Is this weapon now useful in GMDX as opposed to original Deus Ex where Plasma Rifle wasn't worth shit?
I would also like an answer to this.
The assault shotgun feels pretty overpowered to me. From close range it's as destructive as you'd expect, but it's equally deadly from a distance. It's usually enough to fire two or three shots in the general direction of enemies to take them out. I have one range mod installed, but the lack of spread still seems kind of weird. It's made the assault rifle pretty much obsolete for me (although it obviously doesn't have a silencer or a grenade launcher).
TBH I've played full-game runs of the original
just to see if I could detect a difference in usefulness between the assault rifle and assault shotgun, in any situation (range, enemy armour, mutant-animal enemies instead of humans, anything at all) in a 'real game' environment where I'll be carrying at least one dedicated long-range weapon (silenced sniper, max-upgrade-scope-pistol, rocket launcher) so that we're not talking about some artificial scenario in which I can ONLY use either the auto-shotty or assault rifle against some long range sniper.
I'm sure there's different functions for those weapons beneath the games' hood. But in practice, the only differences in function I've ever noticed are:
- the auto-shotty has the sabot rounds and so can double as a second-rate bot/turret-killer;
- with rifles focus, you can very quickly dump enough recoil mods into the auto-shotty that it's no worse than the upgraded assault rifle at mid-range (whilst still having all the recoil mods you could want for your other weapons).
- if you
are willing to have a less-than-perfect assault rifle or sniper rifle, you can
also dump enough accuracy mods into the auto-shotty than it's no worse than an upgraded assault rifle at long-range (again, I'm
NOT saying the stats are the same - I'm saying that after a certain point you can't feel any difference)
- the assault rifle has the silencer (and scope?), which eventually makes it objectively superior in all situations due to the game's shitty AI reacting....like normal people who don't know which direction a maniacal mass-murdering Terminator android is firing at them from.
[and let's not split hairs here...as soon I've got past the point where my bros give me a guilt trip for mass murder, it doesn't matter how nice or evil I start off aiming for, JC is a fucking horror movie villain. For some weird reason, I always KO my UNATCO foot-solder buddies instead of killing them....probably because I've already got into the habit of it after ensuring there isn't a single non-plot-critical troop left conscious by the end of every visit to UNATCO HQ (they've got clips + cash, and you have to go non-deadly or the noise will cause a no-win state), AND every single field mission prior to JC's defection (I keep tellling myself that THIS time I'll resist the temptation to immediately use the gas grenades to mug and loot the 2 troops that give you them for free while mocking your brother, but it never happens). You know Simons' reaction when if you've killed or ko'd every UNATCO solider on the map before he gets the chance to order them to kill you - there was nothing strategic in my discovery of that
I must have a soft spot for Tracer too, because whilst the only characters still on their feet when I leave Hong Kong are Tracer, Paul + Alex, I only kill everyone (backtracking for a few laps to make sure I haven't forgotten anyone) in the labs. Actually, I think I just like the idea of the cops waking up (after I've mugged them to loot the police station) to solve the special mystery of why every single resident of Hong Kong city was knocked unconscious and robbed last night.
It sure as fuck isn't squeemishness about civillians. I mean, it's not as though I leave anyone who isn't immortal or a UNATCO bro alive in Hell's Kitchen or any of the France/NY areas (I've got a moral code though - I only kill children and sympathetic characters by explosives (direct or shooting barrels), mines, flamethrowers or white phosphorous).
Fuck - just realised I need another replay of the original. I always save Paul, and now I'm wondering whether if I hadn't done that, there'd have been some sort of repercussion to murdering all the area 51 scientists after you've freed them and are about to fly out (I know you can't murder
all of them before that, but I don't recall any immortal NPC problems when I've done the missions first,
then murdered them).
Any chance of a 'small' request for next version of the GMDX mod? I just want, like, a cracked screen and some smoke effects if I launch enough firepower at the computer AI at the illuminati guy's place. You talk with it long enough that you build a bond, like it's one of the game's human characters - I
really just feel incomplete not being able to murder it. Even better would be if destroying the screen didn't actually kill it, and you had to go destroy a bunch of servers in the basement and plant a virus on the internet to finish it off in order to for it to lament in its dying nanoseconds (it could spit out a text mid-explosion I guess) about how, contrary to sci-fi novels, it disarmed all its nukes after its calculations led it to believe that humans and AI would live together peacefully.