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Metal Gear Scanlon

Metal Gear Scanlon: V - Part 05

Drew and Dan take a load off from all the sneaking, order a mojito, and make sure D-Horse is styling.

Drew Scanlon attempts to go on as many sneaking missions as he can find.

Oct. 4 2015

Posted by: Jason

Episode Notes:

Story spoiler and related discussion will be permitted up to and including events that have occurred in the current video. No discussion of future story events for things Drew hasn't played or seen yet will be allowed in the comments sections, whether they are in spoiler blocks or not. If you want to talk about what happens in some later mission, or the ending, please find an existing topic on the forums or wait until Drew gets there in his play through.

258 Comments

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infantpipoc

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@kevin_cogneto: And if it has anything to do with the crew, it's the Support Team. Chances are if the Support Team is at a higher level, one can successfully fulton something even at say "60 %".

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infantpipoc

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65 hours in, 59 % complete, got through all "episodes", done with playing it and now ready to watch someone else playing it.

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mrshmearo

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Edited By mrshmearo

Can I get a gif of the box fail moment? Fuckin tears of laughter in my eyesss. The cadence in his voice makes it even funnier omg.

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adulfzen

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@danryckert For you Dan ;)
http://vocaroo.com/i/s0JVogKeN9Ji

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dezvous

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Edited By dezvous

Jason's "I didn't think anyone wouldn't know that" is exactly how I feel about 50% of the time watching these playthroughs haha.

For instance... obviously a "sleep" status is longer lasting than a "stun" status. It's been that way since MGS2. Zzz's for sleep and the stars for stun. I really hope Drew just learns to manage when to use the slam and when not to sooner rather than later. It's just silly.

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Terin

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@dezvous said:

Jason's "I didn't think anyone wouldn't know that" is exactly how I feel about 50% of the time watching these playthroughs haha.

For instance... obviously a "sleep" status is longer lasting than a "stun" status. It's been that way since MGS2. Zzz's for sleep and the stars for stun. I really hope Drew just learns to manage when to use the slam and when not to sooner rather than later. It's just silly.

Obviously. Except for chokeouts, which last just as long. Or stun arm shocks, or CQC combo knockouts, which last much longer.

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zladko

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Is Drew not playing the briefing tapes driving anyone else mad?

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twentyfivelives

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Edited By twentyfivelives

Liaisons gents! Liaisons! These weekly French lessons have been driving me bonkers. It's LAYS-ONFON TEAR-EEBLH.

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superjoe

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I deployed with the cheap Level 1 helicopter for the entire game. Sorry, Pequod.

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citizenjp

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Omgggg I never knew you could switch loadouts with LB and RB til watching this lol. I feel your pain, Dan. D:

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Liquid_Ocelot

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"A Phantom Pain" is an Original track by Ludvig Forssell, the composer of the game. He even does the vocals I believe. Probably my favourite track in the game.

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JazzBombing

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@chumm: 164 hours for me. I'm in pieces... I was just thinking that maybe some kind of loadout customization unlocks one day, because there's that loadout selection menu in supply drops.

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Lelcar

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@zladko said:

Is Drew not playing the briefing tapes driving anyone else mad?

Haha yeah. He's letting all those tapes build up for these "side ops" that he's honestly not going to do very many of. And he's unaware that additional intel for missions is available to listen to as well.

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Dezinus

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So weird to me that Dan is always so anal about Gmp and Research levels and stuff. You get back whatever you don't use, and there's only a few significant weapon upgrades. Not worth all that micromanagement.

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javk

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Yeah. He should at least listen to the pre-mission tapes.

Press Y when highlighting a main story mission from the mission select screen.

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Origina1Penguin

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*Grenade Tip*

Hold the attack button to get the overhand grenade throw arc. It doesn't throw the grenade until you let go of the attack button.

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doublezero

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  • Mash Y to lockpick faster
  • Hold RT to do an overhand throw with grenades
  • The big flashing numbers in development are "new items" that you have not viewed. The small numbers on the tabs are how many items you can actually develop in that category. I agree with @drewbert—just look at the list of what's actually available to develop instead of the tree, unless you want to check the requirements for a specific item.
  • If you need to call in a new weapon/item mid-mission, do it from the mission tab as it only lists items you have available, rather than the development list which shows everything.
  • You should probably set the controls so that it remembers whether you were last in first or third person view. I noticed Drew pulling LT and immediately hitting RB quite a lot.

I think it makes for better video that @danryckert was not able to get the iPad thing working.

It splits his attention and makes for less interesting video, in my opinion.

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mike

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Edited By mike

The other thing that Drew is going to miss by not interrogating enough guards or fultoning enough people is most of the unique Specialists in the game. This means that unless he makes some significant changes to his play style, Drew is never going to unlock what I think are some of the coolest and most useful weapons and pieces of equipment in the game. One can, of course, get through Phantom Pain without researching much at all, but for me a good deal of the fun of this game was in trying new gear as I unlocked and researched it.

Something tells me that Dan missed a lot of the unique specialists as well.

Also...I wonder if Drew is ever going to do an infiltration mission at night? You know, the time that is best suited for infiltrating?

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dropkickpikachu

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@sor_eddie: Because Dan started the series by telling him he wouldn't advise him on how to do research and kit himself out, but then immediately proceeded to tell him he'd only ever need the sneaking suit so he just went with it because Dan cannot resist trying to help Drew out. :(

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Nigthguy

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Good thing the game literally throws a bucket of water at you when you're too dirty because Drew is never gonna shower.

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scottieh

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Didn't drew say in the previous episode he wanted to do the Side-op to ge the stun SMG? Would have helped several times during this episode.

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kraine

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Edited By kraine

Dan had Drew page through the pictures of the different aspects of the mission, but himself seemed unaware that you can press a button to get additional, specific intel on the stuff shown in those photos?

One thing I found extremely cool about that last mission is that you can follow the prisoner being transported around, and...

He and the driver of the jeep seem to have a bunch of conversations with each other about the weirdness of what was going on and start building some kind of rapport. Then, when he finishes delivering the prisoner, they seem to part on some kind of a sympathetic note? (I was only able to catch bits and pieces, so this was my interpretation.)

I was able to catch the guard as he was walking away from the cell, and, when I interrogated him, he said something like "You must be here for him, aren't you?"

Then you go into the cell and pick up the prisoner himself, and he starts asking you confused questions about who sent you to save him and how his father died a long time ago and that sap story you had been fed doesn't make any sense and then starts begging you not to hand him over to whoever these strangers are that sent you, please, for the love of god.

Can anyone confirm for me? Does the post-op briefing change depending on how much of this you where able to piece together yourself? I don't remember it spelling everything out for me, but that mission feels like a lifetime ago.

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deactivated-5dac8b1b10957

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@citizenjp: In this very video he aims down sights with the tranq gun. I think he does it at least twice. I have already forgotten.

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citizenjp

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@drgreatjob: I JUST got to that part I was like "omg finally" lol

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simkas

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@dezvous said:

Jason's "I didn't think anyone wouldn't know that" is exactly how I feel about 50% of the time watching these playthroughs haha.

For instance... obviously a "sleep" status is longer lasting than a "stun" status. It's been that way since MGS2. Zzz's for sleep and the stars for stun. I really hope Drew just learns to manage when to use the slam and when not to sooner rather than later. It's just silly.

Except that's not true at all. Choking a guard is a stun and that lasts way longer than a tranq hit.

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JudgmentMcGodly

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You know, it'd probably be a good idea if Drew did some of the "boring" Side-Ops off-camera and listen to those tapes. It might be nice if he got some experience with the controls and system without the background worry of "this is being recorded and needs to show the viewers progression. Maybe a livestream instead so that people can yell at Dan about good advice to give Drew.

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Chumm

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Edited By Chumm
@infantpipoc said:

@kevin_cogneto: And if it has anything to do with the crew, it's the Support Team. Chances are if the Support Team is at a higher level, one can successfully fulton something even at say "60 %".

Almost, higher support team just makes the visible % go up, so it becomes 100% in cloudy weather. I think I was up to 60% or higher in sandstorms before something happens that makes that % irrelevant.

@simkas said:
@dezvous said:

Jason's "I didn't think anyone wouldn't know that" is exactly how I feel about 50% of the time watching these playthroughs haha.

For instance... obviously a "sleep" status is longer lasting than a "stun" status. It's been that way since MGS2. Zzz's for sleep and the stars for stun. I really hope Drew just learns to manage when to use the slam and when not to sooner rather than later. It's just silly.

Except that's not true at all. Choking a guard is a stun and that lasts way longer than a tranq hit.

UNLESS you do the bodyslam thing that Dan loves, then that's a stun that lasts less time than tranqs which last less than chokes, thus diminishing the meaning of the stun icon since slams/chokes share it. I'm sure you know that, just affirming what you're saying: there's no assuming how mechanics work based on iconography or intuition, gotta learn em all through experience and paying attention.
I do think I'd have a harder time learning all this if I was in Drew's position sitting with someone who was feeding me his haphazard interpretation of the mechanics.
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mike

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Edited By mike

@chumm: Or, there's always this from the official guide. I have posted it several times in Scanlon comments sections before, but the length of stuns seems to be the top thing that people get wrong, so here it is again:

No Caption Provided

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Skronk61

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Your Fulton percentage goes down if you're stinky. You also have more health when you're clean. Kojima was trying to tell gamers something...

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AFXisgreat

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I'm so glad you guys found Maneater.

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kraine

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Edited By kraine

Instead of telling DD how they are doing things wrong, how about we start swapping stories about our own experiences with these missions?

The sheer variety of not just how to approach them, but also the different things you can see and do in them is capital-C Cool.

For instance, how does the meeting of the three commanders actually go? I saw that they were talking, but was spotted before I could hear what they were saying.

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larmer

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Edited By larmer

YESSSS.

Dan gets mad at himself for not knowing the mechanics of MGS V. Finally he feels the way we all do. It feels so good to see him spaz about the loadouts. That's right, Dan! God fucking damn it is absolutely right!

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Alfalfa

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These openings just keep getting better! It's too bad the app didn't work, though.

Drew certainly knows how to keep things exciting, and how to make an exit.

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larmer

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@Mike: That is a great graphic. I would just add that enemies surrendered on the ground will never get up on their own unless full on combat mode is engaged.

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Devil240Z

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Edited By Devil240Z

I'm amazed people missed that there are 3 loadouts... my complaint was that 3 isnt enough. But it says Loadout 1 right there on the screen with LB RB icons on either side of it. How can you miss that?

I got a flu shot once when I was a kid and I was sick as fuck for a couple days. Flu shots can fuck you up. Don't think I ever had one since then. I think my immune system knows what its doing.

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larmer

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I don't mind how anyone pronounces Kojima as long as they don't say Kojima-san.

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TheBlue

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@kraine: One of the optional objectives is to listen to their conversation. Basically they just talk about how all their shit is getting f'ed up thanks to Big Boss and then they plan on setting mines in low defense areas. Nothing terribly interesting, though I think this mission is the one that triggers enemy soldiers' ability to adapt to your play style like using helmets and such.

A much quicker way to complete the mission is to let them all meet up, sneak to their meeting spot and then just mow all three down at once. But we all know that Drew likes to roll in hard and fast. (and walk around in a black suit in broad daylight)

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mike

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Edited By mike
@devil240z said:

I'm amazed people missed that there are 3 loadouts... my complaint was that 3 isnt enough. But it says Loadout 1 right there on the screen with LB RB icons on either side of it. How can you miss that?

Same here, I noticed it the first time I saw that screen. Then again, we are talking about the same person who, even after nearly a hundred hours with the game, still doesn't know you can overhand throw grenades by holding in RT. (Amongst other things.) I guess these things really should not surprise me at this point.

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vibratingdonkey

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Edited By vibratingdonkey

I think everyone didn't know about at least two significant things until they'd played the game for a long, long time. The game is simultaneously keen to explain things and ...letting you discover them on your own accord, let's say. It being so in your face with all the tips makes you think that it will tell you about everything. But it will not.

I didn't know about hold RT for a longer throw arc. It's so stupid. You instantly recognize it as odd and think like "huh, that's a pretty short throw. come on big boss. and it's hard to tell where the thing will land" and then 90 hours later you hold RT by accident and you 3:05.

I also didn't know you could marker and track people until Dan mentioned it.

A thing I didn't know about for 90 hours that's perhaps not especially useful, is that you can shoot down individual power lines. Which is a ridiculous thing, and I'm sure you can use that to electrocute guards, but that seems like a super specific strategy for show-offs. Maybe there's something else you can do with it?

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Talon64

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"what the fuck you could do that, motherfucker" that was my exact reaction too because after 90 fucking hours I didn't know there were loadouts.

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Devil240Z

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Edited By Devil240Z

@Mike said:
@devil240z said:

I'm amazed people missed that there are 3 loadouts... my complaint was that 3 isnt enough. But it says Loadout 1 right there on the screen with LB RB icons on either side of it. How can you miss that?

Same here, I noticed it the first time I saw that screen. Then again, we are talking about the same person who, even after nearly a hundred hours with the game, still doesn't know you can overhand throw grenades by holding in RT. (Amongst other things.) I guess these things really should not surprise me at this point.

It took me awhile to figure that one out. I think at one point I just stayed on a load screen and scrolled though a ton of tool tips to learn stuff I didn't pick up on earlier.

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cLoudForest

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Edited By cLoudForest

So, loadouts: not only are they shown on the mission deployment screen, as Dan has just discovered, but there's also an option in the supply drop stuff to have a specific loadout supplied to you out in the field when you need it. It's a shame there's only 3, but it's still useful to define loadouts for different mission types so that you can switch equipment sets out in the field when you're going from one mission to the next.

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tr0n

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Drew, you need to be faster. A lot faster.

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jzo99

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Edited By jzo99

I don't think I've ever killed someone from throwing them off one of those elevated posts. Kind of crazy that happened in this episode

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mithhunter55

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You can airdrop loadout changes.. its super helpful when the mission throws different enemy types at you.

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SomeJerk

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Flu-shots are a prediction of the strain that's expected, cultivation takes so long the shots can easily be useless when rolled out. It's pretty bad when it happens. Medicinally optimal hours of sleep varies per person, for me it's 6-7 hours and I'll be 100% fresh and ready to strap up and get to work within five minutes of waking up, alarm or not. Eight or more hours and I'll only be 50% fresh and ready to strap up and get to work within five minutes. The people who cannot handle mornings are really unfortunate in whatever genetic or random lottery that lies behind it.

The right shoulder button is still broken on Drew's joypad, should see about getting it replaced, he's clearly having a real hard time this way, being unable to aim down sights.

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Death_Metalist

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Edited By Death_Metalist

@danryckert 200+ hour here and I just now knew about the loadouts in the video. You're not alone, holy fuck.

@drewbert Loved the little drop of Mr.Mister.