|
Well yeah if you use combat strength you will obviously do more damage. There's nothing to argue about, it is a documented fact that the back is the best spot to aim when going for melee KOs. I just checked and it actually is only the baton and prod that work best on the back, everything else you should go for the head.
|
# ? Aug 31, 2011 20:14 |
|
|
# ? Jun 5, 2024 22:54 |
|
Lets gently caress Bro posted:Sorry but no, the back is indeed the best place to use the prod/baton. It straight up does more damage with any melee weapon (maybe just nonlethal melee weapons) if you tap them in the back. I don't really get it either. I usually crawl right up to an enemy and stand up briefly to prod them. Sometimes I shift-walk if he doesn't stop moving. The two sweet spots, as far as I am aware, are the back of the head and the base of the spine. It is possible to one-hit-KO an enemy with the prod without having to stand up, which is useful. When I did my Biomod playthrough I got a lot of mileage out of a combination of maxed Run Silent, Microfibrial Muscle and the unique Blackjack. Charge at dudes and club them in the back of the skull.
|
# ? Aug 31, 2011 20:19 |
|
Dr Snofeld posted:The two sweet spots, as far as I am aware, are the back of the head and the base of the spine. It is possible to one-hit-KO an enemy with the prod without having to stand up, which is useful. This applies to vanilla, it might have been changed in shifter/biomod because it makes very little sense but I don't think so.
|
# ? Aug 31, 2011 20:27 |
|
Lets gently caress Bro posted:There's no such thing as a sweet spot in the sense you describe. There are rough zones of locational damage, just like JC and his limbs. They can't get crippled like JC, but the concept is similar. The game just isn't sophisticated enough to have sweet spots like the base of the spine, that just counts as "torso," but it is a very effective place to aim if you want to KO someone while remaining crouched. Back of the head would count as "head" and while any other weapon would do more damage, the baton and prod still work best on the torso. All I know is that shocking someone in the rear end is both entertaining and effective.
|
# ? Aug 31, 2011 20:39 |
|
I always just stunned people in the back of the legs, and they went down, but I usually play on Realistic. I should play on Hard next time to see the difference.
|
# ? Aug 31, 2011 21:11 |
|
I uploaded the DX10 renderer as Kentie's website is still down. Basic Beater can update the OP with it if he wants.
|
# ? Aug 31, 2011 21:12 |
|
My apologies if Project 2027 was already brought in some of the older 156 pages, but apparently it's about to be a thing. Does any goon know something more about it than what can be glimpsed from the site?
|
# ? Aug 31, 2011 23:50 |
|
I'm playing through the russian version of it now and while the plot is a bit goofy (first 10 minutes of the game there is an AI in your head telling you to do things and people want it) it's been quite Deus Ex-y and fun so far. Definitely something you have to look forward to if you like DX.
Georg LeBoui fucked around with this message at 23:57 on Aug 31, 2011 |
# ? Aug 31, 2011 23:55 |
|
Georg LeBoui posted:I'm playing through the russian version of it now and while the plot is a bit goofy (first 10 minutes of the game there is an AI in your head telling you to do things and people want it) it's been quite Deus Ex-y and fun so far. Definitely something you have to look forward to if you like DX. Is there an English language version of the Russian plotline? If there isn't, someone needs to translate it and release it as a mod. PLEASE.
|
# ? Sep 1, 2011 01:54 |
|
Jegan posted:I always just stunned people in the back of the legs, and they went down, but I usually play on Realistic. I should play on Hard next time to see the difference. Difficulty only affects JC's health.
|
# ? Sep 1, 2011 01:59 |
|
A prod to the rear end is always the most silent takedown.
|
# ? Sep 1, 2011 02:27 |
|
FlyingCheese posted:Is there an English language version of the Russian plotline? The site states that they have just finished translating it to English.
|
# ? Sep 1, 2011 02:46 |
|
Guillermus posted:I uploaded the DX10 renderer as Kentie's website is still down. Basic Beater can update the OP with it if he wants. Thank you very much, but it appears that the website just launched up again as of today. Unfortunate timing.
|
# ? Sep 1, 2011 03:42 |
|
How do I get this working on Windows 7 64-bit? I've tried the fixer mod in the OP and the game crashes to desktop before the main menu.
|
# ? Sep 1, 2011 07:52 |
|
GUI posted:How do I get this working on Windows 7 64-bit? I've tried the fixer mod in the OP and the game crashes to desktop before the main menu. Does it give any error and what renderer did you use?
|
# ? Sep 1, 2011 09:17 |
|
Male Man posted:Difficulty only affects JC's health. No, it also affects enemy health. It's just that the prod one-hit-KOs to the bottom of the spine or the back of the neck regardless of difficulty.
|
# ? Sep 1, 2011 17:35 |
|
Lets gently caress Bro posted:There's no such thing as a sweet spot in the sense you describe. There are rough zones of locational damage, just like JC and his limbs. They can't get crippled like JC, but the concept is similar. The game just isn't sophisticated enough to have sweet spots like the base of the spine, that just counts as "torso," but it is a very effective place to aim if you want to KO someone while remaining crouched. Back of the head would count as "head" and while any other weapon would do more damage, the baton and prod still work best on the torso. Then what's with the MJ12 Commando's sweet stop being his belt? If you try the prod anywhere else, you won't be able to knock him out, even with a full magazine unloaded on him. However, if you use it on his belt, one shot will knock him out.
|
# ? Sep 1, 2011 18:18 |
|
closeted republican posted:Then what's with the MJ12 Commando's sweet stop being his belt? If you try the prod anywhere else, you won't be able to knock him out, even with a full magazine unloaded on him. However, if you use it on his belt, one shot will knock him out. Have you ever had 50,000 volts in your dick?
|
# ? Sep 2, 2011 01:35 |
|
The hit-boxes are weird, but I reliably one-hit knock out everyone I come across with the baton without any augmentations. I'm pretty sure you can't just hit them in the back, you have to specifically hit them in the back of the head, maybe the neck. Like that other guy said, crouch up behind them, aim above their head and swing when you're right next to them. Works every time. I haven't had to use the prod in forever. The only people I have trouble knocking out in one hit are people sitting in chairs. I just wail on them until they go down. By the time they stand up they've taken enough damage to start running, and while fleeing their fragile necks are vulnerable.
|
# ? Sep 2, 2011 02:52 |
|
closeted republican posted:Then what's with the MJ12 Commando's sweet stop being his belt? If you try the prod anywhere else, you won't be able to knock him out, even with a full magazine unloaded on him. However, if you use it on his belt, one shot will knock him out. Lets Fuck Bro fucked around with this message at 03:08 on Sep 2, 2011 |
# ? Sep 2, 2011 03:01 |
|
Rosoboronexport posted:Does it give any error and what renderer did you use? It only says "DeusEx has stopped working" and nothing more. I've tried every renderer including the unofficial DX10 one and nothing works. The game used to work fine when I was running on Windows XP over a year ago.
|
# ? Sep 2, 2011 03:07 |
|
Lets gently caress Bro posted:All I know is, I've looked at the game files a bit and enemies definitely just have the same body part system as JC in that they take different amounts of absolute damage in different body parts. Perhaps with the prod you can hit both the torso and legs at the same time? That seems the most likely to me and would account for the neck sweet spot as well. I guess if you can be really precise that's a good strategy. That makes sense. Has anyone tried to do a no-kill run through Invisible War? For some reason I have the urge to do one right after I finished up HR, and I'm sure it's going to be painful.
|
# ? Sep 2, 2011 03:29 |
|
closeted republican posted:That makes sense. It's actually really easy iirc. Eventually you get the power that lets you punch EMPs into robots and then there's no reason to ever put away your baton.
|
# ? Sep 2, 2011 03:31 |
|
SolidSnakesBandana posted:It's actually really easy iirc. Eventually you get the power that lets you punch EMPs into robots and then there's no reason to ever put away your baton. Didn't know that. Sounds a lot more fun than trying to use IW's clunky as hell lethal weapons. Redownloading IW now, and I'll give it a shot when its done.
|
# ? Sep 2, 2011 03:35 |
|
Golashes posted:So I started an IW game and I'm having some issues (Besides it being loving weird as hell). Whenever I get past character creation, my game seems to crash to black. I kill the process and start googling answers, and all the sudden about five minutes later the game (which has been killed, along with ion.exe or whatever) comes back from the dead and loads the next part. Anyone know what's up? I've already set affinities, XP compatibility, and disabled advanced desktop features. I had the same problem, and here is how I fixed it: by exiting all instances of Google Chrome. What the hell, Invisible War
|
# ? Sep 2, 2011 05:34 |
|
closeted republican posted:Sounds a lot more fun than trying to use IW's clunky as hell lethal weapons. IW may have gotten a lot of things wrong but the glass destabilizer weapon mod is totally one of my favourite stealth tools I've come across in a video game. SolidSnakesBandana posted:It's actually really easy iirc. Eventually you get the power that lets you punch EMPs into robots and then there's no reason to ever put away your baton. I started playing Invisible War through again to top off having completed Human Revolution, and while I considered doing a nonlethal run to celebrate my successful nonlethal HR game... it just doesn't seem like a challenge.
|
# ? Sep 2, 2011 12:45 |
|
I'm playing IW again, and I'm actually enjoying it pretty well. I think the game's major sin wasn't in the game itself, for the most part, but when it was released, and how gamers reacted to things at the time. See, nowadays gamers understand that if you want to further a Popular-Among-A-Niche-Audience-But-Nobody-Else-Even-Knows-It-Exists game, you take the original, burn off all the impurities that limited it to that niche audience, and replace it with stuff the rest of the market likes, resulting in a much better game. IW had the misfortune of being developed before Irrational learned that designing Bioshock under the impression that people wanted System Shock Underwater was a horrible idea that was actively pissing off their testers, giving them pressure to change things to actually be fun for gamers. IW had the misfortune of coming out before Fallout 3 outsold Fallout 1 and 2 combined. Hell, let's go all out with it: It had the misfortune of coming out before DX:HR, an objectively simpler game that's a lot more fun than Deus Ex itself. Because of that era, the developers of IW tried to do it both ways; appealing to everyone else while still appealing to the hard-core fans. Had IW been made just a few years later, I don't think they would have tried to appeal so much to the hard-core fans, while still keeping in-theme with the original.
|
# ? Sep 2, 2011 19:31 |
|
I tried playing it last year for the first time and just couldn't stand the 1-2 minute loading times and the engine restarts (with brightness resetting each time) combined with really small areas. So I quit after the tutorial, because drat.
|
# ? Sep 2, 2011 19:34 |
|
MisterBibs posted:DX:HR, an objectively simpler game Not to start a poo poo-fight but I disagree with this overall. Inventory Tetris felt harder in HR, hacking alone is a major "complication", you have all augs unlocked from the start as opposed to an occasional binary choice of aug (plus upgrades)... admittedly, HR doesn't have skills, and takedowns are easier than melee combat.
|
# ? Sep 2, 2011 19:48 |
|
HoldYourFire posted:Not to start a poo poo-fight but I disagree with this overall. Simpler was perhaps a poor word for it; streamlined fits a bit better.
|
# ? Sep 2, 2011 20:19 |
|
The one thing from Deus Ex that I really miss in Human Revolution is not having to spend inventory on ammo like in RE4.
|
# ? Sep 2, 2011 20:32 |
|
.
harrygomm fucked around with this message at 22:52 on Jan 26, 2021 |
# ? Sep 2, 2011 20:33 |
|
harrygomm posted:I'm not really one to comment on the rest, but really? HR auto-sorts all of your items for you automatically. There is no tetris, there is diablo style pick-up-poo poo-until-you-can't. Did you mean something like not having the full inv unlocked from the start? Or are you meaning more 'I want to have all the weapons in my inventory and its hard to pick stuff up when I do that." Also everything is rotatable and rectangle-shaped, so unless the only thing you're carrying is huge weapons like the rocket launcher and sniper rifle, it's not so much inventory tetris as it is "how many slots do I have left?"
|
# ? Sep 2, 2011 20:48 |
|
The only thing that makes it different from the first game is that you have the option of to cut out the annoying rearranging when you want that assault rifle, but have to move everything in your inventory to get it to fit. You can even turn that off if you want the pure Deus Ex experience.
|
# ? Sep 2, 2011 20:53 |
|
HoldYourFire posted:and takedowns are easier than melee combat. Considering that especially on harder difficulties you actually have to work to get takedowns without then dying whereas you can literally win IW by taking the tonfa and speed and strength augs and hitting everything in the face, I don't think that's right.
|
# ? Sep 2, 2011 21:39 |
|
So far my biggest problem with IW is the lack of skill points. It's like, I just fought my way through a smuggler's army to free a fighter jet that I wasn't even going to use and I got jack poo poo for it. In the original, the skill points were a really effective reward system, and this game just doesn't have anything like that. I liked doing unnecessary poo poo just because i was this close to mastering my pistol skill.
|
# ? Sep 2, 2011 23:28 |
|
Little Blue Couch posted:So far my biggest problem with IW is the lack of skill points. It's like, I just fought my way through a smuggler's army to free a fighter jet that I wasn't even going to use and I got jack poo poo for it. In the original, the skill points were a really effective reward system, and this game just doesn't have anything like that. I liked doing unnecessary poo poo just because i was this close to mastering my pistol skill. This another thing I like about HR. The original Deus Ex is kind of stingy with experience points, you might get a couple hundred points for finding a secret area but even then you can only buy a few upgrades over the course of the game. HR gives you a steady drip of XP so even when you explore an air duct only to find it leads you back to an area you've already been to or you hack a lock only to find it's full of an ammunition that you're already maxed out of, you still feel like you've accomplished something.
|
# ? Sep 2, 2011 23:48 |
|
Yeah, the constant XP being given is like a goddamned drug. Even though I've got 8 praxis points stockpiled, I still hack everything for the most XP, search every vent and every backroom for explorer bonuses, and knock out every dude. And this is my pacifist foxiest of hounds run. I never ever need the points, but whatever. e: whoops this is the DX1 thread. Anyways, with the shifter mod I get in the same mindset; trying to get as much XP as possible. EMP-ing bots instead of blowing them up, non-lethal takedowns and no explosives on guards. I always make sure to prod MiB's, because they give heaps of points.
|
# ? Sep 3, 2011 00:08 |
|
Lets gently caress Bro posted:There's no such thing as a sweet spot in the sense you describe. There are rough zones of locational damage, just like JC and his limbs. They can't get crippled like JC, but the concept is similar. The game just isn't sophisticated enough to have sweet spots like the base of the spine, that just counts as "torso," but it is a very effective place to aim if you want to KO someone while remaining crouched. Back of the head would count as "head" and while any other weapon would do more damage, the baton and prod still work best on the torso. I'm replaying the game on Medium difficulty just to run through the game with relatively few headaches, and it's interesting to read this, as I always aim at the head if I want to KO someone with the prod. If I aim at their back, I just get a stun. But as I was typing this, I realized that this could be because I'm doing it while I'm crouched, and the targeting rectile just doesn't match up all that well with where I'm "aiming."
|
# ? Sep 3, 2011 00:14 |
|
|
# ? Jun 5, 2024 22:54 |
|
Samopsa posted:Yeah, the constant XP being given is like a goddamned drug. Even though I've got 8 praxis points stockpiled, I still hack everything for the most XP, search every vent and every backroom for explorer bonuses, and knock out every dude. And this is my pacifist foxiest of hounds run. I never ever need the points, but whatever. I haven't played HR, but I didn't like the constant xp in shifter. The skill points in original DX was a bit all over the place, but it generally felt like you'd earned it. It was only small amounts in shifter, but it felt like it was cheapening it a bit. Although I do like the idea of freeform xp for actually doing stuff, just less often. So maybe just leaving it at things like knocking out an MIB, or crowbarring a giant spider bot (there aren't actually many of them in the game are there, I can think of 3 or 4 - can't remember if there are 2 in Area 51) to death.
|
# ? Sep 3, 2011 00:22 |