Continuing from
this post I decided to measure some stun weapon incapacitation durations, after seeing a guard post stay knocked out for what felt like 10 minutes. So I traveled to the Intel and Combat platforms for some testing.
DURATIONS
All measured by the frame at a distance of 18m using headshots, from round leaving weapon to 'Stun' indicator disappearing.
Intel platform staff member with B/B/S/A+/S/A stats (B combat):
Code:
Grade Weapon Rounds Duration (minutes) Type
------------------------------------------------------------------------
[5] AM MRS-73 NL Tranq 7:30 Sniper Rifle
[5] UN-ARC-NL Stun 6:18 Assault Rifle
[5] Riot SMG Stun 6:18 Submachine Gun
[5] S1000 AIR-S Stun 1:15 Shotgun
Pretty good! Also measured shots to the chest which were identical in stun duration.
While measuring the tranq durations for the earlier post I found that durations varied between the arrivals at Motherbase and also in the field, however they always were consistent relatively. That is, even if the durations changed it was by the same amount across the weapons. I speculated it was randomized upon each deployment, but a few here suggested the differences in incapacitation times could perhaps be due to different staff having different tranq tolerances. Ocelot for example is immune to tranq rounds.
To test this theory I went to the Combat platform via a delivery point to find a higher ranked staff in combat. Couldn't find any S-ranks on guard so I used an A++ staff.
Combat platform staff member with A++/D/D/D/A++/C stats (A++ combat):
Code:
Grade Weapon Rounds Duration (minutes) Type
------------------------------------------------------------------------
[5] AM MRS-73 NL Tranq 3:45 Sniper Rifle
[5] UN-ARC-NL Stun 3:09 Assault Rifle
[5] Riot SMG Stun 3:09 Submachine Gun
[5] S1000 AIR-S Stun 0:37 Shotgun
I confirmed this difference wasn't due to fast traveling via the delivery point as I drove back to the Intel platform and I peformed the tests on the same staff member. The results were consistent.
So this seems to indicate that incapacitation times are in fact based on a staff's combat ranking, with shorter durations for higher ranked staff. It also shows the UN-ARC-NL is quite comparable to tranq rounds. If you use the Infinite Bandana, or don't mind the less durable grade 1 suppressor, its higher capacity magazine and undermount option make for a decent non-lethal, at least for non-FOB use.
Then popped some Acceleramin for kicks.