CyberPunk 2077 - It's Ready when its Ready

Yagisama

Ars Legatus Legionis
32,605
Subscriptor
So I am finally upgrading my video card to handle the expansion. I played through once a while after release on my previous potato and middle-aged me stuck to the hacking route, as that allows for much slower reflexes. However, on the second run through I think I'd like to try something else. Are there any non-hacking skill paths that forgive slower reflexes?

Anything with smart guns, I'd say.
 

PhaseB

Ars Praetorian
438
Subscriptor++
So I am finally upgrading my video card to handle the expansion. I played through once a while after release on my previous potato and middle-aged me stuck to the hacking route, as that allows for much slower reflexes. However, on the second run through I think I'd like to try something else. Are there any non-hacking skill paths that forgive slower reflexes?
I see 4 paths that can work well:

1. Stay with a cyberdeck, but use it in a supplementary way for distractions, pinging and crippling opponents in various ways and then specialize in using smart weapons (putting fewer if any perk points into hacking skills and more into weapon skills). They aim for you, so slower reflexes and precise aiming is not a necessary skill. Dodging and cover use is however still very recommended, especially if you play on the harder difficulties.

2. Trade the Cyberdeck for a Sandevistan. You speed up your reflexes and ability to act enormously, time effectively slows down. This makes aiming and avoiding being hit much easier. You can also since 2.0 end the speedup and so save on CD time. For the top tier ones by Militech you can even start them while they still have CD, you just get less active time.
Melee works very well, since you can slash as fast as you can slash. Throwing knives are also great, but you do need some manual aiming skills when playing. Guns can work as well, but fire rate is limited by the gun mechanism and isn't sped up. Reloading however is.

3. Trade in the Cyberdeck for Berserk. I haven't used it myself, but at least at the top tiers it makes you unkillable (one version makes you damage immune, the other makes you not be able to go below 25% hp), no idea if the lower tier ones have that as well. You are however limited to melee weapons while berserk is active.

4. Stealth playstyle paired with a Sandevistan or a Cyberdeck, probably paired with throwing knives or silenced guns. Since you try to avoid open confrontation where you are in active combat, your reflexes also matter less here. It is quite a bit slower, but can be a satisfying way to play. Both a Sandevistan and a Cyberdeck give very different advantages to stealth.
 
So I am finally upgrading my video card to handle the expansion. I played through once a while after release on my previous potato and middle-aged me stuck to the hacking route, as that allows for much slower reflexes. However, on the second run through I think I'd like to try something else. Are there any non-hacking skill paths that forgive slower reflexes?
So along with the others, I would love to recommend the Sandevistan. Basically, if you went Netrunner last time and want to do something different, you will want to have a different piece of equipment there, and that leaves Berserk or Sandy, and between the two, Sandy is better in every way.

However, that doesn't answer your root question of a skill path that is slow reflexes friendly.

Now, I'm not arguing that the others are wrong, these are just options, but I wanted to give you two that haven't really been touched on, and they pair well with each other AND with the Sandy.

First is Blades. This will take you down the reflexes tree. Please believe me that katanas are OP in this game. They are 'anime' levels of OP. When you uses ones like the Scalpel which have bonuses for using them with the Sandy, they are nearly game breaking. As such, you don't need fast reflexes. That said, every option has a weakness, and in this game melee weapon's weakness is enemies that seem to block all the time. You can easily beat them with counter attacks, but that goes back to needed reflexes and timing. Try it, and you might find the window on counter attacks is pretty forgiving. However, if it isn't there is another option...

Or rather than option, I SHOULD say the third leg of this build. Something which is overlooked because it was added later, doesn't sound as powerful as it is, and doesn't work in the game as you think it would in real life. Power weapon ricochet. This is the third leg of the tripod, and again it can be easily accessed in the reflexes tree, or rather rifles and SMG's can be, and they work great with ricochet. You use a ballistic co-processor, and can put muzzles on them that enhance ricochet damage and or chance (not suppressors which disable ricochet). The ricochets AUTOMATICALLY will bounce at a target, even if they feel like the shouldn't. You just have to be 'close'. The amount of forgiveness can be increased with select muzzles as well.

You notice that ALL of these take advantage of the reflexes tree, which leaves you open to do whatever you want with the rest of the build. I suggest using Sandy, katanas, and a ballistic co-processor. Play with ricochets a bit and see that rather than being weak against certain enemies (like Smartweapons not working on Tygerclaws well) their weakness is situational. There are times when it is difficult to find an angle that will bounce the bullet the way you want. In these circumstances, hit the Sandy, and you have all the time in the world to line up your headshots and make them count.

This is mostly my current build. I went heavy into the tech tree as well, and some strength to be able to open doors and stock up on cyberware. Using an automatic rifle with the pyro mod and taking out a whole group of enemies by just aiming at one point on the ground in front of them is absolutely bananas. The Fenrir and Scalpel are also a best in slot weapons for this kind of build.
 
PATCH 2.02 IS LIVE!!!

Updating now, reading through the patch notes. Personal favorite:
Car delivery timing has been 'rebalanced'.

Disappointment:
I don't see fixes to the bugs that had actually caused me to stop playing. If they AREN'T fixed, I may have to count on the modding community to fix the game.

Note:apparently the steam patch notes were missing one of the fixes:
https://www.cyberpunk.net/en/news/49378/patch-2-02
Fixed skill progression passives.

Still nothing on cyberware capacity shard blocker. Maybe it got fixed as a side effect of something else. If not, I'll find a mod around it.
(example: https://www.nexusmods.com/cyberpunk2077/mods/10031 )
 
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Thanks for all of the advice. Mogbert's build seems particularly nice, though I have to ask; are you stealing everything that is not nailed down in this game as well Mogbert, or is there some sort of cybernetic crowbar mod you can get that lets you grab the nailed down stuff too?
Not necessarily. I tend to skip things that are on fire as well. :p

Edit: So far no cyberware capacity shards. Might just not been lucky yet, but more likely they just didn't fix it yet.
Did run into a new glitch. During one of the drop pod pop-ups in Dogtown, I ran over and everyone was immortal. Just unloading their guns into me and nothing I did could effect their health. So I looted the drop pod and got out of there. Another carrying capacity shard. At this point, I'm thinking the solution to the game is just picking the entirety of Dogtown, carry it down to the shore and toss it in the water. That has to be why they've given me nothing but carrying capacity shards, right?
 
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Yagisama

Ars Legatus Legionis
32,605
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Post 2.02 "I've got all the time in the world. No need to hurry"


Oops!

20231027005928_1.jpg
 
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Finally started re-playing last night, and got a really weird bug: Everywhere it says I'm in hostile territory now.. Including my apartment :)
Yeah, that happens to me constantly, but as far as I can tell, it's just a display bug. There isn't any hostility.

Since they aren't fixing the cyberware capacity problem, I might just finish this run through. I've been getting tired of dodging youtube videos about what happens in phantom liberty. I'm pretty much at the end of my playthrough and only doing things for completion's sake. Honestly, my character is crazy OP and doesn't really need the rest of my cyberware capacity. Kind of became apparent when I ran into the crazy group that was glitched and invulnerable. I've been going through gigs and doing them non-lethal for fun. "Yeah, I could shoot you all, but I'll take you out all bare handed... well, not bear, gorilla technically."

I got Seraph yesterday, and my Tamayura was better. A lot of the iconics have been toned down. It feels as if they are trying to stop them from being 'must have' weapons and just weapons with slightly unique mods. I talk about Fenrir, but honestly any SMG with two mod slots could take it's place. It wouldn't have the same ability, but whatever I gave it would probably be just as good. If I had a complaint, it would be the last of variety in the weapon mods. What if I want to add electrical damage to my power weapons? Or poison? No, poison is only for blades and electrical is only for... tech weapons or something, I think. Then comes the iconics and they say, "this is what makes the gun unique! It's a power weapon, but does electrical damage!" Yeah, I mean that's nice. It's a nice thing, but isn't really shockin- I mean surprising. I'd like the iconic weapons to do crazy stuff, but perhaps balanced another way, like ammo or damage or something. It might be difficult to get the balance right between "Totes OP!" and "This gun is worthless".

Look at what they did to my boy, Skippy. Previously, I loved it and was sad when it was taken away. Now... I had trouble even using it long enough to do the quest. When he is shooting the limbs he keeps getting confused and refuses to lock on. "Right leg! Left leg! Right leg! Left leg! Right leg! Left leg! I CAN'T DECIDE!!" Reminds me of those fight scenes in movies where the characters would pull out 'fancy footwork' to confuse the enemy, BUT IT WORKS AGAINST SKIPPY! I couldn't shoot bad guys because they were... WALKING. Once it went to heads, it was a bit easier. I suspect that when I go into my Netrunner character and start getting related perks it will work much better.

Also some missions were... lack luster. I don't know about the new expansion, but I just did Padre's final gig and was disappointed. "This is the top and mistakes won't be tolerated." He says before unlocking the last gig... I'm spoilering it, but it is a 30 second gig. If you don't recognize the name, it isn't because it is new, it is because you finished it so quick you may have missed the name.

OK, I need you to go down ONE flight of stairs, take out ONE guy, and pick up ONE thing. Just walk down there, pick up the thing and leave. You can walk up behind the SINGLE bag guy and choke him out, take the item and walk out in seconds. And there really isn't any way to fail. You don't even have to take him out. You can pass a five Tech speech check. Tech, the one stat that is useful no matter your build. One of the first trees you finish. And you need 5... for a near end game speech check. And since you START at 3, that mean you have to have spent TWO points in tech by near the end of the game. Even if it was your dump stat, you would probably have 2 points in it.
Basically, this level of gig should have been in the tutorial, maybe in your own apartment building. Not the capstone gig for one of the fixers.

I'm about to try one of the HARDEST missions in the game and easiest to... well not fail, but complete unsuccessfully. The one where you have to break into a high security place and escort someone back out, but without killing anyone. I mean, if you wanted everyone in the place to die suddenly and without setting off any alarms, I can do that easily. But I have to keep them alive? Especially now that hiding an unconscious person counts as killing them now. So if you knock anyone out, you can't hide them.

I HAD an idea... It's not ideal but I haven't ever tried it this way. I'm not allowed to kill anyone, but no one said anything about gravely wounding them. Instead of sneaking about, trying to take down everyone and everything super sneaky like I usually do. I could bust in there, and just shoot everyone in the legs. "I used to be a Militech guard, like you. But then I took a bullet to the knee." Again, it is easy to accidentally kill them by accident. Especially if I go Fury. That's why I can't just go in with my fists. Too easy to reduce a happily unconscious guard to EEZYBEEF if Fury triggers. Anyway, it would probably be quick, I'd just have to make a hard save at the beginning in case I finished it and then find out that one of the guards accidentally died to friendly fire.

Edit: OH! I forgot! I finally found a Tier 5 suppressor! It has the exact same specs as my Tier 4 suppressor! Yay? (mini edit: looks like it has the extra ability that every shot made while undetected is a guaranteed crit.)

Edit2: Has anyone noticed some posters around town that are scannable? One was for Bushido Blade X or something, and the other was for a strip club or something? Dunno. Just shows up on your mini map as a magnifying glass saying something can be scanned here, and it winds up being a random poster. At first I thought maybe it was for a nearby quest I had missed or forgotten, but then found another totally different poster halfway across town. So perhaps either easter egg or part of that hidden mystery...

Edit3: Does anyone else get all dressed up for 'Blistering Love'? Like all the iconic clothing, the specific car, equipping the specific gun? For that 'authentic' experience, even though you know how it ends...
 
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So I have some time to play today, and was going to see about pushing PL storyline forward. I've only done the first part so far. I don't want to finish EVERY thing in the open world forst, because you usually need to kill time between some story missions.

But before I do that, I do a car delivery. It has a time limit, but I can make it now. Still practicing driving with the m+kb rather than a controller. Only being able to drive by either taking your foot off the pedal, or flooring it isn't a good way of controlling your car. I think the key is in 'feathering' your button presses.

Either way, I delivered the car, and right outside was a giant area I hadn't noticed before. It was walled off, but it wasn't the prison. I circled around it looking for a way in. I found a gate guarded by two police officers and a media interviewing someone from PetroChem. They identified the area as a power plant before the PetroChem corpo started threatening the media if they didn't stop investigating the power plant.

Has anyone gone in there? It could either be pretty empty, or just blocked in, or could be interesting. I also saw some rail-cars drive by on a raised track nearby, which was cool.

It seems every time I play, I find something new. You'd think with as many times as I've been through the game, I'd have covered every square inch of the map, but there are areas which I've missed, apparently.

I'm still occasionally finding clothing, so I guess I haven't gotten EVERYTHING yet. My current favorite is kind of a Arasaka theme, I guess.
Steal my look (femme V):
Carbon-fiber Arasaka Side Cap
Beach Please Square Glasses with Tempered Lenses
Arasaka Thermoset Aramid Collar
X Nanotube-Weave Muscle Tank
Arasaka Reactive-Layer Office Skirt
Simple Polycarbonate Office Pumps

I think it gives a good blend of formal, sexy, badass, and martial. It's a black and red motif and goes together well. There are several good inner torso pieces that have the right shade of black with red as the secondary color, but the pattern on that muscle tank matches the skirt pretty good. You can substitute with Johnny's Tank Top as well, since it has the right color palette.

I don't have near as much fun dressing up male V when I play him. But that is what I'm aiming for next playthrough.
 
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invertedpanda

Ars Tribunus Militum
2,940
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I swear, it's like there are more bugs now than there were when it initially released. I lost track of how many progress-related bugs I've encountered, including one literal game-breaking that I had to reload from a previous save (opened up my phone, and then Jackie started talking, preventing me from doing anything even after he finished).

I do love the new skill system, though. Feels like you can do more with your preferred playstyle early on than before.
 
OK, I rerolled a katana until I got one with two mod slots. I was thinking of maybe two different ways I could go:

1) The 'BLENDER':
Cyclone Tier 5: Performing a Sprint Attack allows you to perform an unlimited number of combo attacks for 4 sec. Each successful attack during this effect's duration gives +5% attack speed for 2 sec. Stacks 7 times.
Bleedout Tier 5: +100% Crit Chance for damage-over-time from Bleeding.
Slaughterhouse Perk: All attacks... apply Bleeding...
So sprint up to an enemy and start swinging. Every hit after the second is a critical and gets you up to %35 attack speed. This is a lethal sword and boss killer.

2) The Pacifist:
Haemocide Tier 5 x2: +3 sec. Bleeding duration, +13% Crit Chance, -10% base damage.
So this is for all the ones where I just cut each person once, and then let the bleeding effect knock them unconscious. I'm still working on my execution of this technique, as sometimes an enemy may get accidentally hit by more than one attack and... just go all to pieces.

For Stealth, I'm taking a Knife (formal name, there are many knives, but only one type is just CALLED Knife) and giving it Zero-G Tier 5 and Silencio. Damage stacking should make just about any headshot with it fatal, as long as I'm undetected and sneaking. The reason I would use this weapon rather than the others is it has a 200% headshot multiplier rather than 150%. Now I have NO perk points in throwables, but if you put in 5 points, you can just keep throwing this over and over to clear out everyone... probably. I haven't tested it.

I've noticed that it is often hard to just 'knock someone out' with the Gold Plated Baseball Bat. Like, I'll hit each person once, then go back and find a few cracked melons. So I've been wanted to trade it out for a Tier 5++ baseball bat with some mods on it.

Airstrike and Barbarian is one option. A jump attack then a ground attack just does MASSIVE damage, but not sure if that is the most... civilized method of taking anyone out. Additionally, hitting someone twice increases the chance of accidentally killing them. Or two Airstrike if I'm already going to have to be jumping.

Maybe K.O. x2? This would give a MASSIVE +50% damage all the time, 80% chance to knockdown stunned enemies at the cost of stamina and attack speed. I couldn't find a mod that increased my chance to stun. Also I'm not spec'ed into blunt weapons at all either. I may look for some bad guys and give it a shot.

Hmmm... I don't have any Hammers I could mod, but I have one tier 5++ baseball bat and one tier 5++ steel pipe. So I could technically do both of these. I guess the steel pipe would be best for Airstrike and Barbarian since it would require two swings. And the higher base damage of the baseball bat would play better with the double K.O. mods. I'll try them both out and see which is better.

One bug I keep running into is when I kill people with the katana in Sandy-time, they will often not realize they are dead. This leaves them smoking with no head, walking around looking for me... again with no head. Or sometimes out on the ground, but not giving up their loot, though it shows they are lootable. I'll see a purple box, but they can't be looted, and when I hit them again, all their loot is tier 1. For some reason when I kill these 'zombies' all their stuff is ALWAYS tier 1, even if they show a blue or purple box.

Edit: OK, between the two, the golden wiffleball bat I put two K.O. mods on was MUCH better. Took out everyone in one hit. I went through an area with about 10 bad guys, and took them all out with stealth (no sneaking, just ran up to each one and hit him once.) Second time, I alerted them to see the difference. Not having to jump helped a lot. Again, I was able to take out each person with one hit. The slower attack speed means much less when one hit knocks out each person. I didn't try it against skull enemies or sandy users or melee enemies just because they are harder to find. Also, not having to jump between attacks was nicer. The crits for both were around 900-950. Since the enemies didn't really stay awake for a second attack, I figured Barbarian would be a waste. I'm not playing on hard right now, but if I cranked up the difficulty I'd probably have a lot harder time staying above the curve. Maybe after I finish the game I'll push the difficulty up and see how long I can stay above. Right now, I'm being hampered by the lack of cyberware mods, and I haven't installed any mods to get around it.

Edit2: Bleedout may work differently than I thought. I thought that it increased the chance of critical hits on bleeding characters, but some of the wikis are saying it makes the bleed effect critical hit or something. I tested it and that SEEMS to be what is happening... but almost no one is being knocked out by the bleed. Either the numbers are just playing out that way so that they are almost dead, or something else is happening. The bleed should be critting every tick (which it appears to be) and should be lasting for three seconds longer, but the people seem to be usually left with just a little life left.

Downside: attempt at making a sleepytime/non-lethal blade failed. Upside: unintentionally found a sword that lets me chain finishers CONSTANTLY. I think it might be the combination electric DoT and bleeding DoT that lets the scalpel knock out enemies. Maybe bleeding can't knock people out? The finisher restoring 25% health helps out with staying alive through the animation. It's interesting, but I guess I can't yet replace my Scalpel. I still need to try out the heatshot knife.

Headshot knife critted for 1500+ damage. Without any perks. However, since I didn't have the perk that returned it, there was an issue in fighting a group of enemies. I've done it last patch, and a knife fighting build with multiple knives is 10/10 for syle. The Zero-G and Silencio makes for a sniper rifle level of throwing knife. Would recommend.

Between the Scalpel and the KO Bat, the KO Bat wins out for putting people to sleep immediately. To the point where I could sprint around and take out a group in technically stealth without crouching. The Scalpel is good for style, since they are all shooting at you (block with the katana) then they all fall down with you 10 feet away. "You are already... asleep." It would really depend on what you are spec'd for and if you want them to be alive at the end. I moved the 7 points I had in blades over to blunt weapons, and have been playing around with Quake. Doesn't do enough damage to make it work it.

I was thinking about putting two Tier 5 Pax's on a Tamayura for a kind of... tranq gun. Big problem is the extra 40% damage boost and 100% crit chance (tier 5 silencer) wears off as soon as combat starts. It would be an excellent sleep gun. After the combat starts, you would have to rely on the Tamayura's ridiculous damage to put people to sleep. Or maybe the Kyubi X-Mod sould be my sleep gun. It has less damage, but with +40% it should be able to take out most enemies silently and without killing them... maybe.

OK, did the Kyubi X-Mod. If anyone is interested, modding the iconic moddable guns isn't like the iconic mod. The iconic mod can be removed, the moddable gun apparently lets the mod be replaced? Regular guns say Slot is already filled. The X-mod guns say "replacing this mod will destroy it." So I could swap one of the Pax's on this Kyubi with an Equalizer. I don't think it will help much. I figured a place where I could go to get heavily armored and skull enemies that respawn: The Arasaka waterfront. So thepreview of the damag I'll do to a armored skull enemy is about half their life. The actual damage is closer to 80%, probably because of the guaranteed crit. Now that is with a headshot, out of combot, guaranteed crit, extra crit damage from my scope, etc. They really didn't want you to be able to non-fatally and silently take out the toughest normal enemies in the game... go figure. So the crit on them is about 800 or so, probably because the armor and the armor penetration. That means they probably have somewhere around 1000 HP. I'm not sure if anyone noticed this, but the Pax mod I used didn't negate headshot bonuses. So other then taking up a slot that would have been better used for a better mod, the Pax doesn't seem to work against you at least. And 20% damage out of combat isn't anything to sneeze at.

Now for the downside. When combat starts, the damage you do can drop to as low as 65 for a body shot against an aware opponent. That's a far cry from the 1000+ damage you will do to an unarmored, surprised opponent. I was able to hit Sandy and take out a skull and three mooks and still have plenty of time left over.

Also, for some reason, I do occasionally see dead people. Like, somehow some of the people are dead at the end of the fight. As best I can tell, it might have been friendly fire since I didn't go anywhere near them (you can accidentally kill them if you land on them) and only shot them once.
 
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Fragslayer

Smack-Fu Master, in training
1
Good to see the point made that it is not a new game but much refined for the better. Being able to respec whenever you want offers major changes in play styles to mix things up. 30hrs on DLC with main quests and side quests. CDPR have redeemed themselves in my eyes.

I wonder if my motorcycle will still do 180s when called or be 80m away. Fun times.
Welp if only they were true. You can respec old saves and playthroughs once. After that it's no bueno. There is a lot to like and a lot to hate with the 2.1 version. I'm not a fan of tiers for one. I mean one of our first quests is to pay off Victor and then you get access to some preem cyberware you'd only be able to get from him. Now there is no point, this is my first time NOT paying him off immediately (1000+ hours total) I probably never will. You have no incentive to grab things cause it's better to level and wait for clothes and gear to drop legendary/Tier 5. A odd one but it threw me completely out of the game why is Al Captain the car guy?! What gonk thought of that? It should absolutely be Claire she has a garage and they actually have a asset they didn't use that's a beautiful garage you can or used to be able to clip through the door and see. Mods are actually a trash system now I hate everything about them to much to even type. Buffs tend to just disappear random stats don't apply. Driving is back to where it started like every car is a skid steer or on ice skates. Random NPC glitches I actually had people in the parade just floating in the sky chilling as the floats passed right through them. I could go on forever. Fact is they added SOME cool stuff but destroyed cool stuff that was already there. All the while undoing patches from launch with these additions. Also only 2 grenade's and Med paks on a CD is just plain dumb and made so many loot boxes useless. I really believe this was made for first time players it had no thought into day one players. That's my honest opinion, I did enjoy Phantom Liberty though. I've already ordered a old disc to install a previous version of the game though.
 

jamoau

Ars Scholae Palatinae
681
^
CDPR even recommended that you should start a new play through with all these changes. I personally don’t mind the tier system, though as you say, tier 5 is the only one worth upgrading however the progression at least gives an incentive to broach level 50. I’m not using weapon mods, but the ones I’ve looted don’t look that exciting. With the right build it’s still not a hard game even on very hard.

I’ve just finished the prologue of PL with the following El Capitan intro and it took me right out of the moment — battling to get into and through Dogtown with the next sedately driving out and delivering a car in SanDom. Quite bizarre along with my current version of V having no interest in being a car thief.

I’ve only played the 2.02 patch for half an hour, but it is noticeably more buggy than 2.01, so not great at this point in time of the development cycle. I see they have fixed a bug with ram recycling, which was a fun way to play with stacked quickhacks, but failed to address the shard progression bug on cyberware capacity. One was a fun way of playing which you could choose or not to take advantage of and the other a broken game mechanic. Disappointed in their priorities I have to say.
 

invertedpanda

Ars Tribunus Militum
2,940
Subscriptor
I haven't crashed at all, but I've just had a dearth of gameplay bugs..

Latest is I bought a bunch of Tier 3 quickhacks, thinking "Oh, I can finally use them!", but.. No, in the shop window it won't show you if you can't use them.

That's not the bug, though.

The bug is I bought 6 tier 3 quickhacks and ended up with none in my inventory. I got the notifications of receiving them (without the text - just the icon), lost the money, but the only tier 3 quickhack I had was the one I had looted previously.

Thankfully, eddies are pretty easy to come by, so no huge loss.. But still.

I've been on my fashion quest lately, too. Trying to create the perfect outfit for my stealth hacker queen. I keep finding cool stuff that I just wish was in a different color, but.. That's how it was with the game originally.

Speaking of stealth hacker, I'm pretty sure getting traced is bugged. I'll have a trace on me complete, and.. No consequences whatsoever most of the time. Makes no sense.
 
There is just something about being a super-mobile moron in bright clothing with a bonk-stick. I'm calling it my Horny Bat. I just did one of those supply drops with nothing but the bat. I did wind up having to use my health pack twice. But considering I have three charges at a time, and by the time I used the second, the first had already recharged, I'd say I wasn't doing too bad. I just flew all over the place bonking the bad guys on their head. The skull guy took two bonks.

I'm moving the PL plot forward, hoping it will open more missions for me. I've left some open world things to do, like the whole racing plot line.
 

Stray Toaster

Ars Tribunus Militum
2,279
Subscriptor
The bug is I bought 6 tier 3 quickhacks and ended up with none in my inventory. I got the notifications of receiving them (without the text - just the icon), lost the money, but the only tier 3 quickhack I had was the one I had looted previously.
I had something similar happen, but it turned out I bought a crafting spec and not the actual quick hack
 
Uh... I got a question about Mr. Hands. No spoilers, but I've seen what he looks like in other people's games, and in mine... something seems wrong. I've already verified my files in Steam to make sure nothing is corrupted, but... he looks like he has an eight inch chin, like a muppet. I've tried taking screenshots of it, but it is mostly visible when he is talking and you see his mouth open and his shin eight inches away moving in time with his jaw. Also, there is a blue scanline that goes down and highlights how LOOOOONG his chin is. None of the pictures I see on the internet match with that. I'm not sure if that is just me... can anyone else confirm?
I got it!!! It was a beard! It looked like a super long chin because of the shadows and it always moved with his mouth but it is a beard! I thought they had a literal muppet in here...

Ah man... There is an iconic Baseball Bat X-MOD2. That would have made an even better bonk stick!
 
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mogbert

Ars Legatus Legionis
10,154
Just got the game and am a little ways into my first playthrough. Have exactly two mods installed - one for vehicle handling, and a "skip intro cutscenes" mod. Any others I should look into installing?
I'm playing this one with no mods, but I'll definitely be grabbing the no intro mod when I do my next run through. I don't know of any mods that are 'must have' like where you would have community fix mods in some games. There are a few bugs that haven't been addressed, and I'm not sure if there is a mod that fixes it, just work-arounds which would be considered unbalanced if I wasn't already at end game. The bug I'm referring to doesn't really hit you until mid-way through, so maybe they fixed the trigger for it or something, but we didn't see anything in the patch notes.

Just about halfway through you may notice that cyberware capacity shards no longer drop, except possibly from some scripted 'must drop' characters. Usually for certain situations you have a chance to get carrying capacity or cyberware capacity. And people will tell you that it is random, so you can't be sure that they really have stopped dropping, maybe you've just been unlucky? Then 50 hours later, you are carrying 900lbs of carrying capacity, and have gotten 300+ of them in a row with never seeing a cyberware capacity.
 

mogbert

Ars Legatus Legionis
10,154
Do you have a cite for that? I assumed it might be the case, but I've never seen anything definite and just assumptions, so I must also assume it might not be the case.
Just from what I think I remember. Early in the game when I did car deliveries and the supply drops, I would get either a carrying or cyberware capacity shard (I think, would like to get confirmation). After the bug hit, I get a carrying capacity shard every time I do either of these. Every time. My carry capacity is over 800 lbs.
 

PhaseB

Ars Praetorian
438
Subscriptor++
Just from what I think I remember. Early in the game when I did car deliveries and the supply drops, I would get either a carrying or cyberware capacity shard (I think, would like to get confirmation). After the bug hit, I get a carrying capacity shard every time I do either of these. Every time. My carry capacity is over 800 lbs.
Car delivery only ever gave me money shards and supply drops I don't remember getting anything other than carrying capacity, ever (excluding skill shards). That's why I was asking for a cite. It's easy to have read a comment from another person who also just assumed and then take that as fact because it's what one wants to believe (and I would like to believe...).
 

Shanrak

Ars Scholae Palatinae
1,310
Subscriptor
Car delivery only ever gave me money shards and supply drops I don't remember getting anything other than carrying capacity, ever (excluding skill shards). That's why I was asking for a cite. It's easy to have read a comment from another person who also just assumed and then take that as fact because it's what one wants to believe (and I would like to believe...).

There seems to be a general consensus on reddit that there's a bug that makes cyberwear capacity shards extremely rare (or no drops at all). I know that I haven't found any for a while, ever since about mid level 30s. It's hard to prove for a fact though.
 

PhaseB

Ars Praetorian
438
Subscriptor++
There seems to be a general consensus on reddit that there's a bug that makes cyberwear capacity shards extremely rare (or no drops at all). I know that I haven't found any for a while, ever since about mid level 30s. It's hard to prove for a fact though.
Yup, pretty much where I am at. But I've seen enough cases or RNG where people insisted something was broken when it wasn't to be careful in what I believe, especially if it's something I'd want.
 

invertedpanda

Ars Tribunus Militum
2,940
Subscriptor
Finished Phantom Liberty last night, and.. Wow. Really good story. I actually liked it a bit more than the main story.

Overall I like the changes they made to hacking. While Contagion builds are no longer the defacto stealth hacker method, they've provided some great options viable from the early game.. And once you unlock Overclock? Woo!

Will probably trying a throwing knives build next.
 

chalex

Ars Legatus Legionis
11,801
Subscriptor++
Anyone know if it's possible to redo Phantom Liberty. I'm pretty sure I did the worst possible ending to it. I remember reading somewhere that it's possible to start a new game and go to it quickly.
Yes, when you start a new game now the first question is like "regular start or fast forward to DLC start?" I didn't try the latter but just start a new game and check it out.
 
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Shanrak

Ars Scholae Palatinae
1,310
Subscriptor
Smart Weapons are quite hack focused now (they can restore RAM, apply quickhacks etc), but maybe using one of the Sandevistan builds? Especially those that can extend its duration allow you to pretty much aim in peace while still being utterly devastating.

Sandevistan + shotgun build is amazingly fun. Instagib everyone, activate sandy to reload. If you get the cyberwear that removes 10% cooldown per kill, you will never run out of sandy for reloads. Also shotgun doesn't need pinpoint accuracy.

It'll make a bunch of the story choices up to the point where you get access to Dogtown (so you start partway through the main story), and starts you at higher level too I believe. Didn't use the option myself, but did start a new game when 2.0 / Phantom Liberty came out, as I had not yet played much prior.

Higher level is subjective I guess, it starts you at level 15 I think? Even through most casual starts I'm usually above that by the time I unlock PL.
 

invertedpanda

Ars Tribunus Militum
2,940
Subscriptor
Finished putting out updated versions of my old guides, so now I'm working on new ones. Got 2 build guides in the works: One a stealth sniper (because of course), and one as a combat hacker using..

the Militech Canto and Blackwall Quickhack

Sniper guide is pretty much done; just need to get it up a bit more, so I'm on to the combat hacker to gimme a change of pace.

Tried doing a throwing knives build, but it requires too much precision for me to really enjoy, and early game is kinda meh.