Elmofongo: What I mean is that is it possible to play this game as a shooter?
Max out the Gun Skills like Pistols and Rifles to make them accurate right off the bat?
Deus Ex is known for its "Tackle this game in anyway you want"
So has anyone played the game in this fashion. Complete forfeit stealth in favor of all guns blazing?
It is more than possible; it is actually my preferred play style since I have little patience for stealth.
You don't have to limit yourself to pistols/rifles, either. You can beat the game with just a pistol. You can even beat the game with just a combat knife, although you'll initially be restricted to a stealthy approach. Heavy weapons is also fun, as the flamethrower kills most enemies in one hit, and you can run with them once your skill is advanced.
***MANY SPOILERS FOLLOW*** Starting off Unfortunately, at the start of the game you don't have many options, so it's the most restrictive phase of the game. You will need some sneakiness to survive, but not as much as you might expect. When you're willing to use the many weapons in your arsenal, you'll discover just how versatile your character can be.
If you're going pistols, then you're set the from start. Just upgrade it and enjoy.
With the other weapon sets, I generally start with pistols on trained. It's slightly annoying because you have to wait a couple of seconds for the reticle to shrink, but the AI has such a short line of sight that you can just stand in plain view. Ammo can be a problem because at low skill levels even maximum aim is inaccurate enough to miss at range. This is where your versatility comes in. Even when you're untrained in a weapon skill, the weapons can still be useful. And there are plenty of weapons on Liberty Island.
First, rifles. There are four rifle weapons on Liberty Island: the sniper rifle from Paul, the sniper rifle from the NSF sniper patrolling the dark area outside the statue, the shotgun from the barge, and the assault rifle from the UNATCO soldier in the statue. Unless you're going rifles, the only weapon that will be useful is the shotgun for the close quarters fighting inside the statue.
I generally prefer the GEP gun from Paul, even when going rifles. Each round is basically a guaranteed kill, and you don't have to worry overly much about preserving ammo since most players ditch the bulky thing quite early.
Transquiliser darts are also basically a one hit kill.
If you're going low-tech, the pepper gun at the front of the statue is useful.
There is loads of TNT lying around. You can get a few kills by throwing TNT at people. Like the security bot outside the front entrance to the statue. If you have the patience for being a bit sneakier, then you can booby trap the patrol route and shoot the TNT box. But I usually just throw it and duck away.
There's a LAM inside the front entrance to the statue. There are four gas grenades halfway up the statue that you can disarm. I think there are a few other grenades lying around the place. Gas grenades can help you get in close if you're going low-tech.
You can convert the turrets without needing any computer skill. (Computer skill makes any playthrough easier, but is far from essential.) You can lure enemies to your turrets and bots.
There are two medbots hidden in different crates outside the statue. The cheapest way to access them is with TNT. A pistol round to the head will kill you, so you still need to use tactics that minimise your risk of getting shot, but the bots are handy if something goes wrong.
I might be missing a few other things. All in all, you have plenty of options available depending on what you feel like doing.
Make sure to have a candy bar in your inventory when you leave Liberty Island.
At Castle Clinton, you can storm the front and let Navarre do most of the work. If you're going heavy weapons, then taking the back way nets you an early flamethrower. Ammo for your rifles will be scarce until you reach Hell's Kitchen.
Once you reach Hell's Kitchen, your options start opening up. Pistols and rifles now have sufficient resources to specialise. Heavy weapons and low-tech will remain difficult; low-tech because close combat remains risky, and heavy weapons because ammo is scarce. So you'll probably be relying on your pistol for more situations. But you can do so much more now, such that you should be able to handle most obstacles without resorting to stealth. You have gas grenades for incapacitating crowds, pepper spray for close quarters with the knife, LAMs, a flamethrower with a decent quantity of ammo, a variety of weapons, and medkits. And if you added a laser sight to your pistol, then accuracy is no longer an issue even if your skill level is low. I wouldn't waste a laser mod on a pistol if I'm going rifles, though. Putting a laser on the sniper rifle or assault rifle is much more important for a rifle user.
Strategy and tactics Environmental training is a valuable skill, and you should aim to get it to advanced as fast as possible. The consumable suits become more powerful than fully upgraded augmentations, provide features from multiple augmentations, and the benefits stack. For example, with environmental training skill at master level, ballistic armour reduces damage by 87% from both bullets and explosions. Level four ballistic protection aug reduces damage from bullets by 65%. When you're using both simultaneously, you only take 4.5% damage from bullets. You're basically a god.
Gung ho combat becomes viable long before this. If you have a ballistic suit, and some environmental training, then you can jump into a crowd and start stabbing. Once you have the ballistic protection aug, your ability to take risks in combat improves significantly.
Medicine is an important skill. Getting it to advanced helps tremendously. You can even open your menu during the game and selectively heal parts of your body. This ensures that your healing is applied preferentially to your head and torso instead of being wasted on your limbs. You can fight without legs, but you cannot fight without a head.
A level or two in demolitions is useful. Don't hoard your grenades. By the end of the game, you'll be able to handle most obstacles using your primary weapons, and your augs make you nigh invincible. Your grenades are most useful when you are a mere fledgling god.
You'll spend most of the game with your primary weapon skill at advanced level. Master skill provides some perks, such as allowing a sniper rifle to destroy turrets in one hit, but advanced skill is adequate for most purposes.
Even when I'm not using rifles, I like to keep an assault rifle in my inventory just for the HE rounds. You might find that this helps you overcome a tendency to hoard LAMs. It can shoot explosives further than you can throw them, and it only takes half the space of a GEP gun.
You can run faster than a military bot can turn. You can take one out with a shotgun without taking damage. Sabot rounds are also useful against spider bots. I think it's also possible to kite security bots with a shotgun, but can't remember for sure. I remember that military bots eat up a lot of ammo, so it's often better to use a grenade first.
Plain crossbow darts do the same damage as sniper rounds. (I can't remember if any skill upgrades are required for full effect.)
You never need more than one skill level in swimming, electronics and lockpicking. It's possible to do without, but the convenience is tremendous. You can get by without computers. This means more skill points earlier in medicine, environmental training and your selected weapons skill.
It's possible to kill MIBs in melee and escape the explosion unscathed.
You can shoot weapons out of an enemy's hands. Handy if you want what a MIB's carrying, or just don't want to deal with a mess.
Commandos are deadly. Stay at range so they'll use rockets instead of their minigun. Install the aggressive defense system.
Energy is usually not a problem if you know the game well, as most battles are quick and brutal. So you can use the synthetic heart to squeeze more out of your augs, even beyond level four. But I usually take power recirculator because by this stage, you're so powerful already that it's more convenient to remove the issue of energy management altogether.
You can guess some passwords and key codes. I think most, if not all, key codes of three digits or fewer can be "guessed" without brute force, although the hints can be somewhat obscure. Some passwords that you can guess include Alex Jacobson's, Maggie Chow's, and Beth Duclare's. (Beth Duclare's might be a key code; I just remember that it's important for some reason: maybe it has something to do with an upgrade canister?) I don't recall any logic to the ATMs, but you don't need ATM money.
The environmental resistance aug makes a nice complement to gas grenades.
Closing thoughts My biggest gripe with this game is the few convenient opportunities to use a LAW. The only time I ever have the spare inventory space to lug a spare LAW around is if I'm going low-tech. And then there's never a satisfying opportunity that I would want to use it. And I think it's a shame that you can only carry one LAW at a time.