?nolink&600|}} {{:mgs2:normalstrutabomb.jpg?nolink&600|}}
 Normal and below (The player goes to the south end of the room) Normal and below (The player goes to the south end of the room)
 +----
 {{:mgs2:mgs2strutabomb.png?nolink&600}} {{:mgs2:mgs2strutabomb.png?nolink&600}}
 Hard (The player goes to the space with the scuba gear by hanging) Hard (The player goes to the space with the scuba gear by hanging)
 +----
 {{:mgs2:strutaextr.jpg?nolink&600|}} {{:mgs2:strutaextr.jpg?nolink&600|}}
-Extreme (On the west wall) +Extremes (On the west wall) 
 +----
 === Added on Hard & Extreme === === Added on Hard & Extreme ===
 {{:mgs2:mgs2strutaaddbomb.png?nolink&600|}} {{:mgs2:mgs2strutaaddbomb.png?nolink&600|}}
 Roof of strut A. The red dot. Sprayed through the fence Roof of strut A. The red dot. Sprayed through the fence
 +----
 {{:mgs2:struteconvbomb.jpg?nolink&600|}} {{:mgs2:struteconvbomb.jpg?nolink&600|}}
-Strut E. Moving around with the box.+Strut E. Attached to the northern part (Extreme) or eastern part (Hard) of a moving box. 
 +----
 {{:mgs2:mgs2hardadditionalbomb.jpg?nolink&600|}} {{:mgs2:mgs2hardadditionalbomb.jpg?nolink&600|}}
 Strut D. Under the hatch at the northern part of the room. Strut D. Under the hatch at the northern part of the room.
 +----
 === Extreme bombs === === Extreme bombs ===
 {{:mgs2:mgs2strutdextraddbomb.jpg?nolink&600|}} {{:mgs2:mgs2strutdextraddbomb.jpg?nolink&600|}}
 Strut D. Eastern part of the room under the platform. NG and NG++ Strut D. Eastern part of the room under the platform. NG and NG++
 +----
 {{:mgs2:strutdextrbombng_.jpg?nolink&600|}} {{:mgs2:strutdextrbombng_.jpg?nolink&600|}}
 Strut D. Northern part of the room under the platform. NG+ Strut D. Northern part of the room under the platform. NG+
 +----
 {{:mgs2:strutfbomb.jpg?nolink&600|}} {{:mgs2:strutfbomb.jpg?nolink&600|}}
 On Hard and below, the strut F bomb is against the wall. On Hard and below, the strut F bomb is against the wall.
 +----
 {{:mgs2:strutfbombextrm.jpg?nolink&600|}} {{:mgs2:strutfbombextrm.jpg?nolink&600|}}
- 
 On Extreme, the bomb is attached to a box making it possible to spray it from the ground. On Extreme, the bomb is attached to a box making it possible to spray it from the ground.
  
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   * 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.
   * Strut E contains extra cameras.   * Strut E contains extra cameras.
-  * 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.
   * 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]]
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  • Last modified: 2020/06/11 13:52
  • by Lucky Rapidflower