METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

Lethal vs Non-Lethal FOB defense
Which one is the most "lethal" ?

I'm also trying to figure out Short-range vs. Mid-range vs. Long-range to get the most out of my defense on every platform. I am aware of the loadouts each one of them use, but I cannot seem to properly assign the best option to each individual Deck.

What's your opinion on the most effective layout ?


Thanks :Miller:
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Showing 1-15 of 20 comments
Krillic Oct 12, 2015 @ 1:41am 
one thing as a must have is to make the 5star battle dress and make your guys lethal with 5star gear, this'll make it so your guards are fully armored with bulletproof headwear. It basically renders all methods of attackers (excluding armorpiercing, shotguns, and sleep gass) virtually useless. I find it better to make my guys mid to close ranged as they can take quite a few hits in fully upgraded armor. You'll need those annoying UAV drones since they are the bane of most attackers. Mines help because they are hard to spot if the attackers are moving quickly. Everything else is just embelishment at that point. Or at least in my opinion.
Last edited by Krillic; Oct 12, 2015 @ 1:42am
Mr. Pink Oct 12, 2015 @ 1:46am 
Always go lethal. There's a rumour that non-lethal can also stop hackers, but in reality a non-lethal deck is so pathetic in combat that even if it did affect a hacker, he could just beat it without hacks anyway. Plus they can just teleport etc.

Always go lethal. Always.
Krillic Oct 12, 2015 @ 1:49am 
The full armor I mention in my first comment only affects lethal platforms, the sneaking suit is given to non lethal platforms. the fully ranked sneaking suit only gives them the head armor, body is wide open for tranqing
No_Quarter Oct 12, 2015 @ 1:57am 
long-range everywhere, since they can spot from distance

I also heard that non-lethal stops those dudes with infinite health cheat, but others.. not so much, since there is a cheat for stunning all NPC's so any defense is useless unless you are there - then you should go non-lethal to stun the bastard till waters are sealed off
Last edited by No_Quarter; Oct 12, 2015 @ 1:58am
PhoenixFury Oct 12, 2015 @ 2:32am 
Longrange has better sight, so if you want to know who attacked you so you can retaliate, even if the defense fails, go longrange. Tier 7 LMGs do like a bazillion damage, however.

Lethal wears battle dress, which makes them mostly immune to tranquilizers except for the face. While effective, they're vulnerable to shotguns, sniper rifles, and gas grenades of either type. Their weapons are lethal, which will kill the intruder.

Nonlethal wears sneaking suits, which provide less armor but render them less visible to Sam Fisher Vision (NVGs) They also get gas masks, which make smoke and sleep gas useless if you also have developed SFV for your security force. Mortars use sleep gas, which becomes hellaciously annoying and essentially prevent waiting out combat alerts underneath bridges as it propagates through cover and walls. Presumably they can stop people with infinate health cheats, and the player has less stun hitpoints than lethal hitpoints anyway.

For some reason the anti-air guns become nonlethal too. Those 20mm anti-air rubber bullets, man.

I only use lethal because I don't trust my guards to fulton the enemy effectively after stunning/tranquilizing him. That and nonlethal UAVs are a joke.
Last edited by PhoenixFury; Oct 12, 2015 @ 2:39am
Scripter Oct 12, 2015 @ 2:47am 
I'd go for non-lethal. Most tend to get careless in non-lethal environment, and hence cause a combat alert, which will lead to more guards spawning and a quaranteed retaliation wormhole.

I do agree however that sometimes the soldiers have some serious trouble fultoning someone.

But the defender falling down every now and then does slow them down considerably, and on a 4/4 platform will cause them to lose enough time to run out of time most of the time.
Frida:) Oct 12, 2015 @ 3:31am 
i prefer non-lethal simply cause your guards get gas masks
Fuzzyballs01 ꦙ Oct 12, 2015 @ 5:55am 
if you max out everything, and give them long range weapons, nobody will attack you once you reach 3/4 platforms
best just go lethal
Matthew Oct 14, 2015 @ 7:31pm 
With lethal, there is a clear indication of the player taking damage, where as with non-lethal, the indication is far more subtle, and I'm not talking about the white circle. And there is likely still a few ♥♥♥♥♥♥♥♥ ♥♥♥♥♥ who are still willing to cheat, so non-lethal.
Matthew Oct 14, 2015 @ 7:33pm 
Originally posted by Matthew: Venom Snake:
With lethal, there is a clear indication of the player taking damage, where as with non-lethal, the indication is far more subtle, and I'm not talking about the white circle. And there is likely still a few ♥♥♥♥♥♥♥♥ ♥♥♥♥♥ who are still willing to cheat, so non-lethal.


So apparantly Tea Why Ask Tea is labled as "vulgar" by Steam.
Repseki Oct 14, 2015 @ 7:46pm 
While Non-lethal can deal with the cheaters. Most that are still around tend to use stuff that makes the guards either completely ignore them Chicken Hat style, or straight up have all of the guards stunned right off the bat so they can just run to the core. So that isn't really the best reason to go Non-lethal anymore.

Personally I've been going with lethal, just to put intruders down faster. And long range, since it makes going loud an almost gauranteed retaliation wormhole at the very least.
Rhyzak x Revy Oct 14, 2015 @ 7:51pm 
Lethal - Sniper - S++ - Rank 7 is the best. Even if the player who is invading can easily sneak through your base without been detected, there's always that small chance a sniper will glitch out and instantly spot him sending off the alert.

Snipers also cause massive problems for players if they are caught in the open (crossing a bridge etc). It's basically instant death for the player. If however a player is already on the core platform or in cover when spotted then it's rather easy for them to wait out the alarm or pick everyone off. And if the player has armor then the snipers become irrelavant pretty damn quick.

Command Platform = Medium Range
Combat Platform = Medium Range / Long Range
R&D Platform = Close Range
Base Development Platform = Long Range
Support Platform = Close Range / Medium Range
Intel Platform = Close Range
Medical Platform = Long Range
Last edited by Rhyzak x Revy; Oct 14, 2015 @ 8:01pm
Originally posted by Rhyzak V:
Lethal - Sniper - S++ - Rank 7 is the best. Even if the player who is invading can easily sneak through your base without been detected, there's always that small chance a sniper will glitch out and instantly spot him sending off the alert.

Snipers also cause massive problems for players if they are caught in the open (crossing a bridge etc). It's basically instant death for the player. If however a player is already on the core platform or in cover when spotted then it's rather easy for them to wait out the alarm or pick everyone off. And if the player has armor then the snipers become irrelavant pretty damn quick.

Command Platform = Medium Range
Combat Platform = Medium Range / Long Range
R&D Platform = Close Range
Base Development Platform = Long Range
Support Platform = Close Range / Medium Range
Intel Platform = Close Range
Medical Platform = Long Range


That's what I was after, Cheers
Scripter Oct 15, 2015 @ 5:53am 
Originally posted by Rhyzak V:
Lethal - Sniper - S++ - Rank 7 is the best. Even if the player who is invading can easily sneak through your base without been detected, there's always that small chance a sniper will glitch out and instantly spot him sending off the alert.

It's usually the UAV's that spot through walls but I will not deny snipers couldn't do the same.
Wales Grey Oct 15, 2015 @ 6:57am 
Originally posted by Matthew: Venom Snake:
So apparantly Tea Why Ask Tea is labled as "vulgar" by Steam.

>uses the word "♥♥♥♥"
>doesn't know what "♥♥♥♥" means
>gets upset at Steam's profanity filter
lol, summer clearly isn't over yet
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Date Posted: Oct 12, 2015 @ 1:33am
Posts: 20