Kill vs. Incapacitate: Consequences?

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ya1

Forum regular
So if you shoot someone and the extra effect damage or D.O.T. takes off the last of the targets health, they do not die.

ah ok

This is also why some lethal weapons will also cause death even when equipped for non-lethal usage. If a targets health is low enough and the base damage from the weapon removes the last of the targets health, they can "die" instantly.

It doesn't make sense honestly. Non-lethal mods do not apply additional non-lethal effects on top of the lethal base damage. They just render the whole weapon non-lethal. Or so they say.

The real problem is I've been supposedly killing enemies with blunt melee which is non-lethal by definition. The models were in "alive/incapacitated" state but the extra objective of not-killing them was forfeit. Only takedowns worked. The mission where you save a guy from Militech border control camp is one example. Egro shit is bugged still.
 
I might have been imagining things, but I do believe that I had one of them non-lethal take downs wake up on me.

There is a bug with the AI where they can get stuck on objects when knocked over, making it look like they are "down" but just actually unable to stand up. They can glitch and get back up again if things de-spawn or get destroyed where they are stuck.
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It doesn't make sense honestly. Non-lethal mods do not apply additional non-lethal effects on top of the lethal base damage. They just render the whole weapon non-lethal. Or so they say.

Indeed. But as I said there are occasions where it wont register properly (ie crits/headshots) and can cause instant death. I have gibbed an enemy from a baseball bat hit in the head. So that is how I know.
 
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ya1

Forum regular

Well you got the 3 life choices which change the first hour of game play or so. Then you got the choice of the 4 final missions, which is another hour or two. And... that's about it. ;) Some of the romance choices and the you-or-johny choice change the endings. Some quests also have multiple conclusions but that's mostly cosmetic.
 
Most missions, it doesn't matter. But there is one where you get extra for only incapacitating (careful not to "hide" any unconcious body in the water nearby on that one, it'll count as a kill), and a couple where you get a different ending or even bonus rewards for capturing the main target alive. Usually, it is mentioned at the start of the mission, when incapacitating is preferred.
 
will I get any goody two-shoes brownie points for deciding not to be a sociopathic mercenary?
Specific quests requires V to remain undetected, but killing from stealth is still OK.
Other quests requires no killing, but all you ever get is a small bonus from the fixer.
In main missions though, some bosses should not be killed if you want the good comments from NPCs.
I can give 2 examples but that may be a spoiler if you have not finished the relevant quest.
 
In the context of getting recognition for doing good, I always make sure the person being assaulted (as usually is the case) comes out alive and unscathed, but instead of thanking me for helping them, they just hunker down cowering.
I don't know how to make it happen or what causes it, but I'd say about 1 in 5 times, the victims will stop cowering and say something like "thank you I thought I was going to die" before walking off. I tested a few theories of what might cause it to happen but it seemed to be a random thing.
 
Gun blazing is more glorious, even though I just sit at the corner and upload my deadly daemon.
 
The thing that bugs me the most are the NCPD jobs. In the context of getting recognition for doing good, I always make sure the person being assaulted (as usually is the case) comes out alive and unscathed, but instead of thanking me for helping them, they just hunker down cowering.

And to make things worse, the game doesn't actually care if they survive or not. At least give me more Street Cred or something. :facepalm:
If they aren't cowering they usually thank you.
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you can be non lethal with lethal weapons, but it depends how much dmg they take, its harder. The non lethal mod just stops the kill one time, they can still die after if they get hit again, or even shot by friends. Certain falls in a bad position can also kill them.

There are also certain enemies that will always need a double tap to kill, like placide. And there are few enemies that will always die, like the mox cyberpyscho, and the jingugi cyberpsycho.
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Most missions, it doesn't matter. But there is one where you get extra for only incapacitating (careful not to "hide" any unconcious body in the water nearby on that one, it'll count as a kill), and a couple where you get a different ending or even bonus rewards for capturing the main target alive. Usually, it is mentioned at the start of the mission, when incapacitating is preferred.
they don't always tell you, or sometimes it only pops up later. Sometimes you can only avoid killing by making it to the target undetected, and they'll talk to you.
 
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There's no consequence or difference besides rarely you might get a different payout at the end but I can't confirm that. Certainly not going to go back to the game to try and test that. You miss out on loot though so I suggest always going lethal.
 
There's no consequence or difference besides rarely you might get a different payout at the end but I can't confirm that. Certainly not going to go back to the game to try and test that. You miss out on loot though so I suggest always going lethal.
how do you miss out on loot? they still drop loot when incapacitated. Even if you put the body in a dumpster, a lootbag appears next to the dumpster
 
I might have been imagining things, but I do believe that I had one of them non-lethal take downs wake up on me.

Sometimes it happens when you reload a save, I had a system-resetted enemy suddenly wake up, but other than that, they never do.
 
well, for the most part my first toon took more of a situational approach, taking the incapacitating route when possible, till after reading a lot of shards that basically made it seem that the gangs were all a bunch of bloodthirsty, sadistic, murdering junkies... then she went full on lethal, with shooting survivors in the head afterword.

now, i had a second toon that didn't kill the valentinos, and for the most part they'd stay neutral (unless i started shooting at them) through out most of the game. though, that might have been partly due to a streetkid origin.
 

ya1

Forum regular
now, i had a second toon that didn't kill the valentinos, and for the most part they'd stay neutral (unless i started shooting at them)

A little disillusioning coming your way, friend. There is no faction rep. All the gangs are neutral unless you shoot at them - no matter how many you killed in the past. Sorry to burst your bubble tho.

now, i had a second toon that didn't kill the valentinos

Valentinos got the best combat music track. Just kill one to let it play.
 
you kn
A little disillusioning coming your way, friend. There is no faction rep. All the gangs are neutral unless you shoot at them - no matter how many you killed in the past. Sorry to burst your bubble tho.



Valentinos got the best combat music track. Just kill one to let it play.
you know when you get close to gangers, cops, militech, etc. they go all alert-y, and agro you? well, that playthrough were i was avoiding killing valentineos they seemed to not be doing that, so, might just have been my imagination, or gameplay bug, or something else entirely. just telling you what i noticed.
 
how do you miss out on loot? they still drop loot when incapacitated. Even if you put the body in a dumpster, a lootbag appears next to the dumpster
I believe their weapons didn't drop but I don't recall any more so I'll just say you're right on this one. I'm done with the game and I can't remember any more.
 
I believe their weapons didn't drop but I don't recall any more so I'll just say you're right on this one. I'm done with the game and I can't remember any more.
they drop just fine for me, now regardless of lethal or non-lethal sometimes they drop their weapons and you can't pick them up because they're too close to an object, or a wall, grass/shrubs etc.
 
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mbrto

Forum regular
not being forced to be a mass murderer is kind of a big deal to me
i love how they implemented all the non-lethal options without forcing you to go full stealth

some people will thank you, others will make fun of you
some characters even show up later if you left them alive
 
Only time I've actually noticed a difference is one of the delemain missions with the GlaDOS car which lures you under the bridge and cause people to attack you. If you take them down with a PAX mod vs go all ham will give you a different... Evaluation by it. 😅
 
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