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Changed line(s) 1 from:
n
I\'m not referring to the chase; that\'s \'\'part\'\' of why the boss itself is an anticlimax. The game up to that point and even the chase scene build up the Shagohod as a monstrous, unstoppable engine of destruction that can hurl tanks around like toys and drive straight through buildings. When you\'re actually fighting the machine as a boss rather than just holding it off during the chase (which isn\'t really a boss battle per se, since you can\'t do any meaningful damage to it during that scene), any hit to the augers with the RPG-7 immobilises the Shagohod completely. Since you can easily abuse the tac-reload to do this \'\'constantly\'\' (tac-reloading lets a skilled player consistently fire two rockets per second) the net result is a battle against a boss that\'s permanantly disabled.
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I\\\'m not referring to the chase; that\\\'s \\\'\\\'part\\\'\\\' of why the boss itself is an anticlimax. The game up to that point and even the chase scene build up the Shagohod as a monstrous, unstoppable engine of destruction that can hurl tanks around like toys and drive straight through buildings. When you\\\'re actually fighting the machine as a boss rather than just holding it off during the chase (which isn\\\'t really a boss battle per se, since you can\\\'t do any meaningful damage to it during that scene), any hit to the augers with the RPG-7 immobilises the Shagohod completely. Since you can easily abuse the tac-reload to do this \\\'\\\'constantly\\\'\\\' (tac-reloading lets a skilled player consistently fire two rockets per second) the net result is a battle against a boss that\\\'s permanantly disabled. This is pretty well-known, and the game itself will tell you to aim for the augers if you CALL during the boss battle. I think you might have just missed the part that made the whole thing a pushover, and that\\\'s why you didn\\\'t find it the anticlimax most players did.
Changed line(s) 3 from:
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Seriously, it\'s the player\'s ability to utterly annihilate a boss the entire game was building up to that \'\'finally\'\' made them get rid of tac-reloading in MGS 4. It\'s especially an anticlimax since it\'s one of the easiest battles in the game (barring stale food cheesing The Fear or skipping / thermal cheesing / Konami code cheesing / parrot cheesing / DOING ANYTHING to The End) sandwiched between two of the hardest.
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Seriously, it\\\'s the player\\\'s ability to utterly annihilate a boss the entire game was building up to that \\\'\\\'finally\\\'\\\' made them get rid of tac-reloading in MGS 4. It\\\'s especially an anticlimax since it\\\'s one of the easiest battles in the game (barring stale food cheesing The Fear or skipping / thermal cheesing / Konami code cheesing / parrot cheesing / DOING ANYTHING BUT SNIPING to The End) sandwiched between two of the hardest.
Changed line(s) 3 from:
n
Seriously, it\'s the player\'s ability to utterly annihilate a boss the entire game was building up to that \'\'finally\'\' made them get rid of tac-reloading in MGS 4.
to:
Seriously, it\\\'s the player\\\'s ability to utterly annihilate a boss the entire game was building up to that \\\'\\\'finally\\\'\\\' made them get rid of tac-reloading in MGS 4. It\\\'s especially an anticlimax since it\\\'s one of the easiest battles in the game (barring stale food cheesing The Fear or skipping / thermal cheesing / Konami code cheesing / parrot cheesing / DOING ANYTHING to The End) sandwiched between two of the hardest.
Changed line(s) 1 from:
n
I\'m not referring to the chase; that\'s \'\'part\'\' of why the boss itself is an anticlimax. When you\'re actually fighting the machine as a boss rather than just holding it off during the chase (which isn\'t really a boss battle per se, since you can\'t do any meaningful damage to it during that scene), any hit to the augers with the RPG-7 immobilises the Shagohod completely. Since you can easily abuse the tac-reload to do this \'\'constantly\'\' (tac-reloading lets a skilled player consistently fire two rockets per second) the net result is a battle against a boss that\'s permanantly disabled.
to:
I\\\'m not referring to the chase; that\\\'s \\\'\\\'part\\\'\\\' of why the boss itself is an anticlimax. The game up to that point and even the chase scene build up the Shagohod as a monstrous, unstoppable engine of destruction that can hurl tanks around like toys and drive straight through buildings. When you\\\'re actually fighting the machine as a boss rather than just holding it off during the chase (which isn\\\'t really a boss battle per se, since you can\\\'t do any meaningful damage to it during that scene), any hit to the augers with the RPG-7 immobilises the Shagohod completely. Since you can easily abuse the tac-reload to do this \\\'\\\'constantly\\\'\\\' (tac-reloading lets a skilled player consistently fire two rockets per second) the net result is a battle against a boss that\\\'s permanantly disabled.
Changed line(s) 3 from:
n
Seriously, it\'s the player\'s ability to utterly annihilate this boss that \'\'finally\'\' made them get rid of tac-reloading in MGS 4.
to:
Seriously, it\\\'s the player\\\'s ability to utterly annihilate a boss the entire game was building up to that \\\'\\\'finally\\\'\\\' made them get rid of tac-reloading in MGS 4.
Changed line(s) 1 from:
n
I\'m not referring to the chase; that\'s \'\'part\'\' of why the boss itself is an anticlimax. When you\'re actually fighting the machine as a boss rather than just holding it off during the chase (which isn\'t really a boss battle per se, since you can\'t do any meaningful damage to it during that scene), any hit to the augers with the RPG-7 immobilises the Shagohod completely. Since you can easily abuse the tac-reload to do this \'\'constantly\'\' (tac-reloading lets a skilled player consistently fire two rockets per second) the net result is a battle against a boss that\'s permanantly disabled.
to:
I\\\'m not referring to the chase; that\\\'s \\\'\\\'part\\\'\\\' of why the boss itself is an anticlimax. When you\\\'re actually fighting the machine as a boss rather than just holding it off during the chase (which isn\\\'t really a boss battle per se, since you can\\\'t do any meaningful damage to it during that scene), any hit to the augers with the RPG-7 immobilises the Shagohod completely. Since you can easily abuse the tac-reload to do this \\\'\\\'constantly\\\'\\\' (tac-reloading lets a skilled player consistently fire two rockets per second) the net result is a battle against a boss that\\\'s permanantly disabled.

Seriously, it\\\'s the player\\\'s ability to utterly annihilate this boss that \\\'\\\'finally\\\'\\\' made them get rid of tac-reloading in MGS 4.
Changed line(s) 1 from:
n
I\'m not referring to the chase; that\'s \'\'part\'\' of why the boss itself is an anticlimax. When you\'re actually fighting the machine as a boss rather than just holding it off during the chase, any hit to the augers with the RPG-7 immobilises the Shagohod completely. Since you can easily abuse the tac-reload to do this \'\'constantly\'\' (tac-reloading lets a skilled player consistently fire two rockets per second) the net result is a battle against a boss that\'s permanantly disabled.
to:
I\\\'m not referring to the chase; that\\\'s \\\'\\\'part\\\'\\\' of why the boss itself is an anticlimax. When you\\\'re actually fighting the machine as a boss rather than just holding it off during the chase (which isn\\\'t really a boss battle per se, since you can\\\'t do any meaningful damage to it during that scene), any hit to the augers with the RPG-7 immobilises the Shagohod completely. Since you can easily abuse the tac-reload to do this \\\'\\\'constantly\\\'\\\' (tac-reloading lets a skilled player consistently fire two rockets per second) the net result is a battle against a boss that\\\'s permanantly disabled.
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