METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

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Tranq and Stun Timers
Oleh Just Juice
(Warning: Timers change as you play the game, but I am not yet sure of the cause. This list contains ranges of times recorded, and I will update it if I learn more.)

Ever wonder how long that guard will be knocked out for? While playing The Phantom Pain, I noticed stuns and tranqs were inconsistent with what I adapted to in Ground Zeroes. I decided to time the different methods for reference and wanted to share my results with anyone else that may be interested. I did not include hold-ups because the timer is infinite unless they are found or combat alerted.
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Penghargaan
Favorit
Difavoritkan
Batalkan favorit
Tranquilizers
For this guide a tranq is considered to be anything resulting in a "ZZZ". Through experimenting with pistols, rifles, grenades and mines (regardless of item grade), it seems all methods will last for 2:30 - 5:00. So no need for a list.
Stuns
Listed in order of duration as minutes:seconds. WIP.
Method/Item
Duration range
Throw
0:25 - 0:50
Wall slam
(from a grab or behind cover)
0:25 - 0:50
Throwing guard at another
0:25 - 0:50
Pulling guard from tower
0:25 - 0:50
Delayed punches
0:25 - 0:50
Rocket arm
0:25 - 0:50
Grenade launchers
(FAKEL, DGL103, ZORN-KP)
0:25 - 0:50
Magazine to face
(only possible in reflex mode)
0:25 - 0:50
S1000 AIR-S shotgun
0:30 - 1:00
Stun arm
1:15 - 2:30
Decoy activation
1:15 - 2:30
Stun decoy
1:15 - 2:30
Bionic arm
2:00 - 4:00
Stun grenade
(shorter stun if item not upgraded)
2:00 - 4:00
Supply drop
2:00 - 4:00
Pushing guard off cliff
2:05 - 4:10
Riot SMG
2:05 - 4:10
UN-ARC-NL Assault rifle
2:05 - 4:10
URAGAN-5 AIR-S revolver
6:00 - 12:00
RASP TB-SG AIR-S shotgun
6:00 - 12:00
D-Dog stun suit
6:00 - 12:00
Choke
6:00 - 12:00
Kick
6:00 - 12:00
3-5 Punch combo
(3 from the back or 5 from the front)
6:00 - 12:00
Closing Notes
I'm sure there are more than a few stun methods I missed or items I haven't developed yet. If you have anything to add or find any of this information inacurate, please let me know in the comments and I will try to look into it.
75 Komentar
Just Juice  [pembuat] 31 Okt 2022 @ 8:12pm 
@mwperk0122 yeah I love hold-ups, definitely one of my favorite mechanics. It's also mentioned in the last sentence of the description (right below the title) but I don't blame you for missing it 😛
mwperk0122 31 Okt 2022 @ 5:29pm 
Though not Mentioned the third means of incapacitating a guard is to hold them up. Once told to lie down they will remain that way indefinitely unless you trigger combat you will also need to stun of sleep them to move them after lying down. It is overall a very effective way to non lethal guards so long as you can maintain your stealth.
Angry Autistic Man 21 Apr 2022 @ 4:51pm 
A quick note I would like to add:
If you throw an unconscious enemy into a hiding spot (I.E. Dumpster, Toilet), then they will remain KO'd permanently.
Cool Angel's Thesis 21 Jun 2021 @ 2:57pm 
Curious if it scales with "overkill" value (ie if you cqc chain 2/4 punches and then tranq or strangle) , and also whether soldier level has significant impact. The reason I suspect this is that from a programming perspective it is easy to imagine keeping a "stun hp" bar that when it falls into the negative begins ticking back up. I know that the skull-possessed soldiers have take significantly more nonlethal ordinance to incapacitate, and so I know such an hp bar exists to some extent, even apart from bosses like quiet who explicitly have one. It could also involve a check to see whether the strike will incapacitate and set to a certain level. If anyone knows more about the actual programming/math behind it I would be interested to hear
Just Juice  [pembuat] 7 Apr 2021 @ 1:41pm 
@Akina Complex
I understand that the enemy preparedness value can change the duration, this is why I used a duration range instead of a static duration. The ranges you see are the ones I was able to record within my game state. I thought I noted this in the guide but maybe it was in the comments early on and I never updated it. I was looking for a way to change preparedness to do more extensive testing but I couldn't find a way to do that. I haven't played in a while and don't plan on going back anytime soon, but if someone were able to record more accurate ranges I might be willing to update the guide.
Overdrive 7 Apr 2021 @ 6:00am 
the number 3% will then be recalculated to determine another expected chance and standart offset, for weapons and skills: how many ppl with assault rifles? snipers? rockets etc? how advanced should ppl react to you? walk slowly towards the scene or dash right to it? reload time, cover behavior, etc...

and this is being recalculated for every CP you go in. so the weapons/skills distribution is never really same for every CP, but they are very much alike, and a chance to meet a town full of snipers is once again, dummy low and probably even cut off in the math formula.

and apparently the ZZZ or STN timers are also dependant on this. I use Infinite Heaven, and tested "SPECIAL" skill distribution. And some people were awake in 30 seconds, others in 2. That is what i was implying
Overdrive 7 Apr 2021 @ 5:59am 
hehe, well its super gameplay design for you. prepare for some math.

the game recieves an overall prepardness value, you see those 6 or 7 icons on the map, being gray to dark red. the return values are a certain "expected chance" and "standart offset". those values are then used to determine another chance roll, for every drop off on the AO. this next chances variation decides a static chance for: equipment and skills.

example: all icons are gray. this is your first visit of say, Afganistan. this means the first chances roll should be about 0, with offset of 10%. now, as you deploy, a chance between 0 and 100 is chosen, and due to prepardness values, 3% returns (and the chance to get anything above 10% are dummy low, like 10^-34 low). restart your mission, and maybe 2% returns, or even 6% if you are lucky, but now lets stick to the 3%.
Just Juice  [pembuat] 6 Apr 2021 @ 5:15pm 
@Akina Complex
"due to experience" lol, maybe share your experience?
Just Juice  [pembuat] 6 Apr 2021 @ 5:09pm 
@serigala-x
Read the Tranquilizers section
serigala-x 5 Apr 2021 @ 6:10am 
how about sleep grenades?