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Landing on risky zones always won't be safe, need to take out most of guards and anti air guns and there is still chance that Heli won't escape
Don't do the restricted one or you won't hit a thing.
Spraying wildly while you're switching between targets may cause suppression as well, but it can take a solid 1-2 seconds of spraying in someone's direction before they start taking cover. If you just pass over them real quick there's a good chance they'll either ignore it or double-down on panic fire instead.
That's basically something similar to what I did when coming in to Nova Braga Airport one time when I was just bored and wanting an extra challenge on TRAITOR'S CARAVAN mission.
I don't use the minigun for killing infantry honestly, as I have a non-lethal playstyle, even on FoB missions. I do sorta wish there was a upgrade on the chopper that allowed it to use rubber bullets and live ammo interchangably. But then again, I wish they offered more upgrades for basically all the non-lethal weapons so that lethal weapons don't outlclass them so much, you're at a disadvantage if you don't use lethal beyond T7.
My only big issue with non lethal is it takes so many resources to use sleep grenades, and with smoke grenades they become useless as higher grade fobs has EVERYONE with NVG.
For some odd reason your soldiers get gas masks when set to non lethal settings but Big Boss doesn't and is vulnerable to every stun and sleep weapon there is including tranqs even if he wears battle dress.
TL;DR balancing
But yeah, it's really down to how you handle things in FoB missions and how inventive you are with what you use. I often weaponize the smoke grenade by tossing it as a enemy and let them choke on it while I rush in for the CQC take down. As long as masks are not a thing, it stuns them. And if not, it makes the guards look the wrong way out of combat.
But like Lexal said, likely game balance. If you're good enough with the QTE (Or you have a Micro ready), you can easily just wake up from a knock out in as little as 2-3 seconds, Big Boss or not. So pretty much. I've yet to see if Ocelot has resistance (Since a Easter Egg found in the tutorial for Mother Base lets you shoot him over and over with a tranq gun and he just shrugs it off like a champ, even if he's disoriented for a brief second before continuing.) but so few people use him it's likely a non-factor.
Also a bit of a bonus tip, on FoBs that are set to non-lethal, you can get around their gas masks by exploiting the lack of battle dress and using the Wu S. Pistol +SB. It can and will one-hit KO them if they have a sneaking suit, regardless of hit area. How long they remain KOed depends on if they invested in anti-tranqs, but it's something to get around sleep grenades not working anymore.
Sadly very wrong. The description of the Anti-tranq is misleading.
Instead of granting immunity to tranqs below a certain grade, it reduces stun damage from both the initial hit as well as the DoT from tranqs, as well as greatly shortens the stun duration for ALL forms of KOs. A FoB with a low grade anti-tranq typically won't start seeing people wake up from air-shock stuns until near the end of a PSNK run when I manage one, while one with a very high level anti-tranq will wake up VERY quickly, often before I'm done crossing the bridge after stealing the resources off the platform I was just on. Guess it's sorta for the best, considering that'd render the tranq pistols near useless, but.... still, a part of me wished they were more true to the description.
I'm asking because I spoke to someone about the tranq durations and they claimed it seems to be influenced by combat unit stats, but neither of us took anti-tranq into consideration.
If it's both guard ranks and anti-tranq levels influencing this, then once again well done to Konami for failing to adequately explain things with words.
It's reliably with various FoBs that use E rank guards thanks to insurance, as well as FoBs with S rank guards but one with a low anti-tranq and another with a high rank anti-tranq, and in SP where anti-tranq is not a thing.
And I don't think tranq duration is affected by the combat skill, as enemies in SP remain asleep for the same duration even with varrying combat skill levels. A enemy with a S rank in combat took just as long as a E rank grunt to reawaken. In SP, it all comes down to the knockout method, with tranqs providing the longest reliable duration, the 5-hit CQC combo being the longest outright, and a instant takedown CQC attack being the shortest KO duration universally.
I sorta wish in a way combat rank affected this, but nope. I think what got your friend confused though is that the combat rank DOES affect damage taken; a character with A++ in combat (Or Snake, Ocelot, or Quiet) take base damage, while lower combat ranks take more damage, and a S rank or higher have natural damage resistance superior to Snake's. So logic may have kicked in and came up with the theory that it also shortens KO duration.