

Non-lethal players... I'm destroying the PAX-22
Before I dive deep into this, I am a firearms instructor, security professional and consultant for the professional and entertainment industries. Though I do this stuff (much more in depth) for a paycheck, this here is for funsies!
I am a non-lethal player in nearly every game that gives me the option, and DE is no exception. I also am a big gun nerd, so seeing cool sci-fi designs gets me excited.... And critical this is one of those cases. There is a full video of this linked below, but this post will cover the exact same thing you're reading so no need to watch it.
Analyzing the PAX-22:
Because this is a non-lethal tranquilizer rifle, it inherently comes with a practical drawback. The ammo. So, remote delivery devices (RDD) are the 'dart' that delivered the sedative to the target. These can vary in weight, shape, size, velocity and price. Though people can use tranquilizers on other humans, every shot must be specifically calibrated to the target due to weight, immunity, gender, resistance, distance to target, specific anatomy and even their clothing. On a practical standpoint, this would take way too long to do every time for every shot. IF however we assume there is some smart tech (which is an in universe upgrade), that automatically calibrates these variables it may be viable.
The break action design is not unrealistic, as there are many current designs that do this today. However, a break action does create issues for training (because it is likely the only weapon a user is getting trained on with a break action) and it would suck to do this from a prone position.
Barrel length and the suppressor are great and match real life with in game performance! Airguns really need longer dwell times, so a longer barrel is good. Realistically the shot wouldn't be 'silent' as portrayed in game, but the suppressor is a real option that would certainly be a nice addition for the use case in game.
The stock with its wrap around cheek rest kinda sucks. The wrap would interfere with a proper grip (this is displayed in the video using one of my personal rifles). The stock wrap is covering what appears to be just a rounded bar, this doesn't serve a practical function and looks like it would be uncomfortable. To be honest, if a shooter needs to add an aftermarket component like the wrap, we should update the design to be more effective.
The grip is pretty aggressively back swept, which was common during the time of this game's development, however we have found a more vertical grip to be more comfortable and reduce strain in the arm muscles.
Le big change, the air tank! This is a huge snag point and would really suck to try and use this rifle in a dynamic situation. The model in game is using a high pressure air (HPA) style tank, which is accurate from a realism and consistency point of view! Due to the limited range of the RDD, marksmanship additions to the design wouldn't help too much anyway. Though this is based on a real design, that doesn't mean it is the best design for its use case.
Disclaimers:
Games are made to be fun and interesting, this is Rule if Cool. When there are in lore justifications for the cool item's existence, this is Rule of Lore. When the cool design and/or lore implications are realistic or practical, this is Rule of Practical. When all three of these exist it is extremely easy to immerse a player into a believable world!
Another thing I've never fully explained, the created item in game must match the art style of the world and the player's expectations. In this case the PAX-22 has a long barrel and scope, which helps imply it is a 'sniper-esque' design to the player. It also doesn't look cartoony or overly scifi which allows it to match the world perfectly!
With that said, my intention is NOT to say the original is bad or doesn't fit. I am here to say, what if the manufacturer decided to make a version 2 with design upgrades, what would that look like?
Reworking the PAX-22:
Right away, we are going to assume the scope and RDD are linked and can smartly manage dosages and pressures to ensure proper delivery of the sedative.
I do remove the under barrel component of the original design, because it doesn't appear to add any practical purpose. This reduces manufacturing time and cost to the end user.
The stock has slightly changed geometry to allow for a more comfortable shooting position for the shooters face and hand. This could also be a folding stock because there's no functional components within, but I decided not to add that to the edit.
The action has a big change, instead of a break action we are going to assume a falling block style of action. This rear 'bolt' piece will be pulled rearward by about 1.5" and dropped down another inch (animated in the video). Thus allowing easy ergonomic access to the loading breach that is more natural for the shooter.
Lastly, the tank is now parallel to the barrel. Due to how HPA systems work it's angle and pneumatic routing won't change anything for function. So, may as well make it easier to handle and manipulate.
Conclusion:
For gameplay purposes it's cool to see a tranquilizer rifle in a game! However, realistically this would be a poor option. This is however an interesting case where an in-game bug is realistic. Sometimes when a target is hit with a PAX-22, they are killed instead of knocked out. Considering this is a heavy spiked dart coming to a sudden stop in someone's head or heart.... Yea i'd say that's how that would work. Either way, awesome work on a great design to the original artists, animators and devs, I'll never stop using it!
Full video: