#1-Opposite Harley Filbenn's office at the north docks is an explosive barrel. Push it into the water and blow it with your pistol. Jump into the water and search the sunken speedboat for some extra items and weapons.
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Remember spoiler tags don't work in post titles or on links or special formatting. LinksOfficial Pages▵▵▵▵▵▵Unofficial Pages▵▵▵ (PC tech help). While I know a lot of people prefer to go the quite or non-lethal route, Human Revolution still had a very interesting allotment of weapons, as well as interesting upgrades for some, such as the explosive rounds for the revolver.This time, the heaviest weapons we're allowed are the sniper rifle, grenade launcher, and devastator shotgun. No heavy rifle, no laser rifle, no plasma rifle, no rocket launcher.While the combat rifle is still more of the same, and the battle rifle is interesting, things like the lack of customizability or lack upgradeablity on some of the more interesting weapons like for say, the Lancer, is somewhat disappointing as well. I'm mostly the same way, but I do have my fun, fuck around, kill everyone, or just combat oriented playthroughs. And the lack of energy weapons, and the genericness of the battle rifle and new sniper rifle model, leave the futuristic touch wanting as well.Like in terms of the non-lethals, I love the new stungun model, while possibly a bit lazy as it's somewhat a reskin of the pistol, it definitely looks far better in Jensen's hands than the one from Human Revolution.
Though HR's did look more sci-fi'ish. And while I haven't gotten much use out of the new tazer augment, and the PEPS augment basically being pretty similar to the original PEPS, only more useful in the fact it doesn't take up inventory space now, I can't see too many ways to improve on the non-lethal side of things.Though, on the silent killing, I just realized we're missing the crossbow. Clearly the biggest travesty. Yeah, but see that's actually a legitimate difference in the fundamental way we were able to use the PEPS.Because I'm pretty sure a lot of people just ended up ignoring it; personally I found it very useful for Panchaea, since it's got amazing crowd-control power, but outside of that level it's actually not too useful for.
Anything, really. Ammo is relatively rare and doesn't stack very deep, and the weapon itself takes up a good chunk of space.But now it's basically a zapper that any loud playstyle can use very easily, and I imagine that stealthier players can also leverage it's charged functionality pretty well. The utility of the weapon went waaay up, because it became so convenient to incorporate into your playstyle. This was a big letdown for me in DXMD.
The weapons feel very similar, and I hope it's not an engine limitation that caused this.For example, the Tranquilizer Gun and the Sniper Rifle share a holstering animation. They basically work the same except the Tranq gun is quiet and knocks out foes while the Sniper is loud and kills. In Deus Ex, meanwhile, the tranquilizer crossbow was totally different from any other weapon and had different sounds and animations.Another example of copy-pasting guns for nonlethal is the Stun Gun. It's literally just a reskinned pistol - with an identical silencer and all - that causes a special animation to play before the enemy ragdolls. Again it shares animations. Meanwhile the equivalent in Deus Ex was actually a melee weapon that worked like a prod, completely different from the Pistol.And yeah, as you said there is NO heavy weapons potential in this game.
Apparently there's a grenade launcher somewhere but I never found it. There's no GEP gun, no energy weapons at all. It seems like your only options are augmentations like PEPS or Typhoon.Another thing that feels like a downgrade compared to Deus Ex: There's no fire. This means you can't set enemies on fire using the environment, there's no flamethrower, and Fire Extinguishers that you find around the game can't even be used for anything. They're just metal cans you throw around, maybe shooting them releases smoke I haven't tested. In the original you could put out fires with them, spray them in people's eyes, and yes, cheese the Gunther bossfight with them.Also yeah, as you said EMP rounds suck.
They don't destroy bots, just temporarily disable them. This makes them basically useless since any EMP round from any gun is effectively the same as an EMP round from any other. Without any heavy weapons this means your only real option for destroying a bot without using up your scarce armor-piercing rounds is to use grenades, and on GMDX it takes at least three frags to get the job done.
I guess it makes sense that a walking tank is hard to take down, but still, shouldn't we have more options here? And by the way, most bots in the game fly, so they're pretty much impossible to hit with a grenade.Also, yet ANOTHER example: there are still no melee weapons. This was something that let me down in DXHR and I had hoped would be fixed, but my hopes were dashed when I saw takedowns making a return and they were silenced forever once I played the game.
I found a wrench in a maintenance area and I got all excited, then I realized I couldn't pick it up and beat my enemies' heads in with it. Sure takedowns are alright but they kill any potential for melee weapons, which is a shame because Low-Tech was one of my favorite skill lines from DX.As Eidos Montreal knows, the Deus Ex series is all about having options.
They've clearly given the players a lot of options but I fear in their quest to lay out multiple options for every scenario they forgot to look for obvious possibilities standing right in front of them. If there's a sword sitting around as a prop in someone's basement, why can't I pick it up and wield it? If I find a baseball bat inside a mob hideout that's clearly used as a weapon off-screen, why not have the enemies pick it up and use it on-screen? Hell, why not let ME pick it up and use it? I popped about fifty trunks walking around Prague, but no one had a tire iron I could pick up and beat enemies with?
C'mon, man. I was a bit disappointed that the energy weapons in particular were missing but Im just gonna grasp at straws here and say that it might have to do with the rumors that Mankind Divided was cut in half. Energy weapons in HR were late game weapons that had no appearance what so ever earlier in the game, I assume somewhere in development that energy weapons were considered but were cut for the re purposed second half or just left out entirely. There's no real concrete evidence that the game was split into multiple parts but when compared to how HR was structured and by the commentary of the Director's Cut, it seems a bit strange how certain elements were handled.
The devs from the commentary really seemed like they wanted more locations and hubs in HR but couldn't fit them in do to time constraints.Also I just want to point out the references to Bob Page's moon base they keep making, first it was originally a cut level of the original game, a hoax by Picus in HR, an actual base revealed in the missing link, and is once again referenced in MD. I swear that ever since the missing links release in 2011, Eidos had the moon base planned somewhere for this game.
There's a minigun-esque drawing in the artwork booklet, so we might see that in the future. (i also pray for a flamethrower, which would be hot!)What bothered me more is the fact they done nothing with the 'on the fly' upgrade swaps. Besides ammo switch, all upgrades are singular and you will never switch them out or deactivate them. Something as simple as having a flashlight attachment would have been an improvement and would force you to swap between that and the laser sight. (let's forget smart vision for a moment.;) )They paved the way for opportunities regarding guns, but didn't fully committ. Like other things.Oh well, I never asked for this anyway. Shame I do now.
As I've often considered, the MD Combat Rifle is just the HR 10mm Pistol with a new face on.This doesn't make it okay. It shouldn't be the case that one weapon is simply the most optimal for almost all conditions. Generalist weapons are okay, so long as the specialists are actually better in their areas of specialty.MD did do this somewhat well, because the shotgun is superdeadly at close range and both it, the machine pistol, and the 10mm pistol have EMP ammo.
Which is good for stealthier players because you can pop an EMP round (or six) into a camera or turret to temporarily disable it.But for lethal/loud players, AP is more useful. And comparing the CR to the Battle and Sniper Rifles as well as the Revolver and Devastator shotgun. BR ammo is very hard to find- AP rounds even more so.
XP E-BookXP E-BookXP E-BookReload Speed ModXP E-BookXP E-BookXP E-BookPraxis KitReload Speed ModXP E-BookPraxis KitAmmo capacity mod. XP E-book on a cart in the surgery hall at the LIMB clinic. XP E-book on the night stand in the bedroom of Josie and Greg Thorpe’s apartment. XP E-book in Seurat’s (the arms dealer) bedroom. Reload mod in a locker in the police station basement. XP E-book on the desk in the police station morgue.
XP E-book in Jensen’s apartment bedroom. XP E-book on the desk in the “chop shop” apartment. It’s in the same building as Tindall, but requires either level 5 hacking or finding the code (tall fence near police station).
Praxis kit in the same room as the previous. Reload Speed Mod found above the fire escape just inside DRB territory. Jump aug required. XP E-book on the ground level of DRB territory.
Praxis Kit found behind a weak wall near the sewer exit into the DRB territory. Ammo mod in a storage unit near Sarif HQ. Same place where Zeke Sanders asks you to meet him (if you let him live).FEMA Facility. Hive membership cardReload Speed modPraxis KitTargeting modRate of Fire modXP E-bookRate of Fire modArmor-piercing modXP E-book. There’s a Hive membership card in a guest room on the third floor of the Hung Hua Hotel.
Reload Speed mod in a storage unit near the Hung Hua Hotel. Praxis Kit hidden in a breakable wall in the sewers near the Hung Hua Hotel. Targeting mod in a storage unit just west of The Hive. Rate of Fire mod in a room in the basement on The Hive.
XP E-book in the security room near the entrance to The Hive. XP E-book in Tong’s office in The Hive. (Beware: It is possible to make this E-book unobtainable by using the nearby vent to listen in on Tong’s conversation.). Rate of Fire mod behind a breakable wall on the second floor of Alice Pods–just above the arms dealer in the supply room. Armor-piercing mod behind some boxes next to the stairs on the ground floor of Alice Pods. XP E-book in pod 143 of Alice Pods.Hengsha – Youzhao District. Ammo Capacity modAmmo Capacity modXP E-bookXP E-bookXP E-bookPraxis Kit.
Ammo Capacity mod in a storage unit near the Harvester parking garage. Ammo Capacity mod behind a fence on a catwalk.
XP E-book on the second floor of the southernmost apartment building in the Youzhao District. XP E-book in one of the apartments near to the central Youzhao entrance.
It’s the one that’s not Lee Hong’s apartment. Praxis Kit at the bottom of the elevator shaft of Hengsha Court Gardens apartments. XP E-book in the apartment to the left of the main entrance from the courtyard of Hengsha Court Gardens.Tai Yong Medical.
Ammo Capacity modReload Speed modXP E-bookXP E-bookPraxis KitXP E-book. Ammo Capacity mod in a locker above the Cryo-Storage area of Tai Yong Medical. Use the catwalk path. Reload Speed mod in a large shaft in the pangu section of Tai Yong Medical. Can only get there through a vent. Icarus augmentation is helpful. XP E-book in the same location as previous.
XP E-book laying on some boxes in the large room just beyond the security checkpoint into the labs proper. Praxis Kit found in a desk drawer in the Tai Yong Medical labs. XP E-book in the left hangar control room.Picus. Ammo Capacity modPraxis KitRate of Fire modXP E-bookSilencerXP E-bookReload speed mod. Ammo Capacity mod on the Picus roof. Praxis Kit found in one of the desk drawers in the Picus newsroom. Rate of Fire mod in the mensroom near the Picus newsroom.
XP E-book in the Picus studio control room. Silencer in a drawer concealed by boxes in the Picus studio. XP E-book in an office just before the lowest level of Picus (boss floor). Reload speed mod in an office on the lowest level of Picus.Detroit Return. Ammo capacity modReload speed modDamage modXP E-bookTarget seeking modXP E-BookCooling mod. Ammo capacity mod inside a supply closet at the start of Omega Ranch.
Reload speed mod in the locked dormitory of the Omega Ranch barracks. Damage mod in the armory of the Omega Ranch barracks. XP E-book in storage room G-23 on the second floor of the main facility. Target seeking mod in a supply closet just before the elevator to the restricted area of Omega Ranch. XP E-Book in Doctor Reed’s safe at Omega Ranch. Requires Level 5 Hacking. Cooling mod in the hidden room in Hanger 18 of Omega Ranch.
A crate is blocking an open vent.Panchaea.