Deus Ex Mankind Divided Weapons
This mod is almost Inventory Mod for DXMD, but he is not full yet.
- Aug 29, 2016 - This Deus Ex Mankind Divided article will show all the hidden and rare Weapons location and where to find them. These weapons are free so.
- Deus Ex: Mankind Divided - Weapons Gameplay Trailer.
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Weapons (description and locations) Deus Ex: Mankind Divided Guide 10mm Pistol. As it can be easily guessed, 10mm Pistol is one of the most common. Revolver is a very powerful and effective weapon - a great alternative for. Combat Rifle. Combat rifle is commonly used by the police.
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Spoiler TagsAccording to rule 4 all posts and comments that contain any plot details must be spoiler tagged with the following code, containing the game/media they spoil.Type in:DX:HR Spoiler(/s 'Jensen Has Cool Shades')and it will show up as:If you can't see them properly, update your browser. Remember spoiler tags don't work in post titles or on links or special formatting. LinksOfficial Pages▵▵▵▵▵▵Unofficial Pages▵▵▵ (PC tech help). Pretty interesting thoughts- also pleased to know for sure that I was right and the Lancer uses Battle Rifle ammo.That being said, I do disagree on some points:.The shotgun sights never seemed very restrictive to me, though being able to put Holosights onto both of them would be really cool. Moreover, most enemies tend to be minimally armored, and the extra anti-door/wall utility of the shotgun when silenced I think makes up for some of the damage loss vs armored enemies.
Even then, I haven't noticed all that much loss in damage in that respect.You didn't touch on how shitty the Tac SG's 3-round burst is. It's easily possible to mash out shots in semi-auto faster than the burst mode.Beefing up the Devastator should involve the addition of a laser and the ability to take regular shotgun ammo. Probably also touch up the RoF a bit. This then adds a nice variation; the Tac SG is good for stealth players while the Devastator is for in-your-face murdermachines.The Combat Rifle is the new 10mm pistol. AP ammo+Semi-Auto+Silencer and you have the old 10mm Pistol.
Only better, because you have more range and effective accuracy thanks to a 4x scope. Regular ammo is also usable, though AP ammo is of course much preferable.
It's also the case that AP ammo for it is far more plentiful than regular ammo for some weapons (BR/Lancer).Revolver irons are still misaligned. Because apparently Eidos decided that was okay.You also don't really comment on ammo availability and how that affects the viability of certain weapons- the Devastator shotgun and the Grenade Launcher are the biggest culprits, but in my experience the BR is also going to struggle with the same issue. It's also likely that Lancer users will probably have similar- though to a much lesser degree- issue with getting ammo; they'll just be going through less in a given time frame. That fine, I think it's great to get someone else's POV from their playthroughs, etc. The shotgun sights never seemed very restrictive to me, though being able to put Holosights onto both of them would be really cool. Moreover, most enemies tend to be minimally armored, and the extra anti-door/wall utility of the shotgun when silenced I think makes up for some of the damage loss vs armored enemies. Even then, I haven't noticed all that much loss in damage in that respect.It's not that the shotgun is the shittiest weapon in the game (that's the assault rifle;) ), it's just that there are much better weapons out there.
I'm not the spray and pray type, I'm the one hit headshot type of player under most circumstances. You didn't touch on how shitty the Tac SG's 3-round burst is. It's easily possible to mash out shots in semi-auto faster than the burst mode.And I should of, the all 3 rnd burst weapons suck (including the TMP). Beefing up the Devastator should involve the addition of a laser and the ability to take regular shotgun ammo. Probably also touch up the RoF a bit. This then adds a nice variation; the Tac SG is good for stealth players while the Devastator is for in-your-face murdermachines.Hmmm, maybe. I don't care for either one, so I could go either way.
I'm betting the devs wanted to differentiate the weapons more, which is why it's how it is. The Combat Rifle is the new 10mm pistol. AP ammo+Semi-Auto+Silencer and you have the old 10mm Pistol. Only better, because you have more range and effective accuracy thanks to a 4x scope.
Regular ammo is also usable, though AP ammo is of course much preferable. It's also the case that AP ammo for it is far more plentiful than regular ammo for some weapons (BR/Lancer).Puhleeeease. The assault rifle is the biggest piece of trash in the game. The horizontal spread is the worst part about it, and let's not forget that it takes half a mag to kill anything because half the shots went around the target. And the suppressed damage is pitiful. But the biggest kicker is that it has one of the lowest TTKs in the game as it sits right now. Try the 10mm pistol, on full auto, full upgraded, on a stunned robot walker, and then do the same with the rifle.
Now do it suppressed. Now wonder why you still have the POS in your inventory. You'll see what I mean.:). Revolver irons are still misaligned. Because apparently Eidos decided that was okay.I didn't notice, as there is some inaccuracy built into the pistol. But I've seen it happen in other games, so it wouldn't surprise me. However, it excels in close and medium range combat with and without AP ammo when fully upgraded.
It is a truly nasty weapon that far exceeds Otar's custom POS.You also don't really comment on ammo availability and how that affects the viability of certain weapons- the Devastator shotgun and the Grenade Launcher are the biggest culprits, but in my experience the BR is also going to struggle with the same issue. It's also likely that Lancer users will probably have similar- though to a much lesser degree- issue with getting ammo; they'll just be going through less in a given time frame.I did comment on ammo availability by stating the number of slots they take (1x2 or 2x2), how much ammo per unit (200 in most cases) and what their availability it in the game. (plentiful, common, uncommon, rare, etc).The BR and Lancer do not suffer from ammo issues. You can find enough and buy the rest. And it has such good damage per shot that you only need 1 or 2 AP rounds on target to take a majority of enemies down.
I hardly use the regular ammo on the thing. And I've killed every single target (not counting civilians) on my second play through, so it's not like I was ghosting it.Keep in mind that I was cycling through weapons as I was playing through, and everyone will be different on how much they overkill or miss headshots.
But that was my experience.edit: sometimes I can speel;)edit: also note that the lancer uses only BR AP ammo. WRT to ammo, I must have missed the mentions of rarity. Also, I hadn't realized the Lancer was AP-only; whether that's a point in its favor or not is. Debatable.I will admit that I actually didn't use the CR too much in my playthrough (I was busy having fun with the shotgun), but OTOH I didn't actually use the pistol nearly as much as I did in HR.
It's also worth noting that while the 10mm pistol has a huge firerate in full-auto. It's also a bit difficult to control (at least without recoil augs), so your TTK can end up going long and ammo can be wasted pretty easily.The CR still benefits from superior range, and it technically ends up with a higher accuracy rating. I'd probably need to test how that rating plays out, but I suspect that, at least in terms of range, the pistol is going to run into issues where there are some larger areas that it can't actually shoot across.Yes, you could carry a BR or a Lancer to compensate for that- or a Sniper Rifle if you wanted.
But why carry two weapons and up to 4 types of ammo, when I can sink it all into a CR.Suppressed damage on the CR may be 'pitiful', but IMO the point of a suppressed CR is to give you a versatile lethal weapon that can be used stealthily (semi-auto+4x+AP ammo+silencer=headshot machine). EMP ammo cannot be used on the CR. I find it to be very effective at disabling robotic enemies including walkers, turrets, augmented and up-armored cops.
Then I can headshot them with whatever weapon that I have.Here are my favorite loadouts, considering if you had 1-4 weapons on you.Only 1 weapon - wouldn't happen, but it would be 10mm pistol. Very versatile.2 weapons - 10mm and Battle Rifle3 weapons - 10mm, BR and Lancer4 weapons - 10mm,.357 mag, BR, Lancerand I never carry more than 4 weapons, because there is just too much ammo. And that loadout allows me to get away with 6 boxes of ammo. I can win any firefight 5 times over, without grenades.
Hell, I took down the bank, going hard and fast with the pistol only.Overall, the game is too easy, but that's a discussion for another day and place. Oh I'm aware that the CR can't load EMP ammo, I was just curious in general. I guess my main beef is that on the 'middle' difficulty it was easy enough to deal with most enemies using regular and/or AP rounds that the disabling effects of EMP rounds didn't seem too useful.Probably the only enemies that require EMP effects are those with the Titan shield aug. But an EMP grenade might be a better choice for that.I wonder how the 'meta' of MD's weapons would look if the silencers dropped damage of automatic weapons and the Lancer by -10 (the tradeoff of damage vs stealth on the shotgun seems well done and it's a -20, while the TMP-18 is already -10).
Seem like it'd force more choice on the pistol which is currently quite negligible in terms of penalty, while also making the CR more capable for stealth players.Would also add some choice for Lancer users, because it seems right now that there's literally zero downside for using a silencer on it. Then again I also think it would be nice for both the BR and the Lancer to be able to upgrade their magazine capacities.Of course, it would also be nice if the 10mm didn't get so much more benefit from a laser sight than the other weapons do; the SR+BR get +10 ACC, while everything that isn't the 10mm get +15, but the 10mm gets +30.
Sure it might not be able to take optics, but neither the Revolver nor shotguns have that option either and AFAIK both are still at +15.Another aside: do you have any opinions on the 'Elite/Classic Edition' weapons?. My second playthrough was NG+ on the hardest difficulty available. The armored robotic units can take a hit and keep on truckin, so if you disable them with EMP, then they stand nice and still for big AP headshots from the likes of Lancer/BR/.357mag.And the Lancer has a huge damage drop from the suppressor, from 100 down to 60. That's a pretty big downside!
And yes, the small mag and having to come out of ADS to cycle the bolt is a big downside. Even with upgraded reload aug, it takes a hot second, which can be a lifetime in a firefight.I like the 10mm right where it's at;) And pistols do get the most benefit from rail mounted lasers because they have the shortest sight radius (the distance between the front and rear sight). A rifle or shotgun is definitely more 'pointable' because you've got a bigger sight radius and your hands are spread out more, making you able to make finer adjustments for aiming.
At least that's how I like to think of it.I don't think the devs will change anything regarding weapon balance. Nothing is truly 'broken'. I would rather them spend their time on more gameplay/missions/story, improved facial animations, better AI and higher difficulty levels. Jensen should have even less health IMHO, and there should be armored units that are immune to EMP attacks. Also maybe give cameras and/or guards a few more degrees outward in their line of vision.This may all be wishful thinking though.edit: words and I didn't use any elite edition weapons. I totally didn't read the entries for the Lancer properly, since I thought it said 'not applicable' for suppressed damage, the impression then being it loses no damage with a can.In any case I was personally kind of disappointed with the BR since I expected something more like. Well, a real-life battle rifle.
A weapon fire full-power 'rifle' ammunition from an 20 round magazine, possibly with full automatic functionality. And an option for a silencer.I mean, I do like the weapon we got, it's nice. It's just not what it could have been, IMO.Did you find that EMP ammo was critical in dealing with the aug enemies that have their own Titan shields?I do kind of wish that if they look at weapons, they look at giving back some of what we lost in the transition from HR to MD; at the very least I'd like the Heavy Rifle and the Double-Barrel shotgun back, along with the option for explosive and/or homing ammo for the applicable weapons.WRT Elite weapons the Elite 10mm and Elite CR are both burstfire weapons. So I don't think they're all that good. The Elite Tranq Rifle is semi-auto (I think) and takes up less inventory space. Classic Revolver is AP-only, but personally I think it looks nicer.The Elite Battle Rifle though.
Damage caps at 85, and it takes up 5x2 spaces in inventory instead of 6x2. The only downside with it is that you can turn a Battle Rifle you find/buy normally into ammo the way you normally would; you'll pick it up as a separate weapon.Which isn't too bad if you have the Micro-Assembler aug (which for some idiotic reason is locked behind a paywall, fookin' Squenix man) since you can then break it down for parts. I did a ghost run on the hardest difficulty for my first playthrough, on my 3rd visits to prauge I knocked everyone out and then went to disable+destroy all the security things (robots, turrets, etc) for xp.I headed from the tech shop, across the bridge and towards the pair of storage sheds. In the right one was a robot that, once I unlocked the gate, was not hostile. I stood behind it and unloaded a full clip of machine pistol emp (usually all I needed was 2/3 shots to stun a robot) into it and nothing happened. I could destroy it normally however (using regular ammo).
Deus Ex Mankind Best Augs
It had a different paint pattern than the regular police ones. Really one of the best Threads in DEUSEX!That was really hard work I Think. I read all infos and the response here.
Deus Ex Mankind Divided Wiki
It was very imformative for me.I am playing with the 10mm Elite Zenith Pistol, it is like a dream come true. I love silenced handguns so much, and in almost every game the handguns are so weak.
Deus Ex Mankind Divided Weapon Mod Locations
But in Mankind Divided the Pistol is pretty tough.My loadout mostly (40hours and not already done with the first run).10mm silenced Elite (EMP rounds are pretty important).stun gun.(sometimes the tranquilizer rifle)That is all!My playstyle: shooting on a camera or turret with the EMP rounds, then i quick switch to normal rounds and shot them down.Maybe not the best technique but it works.What do you think about the BURST Mode of the 10mm Elite gun?.