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jd10013
5th Sep 2011, 17:53
I haven't seen any threads on the subject, so I thought I'd start one. As I've been playing through, I've noticed that a good bit of choices have to be made concerning weapons and inventory, much more so than the first game. in the first, unless you wanted to carry a bunch of heavy weapons inventory space never really was an issue. For starters, in HR you have to decide how much inventory space you want. you start off with about half the space you can have, but using praxis points early on for inventory is a tough choice. equally tough to me seems what to upgrade. so basically I'm wondering, what weapons do people consider an absolute must have in inventory, what's a complete waste of space, and how much space do you keep, and how much of it do you use for grenades and other non weapon items.

unbeatableDX
5th Sep 2011, 18:10
for me (a lethal player) i upgrade to full inventory space by the end of detriot. combat rifle, pistol & revolver is a must every playthrough since ammo is everywhere and they are fun to use, then i choose another 2 weapons to keep- usually the sniper rifle & shotgun. or possibly the heavy rifle. crossbow is cool too, but ammo is very rare.

other guns:
machine pistol- good to pick up and use then drop since there is plenty of ammo, but it is too weak later in the game. iron sights are obstructing too.
rocket launcher- just takes up too much space.
laser rifle- is cool but is just cheating if you use it with smart vision. if you want to have fun with it DONT get smart vision.
plasma rifle- is extremely cool! i want to use it & upgrade it so bad but you only get it at the end of the game. might aswell not be in the game at all. (unless i somehow missed it early on and all the ammo you should get with it)
stun gun- this is just overkill. seriously
tranquilizer gun- never used it, i will if they ever patch in a message that tells you if you failed the foxy hounds and pacifist achievements.

inventory- i carry about 5-7 grenades (mixed types) and sometimes 3 emp mines, since you benifit in space by 1 block. 15 candybars at all times pretty much. 10 painkillers at all times. 10-20 nuke and stop programs at all times. then the rest is all ammo- no need for anything else. well there is not much else to choose from anyway.

and weapon mods should only take up 1 block like dx1, but they take 2-6 unfortunately

brangdon
11th Oct 2011, 20:19
That inventory forces you to make choices in DX:HR is a point I've not seen made often here. As I recall, I did find it limiting in DX1, too. The GEP took up a huge amount of space, but was so great at solving problems it was worth it (for some runs). If you have a lot of medium weapons (assault rifle, shotgun) then you have limited space for other toys (armour, camo, rebreathers etc - DX1 had more variety of useful objects).

Using praxis for inventory is almost a no-brainer for me because you can never have too much stuff. I do try to postpone it as long as I can, though. I find the upgrades are bulkier than I'd like. I want to postpone applying them to weapons until I am sure what weapons I am going to specialise with. It's always tempting to upgrade the pistol just because I have it and there's plenty of ammo for it, and when I've started down that path I don't want to throw it away and start on another weapon.

Romeo
11th Oct 2011, 22:14
Well, we all know the GEP gun was the best stealth gun, so there's that. :D

I thoroughly enjoyed the inventory management this time around. I'm sure there'll be many that take offence, but I'd say they did it better than the original even did.

Jerion
11th Oct 2011, 22:31
I thoroughly enjoyed the inventory management this time around. I'm sure there'll be many that take offence, but I'd say they did it better than the original even did.

I agree with this. In the original the temptation to secure a loadout about halfway through and stick with it religiously is very strong, making the inventory management fairly invisible. In this though it's a constant balancing act. Ammunition for the typhoon? But I like my Grenades. :( Extra inventory space? Guess I won't be able get the wallpunch just yet.

Locutus of BORG
11th Oct 2011, 23:16
For me, the 'essential' loadout varies according to the playstyle / strategy you're going for, but really it mostly boils down to the 10mm, maybe the Revolver and a handful of mines/grenades, imo (for pacifist PTs, the 10mm is swapped for the tazer and tranq, obviously).

For Stealth & Non-Lethal, it's my opinion that you're best off with both the Stun and Tranq guns, though I'm sure just one or the other could work well enough (zero takedown runs are possible, afterall). Pack a few bombs / one high dmg. gun / typhoon for convenience, and you should be set to take on anything.

For Stealth & Lethal, a silenced, lasered & AP'd 10mm is really all you need. Again, just a few optional bombs / a big gun / typhoon can be added for convenience sakes. The silenced SR is nice if you can get it, but it's totally non-essential, and won't replace the pistol anyway.

I haven't done a full-out Aggro PT yet, but I suppose the 10mm would take the cake again. I suppose a second gun would be necessary, so prob an explosive shot Revolver (since the MP and CR become expensive peashooters 1/2 thru the game). I personally find explosives more efficient than heavy weapons, but I suppose the Grenade Launcher / Laser Rifle would make good late game additions.

Weapon wise, this game is dominated by the 10mm, the Revolver, the Stun Gun and Tranq Gun, + bombs imo. They are just too good for what they do and the little space they use up. The DLC Grenade Launcher is a beast in all the same ways, but it comes too late in the game to be a main gun. Everything else is just too bulky / ineffective to be 'essential' imo.

pukster
11th Oct 2011, 23:34
whatever you do dont get the sniper rifle. There is no silencer for it, and the levels are FAR to small for you to use it. Its so pathetic where they give you the rifle too. Like inside a building on the third floor. One shot and everyone is going to rush towards you. You need a base like in Vandenberg to snipe :P

Locutus of BORG
11th Oct 2011, 23:43
^Yeah, the regular SR in this game is just... baffling.


I think there are some parts in the game worth having a zoom scope for, but true, there is no part in this game where a SR scope + range is actually needed.

pukster
12th Oct 2011, 00:26
^Yeah, the regular SR in this game is just... baffling.


I think there are some parts in the game worth having a zoom scope for, but true, there is no part in this game where a SR scope + range is actually needed.

maybe they designed the sniper rifle first with the intention of having larger levels, then it didn't exactly work out that way, and they didn't have time to go back and remove all sniper ammo.

Jerion
12th Oct 2011, 00:35
It's a peculiar weapon, I think. I've found that if you want to try to find a space where it's applicable, look for significantly vertical areas. Places like city rooftops or building skylights, or the catwalks in lower TYM. Such spaces are not exceptionally common but the weapon earns it's keep if you like approaching from above. That approach almost necessitates having the Icarus aug; Pair it with the cloak though if you want to be sneaky, or typhoon if you want to make an aggressive landing.

Locutus of BORG
12th Oct 2011, 16:06
maybe they designed the sniper rifle first with the intention of having larger levels, then it didn't exactly work out that way, and they didn't have time to go back and remove all sniper ammo.
They could've just gave us a proper sniper rifle instead of forcing us to choose between a mildly gimped DLC item (Whisperhead) or a massively underpowered cannon (the regular "SR")... both of which being generally eclisped in their respective roles by the game's pistols :lol: :mad2: :(



It's a peculiar weapon, I think. I've found that if you want to try to find a space where it's applicable, look for significantly vertical areas. Places like city rooftops or building skylights, or the catwalks in lower TYM. Such spaces are not exceptionally common but the weapon earns it's keep if you like approaching from above. That approach almost necessitates having the Icarus aug; Pair it with the cloak though if you want to be sneaky, or typhoon if you want to make an aggressive landing.
+1. Sniping opportunities exist in this game, though rare and not always expedient. There places in the game where the 10mm just doesn't quite have the reach, and those are spots where lugging an SR around actually becomes worthwhile.

jeyeichkey
12th Oct 2011, 16:33
@Locutus of BORG
What? So you say sniping wasn't made for inside the vent? ;^)


I always start the game with inventory that never truly fits for the mission. Like sniping from the vents. Not really ideal, but I do love the sniper..

The stun gun is awesome. I love it. The takedown option/Double takedown (FTW) is even better than any weapon. Close and personal which isn't my playstyle at all. But worked like a charm in this game.

Grenades.... better not. I always throws one when it fits the least. The R2-button is too easy to accedenty push on the PS3 controller. It happens in the office, in streets, during a sneak up... No, grenades are banned from my inventory.

Oh, and the typhoon - mmmm... After seeing that I don't mind killing. It's pure awesomness. If typhoon had a stunning effect that would be quite handy in a pacifist game.

Kaylord
12th Oct 2011, 20:25
I had two playthroughs so far.

The first one I had to learn about everything. I did not find the "iron grip"(?) button then, which made tranq and sniper actually useable first place. So I stuck to pistol, which is basically all you need for emergencies (like the "save malik" moment). For the bosses, the combat rifle was the most helpful.

The second one I had stun gun, pistol and combat rifle as regular companions, and in the last levels grenade launcher, laser and plasma guns. Pistol and combat rifle were upgraded as much as possible. I collected every snack, the software viruses apparently stack infinitely, and I had always one or two emp grenades for one-hitting the big robots. With the hoarded snacks for the energy supply, I double-meleeĀ“d all the aug zombie in the last level when they rushed me; that was a lot of fun. The stun gun made all the boss fights a lesser nuisance.

I never tried revolver with the explosive mod. I will try a third "terminator-style" playthrough with just a revolver and the typhoon.

In the first playthrough I still tried to collect and sell every loot-weapon one by one to maximize profit, but it turned out you never need that many credits. Basically it is just four times two praxis kits in all the LIMB clinics you can find, so 40.000 $ is all you need and easy enough to obtain without any special packrat/loot strategy.

jeyeichkey
12th Oct 2011, 20:38
@Kaylord
Ah, there you said something. Revolver. So much fun! I have never liked the revolver before, but now... :^)

JSj
12th Oct 2011, 20:46
I will try a third "terminator-style" playthrough with just a revolver and the typhoon.

I tried the "run and gun" playstyle, and got bored immediately. As long as you got decent cover and firepower, it's really easy to quickly kill everyone in the area, then all you can do is go around and collect the loot, and maybe hack into things. Boring!

So I play stealthily, trying to pick off the enemies quietly, without alerting anyone else, and I most often do it non-lethally, to get more xp. I therefore use mostly the stun gun and tranq rifle, both immensely useful. Then for heavy combat (ambushes and bosses), I have found that an upgraded revolver and lots of mines and grenades are more than enough to get you through. This limited number of weapons means that I have plenty of inventory space for other equipment, which is nice.

I'm still just in Singapore, and I'm thinking that in the end of the game maybe you need more firepower, so I will check out the laser and plasma rifle and probably pick up one of those.

betto.poa
13th Oct 2011, 00:31
the inventory is ok space is ok ,but why you cant use removible attachments on the rifle like scope ,silencer granade laucher... to have at least one weapon jack of all trades

singularity
13th Oct 2011, 01:06
For a fully upgraded invintory, I've found a pretty fantastic universal loadout that works for all styles of play (agressive, stealthy, lethal, non-lethal and everything in between) on DX difficulty.

Weapons: Assault Rifle, 10mm, Revolver, tranq rifle, stun gun.

Ammo: 2 boxes of 10mm (4 slots total), 1 box revolver (2 slots total), 4 boxes assault rifle, 2 boxes tranq, 1 box stun, 1 box typhoon

Explosives: 6 explosive mines, 3 emp mines, 3 concussion mines, 6 gas mines (if you can manage - I never had more than 5 at any given time).

Healers: 20 energy boost bars (4 slots total), 2 slots devoted to painkillers, 2 slots devoted to hypostims.

Use your remaining space on whatever you choose... I usually bring a couple more emp grenades, and energy bars.

Things to consider when trying to get the most out of your invintory:

--Use mines. If you stack 3, they save more space than grenades, and they are impossible to "waste" (a mine only goes off if it will hit an enemy, and if it doesn't go off, you can always recollect it). Mines are also more versitile, as they can be used to set traps, and gas mines, unlike gas grenades, do not put enemies into hostile status once they detonate (the secret to getting through Panchea with a ghost bonus easily)

--Always use individual energy boost bars - not the cases, and never the jars. Do the math. The case takes up 2 invintory spots, recovers 2 bars of energy and can be stacked up to 3. that means that for every 2 invintory slots, you can recover 6 energy cells. Using the same philosophy with the bars, you can recover 10 energy cells for the same invintory space, and at a more controlable rate.

-- explosive revolver bullets = loud lock picks, wall-breakers, small robot killers, and splash damage. And you can stack FIFTY of them in only 2 slots. Don't waste your other energy-skills or explosives when revolver bullets do fine.