Gameplay builds - [Possible Spoilers]

Discussion about the prequel by Square Enix.

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Gameplay builds - [Possible Spoilers]

Postby MrBlackDX » Fri Sep 09, 11 12:54 pm

So really I'm looking for a decent build for a complete stealth playthrough.

I'm assuming in no particular order its;

Mandatory;

Cloak
Silent running
Hacking (levels and stealth)
More energy/energy regenerate.
Heavy lifting (how many vents have vending machines in front of them?)
Icarus landing system.

Optional;

Typhoon (for bosses)
Dermal armour (for bosses)
Electrical protection (electrical routes and final boss?)
Gas protection (poison gas routes, although most have a valve nearby)
Inventory space
Hacking (fortify)
Break walls (maybe mandatory)
Aim stabiliser (maybe for tranq rifle?)

Useless;

Mark and track (useless unless spare praxis)
Vision (useless unless spare praxis)
Hacking (analyse, use this on first hacking playthrough, otherwise ignore)
Anti-concussion aug
Recoil stabiliser
Last edited by MrBlackDX on Fri Sep 09, 11 12:54 pm, edited 1 time in total.
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Postby James » Fri Sep 09, 11 1:22 pm

brb making a tier list unrelating to your stealth build

BROKEN:
Takedown
Recharging first battery
Glow

GOD TIER:
Icarus
Hi-Jump
Electrical Protection
Radar 25m

TOP TIER:
Stealth Hacking
Cloak
Typhoon
Gas Protection
Recharge battery speed

HIGH TIER:
Hacking levels
Sprint speed
Sprint length
Turret Dominate
Heavy throw
Inventory space
Dermal Armour
Recoil stabiliser

MID TIER:
Smart vision
Typhoon heavy variant
Fortify hacking
Silent sprinting
Double takedown
Bot Dominate
Aim stabiliser

LOW TIER:
Silent running
Radar 50m
Break through walls
Anti-concussion
More batteries
Silent jumping
Mission marking

USELESS TIER:
Cone of vision
Alarm timer
Mark and track
Hacking analyse
Last edited by James on Mon Sep 12, 11 9:49 am, edited 3 times in total.
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Postby Spiderbot01 » Fri Sep 09, 11 3:49 pm

What does hacking analyse actually do?
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Postby Kaiden » Fri Sep 09, 11 3:53 pm

First one makes it so you can view chance of detection when highlighting a node, but you can just see the info by clicking it. And I guess the other lets you see what's in the datastores, although I got that and never really checked (ran out of things to buy).
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Postby MrBlackDX » Fri Sep 09, 11 4:03 pm

Why is break through walls low tier when it can get you more praxis points? Or is that considering you can use explosives to the same effect?

Explosives mean you have remember to bring them
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Postby James » Fri Sep 09, 11 4:18 pm

Explosives do same thing to a greater extent/Noisey (ignore first)/Not many to break/leaves you open to enemy fire if theyre not within stun/knockout AOE
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Postby Kaiden » Fri Sep 09, 11 4:46 pm

I was under the impression that the yellow highlighted, breakable walls only became visible once you bought the aug - so how do you know where to destroy them? Or was it just a co-incidence they started appearing as soon as I bought it.
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Postby Spiderbot01 » Fri Sep 09, 11 4:53 pm

Theres a really obvious crack on the walls where you can do it.
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Postby Kaiden » Fri Sep 09, 11 4:56 pm

Ah yeah I remember seeing it a few times prior to getting it now. Never really had any explosives except for the odd frag grenade though.
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Postby James » Fri Sep 09, 11 5:02 pm

and i feel sorry for anyone using glow lol
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Postby Kaiden » Fri Sep 09, 11 5:03 pm

I thought it just showed up anyway for walls, that makes more sense if I saw them after putting that on.
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Postby Baleout » Fri Sep 09, 11 6:14 pm

Highlight around breakable walls only appears when you have the aug.
The cracks can be seen anytime.
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Postby Aidan » Sat Sep 10, 11 3:47 am

James wrote:and i feel sorry for anyone using glow lol


Yeah, I'm going to have to agree whole heartedly.

I can't stand the glow. Even as an aug.

It feels like I'm playing in 'Show me the pictures in the story' mode. Seriously though... I find it takes away from the immersive environment where there are yellow lines EVERYWHERE, not to mention that it points out where every usable object is, which is no fun, and doesn't require my searching skills when scavenging.
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Postby Professor Layton » Sat Sep 10, 11 7:32 am

There should be a middle ground, remember when you would actually get shown in deus ex if there was a secret thing somewhere? But it would show it if you were right next to it, not from a mile distance...
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Postby James » Sat Sep 10, 11 7:33 am

Same thing is in DXHR though, but a lil text box.
Last edited by James on Sat Sep 10, 11 7:34 am, edited 1 time in total.
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Postby James » Mon Sep 12, 11 10:24 am

Item tier list?

BROKEN:
Pistol
Non-lethal takedowns

GOD TIER:
Laser rifle
Turret buddy
Remote explosive
Revolver

TOP TIER:
Combat rifle
Stungun
Throwing gas or explosive objects
Gas grenade
Boost pack
Boost bar

HIGH TIER:
Automatic unlocking device
Dominate bot
Lethal takedowns
Plasma rifle
Grenade launcher
EMP grenade
EMP mine
Frag grenade
Frag mine

MID TIER:
Dominate turret
Shotgun
Silenced sniper
Tranq Rifle
Heavy rifle
Submachine pistol
Typhoon
Throwing heavy objects and bodies
Throwing light objects
Gas mine
Concussive grenade
All health items

LOW TIER:
Sawnoff shotgun
Rocket launcher
Crossbow
Sniper rifle
P.E.P.S gun
Concussive mine
Punch through walls
Boost jar

NOTES:
  • AUD is not broken. There's not enough in the game and you get more XP from hacking. They're essentially the lockpicks/multi-tools of the game.
  • I think everything are good except the boost jar (I find myself using them instantly as they have no place in inventory when you can fit 6 boost packs in its place which is 3 vs 12 batteries).
  • This measures effectiveness and usage throughout 3 playthroughs. Assume all items are fully upgraded and ammo in the game for the weapons are taken into account.
  • Frag mines are better than frag grenades because they stack, gas grenades are better than gas mines as you can throw grenades further and their AOE is better than a frag grenade.
  • Stungun would be broken because of its instant K.O usage, ammo count, range and EMP effect if it didn't have terrible hitboxes.
Last edited by James on Mon Sep 12, 11 6:31 pm, edited 5 times in total.
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Postby clyzm » Mon Sep 12, 11 10:54 am

Revolver with the Explosive Rounds makes every fight with a heavy or boss-type at close/medium range easy tbh. I vote for it being moved to god tier!
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Postby James » Mon Sep 12, 11 10:55 am

Just realised that, the explosive AOE is why it was in high tier. But if it can stunlock bosses TO GOD TIER IT GOES

edit: moved gas mine lower and boost bar up. Boost bar and pack are pretty much equal depending on what you need.

updated aug tier list. 25m radar is overpowered but why isnt 50m?, well when i took 50m the radar became super small and harder to use desptie seeing all enemies within 50m. the 25m makes it easy to understand and one of the reasons why stealth is abit too forgiving in this game.

mission markers are in low tier because they're annoying

am i missing any augs or items?, please dont mention hyp/painkillers/alcohol they're in it.
Last edited by James on Mon Sep 12, 11 11:01 am, edited 2 times in total.
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Postby MrBlackDX » Mon Sep 12, 11 11:06 am

Plasma rifle and Grenade launcher shouldn't be on the same tier.

Both are fantastic weapons, but you get Plasma rifle so late in the game it is no way as useful as the grenade launcher.

Of course, G-Launcher is pretty late game, but its a fantastic weapon against the last two bosses.
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Postby James » Mon Sep 12, 11 11:10 am

Plasma rifle mows down enemies in the last area and the ammo for it is extremely plentiful. It mows down enemies in repeated pulls of the trigger with ease.

Grenade launcher is an explosive weapon, its semi automatic and range are let down by somewhat lack of ammo.

Question: Do you know why I put the remote explosive in god tier?
Last edited by James on Mon Sep 12, 11 11:11 am, edited 2 times in total.
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Postby MrBlackDX » Mon Sep 12, 11 11:26 am

James wrote:Plasma rifle mows down enemies in the last area and the ammo for it is extremely plentiful. It mows down enemies in repeated pulls of the trigger with ease.

Grenade launcher is an explosive weapon, its semi automatic and range are let down by somewhat lack of ammo.

Question: Do you know why I put the remote explosive in god tier?


PEP's also has a massive use against these enemies (seriously!). If you are going for a pacifist run then apart from stealth, peps is really a good option at this point.

Well I know it's because it can destroy the walls, I'm also guessing its good against bosses? Yelena and the final boss I'm thinking.
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Postby James » Mon Sep 12, 11 11:29 am

PEPs has a glorious LACK of ammo and its a glorified concussive grenade with AOE and force.

What PEPS is good for:
Knocking heavy objects
Knocking down walls and doors (?, never tried but there's heavy force behind it)
AOE

It isnt as good as stungun for: bosses and absolutely 0 stealth capability. PEPS can be a great weapon for crowd control for someone not bothering with stealth, but concussive and explosive weapons are more desired.

Its better than the rocket launcher at least.

@ remote explosives.
it does everything explosive weapons can do, also safer due to remote
ever tried NOT exploding it into a crowd of people?, the area denial which can be used again and again is almost game breaking (also hilarious)

Question: Do you know why I hate the sawnoff shotgun in comparison to the other?
Last edited by James on Mon Sep 12, 11 11:37 am, edited 3 times in total.
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Postby MrBlackDX » Mon Sep 12, 11 11:38 am

My stealth/non-lethal playthrough observations of Peps;

Only useful when attempting to take out a group of guards more than 3 (stun gun or tranq then two man takedown is more effective).

I didn't use Peps that much during a non-lethal run, preferring the one-shot Stun gun, or the long range tranq rifle.

Peps however DID make the last part of the game a lot easier, primarily because there are a lot of melee enemies, who bunch together.

Ammo is medium-rare. Near the same frequency as Sniper rifle ammo. This is if ammo rarity roughly follows;

Plentiful;

10mm
Combat Rifle
Machine Pistol

Somewhat plentiful;

Revolver
Tranq Rifle
Heavy Rifle (could be plentiful)
Shotgun (could be plentiful)

Medium;

Stun Gun

Medium-rare;

Peps
Sniper Rifle
Plasma Rifle (late game only)

Rare;

Rockets
Crossbow
Grenade Launcher
Laser Rifle
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Postby James » Mon Sep 12, 11 11:44 am

peps is definitely much rarer than sniper rounds. sniper/tranq round ratio was like 1:5 to combat/machine/10mm... which if you think about it, they popped up often

having access to peps as early as police station is no excuse. you can carry gas, concussive, or use augs (or jump to the side on the long bridge to the penultimate battle) to avoid them. though i have no doubt all non lethal playthroughs should carry it. its the reverse of your plasma rifle argument, its only truly useful at one point of the game.

10mm is same as combat rifle. and very rare late game.

shotgun is right. barely much if you used it.
Last edited by James on Mon Sep 12, 11 11:53 am, edited 4 times in total.
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Postby MrBlackDX » Mon Sep 12, 11 12:13 pm

Exactly Peps is only useful at the end, and I don't think it should be raised at all.

If you are playing non-lethal, you should generally be playing stealth, and it's only because I gave up on stealth against the last enemies that I decided to go down the "fuck it, I'll just use Peps" route.

I tell you where I used the hunting shotgun... First mission

And that's about it.

You could justify using it for the first boss, but there are better alternatives, even the rocket launcher is better.

Without buying ammo, I ended up my first playthrough with about 50 peps ammo/ Sniper rifle is probably 75.
Last edited by MrBlackDX on Mon Sep 12, 11 12:26 pm, edited 3 times in total.
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Postby James » Mon Sep 12, 11 12:17 pm

looks decent.

laser rifle is almost broken because of what it CAN do, its almost at mag rail level. mows down enemies AND is ammo efficient. breaks last boss fight DEFINITELY lol
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Postby MrBlackDX » Mon Sep 12, 11 12:26 pm

I have decided that Sniper rifle ammo is on the same tier as Stun Gun
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Postby MrBlackDX » Mon Sep 12, 11 12:29 pm

Ammo ratio's (so for a weapon where one bullet does not equate to its high ammo count, a ratio will be set)

Does not include shop's.

Abundant (ratio's don't count);

10mm (1000+)
Combat Rifle (1000+)
Machine Pistol (1000+)

Plentiful;

Revolver (200)
Tranq Rifle (100-150)
Heavy Rifle(ratio 250, actual 2000)
Shotgun (100-150)

Occasional;

Stun Gun (100)
Sniper Rifle (75-100)

Infrequent;

Peps (50)
Plasma Rifle (late game only) (ratio 50, actual 250)

Rare;

Typhoon (10)
Rockets (10)
Crossbow (28)
Grenade Launcher (10)
Laser Rifle (ratio 10-15, 1500)
Last edited by MrBlackDX on Mon Sep 12, 11 12:33 pm, edited 1 time in total.
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Postby MrBlackDX » Mon Sep 12, 11 12:33 pm

Typhoon!

Added

We should probably split this topic into a "tier stats" topic
Last edited by MrBlackDX on Mon Sep 12, 11 12:34 pm, edited 1 time in total.
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Postby James » Mon Sep 12, 11 12:38 pm

It relates to gameplay builds, knowing what's best and where.

If you add grenades, typhoon is between frag and EMP/Concussive. Maybe more common than remote explosive.
Mines/grenades shouldn't be seperated in terms of ammo.
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