METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

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Metal Gear Online (MGO), things that people should know
By Alysλby and 3 collaborators
Every player, whether new or advanced, should know these things. Currently WIP, will add more things as I go.

Some of the guide is still -
OUTDATED BUT MOST OF IT IS STILL RELEVANT

"General things", "Advanced Techniques and Tips" sections are updated however.
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General Things (WIP)
0. What's the difference between HP and Stamina Health?

This guide refers HP as the health, taken from lethal damage.
Stamina refers to as the health, taken from non-lethal damage (Stun and Sleep).

These are two different things and play different, independent roles from one another.
Stun and Sleep damage however, are combined.

Something to keep in mind about damage when playing in general is where you shoot matters!
You'll do more damage to the chest area than legs or arms. You'll do most damage to the head.


Also the range of lethal weapons matter, you'll do less damage when shooting someone that is further away.

Range distance does not apply to the non-lethal pistol WU. S and the non-lethal Sniper Renov

1. General things about Classes

-Enforcer
-If you're an Enforcer, you have the most HP and Stamina.
-This is a great class to play if you're a new player as the skill gap entry isn't big for a new player.
-Enforcers will most likely rack up a lot of bounty points (unless you go non-lethal), so make sure to watch your back and pay attention to the radar to avoid of being flanked and fultoned.
Remember, it's better to die rather than to get fultoned. You can reduce your bounty by fultoning enemies (it's risky so becareful).

If you have a high bounty, pay attention to where your teammates are so they can help you if you get stunned. Position yourself in open areas so they can support you.

-Enforcers will always start with a minimum of B rank carry weight.
-Enforcers have average marking speed with their binoculars.

-Scout
-If you're a Scout, you have an average set of HP and Stamina.
You are viable to be either on foot or camp around.
If you're going the non-lethal route of Scout, you can tell your teammates about the people you stun. (you can mark or ping them by binos)
-Scouts mark the fastest with their binocolours.

-Infiltrator
If you're an Infiltrator, you should know you're squishy as hell.
- This is the class with the least amount of HP and Stamina.
-This is a very good class for fultoning since it comes with Fulton and Stealth Perks.
Going against either of the two other classes is mostly a dead end for you unless you can headshot or you shoot first.
Despite this, the class offers a varied amount of interesting choices as offense, so it can not only resolve around being a passive stealth class.
-Infiltrators have the slowest marking speed.

2. Other general things

If you are being fultoned or CQC'd, please call for help simply by pressing the Q button (radio).

If you hear someone calling for help, try to help them. Any loss in your team can be your defeat in Bounty Hunter.

If you're on fire, getting in C.BOX, diving around, or rolling around will help you to extinguish yourself.

Utilize the C.BOX. You can dump your markings off by getting into a C.BOX and diving out of it. You will also take reduced stun/sleep damage from Sleep Grenades and Stun Grenades, so make sure to keep this in mind.
(This logic also seems to apply during a dive)

If someone's throwing an E.Locator at your general direction, you can get in the box and stay still to avoid being marked. Use this to surprise your foes.

!! DON'T kill stunned enemies unless you have to. Make sure to fulton them if the coast is clear. !!

Don't bother fultoning when it has a 0% chance. Knife them or shoot them in the head. Shooting is preferred, you get more points if you headshot them.

There isn't much use in holding R to Knife a stunned enemy (the prompt has a slightly longer reach in some rare cases I suppose), switch to your inventory Knife instead (it is in the second weapon slot, double tap 2 on m/kb)

There is one scenario, which could be useful. If you do this, you'll cancel out Enforcer's Demoltion 2 Perk which normally causes them to drop a grenade on death.

Penetrating surfaces will do the same damage, however which surfaces can be penetrated will depend on the weapon type.

You can however fulton 0% chance fultons with the Wormhole (R) when you have full buddy points with your buddy. Either that or mark and ping the enemy you want fultoned and hope your teammates follow up on it.

If you see a teammate who's being held in a CQC grip, CALM down and aim for the enemy's head.
You can kill a friendly-fire a teammate like this.

Keep in mind however, in some rare cases, if your teammate does have a high-bounty, it might be beneficial to kill them.

You, and your buddy have something called buddy points. Buddy points increase as time goes on. The closer you are to your buddy, the faster they will charge. There are two things you can use for buddy points, respawning on them (50%), wormhole (100%), wormhole teleport to your buddy (100%)

!! In bounty hunter game mode, It is highly advicable to never spawn on your buddy and never use the wormhole device to teleport to them unless in very specific situations because of the potentional use of wormhole on stunned enemies. !!

Wormhole device is useful in CnD. After placing the device, stay close to it, and you'll see yourself right off to your buddy. When you're attacking the disc, stealing it and then wormholing.

If you're gonna kill an Enforcer, don't get too close - they might have Demolition 2 (Martydom from MW1). Please keep this in mind when confirmed to not screw over your teammates!

Enemies that have just awoken from sleeping have immunity to Sleep/Stun damage and also grabs for a brief amount of time.

Diving or getting staggered by something (explosions or shotguns for example) have a very short amount of invulnerability to grabs (and Plushy Snares I believe). Staggers do not give invulnerability against Fulton 3 Punch however.

During a dive, you cannot get plushied by Plushy Snare. You can dive around common spots to avoid Plushies like this. If you distance your dive correctly, you can avoid the radius of a plushy snare entirely.

(Plushy Snare is an equipment item, trap that is able to disable an enemy for short amount of time)

Queue'd actions/animations will be prioritized against Plushy Snares. Say you are climbing up a ladder and there's a Plushy Snare at the top. If you equip the box and then go up the ladder, you will not get plushied.

If you land on someone by diving ontop of them from a certain height, you'll stun them or do stun damage to them.

WATCH YOUR FULTONS! If someone gets freed, you should find a way to deal with them. You can kill them or try grabbing them as they get free'd (hard to do if you're new player since you need a good timing on your grab.)

A decent method is securing a kill with your knife, stay close to them and if they get free'd finish them with a knife.
Remember you can also use utility for this.

You should also keep in mind, free'd targets have brief immunity to Sleep/Stun damage as well.

Interrogating someone will reveal enemy players with the exception their own buddy and already dead players. Interrogations get shared with your buddy. Interrogation 3 shares the information with everyone (except players that are dead).

Interrogated players have a special, independant marker which cannot be rid of if they try to get in a box and out of it. Keep in mind, you can still also mark them with your binoculars.


Class specifcs
I won't go too depth into them, but I'll cover as I go.

SCOUT.


You are viable to be either on foot or by camping. You have the average amount of HP and you have the best skills to shoot with (sniper, lethal aim). But your best skill is MARKING. Scout relies a lot on his teammates as his teammates rely on him to spot others. Try hanging on vantage points. Get some traps, as well - the longer you lurk in ONE area, the more likely people will get you (because everyone hates snipers), so try to swap positions after getting kills. And BECAREFUL from other snipers, they can get an easy shot as you are scoped in. If you are going non-lethal, try to mark everyone and only knock out those who are alone (so they don't notice you!)! If you're going on-foot, always go for the headshots if you're going against enforcers, because they can kill you easily. And watch your back against INFILs. Try to not mark as much however because you're vulnerable by just standing these, so just focus on killing.

ENFORCER.


To be honest, Konami says this is the average player but... It's not really that difficult. You have the MOST hp, and you are the tankiest among all three classes. If you're a good shot ( and since you're on keyboard/mouse, you probably are), and you know how to watch your back from invisible women/men with stealth camos, then this is a good choice. You're slower than the other two classes but you can take most beatings and still walk away (or sprint most probably). Though you're only viable in the enemies front-line, and you're really only good for KILLING people. Other than that, you're pretty weak in terms of non-lethal due to your only non-lethal option being a weak sleep grenade launcher (it was nerfed to crap. Good players can avoid this). This is a really self-explanatory class, take your automatic rifles and open your eyes, go for the headshots or spray at the body consistently (you will most likely survive due to your HP). You can also destroy walker gears within seconds by your LMGs. Just try not to get too close to people as you can get CQC'd easily, and if there's a sniper, call him out and get away from that position ASAP as he can rek you easily with his SERVAL (and OP ♥♥♥♥♥♥♥♥ sniper that shoots cannons).


INFILTRATOR.



This class is the true MGS5 experience. It's also a PAIN in the ass to play as correctly (non-lethally, fultoning), it's also a really cheap class to play as (camping stealth-camo ♥♥♥♥♥♥♥♥♥♥♥♥♥)
Lowest HP. You get shot at, jump behind cover and you still die because you're just that weak. Anyways, enough bashing at the class. Either way, the class is difficult to play as. (i'm sure you know that already) Using the stealth camo efficiently will be difficult since you're actually not fully invisible(?), but it's useful if you lie down in some dark area with it, you can fool new players that way but to experienced eyes you'll still be spotted because of your shadow/silhouette. And, not only that but it weighs quite a bit (3 KG?) making your class S to A in a lot of cases (when you use SMG or something). NOT only that but it slows you down quite a bit unless you have Stealth Camo 3, which can make you miss interrogate+3 or fulton+3, or even CQC+3(useful for multi-classing). So, enough rambling about the stealth camo. How do we play this class? You have to be sneaky - there's no other way. Unless you're the a good headshotter, you will NOT win against an enforcer if he shoots first and you might (40% chance) win against a scout if he's bad. Use cover, wait for the other player to approach you and try to bait. However if there's more than three/two players then it's just best to wait for your team to engage - why? Because when you hold someone CQC, they will most likely yell like giraffe on fire (GIVE ME A HAND GIVE ME A HAND) and a good team will be able to kill you quickly. Always try to keep a lethal backup just in case of self-defense because your shotgun kinda sucks (3 to stun an enforcer and they don't flinch, and you have to be close range). Also, utilize traps (fulton cannon and plushies are handy tools), and when you fulton someone WATCH THEM, against a good team the balloon will most likely pop within seconds.
Weapons Guide
Every weapon type has its own use, any all three classes have weapons exclusive to them. Enforcers have LMGs, and RPGs, meanwhile Scouts has Snipers and and Infiltrators have shotguns and, CQC.

Here's some basic tips of shooting in MGO to gain the most of accuracy :
In Third Person (TP / Default aiming view) you will have
  • No sway
  • Bullet deviation (spread)

In First Person (FP / Press F when aiming) you will have
  • Recoil
  • Sway
  • Perfect accuracy (bullet go where the gun is aiming at)

Don't forget, you can attach attachments to your weapons by pressing T on them if they have attachments available. You can also color them by pressing G if you're that kinda guy, though remember it offers no tactical advantage but maybe you can blend in with the environment a bit.

So let's go through each weapon type that we have.

AR. The God of weaponry is here, typically can go to long ranges if you're a good shot with good damage output throughout. You can easily kill a sniper long range if you place your shots carefully here. Most of them are pretty much the same thing, but all of them have a unique thing to it, whether it'd be fire-rate or damage, or some different stat. Usually though AR MRS-4 is enough for your ideal needs. This is available for all classes.

LMGs. Usually pretty slow weapon draw but it offers lots of ammo, decent accuracy if you have the mods for it (it's bizarre), and can destroy Walker Gears within seconds. It can deal lots of DPS, but just bare in mind the slow weapon draw - always keep it held out when you feel you're in danger. Available only to Enforcers.

RPGs, and Grenade Launchers. Considered the cheap of MGO, an RPG can destroy walker gears with just one carefully placed shot, same as Grenade Launchers. Their effectiveness against players is also huge if you can just place your shots right, but you have very, very limited ammo, so you would most likely have to die to get them back. Ideal for backup scenarios when you have Weapons3, otherwise not exactly worth it. Available only to Enforcers.

Snipers. Fairly self explanatory, but all snipers have something unique to them. Apart from the SERVAL being overpowered as hell, you have two to pick from, semi-automatic(AM MRS-71 RIFLE) -- doing less damage than the bolt action (M2000-D). In the end, if you can go for the headshots, the semi-automatic is usually the better option, however M2000-D can kill infil's with one hit. You also have the non-lethal option here, RENOV-ICKTX TP. Available only to Scouts.

Shotguns. Now, usually these don't hold up too well. The only non-lethal exclusive to Infiltrators also.. kinda suck, to be honest. You need to be really close (about CQC distance) for it to be any useful, and it takes about two to three SLOW shots to stun someone. It's best to CQC instead. However, all the other shotguns hold up fairly well, the S1000 has some good knock back, so when you shoot someone down you can actually CQC them or aim another shot at them and kill them easily. The other shotgun is an automatic shotgun, try getting up close and personal to utilize both of them. Just keep the knockback in mind however, and always aim first, shoot on target. Otherwise you're a huge target. Avaliable only to Infiltrators
Spotting
Spotting is a very useful technique that let you and your teammates to see enemies through wall. Enemies that are spotted are shown on radar as a red triangle.

Spotting can be done in the same way as you do in the singleplayer part of this game (Hold F to take out your int.scope). All the movements such as peeking, looking through the box, are counted in MGO as long as you take out your int.scope.

If you're spotted there will be a sound cue playing (3 chimes / blips) followed by an exclamation mark ( ! ) near your round timer.

You can give objectives through your int.scope, or your iDroid. The objectives can be changed into 3 modes :
  • Enemy spotted ( ! )
  • Attack ( 2 swords )
  • Defend ( Shield )

If you're looking through int.scope :
  • Simply aim where you want your marker to be at, and press the attack button (LMB)
  • Change the objective by pressing [ T ]
  • Remove the marker that you've placed by pressing the attack button on the mark.

If you're using iDroid :
  • Select the MAP, and aim where your want your marker to be at then press the attack button.
  • Change the objective by scrolling your mouse wheel
  • Remove the marker that you've placed by pressing the attack button on the mark.

A percentage of how close of that enemy will be spotted on your team is shown on the head of the enemy that you're spotting. Reaching 100% will yield the result as said from before.

In order to spot an enemy, 50-75% of their body must be exposed to your int.scope view before they can be spotted. Enemy that exposed most of their body, but is too far away will not be spotted.

In case of multiple enemy in-sight, if you can keep them in group of your int.scope view they can be spotted in group too, and the rate will be the same as you spot a single enemy (depending on class / perks).

A cloaking infiltrator can be spotted given that they expose most of their body, although the percentage will not come up on their head.


Here is a video related to spotting, but it's a bit of a bug/exploit.

CQCs (Close Quarter Combat)
Here's a really good video tutorial of CQC, if you want to watch


As mentioned before, Interrogating someone will reveal enemy players with the exception their own buddy. Interrogated players have a special, independant marker which cannot be rid of if they try to get in a box and out of it. Keep in mind, you can also mark them with your binoculars.

No matter what class are you playing as, but as long as you CQC efficiently you can save a lot of time while taking down some enemies (either non-lethally or lethally).

CQCs are not just punches and kicks. You can attack an enemies by just diving into them.

Having been hit to lie down on the ground, or already proning on the ground you can do a large (hitbox) leg sweep kick by having your back on the ground, this can be done by going prone and aim at the back of your character, then just simply press the attack button to do the kick. After you do the kick however you'll raise your stance to crouching. Alternatively if you want to stay proned just face forward and press the attack button, your character will sweep their hand knocking down enemies who got caught in the range.

When you CQC toss someone either from the back or the front they'll lie down on the ground for a few seconds giving you an opportunity to shoot someone in the head for a quick sleep or a quick death.

C.Box can be very useful in CQC, although it doesn't block enemies from tossing you around, punching you in the face, shooting through the box, it can delivers a powerful and long slide attack. By getting in the C.Box and dive forward while you're standing you can slide, enemies that have been hit by the slide attack from the C.Box will fall down giving you some chance to do whatever you want to do.

You can knock down enemy targets to the ground by sprinting to them with a box.
Keep in mind, you can also sprint in a crounch'ed position with the box.

You cannot grab prone targets while STANDING, but you can grab them while CROUCHING. Keep that in mind when you dive into someone, or when you find a sniper.

If you want to hold someone but you're sprinting, release all movement keys when you're close and just hold your CQC button.

Only hold people as a human shield when you're good at getting headshots and on a less laggy server.
Bounty Hunter
The main common gamemode in MGO : Bounty Hunter (also known as : Team deathmatch with a twist)

In Bounty Hunter you have 2 jobs to do, either : Kill the enemies until they ran out of tickets, or Fulton the opposition to help tip the favor to your team. You can do both if you want, I'm not here to force change your play-style but to give you tips to help you play better in this game.

If possible you should CQC hold an enemy and use them as a human shield. Most people to tend to aim at the center mass in which that is where you want your enemy to shoot, their teammates. Referring to the general tips of this guide, Giving an enemy a +3 bounty is a boost to your team given that the enemy can be fultoned. In this way, they lose 1 ticket from killing their own teammate and also +3 bounty to the person who killed their own teammate. BUT there's a trick to counter this human shield technique that is stunning your own teammate who's being held as hostage, in this way your teammate will be put into sleep and no harm will be done on your own team.

Referring to the general tip of this guide (again), and also the tip in this game : Fultoning the enemies will reduce the bounty on yourself (given that you have more than 0), and will reset the bounty counter on the enemy who get fultoned. So if you noticed that your teammate has high bounty and would like to reduce the risk of giving a huge amount of ticket to the enemy team simply stun someone, and let the person with the huge bounty fulton the enemies. Be noted that : When you fulton the enemy, your bounty will be deducted by the amount of bounty of the enemy you fultoned, not that your bounty will be set back 0 every time you fultoned the enemy.
Comm Control
WIP
(probably never)
Cloak And Dagger
Reminder - You can only use lethal stuff as a defender, that includes throwables. You can't use magazines or fulton cannons for example, or WU pistol or shield.

Reminder - You can only use non-lethal stuff as an attacker. You can however bring magazines, fulton cannons, E-Locators and plushies (adorable things.)

It helps to bring specific loadouts for this mode, one for defending, one for attacking. You can be cheap and use Field Report +2 or +3 as an Enforcer as a defender, for example (though I really don't recommend doing that, but it's up to you how you play)

You can also have Interrogation + 3 as an Infiltrator on the defending team, you can reveal three other enemies that way (again, might be cheap). But you can get CQC + 3 on the attacking team, allowing you to steal a lethal guns from an enemy (if you're lucky, you have to CQC them).

REMEMBER YOUR WORMHOLES! If your teammate's alive, you can use the wormhole to your advantage. Grabbing the disc and wormholing is a very, very valid tactic!!

If you've won the first round, but you're about to lose the second, rack up the points to win the tie-breaker, interrogation gets you 500, killing is 300, grabbing a disc is 500 (you can abuse this if it resets), do whatever you can.

Fultoning is RISKY!! Do it if you're only confident there's nobody around to save them. It pays off in the tie-breaker however.

Always remember to mark stunned targets if you have the time. Free 100 points, another 100 for an assist.
---------------
DEFENDERS

Starting out - you don't HAVE to push out / rush as a defender. Only do this when you're confident in your skills / confident someone has your back when you get CQC'd. Although, pushing out early and getting the drop can get a massive boost, especially if you interrogate them.

All you have to do is camp the discs. Remember the damn disc locations, and remember that there are only two spots you have to defend if one if the discs get stolen.

Keep your eyes open - and most importantly, ears. Attackers aren't fully invisible, nor are they the most silent. Most importantly, call out people, don't KILL them unless they're endangering your teammates/yourself or about to run away. You can constantly shoot them in the legs to expose the enemy team for a longer time - don't forget, interrogation is possible as well. But in the end, all this comes to careful skill, as they can and probably WILL take you down with tranq pistol headshots, CQC, stun sniper-rifle -- you get what I mean. Keep your wits about you!

Remember the C.BOX. ALWAYS the C.BOX. It saves you from all tranq bullets if you're in it - the only thing that can force you out of it is an ISANDO!

Getting marked is a good thing sometime, it means someone's out there looking at you. Try to guess where based on locations you vs where they are (but dispose your markings please, a sniper can get you easily. Again -- use your c.box)

Waking up as a defender takes a minute or two, even if you struggle your best. Call out to your teammate by holding your mic button.

Try placing C4 or claymores to each disc, it'll help to alert you.

---------------
ATTACKERS

Take it easy... becareful from rushers. Some people use the the camera advantage around corners, there's not much you can do about that but wait some-time. Try to make some noise if you wanna lure someone out (Q - 1 ) or magazines

Against a good defender team, you're most likely to lose. Try to get a buddy and wormhole if possible, or rack up points for the tie-breaker.

CQC + 3 is a good choice here, picking off lone players and grabbing their weapons will give you a huge chance of survival.

ISANDO is a good way to force people out of a box.

If you're pubbing, it naturally is a good idea to wait as the chaos fades away (so you can't be exposed)

You can drop the disc on the platform, and get away from it if you don't wanna risk being killed. However, a defender can get on the platform, saving the day...

Always use traps to your advantage, fooling enemies to them

If there's claymores next to a disc or a C4, destroying them sometimes might be needed. You should get a non-lethal pistol for this reason. Try to set up an ambush as soon as you blow them up since they WILL be coming.
Advanced Techniques and Tips
This section relies that you have at least a basic understanding of how the game's mechanics work.

  • 1. Bypass the After-Sprint Recovery Animation

THIS IS A MUST-KNOW!

Whenever you stop sprinting, your character gets stuck in animation where he puts his foot forward, not allowing you to move at all for a brief second.

However you can bypass this animation in some various ways.

- At any time you're Sprinting, you can simply tap your Aim Down Sights button.
- You can Crouch at any time and then, if you want, afterwards you can re-Crouch to get back in the upper stance position.

There's 2 key differences between these two methods and understanding them will help you realize when you should use them both correctly.

If you ADS - you'll re-position your character to look in that direction (it can slow you down a bit when moving in the opposite direction), however with the Crouch method you can keep going in a general direction.

- Diving (if this counts?)
- Putting a box on
- Binoculars
- Reloading

etc...

  • 2. Aim-Down Sights Character Re-positioning

Another really important thing to understand, as this will help A LOT with movement around the map.

As mentioned in the very first tip, Aiming Down Sights will help with how your character model look in a direction with its animations, etc...

For comparison whenever you're in game, try moving in a circle, then hold your aim down button and you'll see the difference.

Try taking cover behind any object and circle around in opposite directions, as if you were hiding or taking cover from an enemy. You'll see your normal movement will mess you up. But if you were to ADS - you would have more control.

You should also keep this in mind whenever you want to turns or 180* turns. It will immediately re-position your character to look in that direction without scuffed movement.

More on this will touch later with some weapons while prone.

  • 3. Faster Get up from Dives and better Control

You can get up faster from a dive by aiming down and inputting a crouch or stand up from a position.

You can also use a box to get up instantly from a prone position. This is mostly useful when you were in a prone position (keep both these methods when you get blasted from a grenade or CQC'd).

>Equip Box>Aim>Unequip Box


  • 4. Reload Cancelling

There are many ways to reload cancel and most weapons can be reload cancelled.

Reload Cancelling is when you're reloading a weapon but cancel its animation.
This can be used to either stop a reload entirely or finish it earlier.

For now, I will only be talking about how to do a basic reload cancel and mention WU.S shoot reload cancel, Renov, etc a bit later.

The most practical ways to reload cancel is by Sprinting, Diving, putting on a box, swapping your weapons and quick-swapping.

It's simple, start Reloading and then Sprint, you can cancel the reload at any time (Tthere are some exceptions).

Next, is finishing a Reload early. When you start reloading, pay attention to the Ammo Counter. When the weapon gets Reloaded, run (or dive or whatever) and you'll cancel the finishing animation.

A neat thing is if your intent is to Reload earlier but you fail, the game plays a sound effect - so you can even not pay attention to the hud at all.

Eventually you'll get the timing down for your favorite weapons.



  • 5. Tranq Pistol Bolt Reload Cancel

The pistol's bolt (reload) when firing between shots can be cancelled earlier, same way as you would Cancel a reload early.

In this case you might find this video of assistance of getting the timing down:
https://www.youtube.com/watch?v=ZnMRU1J0hlo

The inputs for Reload Cancelling the Tranq Pistol:

1st Method - Shoot, Wait til chamber gets ♥♥♥♥♥♥ and the bullet gets ejected, Run, repeat
2nd Method (hard to pull off) - Shoot, Run, Reload, Run, Shoot, repeat

Note: You should keep in mind, you can use the ending of the 2nd method in other scenarios. Whenever you start Reloading your Tranq. Pistol, you'll cancel out the Bolt completly (ofc, if you have any ammo left).

Example is some scenario where you shoot an enemy but you are forced to take cover right away. As you're running away, you can just quickly Reload and then cancel it by Sprinting. That way you'll have your next shot ready instead of having to bolt.

Combine this with 4. when normally reloading and you've got a deadly sleeping combination.


  • 6. Sniper Bolt Reload Cancelling

The Bolt Snipers's cooldowns can be Cancelled by swapping to another weapon.

Shoot>Keep Aiming Down>Press your Quick-Swap (dive by default I think)>Quick Swap again too shoot faster.

You should keep in mind that after shooting a bolt-sniper, it has recovery. You cannot dive for about a split second or switch to your second weapon (on the weapon selection keys). You can negate this recovery by quick-swapping.

You can find the technique demonstrated here:

https://www.youtube.com/watch?v=HzvsWmeqSbc

  • 7. Box Dive Fall Cancel and 3 Slide Box Tip

-First you should keep in mind, when you fall off a certain height, it'll cancel whatever you're doing (exclusion is diving and something else I probably forgot...)

This is pretty easy to pull off.

Equip a box and then slide off to a fall. Doing this, you'll cancel the box recovery animation.
The point of this, is that you can cover a lot of distance quicker with very little cooldown (the falling).

You should also keep in mind, that some heights won't let you do this and you'll just hang instead.
You can use step 8. for them!

-The box has 3 uses, any time you dive you use one of it.

On a normal box dive, on the third use, the recovery is shorter than usual. This can be used to surprise an enemy or do some action quicker.

  • 8. Falling down different ways

There's quite a few ways to approach a fall. One way will make you completly negate fall damage that I wonder if I should even mention it... xD.

Okay, so we all know about the classic dive.

But what other ways are there?


The basic one is to time and position your dive to reach the edge of a ledge, so you fall off. This way you'll just drop down normally.

Is it faster and does it give you less recovery? Not sure if it is faster tbh, but I think there's no recovery (depending on the height?) You'll also probably lose some momentum compared to a Roll.

Okay, so along the basic one you can add something else.

And that is a Sprint Get-Up after a dive. Yeah... this is the one that will make you avoid any fall damage...

It is demonstrated here:

https://youtu.be/vmbyLCoy5Uo

I was wondering If I should share it (because I think it causes desync), but I think it's just very fun to do. Very useful even on non-lethal heights.

You can also add a box to both of these methods, but there isn't much point, it kinda makes you float in the air for a bit...
Advanced Techniques and Tips Part 2
Woow, ran out of space. I didn't know that is possible in a guide section xD.

Anyways more stuff:

  • 9. Alternative Item Grab

Credits to Pomme/Azu for this

You can equip a box and grab items (plushies, shields, etc), skipping the hand grab animation.
You can do this prone too.

Is it faster? Uhh I don't really know as well - but it skips the hand grab animation.

https://youtu.be/2YFnvTE63qQ

(If you can, like it. 5 People apparently downvoted a technique showcase...)

  • 10. Useful Dive Reposition Tech and Useless dive tip

Okay, first - using equipment, knife or snipers (and probably more) in a prone position - will make your character face forward and reposition yourself to face forward, compared to other guns how normally when you'd be lying on your back if you were to change aim 180* in a prone position.

This can be useful for movement or shots.

Second - With typical weapons, normally if you dive while holding your movement keys - your character will re-position themselves and face in that direction, if you were to aim down (this occurs if you were to aim as soon as possible).

However if you let go any movement right before a dive and then aim down - you'll aim down on your back and this repositioning will not happen.

This could be useful for close shots or if you want to do the CQC Kick-Stand up from lying on your back.


  • 11. Autoaim reposition camera stop

This is mostly useful for people that play on a controller with autoaim enabled.
By pressing the camera button, the camera will face towards where your character is looking.

However If your camera meets a target during that re-positioning - it'll stop.

  • 12. Cohesive Sprint

After sprinting for a while - you'll get tired. So there is something you can do extend your sprint time.

Around when your Sprinting Stamina gets low - start to double crounch or tap your aim button. The point of this is to recover your stamina by a bit so you can sprint for a bit longer without getting exhausted.

  • 13. Shoot various of weapons faster by negating the recovery by letting go of aim.

Look, I'm personally not a fan of the weapons that you can abuse this with. But I'll mention the Revolver.

After shooting, Immediately let go of your aim button and then aim>shoot again. Repeat.

  • 14. Various of movement Combos

If you understand how to do at least most of the stuff, then you can start doing very useful movement combos.

In this section I'll be mentioning and demonstrating a few combos you can use.

edit: actually idk if I will get the motivation to fully finish this part im too lazy tbh xd. Just use the stuff mentioned above in combination.

Here's the movement combos though that you should learn and know:

Dive>Crounch Aim(Or Stand-up Dive into Crouch while aiming)>Box Dive(While Crouched) >Crounch while Aiming>Dive

Dive>Stand-Up>Box Slide Dive
You can follow this with a ledge to cancel the recovery or the three box slide with less recovery.

gg, ty for reading. If you found this useful, it'd be nice to know :).





72 Comments
Alysλby  [author] 13 Jan @ 9:05am 
yes
to  [author] 13 Jan @ 7:36am 
a? I'm author??
Alysλby  [author] 13 Jan @ 1:42am 
rare Noel sight
estelle  [author] 12 Jan @ 4:24pm 
no way
Setrene 12 Jan @ 6:40am 
good guide, a bit outdated
~⁧⁧kapacb 25 Aug, 2021 @ 12:24pm 
comm conrol

*there are 3 capture points
*more ppl on the point = faster capture rate
*attackers need to fill their % meter, while defenders try preserve thiers (mirrored values)
*captured points localy blocks enemis radar
*sleeping or plushied pplayer cant capture point(useful for wasting enemies time)

sabotage

*need to capture on of two terminalr (press R you fucking dumbass)
*go to the nuke and exctract it or destroy it by damaging
*if its yours nuke, beign extracted(shit happens), shot baloons
**you can use stationary weaponary (anti air for example or mortar) for faster baloon poping
***one mortar bang destroys one baloon i think
*if ther is a lot of ppl baloons get rekt pretty fast
*closer to baloons = more damage
-(i heard there is a way to exctract it without hacking terminal, but i dunno anything about it)
Alysλby  [author] 15 Aug, 2021 @ 12:20pm 
fuck u toto, how dare u say someone else's guide is better than mine/ours
toto 15 Aug, 2021 @ 10:59am 
i didn't know mgo3 pc was part of the solvay conference
to  [author] 15 Aug, 2021 @ 10:53am 
smartest mgo player in existence, smarter than the old man
toto 15 Aug, 2021 @ 10:51am 
jad who