First Things To Do In Metal Gear Solid V: The Phantom Pain
Phantom Pain is brilliant, I have never played a Metal Gear game which is this good before. If you are not a Metal Gear fan I highly suggest you play Phantom Pain. You will love it for sure. Your first hours in the wilderness of Metal Gear Solid 5: The Phantom Pain can be intimidating, but these 11 things to do first will help you get started on the right track.
Call In Supply Drops
It may not be immediately obvious, but you can restock your ammunition, refresh your suppressor, and change weapons at any time. Supply Drops are essential to completing some missions and surviving some boss battles.
Call in supplies whenever you’re running low, or have them waiting down the road when you know you’ll need more ammo. They’re especially useful in keeping your fragile silencers primed, as a standard ammo drop replenishes your suppressor degradation.
Kidnap Who You Can
Early in Metal Gear, every soldier you can kidnap is a potential source of cheap labor and growth. While concentrating your efforts on valuable Specialists and prisoners is important, it’s not a bad idea in the early stages to grab some cannon fodder for your roster. Warm bodies help you expand your base and your resources more quickly. Fulton out everyone you can the moment you unlock the ability.
Build Platforms ASAP
As you gather cash and personnel and move through missions, you’ll soon be granted the chance to create new Mother Base platforms. Prioritize developing these over almost all other concerns. They’re the best long-term investment in the game. More platforms mean more personnel, more personnel mean more resources poured into R&D, Medical, Combat Ops, etc, which in turn means better weapons and more money for you. Platforms won’t open up immediately, but as soon as they do jump in and develop them.
Get a Launcher
It’s difficult to overstate how useful a rocket-propelled explosive weapon is in Metal Gear. While loud, they’re the most efficient way early on to deal with tanks and choppers. Launchers require Common Metal which you’ll find in abundance in the outposts you’ll encounter during missions.
More importantly, they require several levels of R&D support, so get personnel into your labs and up your Research and Development programs. Kidnap people with good R&D scores and place them in your program. Don’t forget that updating your scope allows you to spot potential researchers and other specialists from a distance. You should have developed a launcher by the time you hit missions 8-9.
Spend Some Time on the Side
Side Ops are an amazing way to recruit new talent and amass cash. The moment they unlock, head in and build up your resource stock. The personnel and money you gain will help you enter story missions stocked with better equipment.
Get the Dog
D Dog pops up as early as the C2W mission. He appears at the LZ north of Spugmay Keep during or after the C2W mission. D Dog can be added to your unit by Fultoning him out to Mother Base. After a little time spent growing, return to D Dog on the platform and he’ll join you.
Watch Your GMP
Your cash flow is really important. Everything you do from calling in support to help weapons on a mission to requesting extraction costs cash. Don’t be overly cautious, but always keep some money in the bank to cover these incidental expenses. Going into the red really hurts Mother Base morale and can lead to desertion.
Learn What Interrogations Can Do
Sneaking up on a guard and interrogating him has myriad benefits. Talkative captives reveal all kinds of helpful information. They can tell you the location of Mission objectives, tell you where prisoners are kept, point out nearby Specialists suitable for kidnapping, tell you where to findDiamonds, and sometimes reveal details about hidden mission goals. If you can afford to get in close to an enemy, always go for the interrogation before you take them out.
Interrogating your crew on Mother Base will result in them revealing Rough Diamond locations around your platforms. They will also give you tips and alert you to how the enemy is adapting to your tactics.
Remember Stun Durations
There’s a big difference in Metal Gear between knocking someone out and putting them to sleep. Enemies choked out don’t stay down all that long, and when they wake up they alert their friends to your presence. Enemies thrown into walls or taken down by melee combos stay down longer, but when it comes to stunning it’s usually best to drag an enemy to an out-of-sight spot and Fulton them away. That way no one stumbles across the body and there’s no danger they wake up to raise the alarm.
Tranquilizer weapons tend to inflict effects lasting much longer than most stuns.The one exception is the 3-5 blow striking stun which is usually only useful in ambushes. Unless you’re taking a really long time on a mission, you can count on a tranquilized enemy staying down for quite a while, usually long enough to be out of the way of whatever you’re doing.
Grabbing the sparkling Diamonds appearing in early missions is helpful to a good start, especially through looting the riches found in Mission 6. But Metal Gear’s money system is much more than just gathering Diamonds. Learn how to make money in Metal Gear.