cadaver on 10/1/2003 at 22:29
I've always been of the opinion that the AR in Deus Ex is quite, if not ridiculously, inefficient. However, I also realize that it fits well within the rest of the gameplay dynamics and creates a nice balanced feeling.
Today I tried upping its damage to 15 (I guess it could be even more, if going for "realism", but I don't want to open that can of worms..) and immediately saw why that was not a good idea. Now, I don't mind getting killed easily, but taking groups of enemies completely by surprise became now far too easy, even at Trained skill level :erm:
So, the point of my post is, I hope the gameplay dynamics (such as enemies movement, how they get alerted, how they dodge etc. and also weapon accuracy & recoil) in DX2 are such that the damage of full-auto capable weapons doesn't need to be reduced as extremely as in DX. :) Also, a selector switch in auto weapons is almost trivial to add, but makes them so much more versatile...
Of course I also hope for totally sweet stealth gameplay, so please don't dismiss me now as a SOF freak or something :thumb:
ToolHead on 16/1/2003 at 14:12
An obvious solution that doesn't make the AR feel like a full-automatic airgun: Make it powerful (significantly more so than a pistol) and simply limit the amount of ammo lying around.
It can be done properly; just look at SS2.
cadaver on 16/1/2003 at 20:52
Yes, very true.
One way is also to reduce the fire rate, like Max Payne did with the Colt Commando. This would also differentiate from SMGs if there'll be any in DX2...
(Personally, I've been juggling these things for a sort of Deus Ex inspired Commodore 64 game; hopefully finished in mid-2003. Anyone interested, see (
http://covertbitops.c64.org/rants/wip.htm) )