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Tuesday, January 12, 2016

Online multiplayer Metal Gear Solid V: The Phantom Pain - Metal Gear Online PC beta starts tomorrow

The PC open beta for Metal Gear Solid V: The Phantom Pain - Metal Gear Online should start at 10pm PST on January 12, (that's 7:00 am CET / 6:00 am GMT on Wednesday January 13).



The addition of Metal Gear Online, PC-based fans can finally play the competitive multiplayer modes Bounty Hunter, Comm Control, and Cloak and Dagger.


Metal Gear Online is a stealth third-person shooter.

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. 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 M╬┐nomania 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.


Rules of play

MGO provides several gameplay rules, fitting to both team based and solitary fighting styles. Every time you enter you must agree to the terms of the game.

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 respawing 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 amount 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 "Head shots only", kills that aren't achieved through head shots cost the player their life and a time penalty before re-spawn, while in "Head shots Disabled" lobbies, a headshot's damage is reduced to that of other body parts.

Source: Wiki



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