Metal gear solid 5 karma
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Guards will have weapon-mounted lights if the player continually eliminates them at night. The subcategories of this response determine what nighttime equipment the AI will spawn with.
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Player completed a mission with more combat phase elimination points than for stealth phase.Player captured a guard post or outpost during a combat phase (+15 RP).Combat phase meaning any phase higher than suspicion, such as when being shot at.Player eliminated an enemy during a combat phase (+5 RP).Vehicle reinforcements can be called in three times (missions 03 & 35 only).Vehicle reinforcements can be called in twice (missions 03 & 35 only).Standard armored vehicles and helicopters.Vehicle reinforcements (missions 03 & 35 only).Soldier shoot, reload and grenade abilities.Player completed a mission with equal combat alert and stealth phase elimination points.Player completed a mission with more combat alert elimination points than for stealth phases.Player completed a mission with more stealth phase elimination points than for combat alert.Player captured a guard post or outpost during a stealth phase (+15 RP).Stealth phase meaning the guard was not suspicious.Player eliminated a guard during a stealth phase (+5 RP).Gun cameras replace surveillance cameras (certain missions only).Surveillance cameras installed at major bases (certain missions only).Includes thrown items and also triggers for shooting soldiers that are being held up.Player eliminates a soldier via headshot (+5 RP).Enemy spotted a comrade being fultoned (+15 RP).Determines aspects of AI behavior towards seeing balloons.After completing mission 30 - "Skull Face".Before completing mission 30 - " Skull Face".Before completing mission 23 - "The White Mamba".Before completing mission 18 - "Blood Runs Deep".Before completing mission 12 - "Hellbound".
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The player can intentionally raise the enemy preparedness in most categories by deploying to free roam and hitting enough triggers to go up one rank since free roam does not have point decay on returning to the ACC though free roam actions do not affect covert action and combat preparedness. As exceptions to this rule, the enemy's response to player actions taken during stealth and combat alerts will always be high in one category and low in the other, or if the player stops eliminating guards then levels of both categories will reach level 2 or below after several missions. Levels of revenge categories can be decreased by completing a mission without doing anything that would increase the levels a common method of this being completing a mission while wearing the chicken hat or by doing a mission during the day without eliminating guards. Some common examples of this include soldiers wearing helmets if the player has been neutralizing them through headshots and wearing night-vision goggles if the player has been repeatedly caught infiltrating at night, multiple sorties in a row. When the level of a revenge category is increased it increases difficulty by adding better gear to a certain percentage of spawned AI. The revenge system is used in Metal Gear Solid V: The Phantom Pain as a game mechanic that adjusts difficulty based on various aspects of the player's methods of infiltrating outposts.