Fulton response
Category level interval: 0,1,2,2,3,3
- 0
- Low Fulton response
- Determines aspects of AI behavior towards seeing balloons
- 1
- 2
- 3
Trigger:
- Enemy spotted a comrade being fultoned (+15 RP)[5]
Decay on mission completion:
- Level 0 (-10 RP)
- Level 1 (-20 RP)
- Level 2 (-30 RP)
- Level 3 (-40 RP)
Headshot response
Category level interval: 0,1,2,3,5,7
- 0
- Will not be wearing helmets
- 1
- 2
- 3
- 5
- 7
Trigger:
- Player eliminates a soldier via headshot (+5 RP)[5]
- Includes thrown items and also triggers for shooting soldiers that are being held up.
Decay on mission completion:
- Level 0 (-10 RP)
- Level 1 (-20 RP)
- Level 2 (-30 RP)
- Level 3 (-40 RP)
- Level 5 & 7 (-50 RP)[2]
Covert actions response
Category level interval: 0,1,2,3,4,5
- 0
- No security devices
- Low stealth preparedness
- Soldier cure and speed abilities
- Soldier notice and reflex abilities
- Low holdup resistance
- 1
- 2
- Decoys deployed
- Default holdup resistance
- 3 (pink icon)
- Mines deployed
- High stealth preparedness
- 4
- Decoys actively move
- Gun cameras replace surveillance cameras (certain missions only)
- High holdup resistance
- 5
- Special stealth preparedness[3][4]
Triggers (N/A to free roam):
- Player eliminated a guard during a stealth phase (+5 RP)
- Stealth phase meaning the guard was not suspicious.
- Does not include holdups
- Player captured a guard post or outpost during a stealth phase (+15 RP)[5]
- Player completed a mission with more stealth phase elimination points than for combat alert
- Levels 0-3 (+5 RP)
- Level 4 (+25 RP)
- Level 5 (0 RP)
Decay on mission completion:
- Player completed a mission with more combat alert elimination points than for stealth phases
- Levels 0 & 1 (-20 RP)
- Level 2 (-25 RP)
- Level 3 (-30 RP)
- Level 4 (-75 RP)
- Level 5 (-100 RP)
- Player completed a mission with equal combat alert and stealth phase elimination points
- Levels 0-2 (0 RP)
- Level 3 (-20 RP)
- Level 4 (-50 RP)
- Level 5 (-60 RP)[2]
Combat response
Category level interval: 0,1,2,3,4,5
- 0
- Low combat preparedness
- Soldier shoot, reload and grenade abilities
- Soldier HP and speed abilities
- Default equipment
- 1
- Default combat preparedness
- 25% wear vest body armor
- Short-range guard type
- Mid-range guard type
- 2
- 50% wear vest body armor
- Shield ≤ grade 1
- 3 (pink icon)
- High combat preparedness
- 75% wear vest body armor
- Close-range guard type change
- Mid-range guard type change
- Strong machine gun ≤ grade 2
- Armor ≤ grade 1
- Vehicle reinforcements (missions 03 & 35 only)
- Can be called in once
- Standard armored vehicles and helicopters
- 4
- 100% wear vest body armor
- Short-range guard type change
- Mid-range guard type change
- Strong machine gun ≤ grade 4
- Shield ≤ grade 2
- Armor ≤ grade 2
- Vehicle reinforcements can be called in twice (missions 03 & 35 only)
- 5
- Special combat preparedness
- Armor ≤ grade 4
- Shield ≤ grade 4
- Vehicle reinforcements can be called in three times (missions 03 & 35 only)
- Chance of black (high stat) vehicles[4][3]
Triggers (N/A during free roam):
- Player eliminated an enemy during a combat phase (+5 RP)
- Combat phase meaning any phase higher than suspicion, such as when being shot at.
- Player captured a guard post or outpost during a combat phase (+15 RP)[5]
- Player completed a mission with more combat phase elimination points than for stealth phase.
- Levels 0-3 (+5 RP)
- Level 4 (+25 RP)
- Level 5 (0 RP)
Decay on mission completion:
- Player completed a mission with more stealth phase elimination points than for combat alert
- Levels 0 & 1 (-20 RP)
- Level 2 (-25 RP)
- Level 3 (-30 RP)
- Level 4 (-75 RP)
- Level 5 (-100 RP)
- Player completed a mission with equal combat alert and stealth phase elimination points
- Levels 0-2 (0 RP)
- Level 3 (-20 RP)
- Level 4 (-50 RP)
- Level 5 (-60 RP)[2]
Nighttime response
The subcategories of this response determine what nighttime equipment the AI will spawn with.
Gun lights
Guards will have weapon-mounted lights if the player continually eliminates them at night. This results in them severely limiting the player's vision and camo index during nighttime combat. They will also use their gun lights instead of their flashlight when investigating outside of a post's default low alert state. Regardless of this subcategory's level, they will always be able to use flashlights to check suspicious activity.
Category level interval: 0,1,1,1,1,1
Trigger:
- Player eliminated a guard at night (+10 RP)[5]
Decay on mission completion:
- Level 0 (-10 RP)
- Level 1 (-50 RP)[2]
Night-vision goggles
Category level interval 0,1,1,2,3,3
Trigger:
- Player was discovered at night (+15 RP)[5]
Decay on mission completion:
- Level 0 (-10 RP)
- Levels 1-3 (-50 RP)[2]
Sniper response
Category level interval: 0,1,1,2,2,2
- 0
- Guard type will not appear
- 1
- 2
- Long-range guard type change
- Strong sniper rifle ≤ grade 2[3]
Trigger:
- Enemy believes they are under sniper fire (+30)[5]
- This isn't limited to sniper rifles, and generally occurs when the player shoots one bullet from mid to long-range.
Decay on mission completion:
- Level 0 (-10 RP)
- Levels 1 & 2 (-50 RP)[2]
Hidden revenge categories
Vehicle response
Category level interval: 0,1,1,2,3,3
- 0
- 1
- 2
- Strong missiles ≤ grade 2
- 3
- Strong missiles ≤ grade 4[3]
Triggers:
- Enemy was killed by the player's helicopter (+10 RP)
- Likely includes player manning the minigun
- Player killed a soldier with a vehicle (+10 RP)
- By impacting or shooting with ground vehicles or D-Walker[5][6]
Decay on mission completion:
- Level 0 (-10 RP)
- Levels 1-3 (-50 RP)[2]
Tranquilizer response
The difference between strong and default tranquilizer notice is not clearly defined within the game or its files, however it appears to be the factor in whether a soldier calls for an alert when discovering a tranquilized comrade. When at level zero a lone soldier discovering a single "ZZZ" guard tends to remark about the sleeping guard's laziness and will wake them without informing CP. Whereas in the same scenario at level one, an alert is usually called. Exceptions to this may be when a soldier sees multiple neutralized guards or witnesses a guard passing out.
Category level interval: 0,1,1,1,1,1
- 0
- Default tranquilizer notice
- 1
- Strong tranquilizer notice[3]
Trigger:
- Enemy woke a comrade whom the player had tranquilized (+5 RP)[5]
Decay on mission completion:
- Level 0 (-10 RP)
- Level 1 (-20 RP)[2]
Smoke/gas response
Category level interval: 0,1,1,2,3,3
- 0
- 1
- 2
- 3
- 75% will wear gas masks[3]
Triggers:
- Enemy witnessed smoke occurring (+15 RP)
- Player affected an enemy with smoke/gas (+15 RP)[5]
- Includes smoke, gas and flares of player origin.[7]
Decay on mission completion:
- Level 0 (-10 RP)
- Levels 1-3 (-50 RP)