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− | In ''[[Deus Ex]]'', eight different '''weapon modifications''' are available. Each one either improves a weapon's attribute or adds an extra feature to the weapon. Each weapon is limited to a maximum of five upgrades per attribute. Not every modification is compatible with each weapon - as |
+ | In ''[[Deus Ex]]'', eight different '''weapon modifications''' are available. Each one either improves a weapon's attribute or adds an extra feature to the weapon. Each weapon is limited to a maximum of five upgrades per attribute. Not every modification is compatible with each weapon - as shown [[#Weapon Modifications Chart|below]]. |
==[[Image:ModAccuracy.png|Accuracy]] Accuracy== |
==[[Image:ModAccuracy.png|Accuracy]] Accuracy== |
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− | When clamped to the frame of most projectile weapons, a harmonic balancer dampens the vertical motion produced by firing a projectile, resulting in increased accuracy. Each upgrade improves the base accuracy |
+ | When clamped to the frame of most projectile weapons, a harmonic balancer dampens the vertical motion produced by firing a projectile, resulting in increased accuracy. Each upgrade improves the base accuracy, based on weapon's base accuracy (that is, a weapon with high base accuracy is affected less and vice versa). |
+ | {{Quote|Almost any weapon that has a significant amount of vibration can be modified with a balancer; I've even seen it work with the [[mini-crossbow]] and a [[Plasma rifle (DX)|prototype plasma gun]].|[[Sam Carter]]|UNATCO OPS FILE NOTE SC108-BLUE}} |
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⚫ | |||
⚫ | |||
A magazine extension that increases clip capacity beyond the factory default. |
A magazine extension that increases clip capacity beyond the factory default. |
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+ | Increases by 10% per upgrade, based on weapon's base clip (minimum of +1 clip per upgrade). Upgrades applied are rounded down. |
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⚫ | |||
+ | ==[[Image:ModReload.png|Reload]] Reload== |
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⚫ | |||
⚫ | |||
− | |||
⚫ | |||
==[[Image:ModRange.png|Range]] Range== |
==[[Image:ModRange.png|Range]] Range== |
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− | By lubricating the firing path with synthetic synovial fluid, the drag on fired projectiles is reduced with a consequent increase in range. Each upgrade improves range by 10% |
+ | By lubricating the firing path with synthetic synovial fluid, the drag on fired projectiles is reduced with a consequent increase in range. Each upgrade improves range by 10%. |
− | |[[Sam Carter]]|UNATCO OPS FILE NOT SC111-BLUE}} |
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+ | {{Quote|Coating the primary valve system of a flamethrower or plasma gun in synovial lubricant and then over-pressuring the delivery system will also result in an increase in range. Little trick I learned during field testing.|Sam Carter|UNATCO OPS FILE NOTE SC111-BLUE}} |
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⚫ | |||
+ | Despite the description, it has no effect on projectile velocity. |
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⚫ | |||
− | ==[[Image: |
+ | ==[[Image:ModRecoil.png|Recoil]] Recoil== |
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | |||
⚫ | There is a well known bug (though based on the description this is probably deliberate) which makes all weapons equipped with the laser 100% accurate. However, attaching the Scope modification to the same weapon, either before or after attaching the Laser, will remove the accuracy effects of the Laser. |
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==[[Image:ModScope.png|Scope]]Scope== |
==[[Image:ModScope.png|Scope]]Scope== |
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⚫ | |||
− | |||
⚫ | |||
==[[Image:ModSilencer.png|Silencer]] Silencer== |
==[[Image:ModSilencer.png|Silencer]] Silencer== |
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+ | A silencer will muffle the muzzle crack caused by rapidly expanding gases left in the wake of a bullet leaving the gun barrel. |
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− | + | {{Quote|Obviously, a silencer is only effective with firearms.|Sam Carter|UNATCO OPS FILE NOTE SC108-BLUE}} |
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+ | |||
+ | ==Notes and Tactics== |
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+ | * It is unnecessary to put the 'accuracy modifier' on the [[Sniper rifle (DX)|sniper rifle]] if you are planning to max your Weapons: Rifle skill since the maximum accuracy possible is already achieved just from the weapon's base accuracy and the Master skill level. |
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+ | * A silencer on the sniper rifle may be useful in some instances, however, at long ranges, other enemy troopers are too far away to hear any shots. |
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+ | * The base recoil value on the [[flamethrower]] is at 0 to begin with so it is completely unnecessary to upgrade it with a Recoil Modifier. Similarly, the base recoil on the [[Plasma rifle (DX)|Plasma rifle]] is extremely low and it usually isn't worth upgrading with more than one modifiers, if at all. Recoil is largely mitigated if you upgrade the Weapons: Heavy skill anyway. |
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+ | |||
+ | ==Compatibility Table== |
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+ | {| class="wikitable" |
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+ | ! !! Accuracy !! Clip !! Reload !! Range !! Recoil !! Laser !! Scope !! Silencer |
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+ | |- |
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+ | | [[Stealth Pistol]] || ✔ || ✔ || ✔ || ✔ || * || ✔ || ✔ || |
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+ | |- |
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+ | | [[Pistol (DX)|Pistol]] || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || |
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+ | |- |
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+ | | [[Mini-Crossbow]] || ✔ || || ✔ || ✔ || || ✔ || ✔ || |
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+ | |- |
||
+ | | [[Assault Rifle]] || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || || ✔ |
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+ | |- |
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+ | | [[Assault Shotgun]] || || ✔ || ✔ || || ✔ || || || |
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+ | |- |
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+ | | [[Sawed-off shotgun|Sawed-off Shotgun]] || || ✔ || ✔ || || ✔ || || || |
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+ | |- |
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+ | | [[Sniper Rifle (DX)|Sniper Rifle]] || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || || ✔ |
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+ | |- |
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+ | | [[Flamethrower]] || || || ✔ || ✔ || || || || |
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+ | |- |
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+ | | [[Plasma Rifle]] || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || |
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+ | |- |
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+ | | [[GEP Gun]] || || || ✔ || ✔ || || || ✔ || |
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+ | |} |
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+ | :✔ indicates that the modification is compatible with the weapon |
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+ | :<nowiki>*</nowiki> Stealth pistol only accepts recoil modification on v1.000f. |
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==Gallery== |
==Gallery== |
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− | <gallery widths=" |
+ | <gallery widths="60" captionalign="left"> |
accuracy.png|Accuracy Weapon Mod |
accuracy.png|Accuracy Weapon Mod |
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clip.png|Clip Weapon Mod |
clip.png|Clip Weapon Mod |
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+ | reload.png|Reload Weapon Mod |
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range.png|Range Weapon Mod |
range.png|Range Weapon Mod |
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recoil.png|Recoil Weapon Mod |
recoil.png|Recoil Weapon Mod |
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− | + | laser.png|Laser Mod |
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− | + | Scope.png|Scope Mod |
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− | + | silencer.png|Silencer Mod |
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</gallery> |
</gallery> |
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Revision as of 03:08, 4 April 2019
In Deus Ex, eight different weapon modifications are available. Each one either improves a weapon's attribute or adds an extra feature to the weapon. Each weapon is limited to a maximum of five upgrades per attribute. Not every modification is compatible with each weapon - as shown below.
Accuracy
When clamped to the frame of most projectile weapons, a harmonic balancer dampens the vertical motion produced by firing a projectile, resulting in increased accuracy. Each upgrade improves the base accuracy, based on weapon's base accuracy (that is, a weapon with high base accuracy is affected less and vice versa).
"Almost any weapon that has a significant amount of vibration can be modified with a balancer; I've even seen it work with the mini-crossbow and a prototype plasma gun." | ||||
— Sam Carter, UNATCO OPS FILE NOTE SC108-BLUE |
Clip
A magazine extension that increases clip capacity beyond the factory default.
Increases by 10% per upgrade, based on weapon's base clip (minimum of +1 clip per upgrade). Upgrades applied are rounded down.
Reload
A speed loader greatly decreases the time required to reload a weapon. Each upgrade reduces reload time by 10%.
Range
By lubricating the firing path with synthetic synovial fluid, the drag on fired projectiles is reduced with a consequent increase in range. Each upgrade improves range by 10%.
"Coating the primary valve system of a flamethrower or plasma gun in synovial lubricant and then over-pressuring the delivery system will also result in an increase in range. Little trick I learned during field testing." | ||||
— Sam Carter, UNATCO OPS FILE NOTE SC111-BLUE |
Despite the description, it has no effect on projectile velocity.
Recoil
A stock cushioned with poly-cellular shock absorbing material will significantly reduce perceived recoil. Each upgrade reduces the base recoil by 10%.
Laser
A laser targeting dot eliminates any inaccuracy resulting from the inability to visually gauge a projectile's point of impact.
There is a well known bug (though based on the description this is probably deliberate) which makes all weapons equipped with the laser 100% accurate. However, attaching the Scope modification to the same weapon, either before or after attaching the Laser, will remove the accuracy effects of the Laser.
Scope
A telescopic scope attachment provides zoom capability ( [ Key ) and increases accuracy against distant targets.
Silencer
A silencer will muffle the muzzle crack caused by rapidly expanding gases left in the wake of a bullet leaving the gun barrel.
"Obviously, a silencer is only effective with firearms." | ||||
— Sam Carter, UNATCO OPS FILE NOTE SC108-BLUE |
Notes and Tactics
- It is unnecessary to put the 'accuracy modifier' on the sniper rifle if you are planning to max your Weapons: Rifle skill since the maximum accuracy possible is already achieved just from the weapon's base accuracy and the Master skill level.
- A silencer on the sniper rifle may be useful in some instances, however, at long ranges, other enemy troopers are too far away to hear any shots.
- The base recoil value on the flamethrower is at 0 to begin with so it is completely unnecessary to upgrade it with a Recoil Modifier. Similarly, the base recoil on the Plasma rifle is extremely low and it usually isn't worth upgrading with more than one modifiers, if at all. Recoil is largely mitigated if you upgrade the Weapons: Heavy skill anyway.
Compatibility Table
Accuracy | Clip | Reload | Range | Recoil | Laser | Scope | Silencer | |
---|---|---|---|---|---|---|---|---|
Stealth Pistol | ✔ | ✔ | ✔ | ✔ | * | ✔ | ✔ | |
Pistol | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
Mini-Crossbow | ✔ | ✔ | ✔ | ✔ | ✔ | |||
Assault Rifle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
Assault Shotgun | ✔ | ✔ | ✔ | |||||
Sawed-off Shotgun | ✔ | ✔ | ✔ | |||||
Sniper Rifle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
Flamethrower | ✔ | ✔ | ||||||
Plasma Rifle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
GEP Gun | ✔ | ✔ | ✔ |
- ✔ indicates that the modification is compatible with the weapon
- * Stealth pistol only accepts recoil modification on v1.000f.
Gallery
|