With GMDX, Deus Ex’s weaponry is fully fleshed out. Highly polished and visceral, killing or subduing conspirators has never been this satisfying.
Tactical Gameplay & Choices
- Expanded weapon modding system, including new rate of fire, full-auto and damage mods, as well as a detailed weapon modding menu.
- A new secondary weapon system empowers the player.
- Recoil systems have been completely redesigned to behave realistically and yield greater gameplay depth.
- Un-silenced weapons are noisier (to a more realistic, actually relevant extent) and will alert AI in the immediate area (scales based on difficulty level).
- New ammo types.
- More reactive environment. Shooting certain objects, like a fire extinguisher, can have tactical results.
- Greater balancing, e.g no more useless PS20, and a sawed-off shotgun that should rival the assault shotgun more effectively.
- Many bugfixes relating to the weapons, and general polishing.
- A whole bunch more. No text list can do it justice.
- Bullets hitting objects now produce a wide variety of effects.
- New camera effects to give a visceral feeling of powerful recoil when shooting.
- Melee weapons now produce elaborate effects when used.
- Various improved/added animations.
- Weapons that should be semi-auto now actually are.
- Ejected shell/bullet casings have been polished in a number of ways.
- The player can hear gunshots etc at further ranges.
- Shotguns fire 8 pellets rather than the vanilla 5.
- All projectiles produce enhanced visual effects.
- Weapon audio design has received a much-needed overhaul.
While the full list is quite extensive, here are some example changes:
- New scope-in animation when using the scope.
- Scope toggle is no longer restricted by rate of fire.
- Scope view is twice as large.
- Variable Zoom functionality.
- No longer automatically zooms back in after reloading whilst looking through the scope.
- New zoom toggle sound effect unique to the sniper rifle and plasma rifle.
- Range mods now affect projectile weapons by increasing projectile speed (and therefore potential range).
- Shotguns now accept range mods.
New Weapon Mods
Rate of Fire Mod
- Increases rate of fire. Compatible with most weapons.
- Increases damage. Compatible with most weapons.
- Take your weapon beyond the limits set in the original game. This is offset by generally tougher AI.
- Enables fully-automatic firing functionality.
- Extremely rare.
Other notes: all weapon mods are now stackable in the inventory, and a new in-game weapon descriptions modding window which displays all applied weapon mods:
Individual Weapon Mods
- While the full list is quite exhaustive, here are some example modifications:
- Throwing knives bounce off of metal objects and can be retrieved from corpses.
- Fixed a bug with the plasma rifle’s damage, and it produces elaborate plasma effects.
- The mini-crossbow now accepts a bunch of new weapon modifications, and produces elaborate effects.
- Fixed a wide variety of issues with the Assault Gun.
- The starter pistol now accepts the silencer mod. This has been actively balanced with the stealth pistol in a wide variety of ways.
- The Dragon’s Tooth is no longer wildly overpowered VS organic targets and doesn’t laugh in the face of Low-Tech or Combat Strength investors, though still is the most powerful non-explosive in the game. Damage is nerfed VS NPCs, and remains approximately the same/is slightly more effective VS doors.
If you’d like to see a little more, check out the Weapons Demonstration for an older version of GMDX: