View Full Version : Weapon Mods

21st Nov 2003, 04:53
So far, all the previews I've read talk about the biomods plenty, but they've been pretty silent about weapon mods. One of my favorite things to do in Deus Ex was to pick a weapon and add as many mods as possible to it (no matter how retarded each one was). Is the nada info on mods a figment of my imagination? Is this feature even in Invisible War?

21st Nov 2003, 04:58
It's there, but not as much as in DX. One of the recent preview stated that each weapon could only have a couple of mods attached to it, so you have to pick and choose carefully. I remember my 10mm from DX, I had 5 accuracy mods, 5 recoil mods, 5 reload mods, a scope, and a laser sight mounted on it by the time the game ended. I would have had a silencer too, but it wasn't allowed on that one. It will be interesting to see how common the mods are this time around. It sure sounds like biomods will be a little easier to come by, so I wonder about the weapon mods.

21st Nov 2003, 05:11
This preview (http://pcmac.gamehelper.com/articles/463.htm) from yesterday mentions them.

21st Nov 2003, 17:00
The weapon mods should be much more interesting this time around...check out http://www.gamespy.com/articles/october03/dxinvisiblewarweapons/index3.shtml for a brief description of some of them.

21st Nov 2003, 17:27
They're there, but the approach to them has changed a bit. Rather than shoving every mod on your favorite weapon (giving it small statistical bonuses), you must choose two mods for any given weapon, and they provide different abilities this time around. For example, you could have one pistol that is silenced and melts glass, and another one with a faster rate of fire and EMP damage, and so on.