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Man, the crossbow rules. They do that, then everyone comes running, chuck a gas nade, run up, headshot the fools. Or a GEP rocket, obviously.
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# ? Mar 8, 2011 00:45 |
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# ? Jun 4, 2024 12:58 |
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The crossbow is also your pistol if you're going for a non-lethal run. Although it's kinda silly, since aside from some slight changes in dialogue, there's no gameplay difference between shooting dudes with a pistol and beating them with a crowbar versus shooting dudes with crossbow tranq darts and zapping them with a riot prod.
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# ? Mar 8, 2011 00:50 |
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The regular darts are good for getting guards to turn around so you can clobber/slice them.
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# ? Mar 8, 2011 00:54 |
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Don't anybody forget that in Shifter/Biomod the flare darts set people on fire (I'm pretty sure they don't do this in vanilla). When you've inevitably run out of inventory space for the flame thrower because the GEP Gun is... well it's the GEP gun, it's fun to have an extra fire starting chaos weapon. Especially if you're doing a "Kill everything in the most fun way possible whilst giggling like a demented 5 year old" run.
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# ? Mar 8, 2011 00:54 |
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Samopsa posted:Why would you ever play DX without the GEP gun, it's boggling my mind. It's the leatherman of the dystopian future. I pretty much never use the GEP gun except to temporarily use the one at LaGuardia to take out the bots. I always already am cramped on inventory space as it is without that thing taking up 8 slots of my inventory, and never am in short supply of LAMs or 20mm rifle grenades if I need some explosives. Plenty of explosive crates, barrels, or disposable LAWs around as well
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# ? Mar 8, 2011 00:59 |
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^^^ Yeah, in the original all they do is cast light, which makes them triply useless - they're so rare you'll never have more than a clip or two on hand; the game doesn't have all that many dark spots; and where it does, you have at least one and possibly several augs that can deal with it. Now that they set people on fire, they're powerful in proportion to their rarity and fun as hell. Back before I knew about Shifter/Biomod, I actually spent some time learning the Unreal editor so that I could mod that change in myself.
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# ? Mar 8, 2011 01:01 |
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ToxicFrog posted:Now that they set people on fire, they're powerful in proportion to their rarity and fun as hell. Back before I knew about Shifter/Biomod, I actually spent some time learning the Unreal editor so that I could mod that change in myself. Amongst experiments of Cluster Lams, HAMS, HAWS and giant pigeons, I'm pretty sure I did exactly the same thing.
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# ? Mar 8, 2011 01:09 |
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Your puny mods are no match for the ultimate weapon.
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# ? Mar 8, 2011 01:32 |
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ConanTheLibrarian posted:Your puny mods are no match for the ultimate weapon. loving hell that's amazing.
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# ? Mar 8, 2011 01:42 |
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Um this kinda owns, I had no idea. (inside a computer in The Nameless Mod)
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# ? Mar 8, 2011 01:42 |
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^^^ That's loving cool. Uplink had a similar thing where you could buy an IRC program and it was actually a real IRC program that let you connect to whoever and chat about the game.Hard Clumping posted:What I don't get is what the hell use the crossbow has. "Use this when you want someone to get alerted, run to the alarm and pull it and then fall over" "Use this to take out the very first enemy in the game, who is also carrying an identical crossbow! Sorry, no refunds!"
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# ? Mar 8, 2011 01:45 |
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Speaking of the beginning weapon choices, the most important reason you should take the GEP gun is because it's the one weapon you can't find in that first level. There are a couple thugs with the crossbow, and one NSF soldier with the sniper rifle, but the GEP gun won't show up for one or two more levels, I believe. The only real reason you wouldn't take it is if you don't plan to use it at all during the game.
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# ? Mar 8, 2011 01:49 |
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Hard Clumping posted:What I don't get is what the hell use the crossbow has. "Use this when you want someone to get alerted, run to the alarm and pull it and then fall over"
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# ? Mar 8, 2011 07:14 |
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Iggles posted:It's pretty awesome to tranq people from a safe spot. Not as awesome as setting them on fire but then what is? The crossbow would be a lot more useful if enemies didn't have the ability to instantly know where you were shooting from. Hiding in the shadows and tranquilizing people from a distance without them knowing what was going on would be amazing, and probably more realistic, but it also might make a lot of the game too easy. Honestly I think that was Deus Ex's biggest weakness. For all the stealthing around that you did, once you actually attacked someone the stealth game was up. No hiding in the shadows, dropping down to assassinate someone and disappearing again like Batman. I remember sitting on top of the abandoned Paris skyscraper and sniping a patrolling commando far down on the streets below -- and immediately a military bot five hundred yards away from HIM started firing rockets at me. Breaks my IMMERSION, man.
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# ? Mar 8, 2011 07:20 |
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The crossbow is a reliable one hit kill on normal guys (just might take a while.) There's plenty of places where you can just shoot a guy through a window or from around a corner or something, then duck out of sight for ten seconds.
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# ? Mar 8, 2011 15:46 |
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The poisoned throwing knives added by Biomod are tranq darts on crack. They knock out standard guys in about 3 seconds. Love 'em. Just realized how friggin' strong the sawed-off is. It oneshots enemies in the beginning of the game at close range. Awesome. Slap some clip mods on the thing, stand around a corner, and go nuts. No skills required!
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# ? Mar 8, 2011 15:50 |
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I've played through DX at least ten times, and I've never taken the GEP gun. I always end up asking for the sniper rifle because I really do 'like to pick 'em off from a distance'.
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# ? Mar 8, 2011 18:10 |
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Even when I don't plan to keep it, I always take the GEP gun just to destroy the bot by the statue doors and open the medibot crate and a locked box near the statue, then just drop it and pick up the other weapons elsewhere.
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# ? Mar 8, 2011 18:49 |
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Dr_Fever posted:I've played through DX at least ten times, and I've never taken the GEP gun. I always end up asking for the sniper rifle because I really do 'like to pick 'em off from a distance'. In my next playthrough I think I'm going to not use the GEP ever because it really makes the game so much easier. It owns every bot, it owns virtually every locked door, and if you have ammo to spare (and you always will) it owns every human. Not touching the GEP would add a little more challenge. EDIT: also I would avoid mastering rifles because master sniper rifle means cameras and alarm panels are no longer a threat. CaptainWinky fucked around with this message at 18:53 on Mar 8, 2011 |
# ? Mar 8, 2011 18:49 |
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Dr_Fever posted:I've played through DX at least ten times, and I've never taken the GEP gun. I always end up asking for the sniper rifle because I really do 'like to pick 'em off from a distance'. I always thought the GEP gun was a little much for the first mission. That one security robot is so easy to sneak around. In fact the only robot that poses a real threat is on your side. Whatever. The Gep Gun might be useful
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# ? Mar 8, 2011 18:51 |
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Dr_Fever posted:I've played through DX at least ten times, and I've never taken the GEP gun. I always end up asking for the sniper rifle because I really do 'like to pick 'em off from a distance'. There's a sniper rifle on the first level if you want to do that! CaptainWinky posted:In my next playthrough I think I'm going to not use the GEP ever because it really makes the game so much easier. It owns every bot, it owns virtually every locked door, and if you have ammo to spare (and you always will) it owns every human. Not touching the GEP would add a little more challenge. EDIT: also I would avoid mastering rifles because master sniper rifle means cameras and alarm panels are no longer a threat. There's always "No skills, no augs" or "Drop everything at the end of each mission" or "No items at all"
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# ? Mar 8, 2011 19:06 |
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Dr Snofeld posted:Even when I don't plan to keep it, I always take the GEP gun just to destroy the bot by the statue doors and open the medibot crate and a locked box near the statue, then just drop it and pick up the other weapons elsewhere. Since I never choose the GEP gun, I always just place an explosive crate in the security bot's path right in front of the courtyard's entrance, and shoot it when passes. The explosion is big enough to destroy both the bot and the chest's locked top even through the wall separating it. Getting the medibot's door opened is pretty trivial with the crates too since there are like 3 TNT crates right next to the first medibot container.
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# ? Mar 8, 2011 19:06 |
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Quick question, does biomod work with the nameless mod? Figure I should at least try to ignore the internet humour and play it, looks amazing. Also, are there any reliable ways to do a none-lethal knock-out on an enemy when they're sitting down? I always end up destroying the chair and getting bullets shoved in my face.
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# ? Mar 8, 2011 21:14 |
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orange lime posted:The crossbow would be a lot more useful if enemies didn't have the ability to instantly know where you were shooting from. Hiding in the shadows and tranquilizing people from a distance without them knowing what was going on would be amazing, and probably more realistic, but it also might make a lot of the game too easy. You totally can, though. The enemies don't magically know where you are, they just know where the shot came from. If you break line of sight quickly, they might come running over to look for you, but they won't be able to find you. You can easily snipe or tranq several enemies and then hide in the shadows until everyone calms down.
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# ? Mar 9, 2011 00:52 |
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Red Mundus posted:Quick question, does biomod work with the nameless mod? Figure I should at least try to ignore the internet humour and play it, looks amazing. I don't think biomod works. Shifter does however. TNM has some modifications to skills and augs, so I think biomod is incompatible. Sitting down enemies? Spray em in the face with pepper first, or prod 'em.
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# ? Mar 9, 2011 00:59 |
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I picked this up during the Christmas Steam sale and just blew through it in 3 weeks, I can't believe I didn't play this sooner, god drat what a ride. I totally merged with Helios at the end I have a few questions though, they've probably been asked by others but this thread is a billion pages long. Does it make any difference to the story if you kill Agent Navarre on the 747 versus in the train station? Does saving Lebedev have any impact? Is it possible to save your brother when MJ12 busts in his apartment? If so, does he make later appearances? Can you stop Jock's helicopter from blowing up? It seemed super obvious that the technician was shifty what with a dead body nearby and it was frustrating not being able to say anything about it.
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# ? Mar 9, 2011 05:23 |
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Der Luftwaffle posted:I picked this up during the Christmas Steam sale and just blew through it in 3 weeks, I can't believe I didn't play this sooner, god drat what a ride. I totally merged with Helios at the end :cylon: #2 Yes, if you stay and leave through the front door, he survives and shows up later in the MJ12 prison, and Tracer Tong's lab. He also is the one who contacts you instead of Gary Savage in the last mission #3 Yes, you have to talk to Morgan Everett about it after you talk to the "Odd Mechanic". I think you can just kill him and talk to Jock too. (incidentally, you missed the most famous bit of bad voice acting in the game because of this)
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# ? Mar 9, 2011 05:26 |
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Der Luftwaffle posted:Does it make any difference to the story if you kill Agent Navarre on the 747 versus in the train station? Does saving Lebedev have any impact? You can't save Lebedev. Der Luftwaffle posted:Is it possible to save your brother when MJ12 busts in his apartment? If so, does he make later appearances? Yes, don't go out the window. Der Luftwaffle posted:Can you stop Jock's helicopter from blowing up? It seemed super obvious that the technician was shifty what with a dead body nearby and it was frustrating not being able to say anything about it. Yes. This is the famous OH MY GOD JC, A BOMB scene.
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# ? Mar 9, 2011 05:27 |
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Fffffuck. This is what I get for deleting all the saves from previous stages while progressing. Ah well, I guess to make a God Machine you have to break a few eggs.
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# ? Mar 9, 2011 05:32 |
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Luigi Thirty posted:You can't save Lebedev. Seriously? As Lebedev and JC both point out, UNATCO has a policy against killing unarmed prisoners -- when Anna kills him she does the whole "well, he was trying to escape, wink wink" thing. If you kill Anna, then the UNATCO troops should go in and pick up Lebedev, and then there'd be too many witnesses for Gunther to kill him, right? Unless there's some conversation or something later that implies that Lebedev dies. I wouldn't put it past Simons or something, but I think it is possible to save him at the airbase. VVV Simons is their boss. But I still don't think that Lebedev is necessarily killed unless they say it outright. orange lime fucked around with this message at 05:48 on Mar 9, 2011 |
# ? Mar 9, 2011 05:33 |
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orange lime posted:Seriously? As Lebedev and JC both point out, UNATCO has a policy against killing unarmed prisoners -- when Anna kills him she does the whole "well, he was trying to escape, wink wink" thing. If you kill Anna, then the UNATCO troops should go in and pick up Lebedev, and then there'd be too many witnesses for Gunther to kill him, right? Simons guns down two NSF troopers in UNATCO's very own cells and no one gives a poo poo. The UNATCO guys are also shown as a shoot first, ask questions later type of guys from the beginning with a few exceptions. I don't think they'd care considering they'll see Lebedev as nothing more than just another terrorist.
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# ? Mar 9, 2011 05:44 |
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Der Luftwaffle posted:Does it make any difference to the story if you kill Agent Navarre on the 747 versus in the train station? Does saving Lebedev have any impact? Saving Lebedev doesn't have any impact on the story other than a few characters talking about it during the next trip back to UNATCO, but if you avoid killing Navarre you'll fight her in the UNATCO building instead when you escape.
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# ? Mar 9, 2011 05:50 |
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Further: Anna Navarre, barring exploits, is the only character in the game that absolutely has to die.
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# ? Mar 9, 2011 05:54 |
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Hard Clumping posted:Further: Anna Navarre, barring exploits, is the only character in the game that absolutely has to die. I'm not entirely sure this is unintentional, because I'm pretty sure Hermann's dialogue changes if you don't kill Anna. jonjonaug fucked around with this message at 06:06 on Mar 9, 2011 |
# ? Mar 9, 2011 06:04 |
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jonjonaug posted:I'm not entirely sure this is unintentional, because I'm pretty sure Hermann's dialogue changes if you don't kill Anna. No, if you let her live at the airfield and exploit past her during your final confrontation at UNATCO, the plot still treats her as dead.
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# ? Mar 9, 2011 06:25 |
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I didn't know you could save Paul and played as though you couldn't for about 5 or 6 years. I decided to stay in the apartment once on like my fifth playthrough just to see how hard I would be owned, and had my mind blown when I ended up saving Paul. I was a little disappointed by how, appearances aside, it did little to change things. Still, little things like that make it the best game ever made.
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# ? Mar 9, 2011 06:34 |
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Hard Clumping posted:Further: Anna Navarre, barring exploits, is the only character in the game that absolutely has to die. Really? You can't escape her in the subway station and just run upstairs to get gunned down/captured?
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# ? Mar 9, 2011 06:40 |
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In Training posted:Really? You can't escape her in the subway station and just run upstairs to get gunned down/captured? You can, but she's at the front door to UNATCO with infinite lock and strength, and the only key is on her body. EDIT: drat, I remembered it was something about that, but yeah. Crappy Jack fucked around with this message at 07:36 on Mar 9, 2011 |
# ? Mar 9, 2011 06:50 |
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Crappy Jack posted:You can, but she's at the front door to UNATCO with infinite lock and strength, and the only key is on her body. Alex has the key but he refuses to give it until she's dead. Both Gunther and Anna are immune to knockout damage and explode upon death so they can't leave a body to loot. The exploit is that you can trigger her combat fleeing state, normally by making her run from grenades, so that she opens into the INF door and opens it for you. Or just cheat and noclip through it, I guess. A few lines change if she's still somehow alive but since there's no real "legitimate" way to get through without killing her by that point, most things that refer to Anna don't even bother to check her alive/dead flag and just assume you killed her. In that note of dialogue that should be impossible to get, this was posted in some YCS thread a little while back and I'm not sure if it was posted here http://www.youtube.com/user/Markworth Search his channel for Deus Ex videos, he made an item pack mod which has weird stuff like personal robots you command and adjustable tasers and tinfoil hats, but the most interesting one he shows off are using a weapon that changes hostile AI to friendly and lets you get into unique conversations you couldn't possibly get in the normal game. edit: A few of his more recent Deus Ex videos give a download link to his custom item pack if any of you wanted to try them out. Hell Patrol fucked around with this message at 07:09 on Mar 9, 2011 |
# ? Mar 9, 2011 07:05 |
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# ? Jun 4, 2024 12:58 |
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Hard Clumping posted:Further: Anna Navarre, barring exploits, is the only character in the game that absolutely has to die. Howard Strong
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# ? Mar 9, 2011 21:16 |