In the second volume of Designer’s Notes, the Metal Gear Online development team looked back at the update 1.01 released earlier this month, as well as giving some more details on update 1.02 planned for next month.
We’d like to focus this Designer’s Notes on taking a closer look at the damage values of certain weapons changed for Ver. 1.01.
As a byproduct of increasing the stamina and health of the Enforcer class, we likewise increased the headshot damage output of the following weapons: UN-ARC, RENOV-ICKX TP, WU S.PISTOL and WU S333. This allows the Infiltrator and Scout classes a better advantage in taking out heavily defended players such as Enforcers via a well-placed headshot.
Walker Gear gatling guns, and all submachine guns, as well as the AM MRS-4 have had their general damage reduced. This means that lethal weapons mainly used by the Infiltrator class deal less damage overall.
These measures are designed to encourage greater use of key class competancies such as Scout headshots and Infiltrator non-lethal attacks compared to their alternative combat skills.
Walker Gears and Anti-air emplacements have had their damage received from assault rifles, sniper rifles, machine guns, shotguns, and rocket launchers increased. From the aforementioned, sniper rifles and machine guns, in particular, deal increased damage against Walker Gears. Be sure to try out these weapon types and experiment with the recent value changes.
This represents the sum of new weapon damage values; have you run into these changes since the update? In what ways have your tactics changed to compensate?
Before we end today’s notes, we have another insight into the December update Ver. 1.02.
We have received a lot of additional feature requests for the CREATE MATCH option including: “ability to set Walker Gear availability”, “ability to set variable Weather conditions” and the “option to add a Host Match Description”. These new features are planned to be available in our next update to Metal Gear Online.
The Host Match Descriptions can be chosen from approximately 30 pre-set options. For subsequent updates we’ll consider adding new pre-set descriptions based on player feedback.
Since launch, despite forming a party, players have had a difficult time ensuring that they are able to play on the same team as their friends at the start of the first match. This is because the match often begins before enough opposing players join during the pre-match period, and the system to balance the teams, pulls players away from the party to the opposing side.
For Ver. 1.02, we’ll be adding the ability to set the max amount of players required to begin a match. As a result, a match won’t begin until the requisite player count has been reached, thus ensuring that pre-formed parties remain intact when the match begins.
Players can expect the above changes and more in the Ver. 1.02 update scheduled to arrive this December. Thanks for checking Designer’s Notes Vol.2 and look forward to more info soon!
Source: MGSV Official Site