Deus Ex 2: Ranged Weapons

From PlayItHardcore

Basic Ranged Weaponry

For your first hardcore attempt, ranged weapons will likely be your staple. With the utility of modifications at your disposal, you have a massive plethora of weapon configurations to choose from. In many situations, it makes sense to even carry more than one of a particular type of weapon, equipped with different sets of modifications.

All ranged weapons consume ammunition. Each weapon consumes it at a different rate, which changes based upon certain conditions. For a full explanation of ammunition and how weapons use it, see the Ammunition guide.

All ranged weapons can also be modified by installing Weapon Modifications on them.

Pistol

  • Description: Your standard sidearm. Highly versatile and powerful when used correctly. Almost indispensable. If you have great aim, you can use it to dispatch the majority of human opponents in 1-2 shots from close to medium ranges. It has a very nice rate of fire, essentially as fast as you can click the mouse.
  • Range: Medium
  • Rate of Fire: 3 Rounds/Sec (4.5 Rounds/Sec with mod)
  • Alternate Fire: Flashlight
  • Available Mods: All
  • Suggested Mods: Silencer+Glass Destabilizer or Increased Damage, Increased Damage+Fragmentary Round, EMP Converter/etc
  • Suggested Uses: Assassinations, security system disabling/bypass, specialty runs
  • Warnings: Though it can actually strike opponents as far out as the Sniper Rifle, it is extremely inaccurate at that range. Furthermore, the only shots worth using are Headshots. If you aren't a good aim, you'll find this weapon to be lacking. Also, enemies will detect use of the built-in Flashlight.
  • First Discovered: Alex's Locker

Boltcaster

  • Description: Rifle-esque weapon that fires a non-lethal neurotoxin dart. It has low damage output, and does the damage over time, making it impractical for silent takedowns or rough melees. It is worthless against mechanical opponents, but has other very practical uses. It is extremely versatile against humans, as it is one of the few weapons which will accept all modifications. It is conservative on ammo, consuming only 2 Rounds per shot normally. It is the only non-lethal ranged weapon.
  • Range: Long
  • Rate of Fire: 1 Shot/Second (1.2 Shots/Second with mod)
  • Alternate Fire: Scope
  • Available Mods: All
  • Suggested Mods: Silencer
  • Suggested Uses: Non-lethal playstyle, hit-and-run tactics
  • Warnings: The "Increased Damage" mod only increases the damage of the initial hit, which is less than a pistol shot. Also, if used on an unconscious person, they will die. The rate over time damage leaves you vulnerable, and almost guarantees an opponent can call for help or trigger an alarm. The slow refire rate should also be considered, as even with a mod it is a fairly slow weapon.
  • First Discovered: Order Preacher in Upper Seattle outdoors.

Flamethrower

  • Description: A potent weapon in the correct hands, this weapon is more for fun than anything. It fires a stream of flame that will light enemies on fire, causing them to panic and begin running around. They can spread the flame to other humans if they contact them. It can't reach far and can be modded only slightly so it has fairly limited practical use.
  • Range: Short
  • Rate of Fire: Constant/Auto (3 Rounds/sec, 2.5 Rounds/sec with mod)
  • Alternate Fire: Napalm Glob. Sticks to an enemy and will always light organics on fire.
  • Available Mods: Ammo Scavenger/Increased Damage
  • Suggested Mods: Increased Damage/Ammo Scavenger
  • Suggested Uses: Fun, or a specialty run
  • Warnings: Though you can fire this weapon indefinitely, after 10 seconds it will begin to damage you. You must make sure not to fire it for too long or it will start hurting you, and fairly severely. Considering how fast it burns ammo you won't want to be firing it for more than 10 seconds anyway.
  • First Discovered: Omar Protector in Lower Seattle Outdoors

Mag Rail

  • Description: A powerful and versatile weapon you can get semi-early. It fires a single-shot, fairly damaging stream that is useful against pretty much any target. Moreso, its secondary fire is a powerful EMP bolt that will disable or severely wound all mechanical and EMP-vulnerable targets. It can take many mods and consumes ammo at the same rate as the Shotgun. A valuable weapon. The EMP bolt will travel through walls. With Vision Enhancement, you can disable security systems and Illuminati/Templar without even being in the same room.
  • Range: Very Long
  • Rate of Fire: 1 Shot/Second (1.3 Shots/Second with mod)
  • Alternate Fire: EMP Bolt
  • Available Mods: Ammo Scavenger, Glass Destabilizer, Increased Damage, Increased Range, Refire Rate, Silencer
  • Suggested Mods: Ammo Scavenger, Increased Damage
  • Suggested Uses: Medium-range combat, long-range camera/turret/bot disabling
  • Warnings: The damage output isn't as great as the shotgun up close, so don't rely on it for close-range combat.
  • First Discovered: Mako Ballistics, in Weapon Case

Shotgun

  • Description: A staple offensive weapon for close range combat. Does incredible damage. Versatile. The alternate fire is a Smoke Grenade that acts nearly the same as a Flashbomb, though it is slower acting and less likely to blind you as well. The Smoke Grenade cannot instantly blind opponents, but is great for tossing up a chokepoint. The damage output is unsurpassed by any weapon until you get the Rocket Launcher. It can take many mods, though only a few are practical. To all but the Templar Heavies, it is a 1-shot kill if you hit the head.
  • Range: Medium
  • Rate of Fire: 1 Shot/sec (1.3 Shots/sec with Refire Rate)
  • Alternate Fire: Smoke Grenade
  • Available Mods: All except Silencer.
  • Suggested Mods: Increased Damage, Refire Rate, Ammo Scavenger
  • Suggested Uses: Close-quarters combat. Fucking someone up. Universal argument winner.
  • Warnings: The slowish rate of fire can be bad if your aim is equally bad. Starting at about medium range and extending from there, it becomes less useful as the damage diminishes. It cannot be silenced, so using it is sure to draw the attention of all nearby enemies. Several enemies, including Templar Heavies and Illuminati Commanders are immune to the smoke grenade. Also, a lot of enemies carry these - and on realistic, then can easily take you to 1/4 health or even redline you with a single shot. Beware.
  • First Discovered: Metro Station attendant, Upper Seattle Outdoors

SMG

  • Description: Automatic weapon. Effective for damage output to humans if aimed properly. Has a useful secondary fire. It is less versatile than the Shotgun as a Short/Medium range. The damage output on it is slow, and the ammo consumption rate is the highest of all weapons. However, if your aim is terrible, it's a better choice than the shotgun as you can just Spray-n-Pray without needing to worry about cooldown. The alternate fire might be useful for a passive or Non-lethal run, since you can quickly but temporarily get enemies to ignore you.
  • Range: Medium
  • Rate of Fire: Constant/Auto (3.5 Rounds/Sec, 2.5 Rounds/Sec with mod)
  • Alternate Fire: Flashbang
  • Available Mods: Ammo Scavenger, EMP Converter, Fragmentary Round, Glass Destabilizer, Increased Damage, Increased Range
  • Suggested Mods: Ammo Scavenger, Increased Damage
  • Suggested Uses: Close-quarters combat
  • Warnings: This weapon is extremely ammo hungry. It burns ammo faster than any other weapon in the game, though the ammo scavenger mod makes it much more useful. Even if you keep that under control, the damage output per shot is low, making it a very inefficient weapon. I personally do not suggest it, unless your aim is bad.
  • First Discovered: WTO Guard outside Tarsus in Upper Seattle outdoors.

Sniper Rifle

  • Description: Long-range, slow-firing, powerful rifle. Will put down any human (Excluding Templar Heavies) with a single shot to the head from any range. Though it accepts many mods, the slow refire rate, lack of a default silencer and very high ammo consumption leave it suited really for only once purpose: Sniping.
  • Range: Very Long
  • Rate of Fire: 0.5 Shots/Second (0.75 Shots/Second with Mod)
  • Alternate Fire: Scope
  • Available Mods: All
  • Suggested Mods: Silencer, Ammo Scavenger, Increased Damage
  • Suggested Uses: Sniping
  • Warnings: This weapon burns more ammo than all others, excluding the Rocket Launcher, per shot. As such, missing with this weapon is costly, even with Ammo Scavenger installed. The very slow refire rate makes it worthless in close-quarters or medium combat.
  • First Discovered: VIP-room bouncer in Club Vox, Upper Seattle

Rocket Launcher

  • Description: The best of the best, as they say, for any and all long-range combat. Ammo-hungry but well worth every shot, this will probably be your stock destructive firearm for the last 1/3 of the game. It has more damage output per shot than any weapon and, despite being extremely loud is the best stealth weapon around solely for its secondary fire. The alternate fire mode gives you a TV-Guided missle which you can pilot to wherever you wish, the manuverability of which is so good that you can take the rockets into buildings, over walls or around large obstacles to tag enemies who cannot even see you.
  • Range: Very Long
  • Rate of Fire: ????
  • Alternate Fire: TV-Guided Missile
  • Available Mods: ???
  • Suggested Mods: Ammo Scavenger, Increased Damage
  • Suggested Uses: Destroying Armored Templar, long-range destruction
  • Warnings: This weapon burns more ammo than all others. The secondary firing mode consumes ammo as you guide your missile, so if you waste time flying around you'll burn way more ammo than you need to. Also, as it is a rocket launcher, if you fire it too close to yourself you can kill yourself. Furthermore, this weapon really is for long range - if you use it in medium range combat, your enemy will have ample time to fire at you while you are firing back.
  • First Discovered: Arcology (Second Visit) (???)

Exclusive Ranged Weapons

These are guns that have been upgraded in some way. There is only one of each in the entire game. Sadly, most are useless.

All ranged weapons consume ammunition. Each weapon consumes it at a different rate, which changes based upon certain conditions. For a full explanation of ammunition and how weapons use it, see the Ammunition guide.

All ranged weapons can also be modified by installing Weapon Modifications on them.

Assassin Pistol

  • Description: A standard pistol with a scope instead of a flashlight, with higher damage output. A potent weapon, but sadly doesn't come until you are midway through the game. Extremely handy if you are doing a pistols-only run.
  • Range: Long
  • Rate of Fire:
  • Alternate Fire: Scope
  • Available Mods: ???
  • Suggested Mods: ???
  • Suggested Uses: ???
  • Warnings: ???
  • Location: Nine Worlds Tavern in Trier, located under boxes near the Omar hideout

Hellfire Boltcaster

  • Description: An upgraded boltcaster which now inflects fire damage. This is NOT a non-lethal weapon. The alternate fire is a scope. If anyone can find an actual decent use for this weapon, let us know.
  • Range: Long
  • Rate of Fire: ???
  • Alternate Fire: Scope
  • Available Mods: ???
  • Suggested Mods: ???
  • Suggested Uses: None.
  • Warnings: Don't assume that this is non-lethal weapon.
  • 'Location: Nassis Greenhouse in Cairo.From the warehouse guarded by an Aero bot. Kill it or sneak around it and use the ladder to get to the upper offices. Deal with the gold lasers in whatever way you see fit and go past them, up the steps. Keep going until you get to a balcony that overlooks the entrance. Look west and try to find some ticks. Jump on them, then climb up until you can hop back over on top of the balcony. Look for a vent, enter, and climb down. You'll come to a vent exit. Hop out. The Hellfire Boltcaster is in this room. Long way to go for such a mediocre weapon.

Red Greasel Hunter

  • Description: A standard pistol with a red light instead of a white light. Aside from that, all info applying to the pistol applies here. It's available early on, but in practice is no better than a regular pistol. Supposedly, the Infrared Flashlight cannot be seen by NPCs.
  • Range: Medium
  • Rate of Fire:
  • Alternate Fire: Infrared Flashlight
  • Available Mods: All
  • Suggested Mods: Same as pistol
  • Suggested Uses: Same as pistol
  • Warnings: Same as pistol
  • 'Location: Sewers, Lower Seattle. Walk past Lo-Town Lucy and Mack and enter the sewers. There's a few Karkians down in there and a dead Omar Protector. Dispatch the Karkians. The Omar Protector has also dropped an Energy Blade and a few other nice things.

Widowmaker SMG

  • Description: An SMG in all respects except that the alternate fire is a Spiderbomb. Sounds interesting on the surface, but in practice is all but worthless. So, in essence, it is a gimped SMG. But... perhaps if you are doing a "Grenades Only" run, this might be canon. Then again that might seem cheap. Your call.
  • Range: Medium
  • Rate of Fire:
  • Alternate Fire: Spiderbomb
  • Available Mods: Ammo Scavenger, EMP Converter, Fragmentary Round, Glass Destabilizer, Increased Damage, Increased Range
  • Suggested Mods: Ammo Scavenger, Increased Damage
  • Suggested Uses: Close-quarters combat
  • Location: Cairo 2. On your second trip to Cairo, head to the maintenance ducts near the elevator to the medina (now broken). There's a hole into a maintenance tunnel. Climb in and follow it a bit until you find the body of an SSC guard. The Widowmaker is near his body.

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