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So I can be 3000m across the map, and the soldier will stay down, unless I provoke a threat level?
You only gain demon points that way from killing. That's all.
It also depends on what you're doing. CQCing (either by combo or strangulation) or tranqing a guard in the head keeps them down for a preeeeetty long time. Usually more than long enough for you to finish what you're doing.
https://www.reddit.com/r/metalgearsolid/comments/2gapp4/a_complete_guide_to_knockout_durations_and_enemy/
Throwing An Empty Magazine at an enemy's head in between that split second where he spots you and sounds the alarm will knock him out for 30 seconds. (This can be done both with and without reflex mode and also applies to security cameras)
Throws knock out enemies for 50 seconds in all four variations.
Grabbing And Throwing will knock out an enemy for 50 seconds in both variations.
A Uragan-5 Pistol will knock enemies out for 1 minute and 40 seconds if shot within a 30 meter range. Beyond that the times are:
31 Meters: 1 min, 35 sec
32 Meters: 1 min, 30 sec
33 Meters: 1 min, 20 sec
34 Meters: 1 min, 5 sec
35 Meters: 55 sec
36 Meters: 45 sec
37 Meters: 40 sec
38 Meters: 35 sec
40 Meters: 30 sec.
Beyond 40 meters the knockout time is always 30 seconds. 2 minutes will be added to the knockout time for each additional time you shoot the enemy. The knockout time stacks until you run out of ammo.
A Tranquilizer gun will knock enemies out for 2 minutes and 30 seconds.
Throw Into Wall From Grab will knock out an enemy for 4 minutes. However, the knockout time is only 50 seconds if the enemy didn't hit wall directly, but rather fell in front of it.
Throw/Pushing an enemy into a wall knocks him out for 4 minutes. (Even if he just falls in front of the wall instead of hitting it directly.)
Throwing/Pushing an enemy into another enemy knocks them both out for 4 minutes.
Performing a Fireman Carry Throw into another enemy will knock out the enemy who was hit for 4 minutes.
Cover Takedown knocks out enemies for 4 minutes.
Corner Takedown knocks out enemies for 4 minutes.
Choking knocks out enemies for 4 minutes.
Kicking enemies while they're down knocks them out for 4 minutes.
Strike Combo knocks out enemies for 30 minutes in both variations.
Strike Combo into walls knocks out enemies for 30 minutes.
Throwing An Enemy Off An Elevated Area knocks him out for 30 minutes.
The Tower Throw will knock out enemies for 30 minutes.
Performing a Fireman Carry Throw on 1. The ground, 2. Into a wall or 3. Into another enemy will knock out the thrown man for a wide variety of durations depending on the way he was knocked out the first time but it's generally 1 extra minute with a few exceptions. The exact times are as follows:
Tranquilizer gun - 50 Seconds in all 3 variations.
Throwing An Empty Magazine - 1 Minute and 30 Seconds in all 3 variations
Thrown - 1 Minute and 50 Seconds in all 3 variations.
Grabbing And Throwing - 1 Minute and 50 Seconds in all 3 variations.
Uragan-5 Pistol - 2 Minutes and 40 Seconds in all 3 variations. 1 Minute and 30 Seconds if the enemy is shot from 40 meters or more. Shooting the enemy more than once will add 2 minutes to the knockout time per shot.
Throw Into Wall From Grab - If the enemy hits the wall directly then the knockout duration is 5 minutes for all 3 variations. / 1 Minute and 50 Seconds if the enemy didn't hit wall directly, but rather fell in front of it. This also applies to all 3 variations.
Throw/Pushing into a wall - 5 Minutes in all 3 variations.
Throw/Pushing into another enemy - 5 Minutes in all 3 variations.
An enemy who had an enemy thrown at him - 5 Minutes in all 3 variations.
Cover Takedown - 5 Minutes in all 3 variations.
Corner Takedown - 5 Minutes in all 3 variations.
Choking - 5 Minutes in all 3 variations.
Kicking - 5 Minutes in all 3 variations.
Strike Combo - 30 Minutes in all 3 variations.
Throwing An Enemy Off An Elevated Area - 30 Minutes in all 3 variations.
The Tower Throw - 30 Minutes in all 3 variations.
NOTE: If an enemy is thrown from a tower, the bridge or into the sea he will die but it will not result in a kill in your stats at the end of the mission.
NOTE: If an enemy bleeds out from being shot too many times or from being CQC'd too much he will die but it will not result in a kill in your stats at the end of the mission.
NOTE: An enemy will never wake up while being carried by Snake. When you pick up an enemy the knockout duration-countdown will simply stop and it will resume immediately when you put the enemy back down again. This also applies to knocked out enemies put in the passenger seat of vehicles.
NOTE: Picking up an enemy after combo-striking him and throwing him on the ground or into a wall will not cancel the 30 minute knockout. This also applies to enemies thrown from towers or elevated areas. The same is true if you throw him into another enemy but the enemy who was hit will only be knocked out for 4 minutes as usual.
NOTE: Environment has no effect on knock out duration. A person knocked out indoors will be out for exactly as long as someone knocked out in the rain.
NOTE: Shooting enemies several times with a tranq gun will not result in a longer knockout time than 2 minutes and 30 seconds. It will only reset it.
Tranquilizer gun knockout delays
1 Hit in the torso knocks the enemy out in 30 seconds / He stays knocked out for 2 minutes and 30 seconds
2 Hits in the torso knocks the enemy out in 10 seconds / He stays knocked out for 2 minutes and 30 seconds
3 Hits in the torso knocks the enemy out in 2 seconds / He stays knocked out for 2 minutes and 30 seconds
4 Hits in the torso knocks the enemy out in 0 seconds / He stays knocked out for 2 minutes and 30 seconds
1 Hit in the arm knocks the enemy out in 30 seconds / He stays knocked out for 2 minutes and 30 seconds
2 Hits in the arm knocks the enemy out in 10 seconds / He stays knocked out for 2 minutes and 30 seconds
3 Hits in the arm knocks the enemy out in 2 seconds / He stays knocked out for 2 minutes and 30 seconds
4 Hits in the arm knocks the enemy out in 0 seconds / He stays knocked out for 2 minutes and 30 seconds
1 Hit in the leg knocks the enemy out in 30 seconds / He stays knocked out for 2 minutes and 30 seconds
2 Hits in the arm knocks the enemy out in 10 seconds / He stays knocked out for 2 minutes and 30 seconds
3 Hits in the arm knocks the enemy out in 2 seconds / He stays knocked out for 2 minutes and 30 seconds
4 Hits in the arm knocks the enemy out in 0 seconds / He stays knocked out for 2 minutes and 30 seconds
NOTE: If you tranq someone again while they're still tranqed the results can be unreliable. If you shoot them in the head then they will be knocked out for 2 and a half minutes from when you shoot them the second time. However, if you shoot them in the torso after the initial tranq shot you'll knock them out for an additional 40 seconds. But if you shoot them twice in the torso while they're tranqed they'll be knocked out for an additional 2 and a half minutes again. Results may vary.
But missions, stashing people tends to last. One odd quirk is that I have never, ever seen somebody in a mission wake up if you stuff them in a jeep or truck seat.
So there are a couple story missions where I'll grab the primary target soldier ASAP, shove them in a jeep, and park it in a nice secluded corner to do the side objectives at my leisure. Most of the time it's nice and easy to get the main objective done, then go off to do the side stuff. But some missions, completing the main objective has the extraction zone border cut off side goals outside of it.
Also handy for nonhostile prisoners who would not try to escape anyways, because leaving them sitting on the ground in a place with wild wolves around seems kind of rude.
Jeeps and trucks are also handy for being a cheapskate on fulton count. "I'm gonna steal this jeep anyways. Might as well shove multiple kidnapping victims into it at once." Though this of course means you unlock vehichle fultons at minimum first.
There are a few mission tagged adults who will mysteriously fall out of a jeep you attempt to fulton it with them in it though. "One jeep full of people. Two jeeps full of people. THREE jeeps full of three peop-oh come on."
since you only have 10 hours in game, you probably need the soldiers.
Having them wake up and radio HQ isn't the worst thing in the world. It doesn't count as a discovery and can even throw enemies off your new position.
Just don't make the beginner mistake of all the other stealth games and leave your unconscious bodies in one spot. The first one to wake wakes the rest, next thing you know you have two people waking others and then keep doubling until they're all up. You may be able to do an all-in-one top-up with a sleep grenade but I haven't tested it.
Another alternative is to have Quiet or D-Walker create a non-lethal distraction so that enemies will abandon their spot and you can just get to work.
The only thing that really counts as being discovered is being spotted outright. You have a window of a couple of seconds (and a few more with reflex) to silence a soldier before it counts as an alert, the point where everyone nearby is made aware of your exact spot. Even if you have Quiet go on a loud and lethal killing spree it will still not count as breaking stealth.