Okay. I wasn't satisfied with hearsay about tranquilizer round durations, so I did some extensive testing.
DELAYS
The following is a table of measurements taken from the shot fired to the effect active. All recorded at a distance of 18 meters from stationary staff targets on Motherbase, with shots aimed at the thigh. Measured by the frame, from the gun fired to the frame the status icon changes.
Double shot delays include reload times / fire speed and are measured from the first shot.
Code:
Grade Weapon Delay (seconds) Type
------------------------------------------------------------------------
[4] M2000-NL 3.242 Sniper Rifle
Double shot 2.839
[2] Renov-ICKX TP 11.860 Sniper Rifle
Double shot 3.275
[4] Burkov TB 12.998 Handgun
Double shot 2.722
[2] WU S.Pistol 22.251 Handgun
Double shot 6.667
- The trusty WU pistol is by far the slowest of those tested and during the single shot recording I almost fired twice as it looked as though one shot wasn't going to be effective.
- The Burkov TB recorded the fastest double shot take-down but the terrible iron sight view makes it difficult to aim, and the limited range means multiple shots are almost always neccessary at longer distances, even for laser-guided headshots (this also shortens the life-span of the suppressor).
- Unsurprisingly the M2000-NL sniper rifle was the all-round winner with the double shot delay barely shorter than the single shot. On the field depending on the accuracy and speed of the player reload the enemy would be down even before a second shot would even be necessary.
- The Renov's longer single shot delay makes is less effective than the M2000-NL but depending on your play style may be a better alternative in instances where you'd like to incapacitate a crowded guarded area without the same sudden alerts caused by instant take-downs. By shooting each guard in an un-armored body part one after another you have enough delay to create a domino effect.
DURATIONS
After testing the handguns twice each, and the rifles six times (two at 18m, two at 83m, and two at 67m in the field) it's clear that
the game randomizes the tranq duration upon deployment. Sometimes less sometimes more.
Measuring in identical conditions at Motherbase the weapons all performed similarly, between 7:30-8 minutes during the first test. (ironically the WU pistol duration lasted 16 seconds less when fired twice but that was the only anomaly).
During a second test the weapons lasted between 5:07-5:16 minutes each, regardless of whether firing single or double shots. Which led me to suspect and then confirm the randomized tranquilizer round durations.
Tested on the field in Africa at 67 meters the Renov and M2000-NL lasted 3:45.134 and 3.44.994 minutes, respectively. Again, demonstrating the varying durations when tested.
CONCLUSION
So there you have it. The durations are mostly identical across weapons but are randomized upon deployment. Of more importance is the delay between fire and effect. After testing the delays in multiple deployments I can confirm they remain consistent. Hope this is useful in deciding upon a non-lethal load out