METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

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How long do enemies say out?
And does it change depending on how you knock them out?
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Showing 1-12 of 12 comments
Sekkuar666 Sep 28, 2015 @ 6:01pm 
CQC throw is the least time
Tranquilizer to the body is second
CQC choke next
Tranquilizer to the head next
CQC combo (5 punches) next
And finally, Bionic punch to the face/stun arm is the most effective

I'm not sure about where stun/sleep grenades fit into those though
Last edited by Sekkuar666; Sep 28, 2015 @ 6:02pm
GrumpyTanky Sep 28, 2015 @ 6:05pm 
tranq to the head I clocked at roughly 3 minutes 40 seconds... But that varies... slightly
PyroPaul Sep 28, 2015 @ 6:09pm 
anywhere from 45 seconds to 5 minutes depending on the method you used to knock them out.

Most CQC slam style attacks, Stun Grenade KO's, and the Rubber Bullet non-lethal guns only incap a guy for less then a minute... slamming a guy into a wall, tossing him from a high ledge, or tranqing him will last much longer; something in the ballpark of ~3 minutes.

5 string combo (successfully land all 5 punches) Bionic Punch, and D-Walker body slam pretty much take the cake with the longest KO time of over 4 minutes.

There are 2 ways to permi-incap some one.

Shove them into a vehicle, dumpster, or stall - which puts their KO timer on pause, or to Hold them at gun-point while outside of combat phase and tell them to 'get down'.
Last edited by PyroPaul; Sep 28, 2015 @ 6:11pm
GrumpyTanky Sep 28, 2015 @ 6:10pm 
the "get down" command leaves them down until you go back to the ACC from what I saw... But if anything kicks off, they will get up, grab their rifle and start ruining your day...
Fortus Victus Sep 28, 2015 @ 6:13pm 
the holdup system (get down) is not recommended for stealth playthrough anyhow, best off grabbing them and choke/kill them because with holdup they can flip out on you and trigger and alarm if its botched.
Sekkuar666 Sep 28, 2015 @ 6:15pm 
Originally posted by Fortus Victus:
they can flip out on you and trigger and alarm if its botched.

Only if they are standing, and it is easy to notice when the enemy didn't really surrender and you can grab/throw him before he blows
Mav Sep 28, 2015 @ 6:16pm 
Yep. It really is the best option for stealth if you're fast enough. Especially if you dont want to fulton crappy soldiers and kick them out later.
PyroPaul Sep 28, 2015 @ 6:21pm 
The hold up system is by far the most useful and effective method for crowd controlling outposts when used in tandem with other methods to put people down.

Kicking a Ko'd or Zzz'd body will wake that individual up - following that action with a quick aim of your gun will instantaniously puts that person into the 'Get Down' surrender mode with out any chance of counter attack.

at that point - the only thing you have to worry about is raising the alarm, as once the alarm is raised all 'Surrendered' enemies will get up and enter combat.
Matthew Sep 28, 2015 @ 7:38pm 
Originally posted by VonLuck:
the "get down" command leaves them down until you go back to the ACC from what I saw... But if anything kicks off, they will get up, grab their rifle and start ruining your day...

An enemy in the hold-up position, or told to lie on the ground will stay there until a combat alert is triggered or another guy comes to check them.
Nargacuga Sep 28, 2015 @ 7:49pm 
Originally posted by Matthew: Venom Snake:
An enemy in the hold-up position,

This part isn't permanent. They'll alert soon after you stop pointing your gun at them. You have to tell them to get down to make it permanent.
balance>max May 13, 2024 @ 12:00am 
What about surprising enemie that are laying on the ground and standing up?
Steven May 13, 2024 @ 1:21am 
This thread was quite old before the recent post, so we're locking it to prevent confusion.
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Date Posted: Sep 28, 2015 @ 6:00pm
Posts: 12