Metal Gear Online 2

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Ortiz Ullery

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Aug 3, 2024, 11:39:17 AM8/3/24
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Metal Gear Online allowed up to 16 players to engage in online tactical warfare. Players create a character by choosing their name, gender (with the GENE Expansion), race and voice. Creating a new character requires the old to be deleted or an additional character slot to be purchased. Characters receive different performance indicators between official tournaments (grade) and regular matches (level). Both ranking systems encourage playing against higher ranked players and disfavor playing against players of equal or lower rank. Grades range from Rookie to SS+, and are influenced by performance in Survival and Tournament rounds.[2] Levels range from 0 to 22 and fluctuate based on results in Statistics enabled battles.

Statistics are recorded for each character, as well as a title, awards and match history. Based on these weekly and long term statistics, characters receive Animal Titles that denote their in-game behavior. For instance, frequently injecting enemies with the Scanning Plug will lead to the Bee rank, while using ENVG (Enhanced Night Vision Goggles) for a specific share of weekly play time grants the Night Owl rank. An inner rank hierarchy determines which of the acquired ranks will be active.

Skills can be equipped, both manually and by registering a skill set, to enhance character abilities. They range from the straightforward, like Assault Rifle+ that decreases reload time and recoil, to more complex, like Mοnomania which effectively turns bullets into short-term tracking devices. Equipped skills level up when the character is involved in an action pertinent to the skill. Depending on their level, skills occupy from 1 to the maximum of 4 available skill slots. Clans, mutually exclusive groups of up to 64 characters, were also supported, uniting members under the clan name, emblem and reputation. The clan's leader chooses its emblem, decides over the inclusion of clan applicants, and needs to be at least level 3, with over 20 hours online play. As of May 27, 2009, 12 players per region are randomly assigned the Patriot rank for a week. Patriots can select the namesake hand rifle, with infinite ammo and no reloading, in all game rules except Stealth Deathmatch and Team Sneaking.[3]

Deathmatch pits players against each other, competing for the highest score until the ever-decreasing kill counter or time reach zero. The player with the highest score is visible to others through SOP, and more when you kill.

Stealth Deathmatch also pits players against each other, geared with stealth camo. A three level alarm informs players of enemy proximity. Eventually, the game area begins to constrict, leaving all outside it to suffer damage. There is no respawning, so the battle continues until one player is left alive, or until time runs out. Players receive extra points for surviving another's death.

Team Deathmatch groups players into two teams, with each death decreasing the team's remaining tickets. The team to first deplete the other's tickets, or with more tickets when time runs out is the winner.

Capture Mission has teams racing to capture and hold within their goal area assigned targets, KEROTAN and GA-KO, for a cumulative period of 30 seconds. With both items in one team's goal area, the timer runs twice as fast, whereas if they are divided among goal areas, the timer is reset for both teams. An extra time option can be enabled, which disables winning by time.

Solo Capture Mission leaves each character to fend for themselves, while also trying to keep KEROTAN in their possession for a cumulative period of 60 seconds. The character who has hold of KEROTAN is visible to others through SOP.

Rescue Mission premises the attacking team acquire GA-KO and place it in their goal area or at least hold onto it when time reaches zero, while the other team defends. As there is no respawning in this mode, a team also wins by killing all the enemy team's members.

Base Mission is structured around capturing and defending small areas scattered across the map. A team wins by seizing all bases, or by having captured more bases than the enemy team when time runs out. Bases are captured by remaining within them for a period of time, and become spawn points for the capturing team. Contested bases can not be used as spawn points.

Bomb mission asks of the attacking team to plant a time bomb on a designated area and ensure it detonates within a time limit. A limited cache of time bombs are scattered across the map, and only one can be held at a time. The defending team wins by averting detonation, or by nullifying all bombs. A planted bomb is removed when sprayed with coolant, while a dropped bomb is destroyed if it doesn't get picked up again in a set amount of time.

Race Mission has each of two teams competing to deliver its target to a series of checkpoints. The Red Team's target is GA-KO, while the Blue Team's is KEROTAN. The target's position is reset, and the team's checkpoint changes if a target is dropped and not picked up within the allowed time limit.

Team Sneaking demands from the attacking team, equipped with stealth camo, to bring either KEROTAN or GA-KO to their goal area, while the other team defends the items. Another win condition is to kill, stun, and (only for the attacking team) hold up all enemy team members. Whenever a stealth soldier is discovered, all stealth camo is temporarily rendered non operational. Drebin Points do not apply to this type of mission.

Sneaking Mission features two opposing teams, Snake, and with at least 12 participants, Metal Gear Mk II. Snake wins by collecting, through body searches, three dogtags, with each life lost resetting the count to zero. Teams claim victory by killing Snake a set number of times, or by having scored more opposing team kills when time runs out. Drebin Points do not apply to this type of mission.

Interval allows players to engage in battle with no repercussion to their statistics or skill leveling. A time bomb can be collected and passed around players to liven up the pace. Weapons and attachments do not cost Drebin Points.

Non standard settings, that influence the battle's dynamic, are optional within some gameplay rules. Under the eponymous setting, players gain "Drebin Points" for actions such as kills and headshots, and can redeem them for advanced weapons, attachments and ammunition at their base or at respawn. Biding by "Headshots only", kills that aren't achieved through headshots cost the player their life and a time penalty before respawn, while in "Headshots Disabled" lobbies, a headshot's damage is reduced to that of other body parts.

The SOP system, as within MGS4, is a fictional, nanomachine based network which ensures linked members share vital information.[5] This data consists of speech, character's location, even behind walls, traps and aiming lines, changes in battle capacity (stun, sleep, death, distracted) and Snake's location when he's discovered. Characters gather information through combat, Scanning Plug injections, which hack into an enemy's SOP data pool, and SOP augmenting skills and weapons. A temporary SOP cease fire is optionally enforced upon injuring a teammate.

A character's presence and movement in the battlefield are accompanied by visual and aural signs. The body and equipment's visual presence, shadows, gunfire, footsteps, frozen breath and upset dust or snow from movement are the sum of these indicators. Suppressing these signs while attacking and diagnosing them while defending are equally contributing factors to success. As such, any surface that obscures the field of vision, be it a wall, car or even cardboard box, can serve as a hiding spot and set up to an ambush. Playing dead suppresses breathing and can trick careless foes, with the downside of vulnerability. As a countermeasure, wary combatants approach corners carefully, inspect unconvincing cardboard boxes and check suspicious bodies.

Stealth camouflage, available in Team Sneaking missions and Stealth Deathmatch, renders only the user's body transparent, leaving equipped gear visible. Snake's Octocamo and Facecamo, on the other hand, render him and his equipment invisible even to ENVG users, when fully capitalized. Neither technology prevents shadows, while both produce a distinct sound upon activation and deactivation. The knife is always visible even when not equipped.

Close Quarters Combat is a military technique that consists of throws and holds, used to incapacitate an enemy while bare-handed, or to gain a tactical, rather than lethal, advantage when armed. All characters can wield basic forms of CQC, such as the three-hit combo, the take-down throw, or the CQC push, with a two-handed gun. Weapons that support CQC are marked as such in their item box. As CQC is a close proximity, one versus one technique, lone soldiers tend to avoid it when outnumbered.

CQC enhancing skills increase stamina damage (from bare hand fighting and takedowns) and the speed of CQC actions. They also enable the choke-hold, which opens tactical options. With the target immobilized, the assailant can deplete the target's stamina, resulting in a knock out, force the enemy to the ground, or even release the enemy when fleeing is advised. Further actions become available by equipping weapons or skills, like planting C4 or a Sleeping Gas Satchel on the victim, throwing a grenade, using the foe as a human shield and firing at an impending threat (when armed with a handgun), slitting the enemy's throat (with Blades+3 CQC lvl 1 in use) or injecting a Scanning plug (only with it equipped). At CQC+ Lvl 3 a character can disarm the opponent through the choke-hold or the CQC push, while with the CQC EX skill players automatically counter CQC grabs (unless grabbed during a hold-up, from behind or from a player also with CQC EX).[6][7]

Typical effects of non-lethal weaponry include stamina depletion, target immobilization and information manipulation. Support items are the most diverse in realizing these goals. Stun grenades, for instance, deplete the stamina of nearby opponents, but also cause temporary blindness and deafness to targets up to medium distance. Other examples include proximity and trigger activated sleepgas mines, e-locators that disclose the position of close by targets, chaff grenades to both limit visibility and temporarily obscure the SOP radar, and magazines that occupy a target, rendering them immobile. Non lethal fire-arms consist of the Mosin-Nagant sniper rifle, the Ruger Mk. 2 tranquilizer pistol, the VSS sniper rifle equipped with anesthetic rounds, and any shotgun equipped with Vortex Ring ammo. Headshots from the Mosin-Nagant, VSS, and Ruger Mk. 2 tranquilize instantly, irrespective of target distance.Stunned characters can be body searched for their primary weapon and support items, killed by the enemy to grant even more Drebin Points, or woken up to return to battle. Stunning offers many advantages to simply killing the enemy. A stunned enemy will typically take significantly longer to awake then he would to respawn after being killed, and he does not gain the advantage of having his health and ammo supply regenerated as would happen upon respawning. In addition, his teammates will often divert manpower to attempt to rescue the knocked out player, giving the other team an advantage.

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