The baton would work for that, I suppose. The other melee weapons wouldn't (notice I said quietly) - but it still seems odd/limiting that a nano-augmented super agent can't just punch/grapple a terrorist.Jaedar wrote:coughmeleeweaponscoughDaveW wrote:
Fair enough. I think not running out of ammo for the basic stealth(ish) weapon is a good thing - it means that you always have a good takedown option. In Deus Ex, if you run out of ammo for the prod you basically can't take down an enemy quietly (seeing as the tranq dart gives them enough time to set off an alarm).
I thought making the 'stun' weapon much more effective and replacing the melee weapons with manual take-downs (seeing as you have blades on your arms) was quite a nice way of keeping the game simple but efficient. But again, different philosophies - I see simple and efficient as a good thing, but I know a lot of people prefer the more convoluted (imo) gameplay of Deus Ex.
Then why have ammo in the first place?[/quote]DaveW wrote:Again, game design philosophy - I don't think punishing a player because they dared to run out of ammo is a good thing.
Don't take what I said out of context - I was talking about quiet take-downs with the prod, not weapons in general.
What I'm talking about is essentially the same principle behind 'pop guns' in FPS games. Just like you don't punish a player and say "No more combat for you!" because they run out of ammo, I don't think you should punish a player with no more stealth because they ran out of prod ammo. Unfortunately that's what happens in Deus Ex unless you happen to have a baton. I think it should be made harder, but not impossible, because that ruins the enjoyment of the game (and the purpose of the game is enjoyment).
In HR, they do this by giving you the stun gun which is much easier to take down enemies silently because you can do it at a distance, so if you run out of ammo with that you have to creep up to enemies and take them down in close quarters which is generally more difficult.