Cyberpunk 2077 | Huge 2.0 Patch is out, DLC is out

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  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited September 2023
    Fencingsax wrote: »
    I'm having lots of twins and triplets in identical outfits out on the street but I guess thats my pc being funny with crowd settings

    or maybe theres a weird bit of night city lore I've missed

    For some reason, their NPC generator likes to produce multiples.

    To the best of my recollection, the variety seems much better now than at release. And the crowds are only there for atmosphere anyway, basically just mobile background elements; it doesn't bother me that the visual recycling pops up commonly because I'm really never going to spend any amount of time looking for it.

    Ninja Snarl P on
  • DonnictonDonnicton Registered User regular
    Goumindong wrote: »
    Which one is speculation?

    Anyway I like tier 4 sonic shock because it cuts enemies off from their allies which means they don’t run alarms when they explode. Not that works matter much. But like. It helps the vibe

    It's the one that refunds 25% of the total cost of all quickhacks affecting an enemy when you neutralize them with a combat quickhack.

    Looking at the new Body trees, I'm curious now if Adrenaline can be used to soak damage from Overclock. If so, that would be very useful. If nothing else, Pain to Gain above it along with that one circulatory cyberware that auto-uses a healing item when you get low enough sounds like it would be a fun healing loop.

  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited September 2023
    The fight with Sasquatch in the Mall is fucking exhilarating once you get it down. Equip katana, steal her hammer, sneak up and break her cyberware on her back. Switch back to katana and alternate between heavy charge attacks and dodging until she tries to do the earthquake thing, then one hammer shot to the head, 2 nades, and set her on fire with quickhacks.

    This is what I was hoping for, for the game to force me into using its actually well-crafted action system. So much of CP2077 before 2.0 I just didn't even bother interacting with because the tools they wanted you to use didn't really work very well and quickhacks made you into a literal god 5 hours into the game. You could just outlevel everything and stroll through, whether on EASY or VERY HARD. Now the game doesn't give a shit and will slap you across the face with a sack full of doorknobs and I am here for it.

    In fact I think a few of the early game encounters were so goddamned hard they might want to consider easing up a bit, i.e. the ground floor of the Arasaka hotel and the chase sequence with the drones was brutal. The cyberpsycho attack in the clothing store was also extremely difficult.

    jungleroomx on
  • dporowskidporowski Registered User regular
    I don't think "hard" or "very hard" did or should get much balance attention. The game's designed around "normal"; that's the intended experience. Wanna take a railroad spike to the jubblies? All on you, man.

    Don't get me wrong, it should be functional for sure. But that's about it.

  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    dporowski wrote: »
    I don't think "hard" or "very hard" did or should get much balance attention. The game's designed around "normal"; that's the intended experience. Wanna take a railroad spike to the jubblies? All on you, man.

    Don't get me wrong, it should be functional for sure. But that's about it.

    With the weapons I had gotten in Arasaka tower I was unable to do enough damage to the Drones in the escape sequence.

    Literally that's it, I'm pretty well past it and I've got everything I need, but I think a little pass on the prologue section could be beneficial. After that it's all on me.

  • shoeboxjeddyshoeboxjeddy Registered User regular
    edited September 2023
    dporowski wrote: »
    I don't think "hard" or "very hard" did or should get much balance attention. The game's designed around "normal"; that's the intended experience. Wanna take a railroad spike to the jubblies? All on you, man.

    Don't get me wrong, it should be functional for sure. But that's about it.

    Nah, this is a bad train of thought. In the dying days of the Kingdom Hearts mobile game (shutdown date already announced), they released the last playable chapters of the story. As usual, they buffed the enemies to try to avoid making it too easy with the power creep from recent available equipment (and to promote pulling for that new equipment, it was a gacha game after all). And also as usual, each level had objectives to complete for a 100% clear with extra rewards. One problem though, once people had considered the results this time. With the end of service equipment factored in (aka the strongest things ever available in the game), it was Mathematically impossible to clear the objectives. The devs thoughtlessly just increased the enemy strength without factoring in that there was never going to be anything stronger to clear it with. Since they weren't testing things that were hard to do, they didn't notice until after the players did. Breaking game progression isn't acceptable, even on higher difficulty levels.

    For a less wordy example, I would bet money that no one on The Coalition dev team actually completed (or even tried) Insanity difficulty on Gears 4. That might have had the least TLC on a 1st party difficulty mode I've ever seen. And I say this having quite enjoyed that mode on the first 3 games.

    shoeboxjeddy on
  • dporowskidporowski Registered User regular
    I mean I'm not saying "none", right. Obviously it should be functional and all. And "mathematically impossible" etc is obv bad. I'm just not of the opinion much time should be spent on the balancing of the difficulties outside the baseline/intended experience. (This goes for "too easy" as well, of course.)

  • DacDac Registered User regular
    Started new save. Didn't take long to fall back into the mind-goblin playstyle of 'walk into room, oh look everyone is dead from my mind powers' quick hack style. The only addition is that instead of using gorilla arms I am now using a monowire because I can turn mobs into juicy pinatas of RAM by slashing away for 1 RAM a hit and then finishing them off for 5 more RAM.

    Unlocked Overclock last night. Combined with Adrenaline and the cyberware where your health item automatically triggers below 35%, I was able to spam out a LOT of hacks. Overclock makes it so I spend health when I don't have RAM, my health drains, the biomon system triggers, popping my healing item and giving me 30% extra health as a shield through Adren, Overclock takes from Adren before health, after a few casts gets low again, next health item triggers, etc.

    I do kinda miss doing a mass-chain Reboot Optics and just casually strolling through missions to the objective as enemy flails around. And I don't know if ultimate quickhacks are even a thing anymore.

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  • ED!ED! Registered User regular
    edited September 2023
    Yeah, I'm having none of those issues in my playthrough. And this is on the hardest difficulty.

    And if this cyberpsycho is the one I'm thinking of, there's a back way in that I absolutely cheesed as I did this mission before the title card and was for sure under leveled and under geared. After getting access to higher tier quick hacks and weapons, that fight would have been trivial (with all the ways to cripple and otherwise CC enemies).

    . . . also not seeing the "thin" quest design. This isn't an immersive sim so there's for sure going to be situations where you are tunnelled into the games defined encounter - regardless of setup.

    ED! on
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  • GoumindongGoumindong Registered User regular
    edited September 2023
    Very, very small chance I would a) remember to do that the ten or so hours from now where that would be more feasible and b) this place is in the middle of industrial nowhere and I have zero interested in trekking back here for this one dumb fight.

    Wouldn't have been an issue if the mission wasn't so damned determined to force you into fighting into this small boxed-in area with poor cover but giving Lady Melee a ton of advantages. If the devs are gonna cheese the setup to force a certain confrontation in a horribly contrived way, I'm just gonna break the fight with more cheese.

    I know of only one right remotely like this and I don’t think she respawns when you leave she just goes invisible. Pretty sure you can still find her with your scanner and disable her cyberware.

    But yes if you don’t mod your weapon for non-lethal you’re going to want a blunt (or netrunning) to knock out cyber psychos. They’re often very hard to sneak up on.

    Goumindong on
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  • DixonDixon Screwed...possibly doomed CanadaRegistered User regular
    I’m having a lot of fun with 2.0.

    Beat the game on initial release, but was one of the lucky ones where only really had one bug that broke a single side quest.

    Otherwise the play through was great.

    Feels great now as well, and playing with all the bells and whistles on at 4K is just gorgeous.

    I am constantly stopping to just bask in the glowing vistas.

  • GoumindongGoumindong Registered User regular
    I may respec (they seem to be free) and go for like… non-combat quickhacks only. I had a lot of fun with that before getting epic synapse burnout which kind of trivializes all combat encounters since it hits for 176 x 4 (40 RAM Spent) x 2 (overloaded) x 2 (target subject to a non-combat quickhack + another non-combat quickhack in the queue)= 2800 dmg. And it resets the adrenaline timer so you keep the combo going as long as you can see enemies.

    Ultimate quickhacks are good (well grenade is eh) but it’s hard to beat 2800 damage with no real setup.

    Berserks and sandevistans seem fun but so is shutting off cyberware and blinding people and so on and so forth. Sonic shock + blind is still as effective as memory wipe if you’re not in combat. (Blind needs to be tier 5 though).

    Some of the combos I can see.

    Ping+Sonic shock+Cripple movement contagion + monowire. Cripple movement makes enemies more susceptible to the monowire finisher. And the monowire finisher also gets better the more hacks effecting people. These all have huge durations except cripple(especially if you have the +100% duration on undamaged enemies to extend ping). And affect multiple people. So you only have to Sonic shock and cripple the next guy in the chain. After 2 monowire finishes suicide costs 4 (unsure for how many applications) for 30 seconds. Which is a long time. Poison is there to do chip damage and stack more effects on enemies (especially enemies) which you aren’t focused on(it stacks twice which is nice) And it’s last in the queue because it’s expensive.

    reboot optics+guns. Especially smart guns.

    Weapon glitch resets when you hit enemies with a smart gun. Which is nice but the main thing is that reboot optics spreads when you critical/headshot/weak point kill an enemy that is effected by it. And that is really easy to acquire with smart guns (and all the relevant smart gun bonuses). So you reboot optics one guy and then can chain it forever as you shoot blind people in the head. Cripple movement and cyberware malfunction are always good to round this out. And maybe overheat for a difficult boss (duration reset on dmg so once it’s on it’s on for good)

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  • HeavyVillainHeavyVillain Registered User regular
    I know its not 1-1 with magic but i think of the hackers as kind of mage adjacent and.. yeah they are broken strong at max level, as they are in some other rpgs I could name

    I'm trying to be more of a cool build this time round but I might just give up and go for hacking again

  • DonnictonDonnicton Registered User regular
    Dac wrote: »
    Started new save. Didn't take long to fall back into the mind-goblin playstyle of 'walk into room, oh look everyone is dead from my mind powers' quick hack style. The only addition is that instead of using gorilla arms I am now using a monowire because I can turn mobs into juicy pinatas of RAM by slashing away for 1 RAM a hit and then finishing them off for 5 more RAM.

    Unlocked Overclock last night. Combined with Adrenaline and the cyberware where your health item automatically triggers below 35%, I was able to spam out a LOT of hacks. Overclock makes it so I spend health when I don't have RAM, my health drains, the biomon system triggers, popping my healing item and giving me 30% extra health as a shield through Adren, Overclock takes from Adren before health, after a few casts gets low again, next health item triggers, etc.

    I do kinda miss doing a mass-chain Reboot Optics and just casually strolling through missions to the objective as enemy flails around. And I don't know if ultimate quickhacks are even a thing anymore.

    Ultimate quickhacks do exist, though they're mostly unnecessary compared to how ridiculous hacks are in general now. There was a dev stream where they showed off counterhacking an enemy netrunner with Suicide and it caused an entire building to immediately kill themselves.

  • GoumindongGoumindong Registered User regular
    edited September 2023
    Donnicton wrote: »
    Dac wrote: »
    Started new save. Didn't take long to fall back into the mind-goblin playstyle of 'walk into room, oh look everyone is dead from my mind powers' quick hack style. The only addition is that instead of using gorilla arms I am now using a monowire because I can turn mobs into juicy pinatas of RAM by slashing away for 1 RAM a hit and then finishing them off for 5 more RAM.

    Unlocked Overclock last night. Combined with Adrenaline and the cyberware where your health item automatically triggers below 35%, I was able to spam out a LOT of hacks. Overclock makes it so I spend health when I don't have RAM, my health drains, the biomon system triggers, popping my healing item and giving me 30% extra health as a shield through Adren, Overclock takes from Adren before health, after a few casts gets low again, next health item triggers, etc.

    I do kinda miss doing a mass-chain Reboot Optics and just casually strolling through missions to the objective as enemy flails around. And I don't know if ultimate quickhacks are even a thing anymore.

    Ultimate quickhacks do exist, though they're mostly unnecessary compared to how ridiculous hacks are in general now. There was a dev stream where they showed off counterhacking an enemy netrunner with Suicide and it caused an entire building to immediately kill themselves.

    You unfortunately cannot queue that so no combos but yea. Those are definitely are good times for a good ultimate at their max cost.

    My main thought it’s that combat quickhacks may just be too good. And they’re also kinda too binary. If they kill a target in one hit they’re OP and if they don’t they’re weak because it uses all your RAM for something you could have debilitated an enemy with. If I were making a mod…

    I would remove synapse burnout, static shock, and contagion. Overheat would still be in but it would merge the functions of static shock and synapse burnout and it would be Lethal. It would have a high cost, get cheaper the more you killed with it, scale damage based on the number of cyberware malfunctions, explode weak points and extend its duration for each non-combat quickhack effecting the enemy or weapon attack you hit with. It would not stack but would spread to up to 2 other enemies. And extend your overload duration. Does this seem like a lot? Yes but also… if it’s expensive and a DoT it kinda needs it. So the “method” would be to load up on cyberware malfunctions on the first target and the finish with overheat in the queue making it cheap. Then after overheat hits the next guy you can stack cyberware on them to increase the damage as it’s uploading.

    The reason this is OK is that well. It’s one guy at a time and they’re taking a dot. This means you cannot easily manage queued effects to instantly recharge (because they might finish uploading before the dot kills them) and you have to keep getting health in some manner if you want to continually run overload into the next group of enemies.

    Shock, if it was still in the game, would be a mech only stun

    So if you wanted to be non-Lethal you would have to run on the edge with the current shutdown path(or use weapons/takedowns). Shutdown currently gets a cost reduction when you’re being scanned for and reduce the progress. But this means you have to constantly be uploading things that reduce enemy scan progress if you want cheap shutdowns. Which is not easy and failure may lead to combat.

    If you wanted to be lethal you would have to run on the edge of your overloading and health and it would be much harder to do that. (But still possible)

    If you wanted to be melee lethal then you’ve got the current suicide/cripple movement path.

    If you want to be gun lethal you’ve the current reboot optics/weapon glitch/ping path.

    Edit: but what about overheat damage scaling? I would say “1 stack of malfunction” to kill a 1 HP bar mook with nothing else to extend it. Because the duration and damage increase with extra effects this means that a 2 HP bar mook should die with 2-3 stacks and a 3 HP bar enemy with 4-5 stacks (depending on other effects).

    Goumindong on
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  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    I'm all caught up to where the NUSA storyline starts, so I'm going to put it on ice for a few days.

  • Steel AngelSteel Angel Registered User regular
    Goumindong wrote: »
    Thinking of the monowire as a last resort is a mistake. What the monowire is is a finisher. The reason it’s a finisher is that out of combat RAM regen sucks. And every hit with a monowire against a debilitated target adds 1 RAM and then another 5 for the finisher.

    This means that you’re ready to fight the next group of baddies.

    A general pathway for a group might be to start out with sonic shock on isolated ones and then static shock/overload or synapse. You overload to keep this going and then the last guy gets a weapon lock and movement lock and then you hit him 10 times and rock the finisher for +15 RAM.

    Even tough enemies will be debilitated for longer than it takes the wire to recharge.

    The things keeping the wire from being a primary weapon is that it doesn’t have precision damage. But like… this barely matters because stop movement makes enemies very susceptible to melee finishers and suicide costs 4 ram for 30 seconds after two melee finishers. (And if leg heals you 10% of your HP which is enough to use it again in overload!)

    I can understand the reasons they changed monowire: 1) Mantis Blades really sucked compared to Monowire for Blades builds and 2) Lucy from Edgerunners

    But previously monowire was a dismemberment machine on a Blades build given its AoE effect on light attacks. Reminded me a lot of the Group combat style in The Witcher 1 in terms of how many severed heads and forearms I'd leave in my wake.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • GoumindongGoumindong Registered User regular
    Goumindong wrote: »
    Thinking of the monowire as a last resort is a mistake. What the monowire is is a finisher. The reason it’s a finisher is that out of combat RAM regen sucks. And every hit with a monowire against a debilitated target adds 1 RAM and then another 5 for the finisher.

    This means that you’re ready to fight the next group of baddies.

    A general pathway for a group might be to start out with sonic shock on isolated ones and then static shock/overload or synapse. You overload to keep this going and then the last guy gets a weapon lock and movement lock and then you hit him 10 times and rock the finisher for +15 RAM.

    Even tough enemies will be debilitated for longer than it takes the wire to recharge.

    The things keeping the wire from being a primary weapon is that it doesn’t have precision damage. But like… this barely matters because stop movement makes enemies very susceptible to melee finishers and suicide costs 4 ram for 30 seconds after two melee finishers. (And if leg heals you 10% of your HP which is enough to use it again in overload!)

    I can understand the reasons they changed monowire: 1) Mantis Blades really sucked compared to Monowire for Blades builds and 2) Lucy from Edgerunners

    But previously monowire was a dismemberment machine on a Blades build given its AoE effect on light attacks. Reminded me a lot of the Group combat style in The Witcher 1 in terms of how many severed heads and forearms I'd leave in my wake.

    Maybe you had a mod because monowire never counted for blades before 2.0 and it was terrible.

    wbBv3fj.png
  • Pixelated PixiePixelated Pixie They/Them Registered User regular
    Goumindong wrote: »
    Goumindong wrote: »
    Thinking of the monowire as a last resort is a mistake. What the monowire is is a finisher. The reason it’s a finisher is that out of combat RAM regen sucks. And every hit with a monowire against a debilitated target adds 1 RAM and then another 5 for the finisher.

    This means that you’re ready to fight the next group of baddies.

    A general pathway for a group might be to start out with sonic shock on isolated ones and then static shock/overload or synapse. You overload to keep this going and then the last guy gets a weapon lock and movement lock and then you hit him 10 times and rock the finisher for +15 RAM.

    Even tough enemies will be debilitated for longer than it takes the wire to recharge.

    The things keeping the wire from being a primary weapon is that it doesn’t have precision damage. But like… this barely matters because stop movement makes enemies very susceptible to melee finishers and suicide costs 4 ram for 30 seconds after two melee finishers. (And if leg heals you 10% of your HP which is enough to use it again in overload!)

    I can understand the reasons they changed monowire: 1) Mantis Blades really sucked compared to Monowire for Blades builds and 2) Lucy from Edgerunners

    But previously monowire was a dismemberment machine on a Blades build given its AoE effect on light attacks. Reminded me a lot of the Group combat style in The Witcher 1 in terms of how many severed heads and forearms I'd leave in my wake.

    Maybe you had a mod because monowire never counted for blades before 2.0 and it was terrible.

    As of patch 1.5, they benefited from all the blades perks and increased in damage with Reflexes.

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
  • MechMantisMechMantis Registered User regular
    Ah, here's the thin mission design I remember after you get past the first couple of scripted ones and into the actual game.

    Cyberpyscho case. Eeeeevery building top surrounding the scene is mysteriously, conspicuously, and lamely topped in barbed wire to try and force the player down into the danger area. And why? Because the psycho wakes up, can't be grabbed after they wake up, instantly knows where you are and labels you a threat regardless of LoS, simply runs at and slashes away for tons of melee damage, and dodges half your shots and heavily resists damage that does land. At this point in the game there is absolutely zero way to outpace her DPS, so this is just suicide for me. And rather than let the player be clever, they just try to force you into the fight in a way that favors the psycho.

    I just got double-jump so I'm gonna look for a spot to cheese this fuckawful fight. I'm guessing it's going to be flat impossible for me to knock her out considering I haven't even seen a non-lethal projectile weapon yet, and even the weapons I have aren't doing a lot of damage.

    EDIT: Oh for fuck's sake. The high ground you can reach is outside the hostility zone. Moving outside the hostility zone despawns the psycho and stepping back in auto-spawns her. She respawns with full fucking health. Yeah, this is just some awesomely lazy design.

    EDIT EDIT: Was able to hang out on a girder that only just overlapped the hostility zone from above. The melee-only psycho, naturally, manifests a high-powered pistol from nowhere if you're somewhere they can't reach. Fortunately, a light pole gave me enough cover to survive while I chipped away. So glad I bought the cyberware to let me bounce bullets right before this, let me hit her a ton from out of her LoS. No way would this have worked without it, unless I wanted to spend like an hour waiting for grenade respawns and throwing them at her. Added bonus: I managed to plink her armor low enough that I was able to melee her with a rifle butt, which apparently counts as nonlethal.

    I've been going through those as a 5 Cool generally stealthless schlub and have been able to get a grab/non-lethal takedown on every single cyberpsycho I've run into over the last ~15 hours of play or so. The key so far for me has been to abuse small bits of cover (so you can drop out of the "active combat state") and the Distract Enemies quickhack to give me enough time to crouch-walk over to grab em from behind. Double-jump tendons have helped in this as well since in some (like the sniper guy who's taken over an incomplete highway bridge), there's some vertical spaces you can use to both break LOS for losing active combat state as well as get more angles to sneak up on them.

    The one that took me the longest to figure out was the Militech one with the watery floor, but that ended up just requiring more judicious abuse of that tiny little pillar and excessive use of distract enemy as well.

  • FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    Goumindong wrote: »
    Goumindong wrote: »
    Thinking of the monowire as a last resort is a mistake. What the monowire is is a finisher. The reason it’s a finisher is that out of combat RAM regen sucks. And every hit with a monowire against a debilitated target adds 1 RAM and then another 5 for the finisher.

    This means that you’re ready to fight the next group of baddies.

    A general pathway for a group might be to start out with sonic shock on isolated ones and then static shock/overload or synapse. You overload to keep this going and then the last guy gets a weapon lock and movement lock and then you hit him 10 times and rock the finisher for +15 RAM.

    Even tough enemies will be debilitated for longer than it takes the wire to recharge.

    The things keeping the wire from being a primary weapon is that it doesn’t have precision damage. But like… this barely matters because stop movement makes enemies very susceptible to melee finishers and suicide costs 4 ram for 30 seconds after two melee finishers. (And if leg heals you 10% of your HP which is enough to use it again in overload!)

    I can understand the reasons they changed monowire: 1) Mantis Blades really sucked compared to Monowire for Blades builds and 2) Lucy from Edgerunners

    But previously monowire was a dismemberment machine on a Blades build given its AoE effect on light attacks. Reminded me a lot of the Group combat style in The Witcher 1 in terms of how many severed heads and forearms I'd leave in my wake.

    Maybe you had a mod because monowire never counted for blades before 2.0 and it was terrible.

    As of patch 1.5, they benefited from all the blades perks and increased in damage with Reflexes.

    I guess I should have asked if they still counted as blade. I do remember that change.

  • HeavyVillainHeavyVillain Registered User regular
    Had a relic glitch with flickering that lasted a reaaaaaly long time.. and then I realised it was a bug and I had to reload my game, because it was only supposed to go on for a few seconds

    funny thing is thinking back the same thing happened to me when I first played through

  • bloodyroarxxbloodyroarxx Casa GrandeRegistered User regular
    So all this DLSS 3.5 on non 4000 series cards bullshit Nvidia promised doesn't actually work unless you put it in full pathtracing mode which makes that feature (3.4/ray reconstruction) useless on anything NOT 4000 series running frame generation.

  • Pixelated PixiePixelated Pixie They/Them Registered User regular
    So all this DLSS 3.5 on non 4000 series cards bullshit Nvidia promised doesn't actually work unless you put it in full pathtracing mode which makes that feature (3.4/ray reconstruction) useless on anything NOT 4000 series running frame generation.

    I don't follow. You can turn on path tracing and ray reconstruction on a 3xxx and then DLSS 3.5 will do its thing, so why is it useless? Before this update, if I turned on path tracing (I have a 3080) I could probably count each individual frame. Now it's at least playable (at 1440p... wouldn't try it at 4k lol)... Have I missed something?

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
  • The BraysterThe Brayster UKRegistered User regular
    edited September 2023
    So wait,

    I know the motive going in to the Cyberpsycho fights is to finish them non-lethally, but can you actually kill them?

    I just did all the ones you can do before so much as getting the Flathead, and I did them all with a Katana without actually thinking about it, but none of them were killed. I just assumed they went down non-lethally no matter what you did.

    The Brayster on
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  • Pixelated PixiePixelated Pixie They/Them Registered User regular
    So wait,

    I know the motive going in to the Cyberpsycho fights is to finish them non-lethally, but can you actually kill them?

    I just did all the ones you can do before so much as getting the Flathead, and I did them all with a Katana without actually thinking about it, but none of them were killed. I just assumed they went down non-lethally no matter what you did.

    Yes you can. And Regina is disappointed in you. You murderer, you.

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    edited September 2023
    So all this DLSS 3.5 on non 4000 series cards bullshit Nvidia promised doesn't actually work unless you put it in full pathtracing mode which makes that feature (3.4/ray reconstruction) useless on anything NOT 4000 series running frame generation.

    I don't follow. You can turn on path tracing and ray reconstruction on a 3xxx and then DLSS 3.5 will do its thing, so why is it useless? Before this update, if I turned on path tracing (I have a 3080) I could probably count each individual frame. Now it's at least playable (at 1440p... wouldn't try it at 4k lol)... Have I missed something?

    I get like 30 fps and a fuckload of ghosting on my 3070 at 1440p.

    It looks like shit.

    jungleroomx on
  • The BraysterThe Brayster UKRegistered User regular
    So wait,

    I know the motive going in to the Cyberpsycho fights is to finish them non-lethally, but can you actually kill them?

    I just did all the ones you can do before so much as getting the Flathead, and I did them all with a Katana without actually thinking about it, but none of them were killed. I just assumed they went down non-lethally no matter what you did.

    Yes you can. And Regina is disappointed in you. You murderer, you.

    But when the fight ends they're writhing on the floor, very not dead. All of my post-fight calls/texts with Regina refer to them as alive.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • Pixelated PixiePixelated Pixie They/Them Registered User regular
    So wait,

    I know the motive going in to the Cyberpsycho fights is to finish them non-lethally, but can you actually kill them?

    I just did all the ones you can do before so much as getting the Flathead, and I did them all with a Katana without actually thinking about it, but none of them were killed. I just assumed they went down non-lethally no matter what you did.

    Yes you can. And Regina is disappointed in you. You murderer, you.

    But when the fight ends they're writhing on the floor, very not dead. All of my post-fight calls/texts with Regina refer to them as alive.

    Did you have a nonlethal mod on your katana or something?

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
  • Pixelated PixiePixelated Pixie They/Them Registered User regular
    So all this DLSS 3.5 on non 4000 series cards bullshit Nvidia promised doesn't actually work unless you put it in full pathtracing mode which makes that feature (3.4/ray reconstruction) useless on anything NOT 4000 series running frame generation.

    I don't follow. You can turn on path tracing and ray reconstruction on a 3xxx and then DLSS 3.5 will do its thing, so why is it useless? Before this update, if I turned on path tracing (I have a 3080) I could probably count each individual frame. Now it's at least playable (at 1440p... wouldn't try it at 4k lol)... Have I missed something?

    I get like 30 fps and a fuckload of ghosting on my 3070 at 1440p.

    It looks like shit.

    I get about 45 fps with DLSS on "balanced" and it looks fine, everything else cranked up. I haven't noticed any ghosting. If I drop DLSS to performance it's faster but then it does start to look like ass.

    ~~ Pixie on Steam ~~
    ironzerg wrote: »
    Chipmunks are like nature's nipple clamps, I guess?
  • The BraysterThe Brayster UKRegistered User regular
    So wait,

    I know the motive going in to the Cyberpsycho fights is to finish them non-lethally, but can you actually kill them?

    I just did all the ones you can do before so much as getting the Flathead, and I did them all with a Katana without actually thinking about it, but none of them were killed. I just assumed they went down non-lethally no matter what you did.

    Yes you can. And Regina is disappointed in you. You murderer, you.

    But when the fight ends they're writhing on the floor, very not dead. All of my post-fight calls/texts with Regina refer to them as alive.

    Did you have a nonlethal mod on your katana or something?

    Nope, just a regular Katana (well, with a bit of armor penetration on it but I didn't put that there).

    I'm assuming I have broken the intended play here.


    Alternatively -

    V appears before you, one hand already on their Katana, with an intent to do you harm.

    The sharp scrape of metal fills your ear as the blade is unsheathed.

    You find yourself startled, as the 'blade' wielded against you is in fact a Baseball Bat, Regular and Wooden.

    That weapon had no business making that metallic noise, nor even fitting inside that Scabard.

    V smirks. "Prepare to face a master of the blade!".

    The weapon makes contact with an almighty *BONK* to your head.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • evilthecatevilthecat Registered User regular
    not all lethal weapons kill; maybe you just got extremely lucky.

    tip.. tip.. TALLY.. HOOOOOOOOOOOOOOOOO!
  • ED!ED! Registered User regular
    Nearing 20HRS in this playthrough and I COMPLETELY forgot the entire reason I'm playing was to get ready for PHANTOM LIBERTY. I still have "Go to the diner and talk with you know who" as a main quest. Like I've just been going around seeing what I didn't see before because I legit got absolutely hooked on this main story and really didn't want to do a whole let else (I remember one mini-quest was about this guy getting redemption for all the wrong he did and I was like "Brotha, this sounds bad and all but I gotta get back to Judy and Silverhand!"

    . . .like the fixers that you meet - they are all actual quest givers and have questlines associated with them?! I legit did ZERO of these not related to the main story (I have no idea who "Mr. Hands" is and was legit stunned when Padre called me after meeting him in the Streetkid Intro) despite putting 100HRS in a first playthrough.

    "Get the hell out of me" - [ex]girlfriend
  • ZibblsnrtZibblsnrt Registered User, Moderator mod
    Man, I played it through before and so knew in every detail what was coming and in hindsight it was soaking in three-days-from-retirement telegraphy, but
    Jackie's death
    remains a gut punch.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Particularly for this setting
    Jackie's death did not feel like it worked. First off, the player gets shot all the fucking time and walks it off. Second, Jackie gets off-screen wounded; we don't even know what the actual injury is from, he simply goes from fine before jumping to fatally wounded afterwards. Third, the setting has magic medicine stuff plus regular stuff like... gauze. At least his initial bleeding could've been more or less stopped, though if that artery had been damaged the whole time he would've been dead, or at least unconscious, within minutes. Fourth, have the dang cab go to their ripperdoc instead of stopping in some random spot for drama? V fucking dies and comes back, albeit with some help. If Delamaine had gone to their doctor first, Jackie would've only been out for a couple minutes. It would've been maybe close, but a good doctor could definitely have saved him and they had the time. It wasn't traumatic injury, it was what looks like one bullet wound in one spot.

    Just felt like a kinda half-assed way to do it and there should've been like... Robocop levels of damage. Then it might've made sense that somebody wasn't getting back up again.

  • jungleroomxjungleroomx It's never too many graves, it's always not enough shovels Registered User regular
    So all this DLSS 3.5 on non 4000 series cards bullshit Nvidia promised doesn't actually work unless you put it in full pathtracing mode which makes that feature (3.4/ray reconstruction) useless on anything NOT 4000 series running frame generation.

    I don't follow. You can turn on path tracing and ray reconstruction on a 3xxx and then DLSS 3.5 will do its thing, so why is it useless? Before this update, if I turned on path tracing (I have a 3080) I could probably count each individual frame. Now it's at least playable (at 1440p... wouldn't try it at 4k lol)... Have I missed something?

    I get like 30 fps and a fuckload of ghosting on my 3070 at 1440p.

    It looks like shit.

    I get about 45 fps with DLSS on "balanced" and it looks fine, everything else cranked up. I haven't noticed any ghosting. If I drop DLSS to performance it's faster but then it does start to look like ass.

    I will say I've seen a lot of people complaining about it with the frame generation, like having 3 stacks of AI image processing is amplifying minor fuckups (DLSS, Frame Generation, Ray Reconstruction) like a xerox of a xerox.

    Either way, I'm fine running it on RT Medium with a few settings dialed down minorly. It looks better and runs at 60+, which is way more important than reflections I don't look at (to me, anyway.)

  • DirtyDirty Registered User regular
    I don't remember much about the few cyberpsychos I encountered in my original playthrough, but since I've hopped back in just to fuck around with the new skill trees, I just unload into them and the fight stops with them at 1%. I'm not even trying to spare them, but somehow I am.

  • ZavianZavian universal peace sounds better than forever war Registered User regular
    I like the new radio options since I played last way back near launch; I'm traveling by car way more often now instead of fast traveling (also helps that I've finally managed to get a stable 60fps with DLSS set to Quality)

  • Jean-LucJean-Luc Registered User regular
    From what I've seen looking around torso and head shots are lethal, hits to limbs are (usually?) not.

  • captainkcaptaink TexasRegistered User regular
    This Body-heavy style with the sprinting tackles and mega-bonks is way too fun. And I just unlocked the 'throw people' finisher, I haven't even used that yet.

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