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Deus Ex GMDX: Deus Ex Advancement Mod v9 Released!

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Is putting accuracy mods on the prod useful in any way?
 

Ash

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Plasma rifle.
Is this weapon now useful in GMDX as opposed to original Deus Ex where Plasma Rifle wasn't worth shit?

Yes. If there was a design flaw with vanilla always assume it is fixed in GMDX. Try all the things that were ignored vanilla, like PS20 or Tech Goggles.

-Increased damage.
-Reduced inventory size.
-Projectile speed can be increased with range mods.
-accepts all the new weapon mods.
-More effective vs bots than vanilla.
-Fixed a number of bugs, e.g doors aren't immune to it, and laser mod actually works on it.

Also new cosmetic effects and other misc tweaks unrelated to performance or not exclusive to the class of weapon itself.
It's a very good weapon. Fully modded it deals 150 damage if all three bolts hit. Only explosives beat that. It's best vs grunts, bots and Grays.

RoSoDude said:
Further differences in GMDX: If my numbers are right, the sawed-off shotgun has an accuracy cap at 95%, while the Assault Shotgun is at 90%. The sawed-off also has bonus damage with rubber bullets, in addition to higher damage per shot overall.

All correct except damage per shot. It's the same. But it has a headshot multiplier of 9, rather than the typical 8. Further solidifying it's role as a precision weapon as opposed to assault's spray and pay (shells).

T.Reich said:
It's also the best weapon for quickly dealing with GMOs (who are made super-tanky in GMDX).

Genetically modified organisms? Greasels and Karkians do not have more health than vanilla.

Azareal The Cat said:
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.

Bloodthirst Denton best Denton.
 
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Ash

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Karkians actually have less health than vanilla.

Vanilla=400
GMDX=250

They were huge bullet sponges originally.
 

Carrion

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Which is actually really damn useful, because GMDX is really miserly with lockpicks
Same approximate counts as multitools. Lockpicks are sometimes just found in obscure places, and sometimes were vanilla too.
While the amount of lockpicks and multitools might be roughly the same throughout the course of the game, the demand for them obviously varies from level to level (Paris is an ideal location for burglars, Hell's Kitchen is full of electronic booby traps etc.). I'm in Paris now (just met Nicolette DuClare), and I feel like I have to blow every door up to get anywhere. I've upgraded Lockpicking to master level and have the perk that allows you to open anything with a single pick, but I'm still constantly out of lockpicks. I've been using them pretty sparingly too, rarely wasting one on a locker or even a locked cabinet unless there's something really valuable inside. On the other hand I've always had a steady supply of multitools, even though I've used them a lot more often and have only upgraded Electronics twice.

I'm playing on Hardcore, which means that I probably have fewer lockpicks than I otherwise would have, but the balance still feels a bit off compared to vanilla. Or maybe it's just my own fault for playing without the GEP gun (just for challenge) and the Dragon's Tooth (because fuck that thing), meaning that breaking stuff is not always an option.
 

Jaedar

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Karkians actually have less health than vanilla.

Vanilla=400
GMDX=250

They were huge bullet sponges originally.
I remember they used to survive LAMs easily (although vanilla only had one fully grown karkian as I recall).

btw Ash, how does damage reduction work in deus ex anyway? Bots seem resistant to small arms fire, but is this because they have massive hp pools ant AV weaponry just has big multipliers or is there an armor system in play?
 

T. Reich

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Well, the large ones indeed were the walking tanks.
I've just made it to the underwater lab - time to see the big karkian mamma in the tunnel again.
 

T. Reich

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Which is actually really damn useful, because GMDX is really miserly with lockpicks
Same approximate counts as multitools. Lockpicks are sometimes just found in obscure places, and sometimes were vanilla too.
While the amount of lockpicks and multitools might be roughly the same throughout the course of the game, the demand for them obviously varies from level to level (Paris is an ideal location for burglars, Hell's Kitchen is full of electronic booby traps etc.). I'm in Paris now (just met Nicolette DuClare), and I feel like I have to blow every door up to get anywhere. I've upgraded Lockpicking to master level and have the perk that allows you to open anything with a single pick, but I'm still constantly out of lockpicks. I've been using them pretty sparingly too, rarely wasting one on a locker or even a locked cabinet unless there's something really valuable inside. On the other hand I've always had a steady supply of multitools, even though I've used them a lot more often and have only upgraded Electronics twice.

I'm playing on Hardcore, which means that I probably have fewer lockpicks than I otherwise would have, but the balance still feels a bit off compared to vanilla. Or maybe it's just my own fault for playing without the GEP gun (just for challenge) and the Dragon's Tooth (because fuck that thing), meaning that breaking stuff is not always an option.

Yeah, in the end I got my stockpile of lockpicks up.
Actually, during the Paris missions I experienced a shortage of multitools and an abundance of lockpicks. Though this is mostly because I often use my powered-up sniper rifle as a lockpick substitute.
 

Black

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Lockpick have singular purpose, multiltools have (wait for it) multiple, cameras, turrets, keypads, alarms.
 

T. Reich

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Lockpick have singular purpose, multiltools have (wait for it) multiple, cameras, turrets, keypads, alarms.

Most cameras and turrets can be disabled for "free" with security terminals. If you're any good at DX stealth, an alarm will likely be never activated.
Keypads are fair game.
You also forgot to mention the control panels that disable security beams etc. Those can only be bypassed by the multitools IIRC.

Btw, both the doors and the cameras/turrets are also vulnerable to overwhelming firepower.
 

Ash

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btw Ash, how does damage reduction work in deus ex anyway? Bots seem resistant to small arms fire, but is this because they have massive hp pools ant AV weaponry just has big multipliers or is there an armor system in play?

They have roughly standard hp values, military bot aside.

Bullets and melee = 75% damage reduction.
Sabot, 10mm AP, explosives = No reduction.
Plasma Rifle = 50% reduction (this is still good, as plasma rifle is very powerful).
Tear gas, poison etc = immune.

Carrion said:
I'm playing on Hardcore, which means that I probably have fewer lockpicks than I otherwise would have, but the balance still feels a bit off compared to vanilla. Or maybe it's just my own fault for playing without the GEP gun (just for challenge) and the Dragon's Tooth (because fuck that thing), meaning that breaking stuff is not always an option.

Yes hardcore is tougher with lockpick/multitool values.
20mm grenade launcher, GEP (just pick one up temporarily to destroy doors, then drop it again), LAMs, big damage weapons (snipe, DTS), and explosives in the environment help with locked doors. Often, there is an alternate route. Hardcore mode assumes intimate knowledge of the game (hence why it's locked). In Paris did you know a lot of the burglary can be done without lockpicks, for instance? Scale the buildings and both the Arms Dealer and the adjoining building can be looted free of charge. This does not require any specialisation, any build can do it even vanilla. A no-brainer choice once discovered but I would have to disallow box-stacking to prevent it, so nothing can really be done.
It's possible to be advanced in lockpicking but still have access to the majority of the game's loot on hardcore. Sometimes, if you don't have master, you will have to walk away though. This wasn't the case vanilla and as a result aside from really niche builds (e.g non-exploring non-lethal stealth) master lockpicking had little value.

Personally even on hardcore I never get master lockpicking. But as a result I use a lot of explosives on doors, instead of using them all vs bots, security systems or groups (there I use EMP, sabot, scrambler etc). Even then a small handful of things I have to walk away from, which was the intended result. Master lockpicking should hold desirable value.
 
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Jaedar

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Also these fucking mj12 dudes with respirators are really hard to handle in groups without taking substantial damage. I'm running low on medkits in vandenburg :(

Also not sure I am a fan of this carting of a battery across a bunch of platforming (platforming is fine, adding the battery is a hassle).

Bullets and melee = 75% damage reduction.
Sabot, 10mm AP, explosives = No reduction.
Plasma Rifle = 50% reduction (this is still good, as plasma rifle is very powerful).
Tear gas, poison etc = immune.
This is interesting to me, as it means multiple hits (ie plasma rifle) doesn't matter against bots, only stuff like cameras and doors.

You also forgot to mention the control panels that disable security beams etc. Those can only be bypassed by the multitools IIRC.
In HC, they have a DT of 80. This can be surmounted with DTS + max low tech + 7 total levels in targeting and melee damage. So aside from very niche stuff, it's only multitools or explosives.
 

Carrion

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In Paris did you know a lot of the burglary can be done without lockpicks, for instance? Scale the buildings and both the Arms Dealer and the adjoining building can be looted free of charge. This does not require any specialisation, any build can do it even vanilla. A no-brainer choice once discovered but I would have to disallow box-stacking to prevent it, so nothing can really be done.
Yeah. I had a bunch of LAMs with me that I'd been saving up to that point, and they pretty much solved all of my problems. I was able to blow up the side door to the digital media store, the side door to the bakery, the door to the apartment above the bakery and the locked chest at the arms dealer's place all with a single LAM. In the end I was able to get everywhere I wanted to, it's just that I barely used my lockpicking skills at all.
 

Ash

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Also not sure I am a fan of this carting of a battery across a bunch of platforming (platforming is fine, adding the battery is a hassle).

Lockpick the door to bypass the challenge entirely. Microfibral muscle also is handy to remove the battery-lugging element (just power-throw it through the gap or more preferably to the top).
 

Jaedar

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Also not sure I am a fan of this carting of a battery across a bunch of platforming (platforming is fine, adding the battery is a hassle).

Lockpick the door to bypass the challenge entirely. Microfibral muscle also is handy to remove the battery-lugging element (just power-throw it through the gap or more preferably to the top).
I have neither 7 lockpicks to spare, or micro muscle :M
 

Ash

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Well, it's meant to be fun. I'm sorry you don't enjoy the challenge.
It is a bit punishing if you drop a battery though, since you have to start over. Maybe I'll add lift or something that can be multitooled or batteried to help with getting batteries up there.
 

T. Reich

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Are you guys talking about that side-area with a flooded warehouse in the Vandenberg service tunnels?
I decided to skip lugging the battery all the way out there and opted to splode the fuck out of the two locked doors nearby.
Did the battery unlock anything else?
 

Ash

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Oh yeah, you can blow up the doors too.

The batteries activate the lift and power up those doors. Nothing more.
 

RoSoDude

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You can also just skip the battery, do the jumping puzzle to get across, and a single explosive to open both gates.
 

Jaedar

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At the missile base now. Thanks to the power of synth heart, I've (effectively) maxed all augs except targeting, which is at 3. Quite strong, and the energy drain when upgraded is not that noticeable. If I had regeneration, I would probably have used more energy though.

I had also forgotten how fun it is to see enemies blow themselves up with their own rockets :)
 

T. Reich

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I finished my run earlier today. I went with the recirculator aug, and by the end of the game I had only 5 or 6 slots left for upgrading - I maxed all the augs I actually used.
So, I guess that in the end it's purely up to personal preference.
 

Jaedar

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I finished my run earlier today. I went with the recirculator aug, and by the end of the game I had only 5 or 6 slots left for upgrading - I maxed all the augs I actually used.
So, I guess that in the end it's purely up to personal preference.
I'm actually using all my augs, which is a first. I suppose there is also the consideration that most augs are pretty crap at level 1, and very good at level 4, so having them all at level 4 *makes* it worth using all of them.

I especially liked the special canister that made enviro protect automatic. Makes greasels and tranq darts much easier to handle. Now if only there was a similar one for ballistic protection or agressive defense.
 

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