METAL GEAR SOLID V: THE PHANTOM PAIN

METAL GEAR SOLID V: THE PHANTOM PAIN

Tranq VS knockout VS hold up
Been looking for definite answers and can't find them.

Out of the three above, which is the best? I'm a very slow/deliberate player and I'm at a point where I don't want to fulton every single guard I want to stay out of the picture. Seems like when ever I tranq guards, they always wake up and then the outposts/bases go into a moderate alert level in the area. I've had guards wake up just minutes after being tranq'd or knocked out. Is the only way to get them to stay "out of the picture" w/o fultoning them to drag them off the usual paths, wake them up, then hold them up? Also, once the bases go into a moderate alert level, do they ever go back down to low alert level?
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Showing 1-15 of 16 comments
langman2004 Sep 4, 2015 @ 11:53pm 
I don't know if guards you put in dumpsters ever wake up, but not enough of those for everyone.

When you hold up someone and tell them to get on the ground, they will stay on the ground until an alert starts or someone comes by and tells them to get up. So if you're working you're way in one direction or are being very thorough, that can be a slightly indefinite way for you to get in and get out.

I think tranq shots to the head last at least 6 minutes, but I don't know the definite timing. Might be more. I think CQC knockouts are supposed to be the same time as a head tranq, and probably the choking ones too. Jump through the hints or check the online manual because I don't think they give times but they say what type of takedowns are equivalent to tranqs.
Prince Silvermane Sep 4, 2015 @ 11:59pm 
Here's what I've noticed between the three disables.

Tranq: Can be done at range, doesn't raise alarm unless a lot of people start falling asleep mysteriously.

Knockout: Will always raise alert when discovered or after they wake up. Toss only knocks out for 45 seconds, choke for a couple of minutes. This is mainly a desperation or a corner attack for me.

Hold up: When told to lay on the ground they stay that way permenantly unless the base goes into combat or if discovered.


Bases alert levels reset when you leave by chopper and return and slowly back to low over time. I've never stayed in an area long enough for it to but I assume that it can. I mainly try to sneak more than I work on disabling guards. Most of the time you can do what you need in a base while only disabling one or two guards. Fultoning is good though just be careful since other enemies can see them about less than 50 meters away.
GotItFromEbay Sep 4, 2015 @ 11:59pm 
Also, completely unrelated question: whats the difference between cassette tapes labeled in yellow font vs ones labeled in white font?
Prince Silvermane Sep 5, 2015 @ 12:00am 
Originally posted by GotItFromEbay:
Also, completely unrelated question: whats the difference between cassette tapes labeled in yellow font vs ones labeled in white font?
I think yellow tapes are 'important' and should be listened to while the white ones are just conversations and expanded talking about things going on.
Why not use fourth option? kill the soldier if you really need to put them down perma state. Just move the body to dark place and no one gonna notice.
sameoldstranger Sep 5, 2015 @ 12:07am 
i thought it was said before but i think the order goes

tranq/choke-3 mins
5 hit cqc- 10 mins
and the hold up - get down lasts until you get busted,
which i just found out now.
wow i do hold ups all the time and never thought to leave them concious.
Prince Silvermane Sep 5, 2015 @ 12:12am 
Originally posted by Opfer_GV:
Why not use fourth option? kill the soldier if you really need to put them down perma state. Just move the body to dark place and no one gonna notice.
Not all of us are demons yet.
ceeboy Sep 5, 2015 @ 12:22am 
I've had hold-ups attack me when I'm occupied with something, or sometimes immediately after I hold them up. I'm 99% sure I was attacked when the guard was on the ground once.
Last edited by ceeboy; Sep 5, 2015 @ 12:22am
<removed> Sep 5, 2015 @ 1:31am 
Originally posted by GotItFromEbay:
Been looking for definite answers and can't find them.

Out of the three above, which is the best? I'm a very slow/deliberate player and I'm at a point where I don't want to fulton every single guard I want to stay out of the picture. Seems like when ever I tranq guards, they always wake up and then the outposts/bases go into a moderate alert level in the area. I've had guards wake up just minutes after being tranq'd or knocked out. Is the only way to get them to stay "out of the picture" w/o fultoning them to drag them off the usual paths, wake them up, then hold them up? Also, once the bases go into a moderate alert level, do they ever go back down to low alert level?

here is the impact duration from the guide:
http://i.imgur.com/AfffYGm.jpg
Terroriza Sep 5, 2015 @ 2:41am 
Originally posted by GotItFromEbay:
Been looking for definite answers and can't find them.

Out of the three above, which is the best? I'm a very slow/deliberate player and I'm at a point where I don't want to fulton every single guard I want to stay out of the picture. Seems like when ever I tranq guards, they always wake up and then the outposts/bases go into a moderate alert level in the area. I've had guards wake up just minutes after being tranq'd or knocked out. Is the only way to get them to stay "out of the picture" w/o fultoning them to drag them off the usual paths, wake them up, then hold them up? Also, once the bases go into a moderate alert level, do they ever go back down to low alert level?

Just kill them and put the body somewhere it won't be seen. I just slit everyones throat and it doesn't take away from the stealth part at all.
GotItFromEbay Sep 5, 2015 @ 2:55am 
Originally posted by LadyVodka:
Originally posted by GotItFromEbay:
Been looking for definite answers and can't find them.

Out of the three above, which is the best? I'm a very slow/deliberate player and I'm at a point where I don't want to fulton every single guard I want to stay out of the picture. Seems like when ever I tranq guards, they always wake up and then the outposts/bases go into a moderate alert level in the area. I've had guards wake up just minutes after being tranq'd or knocked out. Is the only way to get them to stay "out of the picture" w/o fultoning them to drag them off the usual paths, wake them up, then hold them up? Also, once the bases go into a moderate alert level, do they ever go back down to low alert level?

here is the impact duration from the guide:
http://i.imgur.com/AfffYGm.jpg
This is awesome! Thank you.
Deetchy Jul 22, 2016 @ 9:32pm 
Originally posted by langman2004:
I don't know if guards you put in dumpsters ever wake up, but not enough of those for everyone.

Wanted to note that ive left a guy in a portable toilet when i was on my way to complete a side op. the side op was roughly 20 minutes and when i got back the guy was still sitting on the toilet. So i can assume that hiding people incapacitates them until someone finds them.
neutrino Jul 23, 2016 @ 10:13am 
Originally posted by Ceeboy:
I've had hold-ups attack me when I'm occupied with something, or sometimes immediately after I hold them up. I'm 99% sure I was attacked when the guard was on the ground once.

Once I found out about this feature, I tried 15 hold-ups in a row, and while they held up their hands, two seconds later they always kick my weapon out of my hand. At that point, I just had to CQC them. So I don't see the point of hold-ups.
Whoops Jul 23, 2016 @ 10:54am 
Originally posted by Nom de Plume:
Originally posted by Ceeboy:
I've had hold-ups attack me when I'm occupied with something, or sometimes immediately after I hold them up. I'm 99% sure I was attacked when the guard was on the ground once.

Once I found out about this feature, I tried 15 hold-ups in a row, and while they held up their hands, two seconds later they always kick my weapon out of my hand. At that point, I just had to CQC them. So I don't see the point of hold-ups.
I know that hold up initiated from behind, while remaining behind target w/ weapon drawn will be the safest route. They will take much longer to counter AFTER the player changes target/puts away weapon. Anyway, it shouldn't matter since they need to go onto the ground as soon as possible.



Originally posted by Deetchy™:
Wanted to note that ive left a guy in a portable toilet when i was on my way to complete a side op. the side op was roughly 20 minutes and when i got back the guy was still sitting on the toilet. So i can assume that hiding people incapacitates them until someone finds them.
They stay in there forever.
dr pussy Jul 23, 2016 @ 1:15pm 
Originally posted by Terroriza99:
Originally posted by GotItFromEbay:
Been looking for definite answers and can't find them.

Out of the three above, which is the best? I'm a very slow/deliberate player and I'm at a point where I don't want to fulton every single guard I want to stay out of the picture. Seems like when ever I tranq guards, they always wake up and then the outposts/bases go into a moderate alert level in the area. I've had guards wake up just minutes after being tranq'd or knocked out. Is the only way to get them to stay "out of the picture" w/o fultoning them to drag them off the usual paths, wake them up, then hold them up? Also, once the bases go into a moderate alert level, do they ever go back down to low alert level?

Just kill them and put the body somewhere it won't be seen. I just slit everyones throat and it doesn't take away from the stealth part at all.
Not sure if you're trolling or playing the game wrong. There's a reason there's an audio cue every time you slit a throat and not whenever you knock someone out.
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Date Posted: Sep 4, 2015 @ 11:49pm
Posts: 16