Metal Gear Solid. The Phantom pain.

I just use NVIDIAs shadow play feature. I don't know what people who do proper recording use. FRAPS used to be the go to thing a while ago.

Yeah I used the AMD equivalent, file size was 2 gig for an hour's play. Seems pretty good, sadly it takes 6 hours to upload!!!

https://www.youtube.com/watch?v=09B7w3sHN8w

This is not an example of me playing well, but a couple times I was spotted (like 17:55), I have no idea why I was spotted (crouched, in shadows, nobody around).

Can I draw your attention to 11:00 in the video. I want to know if this lighting problem is something that others have experienced? Panning the camera around makes the brightness go way up then return to normal, for no apparent reason.

This happens a lot in my game.
 
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You appear to have turned off all the indicators?! Once you scan soldiers you should see their outline through walls, how far they are away, a red triangle above their heads etc etc.
 
Yeah I used the AMD equivalent, file size was 2 gig for an hour's play. Seems pretty good, sadly it takes 6 hours to upload!!!

https://www.youtube.com/watch?v=09B7w3sHN8w

This is not an example of me playing well, but a couple times I was spotted (like 17:55), I have no idea why I was spotted (crouched, in shadows, nobody around).

Can I draw your attention to 11:00 in the video. I want to know if this lighting problem is something that others have experienced? Panning the camera around makes the brightness go way up then return to normal, for no apparent reason.

This happens a lot in my game.

Firstly thank you for taking the time to upload.

I had a quick skip through.

The guy you knocked down at 10:20 ish woke up at 17:55 and alerted everyone he was attacked. You should have fulton extracted him, or killed him and hid the body. (unless I skipped passed you doing that)

I notice you seem to do a full on loud combat attacks, try just grabbing them and holding onto them. The loud takedowns can alert other close by guards

I see you also have the markers turned off for missions objectives and guards which will make the game harder. Although I know people prefer it this way for immersion or they find the normal game too easy.

The lighting thing is.. weird.

54:20 ish... is that artifacting just the youtube video?

edit - See these images :
2661642-mgs4.gif

2661641-mgs3.gif
 
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The artifacting is my graphics card dying :( Waiting on next-gen cards to replace.

The lighting is a real problem, because it happens all over the place at night, making the game almost unplayable in some places.

Markers I turned off because they confused me. I didn't find it easier with them on, tbh. I couldn't tell which enemies were in front of walls and which were behind walls. With markers off I can still use the map to check enemy positions (like previous MGS games). It wasn't to make the game harder, believe me :)

I'll upload a proper video (that one was a test) from tonight's gameplay, where I will try to stealth to best of my ability. That one was mucking about really. Too see how my rig would cope recording gameplay, how big the filesizes were, etc.

But I'm /really/ interested if anyone has any idea what causes that lighting "glitch".
 
You've just made hard work for yourself.

The game is MASSIVELY more difficult when you can't track peoples movements at all times.

I barely use the map. I don't see why it confuses you....clearly if they are in front of an object you can see them and if they are behind something you see a white outline
 
You've just made hard work for yourself.

The game is MASSIVELY more difficult when you can't track peoples movements at all times.

I barely use the map. I don't see why it confuses you....clearly if they are in front of an object you can see them and if they are behind something you see a white outline

If you're close to them, yes. If you're a little way away, all you see is the red triangle. Then you 100% don't know which side of the wall they are on. So you cannot make a decision whether to get closer or not.

Sure when you are already close you can see the outline, but the problem is when you need to decide to close in or not.

Believe me, I find the game much less confusing with markers off.
 
But once you've scanned people with the Intel scope, it tells you exactly how far people away are in meters!

I know that at night-time they tend to see you within 30-40 metres and in daytime it's more like up to 90 metres.

Depending on your stance, your suit etc.
 
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Put it this way, I didn't get spotted more with markers off than on. It hasn't hurt my ability (or lack of it) to remain unseen. I got spotted just as much with markers on.

You get used to playing with them off. If you insist I'll turn them back on, however.
 
Found some info relating to how long guards stay neutralised that should help. Although I think this is more of a rough guide. Although like I mentioned before, if you can, just fulton extract them and they're gone for the rest of your infiltration.

Sourced from : http://www.gamefaqs.com/boards/718564-metal-gear-solid-v-the-phantom-pain/72447653

Weapons

- Tranq - 5:00
- Rubber Bullets Body shots - 2:30
- Rubber Bullets Head shot - 4:12
- Stun Arm Lvl 1 charge - :50
- Stun Arm Lvl 2 charge - 2:30
- Stun Grenade Lvl1, Land behind the enemy - :50
- Stun Grenade Lvl1, Lands in front of enemy - :17 (they don't fall to the ground, just cover their eyes)
- Sleep Gas Bombardment Rank D - 5:00

Hand to Hand

- CQC Throw to ground/into wall/off of ledge/pulled from guardtower - :50
- CQC Throw Multiple enemy chain - :50 seconds for the first two, 12:00 for every enemy after that.*
- CQC Throw an enemy into wall that hits another standing enemy - Enemy thrown :50, Enemy hit by thrown enemy 4:12
- Choke long and short animation - 12:00
- Punch combo - 12:00
- Kick enemy while on ground - 12:00
- Sprinting Bionic Punch - 4:12**
- "Get Down" command - Indefinite until Combat alert or until another enemy tells him to get up


*Only tested 4 CQC Chain Thrown enemies.
**One time, it lasted around 7:50. Could have been a headshot that cause this.

I did notice some discrepancies when I first tested it. The times that I tested were longer, like
- CQC Throw - 1:15
- Tranq - 7:30
- Choke - 18:00
I'm not entirely sure what caused this, as all other tests since then have been like the numbers at the top. It could have been because I was super early in the game and there are longer times to help ease players into the game, or it might have been the fact that the enemy I was testing it on was a target to be extracted in a side-op. Either way, I have not been able to reproduce those times.

I tested all of these multiple times on multiple enemies with a stopwatch. Also, I realize that this isn't even close to everything, but I'm still fairly early in the game. Also found out that the Sonar from the arm is:
- is heard from up to 15 meters away
- Lvl1 will ping anything up to 59 meters away
- Lvl2 will ping anything up to 89 meters away


Hope that helps :)
 
There are plenty of games that I would recommend playing without markers or anything on, but this isn't one of them tbh. They are quite well implemented and a pretty integral part of the game imo... Spend a few minutes before infiltrating an outpost staking out the place and you then know patrol routes etc. Makes sense to me. I play without a minimap(is there one even?) and I just mark an area if I want to go there and follow that, as it can be really easy to get lost and turned around.

Also, nice tips epoch.
 
Basically, if you like stealth, and enjoy taking your time with infiltration, short of avoiding all enemies nothing beats holding soldiers up and putting them somewhere. As long as no AI patrols where you place them, you can literally keep them there forever. It's how I evacuated the first child soldiers you see in the White Mamba mission, didn't even realise you weren't supposed to and they were meant to run off screen. :p

Tranq'd all of them, kicked them on the ground so they woke up and held them up, they just lay there until I picked them up and put them on the chopper, was awesome.

Bonus objective too, so despite the fact they seem like they are just there for impact, the devs did indeed plan for you to rescue them.
 
:confused:

It's never at precisely 90 degrees, so I'm not sure what you mean.

In other places I've done it at much smaller angles. Game just seems inconsistent about it.

I meant this:



However, watching your video again just now, I see that your head was visible to the guard from behind cover. You should position yourself so that your whole body is behind cover in MGS5 (this is unlike scripted cover systems of DeusEx, Hitman, current Splinter Cell etc). Also there is a lot of variation among guards and some are more dreamy/near-sighted than others, but yeah, the only way to be sure is to hide all of your appendages behind cover :)

PS I like that you are playing without enemy markers - that's the best way to play imho.
 
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https://www.youtube.com/watch?v=lOYJEwJMLCk

Sometimes the game is just inconsistent. Sometimes a chest-high wall gives complete concealment, sometimes it doesn't. Figuring out which do and which don't is a nightmare.

Generally unless its the wall of a building, I'd lay down and maybe press Y for the extra stealth.

You probably could have just tranquillised him in the face at that distance. When you threw your mag he was stood nice and still, face exposed for a clear silent shot.

If you'd rather CQC, the reflex time is pretty generous, when they're pretty close start going at the guy, the reflex time will kick in but by then you should be already close enough to be pushing the button to grab hold of them.

Try grabbing and choking them instead of the loud throw. https://www.youtube.com/watch?v=xMptPmlL6bQ&list=FL-rxKfqNk1nzabUfakPWbJg&index=136#t=18m01s
 
position yourself so that your whole body is behind cover in MGS5 (this is unlike scripted cover systems of DeusEx, Hitman, current Splinter Cell etc).

See this is the part I'm unsure of.

In daylight, I've been one side of chest high cover and a guard has been within touching distance on the other side, facing me. And I've not been spotted.

From that I got the impression that when using cover you could not be spotted. Because in that scenario, the guard would 100% have been able to see not only my head, but my shoulders and back too :p

I don't have a video of this but it shouldn't be hard to make one.
 
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