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You can assign an Aug weapon even if you got no ammo.
Yeah, it's like, the first game let you have up to 7, but only about 4 of them proved to be useful, so they made it so in invisible war you got 5 slots total, but all of them ended up doing something, or at least being a passive ability.
Then in HR, they decided that things like poison immunity didn't need a toggle either, and augs should have more of an impact. Counting the takedown, you had 5 action augs, while everything else was either a passive buff, or the new line of context sensitive things.
So now we have the choice of 12 active augs, we can have any number of them fitted, and it's possible to have all 12 should you so desire, but you can only have 4 bound, which including the takedown, is again 5 total. It's not a console limitation, but sensible design. Having more stuff for the sake of having more doesn't make a game better. How would you juggle 6+ augs anyway?
It's not really difficult is it?
Plenty of spare keys.
Yeah, and if you've ever tried to use all 7 slots in the original game, you'd know it's not physically possible for your fingers to press that many buttons at once.
If you find that the 4 slots aren't sufficient, simply swap out something you're not using for something that you want to use. Having 12 buttons is just making deus ex into mechwarrior.
Huh? It's pretty normal that you can bind your weapons to e.g. numeric keys, giving you 10+ buttons. Also, you don't press them at the same time.
You've already got the toolbelt taking up 10 keys, the quick menus using another 4, 4 aug buttons, a takedown button, a use button, the inventory, the quickswap crysis weapon mod button, jump, crouch, run, aim, a reload button, and most of them have alt functions, like how holding takedown while you're superjumping will trigger the icarus drop. Deus ex doesn't need really need more controls, my man.