31-10-2025, 04:18 PM
Playing with Nate it was a lot better. I died early on in the GA-KO mode but Nate managed to sneak in on the very edge of someone else's zone using the C. box and they didn't realise. They were camping out and kept watching the perimeter but had no idea he was there. It was great. Unfortunately Nate went to kill him and ended up dying despite firing on him for a full 2 seconds before the other player retaliated.
I've won a game of each mode now. I like the emphasis on stealth but it sometimes does feel a bit dull early on as you're just sort of...sat there with enough zones and kerotan for most to get through the round so nothing is really happening. Equally, victory can feel like you've just hidden the most. It feels more hiding than sneaking, a lot of the time. The game needs some modes where you actually have to DO something without being seen rather than just get a thing or get somewhere and stay there. And I don't mean combat. I've not loved that so far as it just feels like enemies take ages to die and I run out of ammo loads (noob issues) so the encouragement of avoiding gunplay works fine for me.
Some things I like:
-Procure on site works well in concept. Everyone feels equal at the start of a match and you don't end up just deciding on one weapon and using that all the time. I've had to resort to pistols, snipers, TNT, it does feel more like single player MGS where you use whatever you can get your hands on.
-The C. box feels like it works a lot better for its INTENDED use here compared to MGO. Since the boxes are how you get items you're not conditioned to just smash or shoot them all meaning players are far more likely to ignore them. I've not tested it but do the boxes break if shot? Does it lose any items that were inside? If so that works really well as a risk/reward thing. If you're anxious about hiding players you can just sacrifice all item drops nearby at risk of not having any when you need to re-up.
-AT-Camo is strange and cool and I'm glad it's the main aspect you choose yourself. Where do you want to hide the most? The way it adds just a tiny amount of the texture to the floor and walls near where you deploy it is a nice touch that makes it work a lot better. It being lost when you're spotted and shot is good too. If you're not careful you'll be EXPOSED, and have to resort to running away or fighting as you can't just go round the corner and hide again unless the ground has drastically changed type so that one of your other AT-Camos work.
Some nitpicks:
-Why does the knife only have the slow stab function? Feels weird to make a weapon, especially your default weapon, have less utility than in single player.
-Why doesn't the game prioritise picking up a kerotan when you have to switch to pick it up and there's weapons near it? It's the main objective! If you don't have one, the game should make it easy to pick it up.
-Picking up weapons and the backpack system just feel kind of naff. I'll get a hang of it but rn I have no idea what to pick up in a sea of items and the colour coding doesn't always help.
-Opening loot boxes has no punch and just feels really sauceless. Unlocking an item should feel good but there's so little fanfare and I don't feel much incentive for progression. Feel like I've unlocked half the skins already and after a little more play I'll only have powered up versions to unlock. Dropped the ball here I feel, I'd have much rather been able to customise my own FOX Operative as opposed to unlocking The Boss after one game.
I do think there's a good base here and I appreciate them trying to do something new. It feels a little barebones right now and also like it could do with a bit more of the MGO feel, even if it's its own thing! The framing device is really good and I wish they lent into it a bit more-having our own customisable soldiers as well as skins. Is it too much to ask for a Portable Ops sneaking suit?!
I've won a game of each mode now. I like the emphasis on stealth but it sometimes does feel a bit dull early on as you're just sort of...sat there with enough zones and kerotan for most to get through the round so nothing is really happening. Equally, victory can feel like you've just hidden the most. It feels more hiding than sneaking, a lot of the time. The game needs some modes where you actually have to DO something without being seen rather than just get a thing or get somewhere and stay there. And I don't mean combat. I've not loved that so far as it just feels like enemies take ages to die and I run out of ammo loads (noob issues) so the encouragement of avoiding gunplay works fine for me.
Some things I like:
-Procure on site works well in concept. Everyone feels equal at the start of a match and you don't end up just deciding on one weapon and using that all the time. I've had to resort to pistols, snipers, TNT, it does feel more like single player MGS where you use whatever you can get your hands on.
-The C. box feels like it works a lot better for its INTENDED use here compared to MGO. Since the boxes are how you get items you're not conditioned to just smash or shoot them all meaning players are far more likely to ignore them. I've not tested it but do the boxes break if shot? Does it lose any items that were inside? If so that works really well as a risk/reward thing. If you're anxious about hiding players you can just sacrifice all item drops nearby at risk of not having any when you need to re-up.
-AT-Camo is strange and cool and I'm glad it's the main aspect you choose yourself. Where do you want to hide the most? The way it adds just a tiny amount of the texture to the floor and walls near where you deploy it is a nice touch that makes it work a lot better. It being lost when you're spotted and shot is good too. If you're not careful you'll be EXPOSED, and have to resort to running away or fighting as you can't just go round the corner and hide again unless the ground has drastically changed type so that one of your other AT-Camos work.
Some nitpicks:
-Why does the knife only have the slow stab function? Feels weird to make a weapon, especially your default weapon, have less utility than in single player.
-Why doesn't the game prioritise picking up a kerotan when you have to switch to pick it up and there's weapons near it? It's the main objective! If you don't have one, the game should make it easy to pick it up.
-Picking up weapons and the backpack system just feel kind of naff. I'll get a hang of it but rn I have no idea what to pick up in a sea of items and the colour coding doesn't always help.
-Opening loot boxes has no punch and just feels really sauceless. Unlocking an item should feel good but there's so little fanfare and I don't feel much incentive for progression. Feel like I've unlocked half the skins already and after a little more play I'll only have powered up versions to unlock. Dropped the ball here I feel, I'd have much rather been able to customise my own FOX Operative as opposed to unlocking The Boss after one game.
I do think there's a good base here and I appreciate them trying to do something new. It feels a little barebones right now and also like it could do with a bit more of the MGO feel, even if it's its own thing! The framing device is really good and I wish they lent into it a bit more-having our own customisable soldiers as well as skins. Is it too much to ask for a Portable Ops sneaking suit?!



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