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20. Re: Ships Ahoy - Deus Ex: Human Revolution - The Missing Link Oct 19, 2011, 11:21 Creston
 
jimnms wrote on Oct 18, 2011, 23:39:
I finished DX:HR over the weekend. It took me 89 hours, but I'm a bit OCD and have to make sure I explore every inch.

Argh, someone beat my 70 hours!

A lot of the augments were useless, and I saved my praxis points until I needed them. At one point I had 14 unused point, so I went ahead and fully upgraded dermal armor for the stupid boss battles, and the cloaking thing even though I'd made it that far without using it. I wasn't going for a pacifist run, but I was doing stealth and non-lethal because you get more XP. By the end of the game I had 9 unspent points. I never upgraded the battery things because I got by just fine with the single re-generating cell. I did upgrade the regen speed of unused cells though. I carried 5 of those energy bar things with me, and if I came across another one I just ate it. I never found a place where I needed more than two cells.

Pretty much everyone is in agreement that the energy bar upgrades are useless, unless you're doing a pure stealth run in which case it allows you to cloak longer. They should have always had the second to last cell recharge, so if you have 5 bars, it would recharge up to 3. That makes getting them worthwhile. As it is right now, there's no point.
And I agree that you do wind up with a lot of praxis points for which you don't really have a use. Whenever I do a playthrough now, I don't spend the first fix Praxis points, instead considering them a payoff for having health regen and a radar.

I felt the whole take-down system kind of ruins the game and made the stun gun completely useless.

You don't HAVE to use it.

First, why bother with having a lethal or non lethal option? You get more XP for a non-lethal take-down and there is no down side to using it

Technically there is, because they can be woken up by their buddies. However, since everyone sticks to such a strict route, the odds of one of them being found are low to nill, and that's a shame. Guards should have much bigger patrol routes, and randomly check behind places, at least on the higher diff levels. That would force you to really go out of your way to hide the bodies.

but using the lethal take-down causes any enemy on the map to hear it. They should have reversed it, have the lethal take-down quick and silent, but the non-lethal take-down louder. That would make doing a pacifist run much more challenging and make the stun gun useful.

They should both be noisy, actually. I have no idea why the game feels that punching someone in the face with your cyberarm somehow doesn't convey a sound to the guy standing five feet away...


It was also way too easy to get XP. After finishing a mission stealthily and getting the bonuses, you could turn around, go back and kill everyone for more XP.

Hahaha, I never even thought of that.

Hacking was too easy, and the stop worms and nuke viruses were useless. The only time I used one was by accident, and I had over a hundred of each by the end of the game.

Yeah. It's a fun minigame, and at least it doesn't get mind-numbingly boring like so many other minigames, but it could have done with bigger and more difficult levels to hack. Just upgrading the security rating on the security node isn't enough.

Then there was the endings.

The devs have admitted they let people down with the endings, and that they ran out of time. It sucks, but oh well.

Creston
 
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