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non-lethal weapons are certainly scarce in the first game, yeah. most of your non-lethal options come down to diversions and avoidance than directly taking enemies down. the taser and tranq rifle are nice, but their ammo limits them; something like the hsr-emp is really important, and can help conserve the ammo for potentially more important targets. i don't believe there is a non-lethal sidearm, but, you could bring a loud, lethal one, just for the noise if you wanted to bring a bunch of patrols to one area, though, you might find that way too risky to try out. also, the flashbang is far from non-lethal if multiple enemies are around, if you want to use it over the emp gun, or magazines, be careful with it, haha. on the note of armour, having at least the lowest level of kevlar on can be helpful for running away, as you can take a shot or two, but the speediness of nothing can be nice, as well.
the game certainly does encourage some type of stealth, but, doesn't particularly restrict you from doing whatever, as long as you can handle it. there's a lot of effort put into detailing stealth with a bunch of different mechanics because it comes into effect all the time, even in direct combat. generally speaking, even if you didn't care about killing everyone, going loud immediately puts a lot of pressure on you, as you'd attract a large volume of people to your current position immediately. using something like throwing knives or similar beforehand would reduce that amount to a maybe more manageable pace. this goes for non-lethal as well, as setting people on alert would be significantly less dangerous in the moment if a majority of them were knocked out, but, that would pose its own problems in setting a situation like that up.
as for the noise stat, the primary weapons generally increase the holstered noise the most (outside of armour,) and the rest from item slots and the sidearm slot build-up as you equip more of them, but are mostly negligible on their own. bringing a primary generally means you have to deal with the noise it makes while using your other items, or dealing with the swap speed if you're holding it all the time. having a high noise rating can also make you indirectly slower, as you might have to lower your movement speed in certain areas to compensate for the holster noise. generally this is from heavier armour. weapons and armour can also be dropped when they're out of ammo, or not needed anymore/at the moment, which can be nice.
sound meter, you're mostly correct on that! the yellow square is basically just "ambient noise." certain locations are quieter, or louder than others, and as such, you'd be allowed to make more or less noise depending on that. once you're above the yellow square, enemies can start hearing you, depending on how much more noise you're making. if you're below the ambient noise threshold, you are more or less silent to them. i believe it indirectly tells you something similar about ambient noise, but, doesn't tell you about the indicator. usually you're fine to go a few blocks above the indicator and still be able to punch someone before they start shooting, but, i wouldn't try to go for chokeholds at that point.
shot noise/volume: the X speaker icon does seem to just mean "quiet." the tranq gun's volume of 6.3m fills up about three bars on the noise meter in-game, and as such, is more or less "silent" due to ambient noise. you'd have to be in a quiet building to have it make a detectable noise, but, i can't imagine it'd be a particularly large radius. the MK23 SUPP is slightly louder than the B&T VP9 due to a couple factors, but, they're both significantly quieter than other pistols. the B&T VP9 is mostly unusable in direct combat, due to its sluggish firerate (you have to manually pull the bolt each shot,) low ammo capacity, and very slow reload. armour might even make it take three shots to kill. its low volume is its main benefit, and the factors that make it hard to use against alerted foes are mostly negated when you're undetected. the MK23 SUPP doesn't suffer from those issues as badly, due to its significantly faster fire-rate, and the ability to just insert another magazine for reloading. it's slightly better combat-wise, and can allow for taking down multiple people while sneaking more reliably, but is louder as a result. using it indoors mostly contains the louder shot noise.
the game usually tells you if you don't have a weapon unlocked yet when you pick it up. something along the lines of "this is a unique weapon, exfiltrate with it to add it to your loadout." it's usually pretty reliable. its generally not a big deal to have to drop the weapon you came in with to pick up a new one, as the gun you're using might be close to running out of ammo, or out entirely. although, as you mentioned, it can sometimes bring its own challenges, depending on the situation. usually, though, you'll either have made a safe/safer path on your way to the weapon in the first place, by neutralising a few patrols or have snuck through said patrols in the first place, and can get out in the same manner, regardless of what you've just picked up. if its a big issue, you could probably drop the weapon outside and go back for what you dropped in the first place, or wait to pick the new weapon up until the mission objectives are completed.
for the damage system, any attack against an unaware foe any attack is a one shot, regardless of damage or armour. when an enemy is alerted, then the damage, penetration and armour matters. i believe enemies use the same armour as you do, and you can check out the stats there. intravenous 2 shows how the penetration works a bit clearer in its menu, and i assume the same (or similar,) system is used here. mousing over the armour shows its penetration protection and base damage reduction. if the penetration protection and weapon penetration match, the displayed value is what you get for the displayed damage reduction. each point below the protection increases the damage reduction slightly. if the weapon's penetration is higher than the protection, then the damage reduction is halved. i'm unsure if their equipped armour is tied to enemy models, their skill level, or just the level in general. i believe this also affects how much regainable health you are left with after being shot, but, you were asking about the enemies.
basically: weapon pen. > armour pen. = 1/2 protection
weapon pen. ≤ armour pen. = full protection (+ bonus protection per lower weapon pen.)
as for MK23 SUPP vs HS2000, mousing over some stats will give more details. specifically, the HS2000 has some benefits to turning accuracy and per-shot spread, but it's very minor. it also has a very, very slightly farther effective range, and, additionally, as mousing over the ammo says, the ammo is incredibly common. on further inspection, it seems to use something similar to intravenous 2's stat system, but, doesn't display all the stats. testing in-game reveals the HS2000 seems to have a faster bullet velocity than the MK23 SUPP as well, so, some things might just have to be figured out by using it. i do agree the 49.5 on true difficulty feels a bit weird, though.
punching an enemy makes a small amount of noise, as does their body (if that's a factor in this one,) while choking them takes longer, but, doesn't make any noise. it also has the small convienience of allowing you to pick them up immediately.
plenty of enemies can be skipped by without issue, and dealing with some of them out might make more issues for you than just leaving them be. especially with the limited ammo supply of the taser and tranq rifle, as some foes can be especially hard to get to with melee, like the ones that peer out windows from couches, but, they usually don't guard anything valuable near them, either. they definitely seem like stationary obstacles for sneaking, and extra reinforcements if you get spotted, but don't pose much threat beyond that. though, specific examples of being forced to deal with an enemy head on through a single entrance doesn't come to me. sometimes they do that while searching around for you after being spotted and escaping, but, i'm not sure of that happening just while patrolling around.
also, since i didn't find an opportunity to say much on it earlier, the lethal weaponry seems to vary from anywhere between fairly light back-up/speedy weaponry if stuff goes wrong, to general assault stuff. the main issue with taking them along is having to deal with them while sneaking, as they're noisy, and slow you down a bit, especially with heavier armours, generally making your sneaking ability a bit/a lot worse. additionally, i think the limited ammo on non-lethal weaponry (being around ~10 shots combined between the tranq rifle and taser) is because they're incredibly quiet, leave no blood, and you can potentially have a fairly safe path from the start of the level to the objective (and back,) with just that, plus some fisticuffs. i do agree it would've been nice to have more options for it in this game, though. i'll also take the opportunity to say, again, the HSR-EMP is really great for sneaking, and generally works well with almost everything, especially if you have to get close and melee people to conserve ammo.