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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

Bliblablubb

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Silencers are useless until you get a piece of handheld piece of artillery (how the fuck does a silencer drop 30% of damage?).
While there tons of things to rant about in this game, that one actually isn't.
To make your gun "silent" you need to lower the bullet's speed below the speed of sound to avoid the sonic crack. By lowering the speed you therefore reduce the impact energy on the target (and range). Read: damage.
Better silencers somewhat do it better, so yeah, that design decision makes sense for a change. :obviously:
 

Terenty

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Did you pay attention to the Alt convo at all? She/it very clearly emphasizes that what you saw was only Johny's version of the story and it probably has little in common with what really happened. I was actually surprised how blatantly she/it said that.
So what, one comment that never leads to anything interesting and never brought up again. Besides
Rogue still goes on a suicide mission with Johnny again, so whatever he was telling you couldn't have been that far off
 

Twiglard

Poland Stronk
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Strap Yourselves In Codex Year of the Donut
Silencers are useless until you get a piece of handheld piece of artillery (how the fuck does a silencer drop 30% of damage?).
While there tons of things to rant about in this game, that one actually isn't.
To make your gun "silent" you need to lower the bullet's speed below the speed of sound to avoid the sonic crack. By lowering the speed you therefore reduce the impact energy on the target (and range). Read: damage.
Better silencers somewhat do it better, so yeah, that design decision makes sense for a change. :obviously:

You're expecting games to acknowledge the sonic crack. Not even STALKER has it. It's only Arma and others of similar caliber.
 

Bliblablubb

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Did you pay attention to the Alt convo at all? She/it very clearly emphasizes that what you saw was only Johny's version of the story and it probably has little in common with what really happened. I was actually surprised how blatantly she/it said that.
So what, one comment that never leads to anything interesting and never brought up again. Besides
Rogue still goes on a suicide mission with Johnny again, so whatever he was telling you couldn't have been that far off
As someone pointed out earlier in this thread, Johnny's team was on Miltech's payroll there. In his version however, he is on his heroic anarchy crusade and while he oneshots everyone, his team members are just useless. Shaitan is firing single shots from the choppah until Johnny takes over ffs. You wanted to yell "it's a machiiiiiine gun!" at him. :hahano:
There is also a strange gap between Smasher appearing and Johnny suddently being on the roof again.

And Rogue...well, she always had an unhealthy obsession with him. She saw him through different glasses than the rest of the world. :hahano:
Sad.
 

Terenty

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As someone pointed out earlier in this thread, Johnny's team was on Miltech's payroll there. In his version however, he is on his heroic anarchy crusade and while he oneshots everyone, his team members are just useless. Shaitan is firing single shots from the choppah until Johnny takes over ffs. You wanted to yell "it's a machiiiiiine gun!" at him. :hahano:
There is also a strange gap between Smasher appearing and Johnny suddently being on the roof again.
Johnny one shotting everyone and being a Rambo is well withing the boundaries of the setting (at least how its presented in this particular game).

What's the difference between you one shotting mindless corpo soldiers and Johnny? Or you and Alecandos mowing down hundreds of Arasakas while trading jokes?
 

Bliblablubb

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You're expecting games to acknowledge the sonic crack. Not even STALKER has it.
The original Stalker had the weird situation where you had speshul silenced soviet weapons, where the whole barrel is the supressor like the MP5SD and can fire normal bullets supressed. And no AK could be silenced, aside from one unique rifle.
But then you had the AR15 ones, you could slap one on IIRC.
I assume that was the result of a transition between the original idea and the publisher insisting on things to be added for the CoD audience.
 

Shadowfang

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Shadorwun: Hong Kong BattleTech
Silencers are useless until you get a piece of handheld piece of artillery (how the fuck does a silencer drop 30% of damage?).
While there tons of things to rant about in this game, that one actually isn't.
To make your gun "silent" you need to lower the bullet's speed below the speed of sound to avoid the sonic crack. By lowering the speed you therefore reduce the impact energy on the target (and range). Read: damage.
Better silencers somewhat do it better, so yeah, that design decision makes sense for a change. :obviously:
Older silencers reduced your bullet speed but recent technology doesn't have that effect and you could pretty much fire bullets at the same speed.
Also, most of these old silencers didn't reduce the speed of a bullet enough to make it not go supersonic, which meant you had to also use subsonic ammo.

There were, however, weapons with integral silencers that allowed you to make plain supersonic ammo go subsonic.
 
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Bliblablubb

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The blue (rare) silencer already only reduce dmg by 15% or so. While I haven't seen one, I would assume they might be purple ones reducing it even less. And considering the vast amount of perks and passives increasing dmg while using silenced weapons it's a non-issue anyways.
 

Bliblablubb

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The tech stat is such a stupidly designed clusterfuck btw.
Aside from lockpicking it's only needed for crafting, and in a stupid way. You still need to find the blueprints, get the perks AND level it to almost 20 to be able to craft the iconic stuff if you want to.
Compared to Int, that you just increase it to 20, pick 3 perks to LEARN all schematics and then craft your endgame gear. At lvl15. Yeah...

Of course it's buggy and the passives from the legendary quickhacks kill your framerate and sometimes even your savegame.
This game... :hahano:

Best course is using a trainer, setting tech to 20 in case I want to craft something and forget about that whole stat.
"BUt mY bUiLd!!!!"
Shaddup, you can already kill everything twice and back through walls with tech weapons without a single perk in tech. :argh:
 

Haplo

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Pillars of Eternity 2: Deadfire
The tech stat is such a stupidly designed clusterfuck btw.
Aside from lockpicking it's only needed for crafting, and in a stupid way. You still need to find the blueprints, get the perks AND level it to almost 20 to be able to craft the iconic stuff if you want to.
Compared to Int, that you just increase it to 20, pick 3 perks to LEARN all schematics and then craft your endgame gear. At lvl15. Yeah...

Of course it's buggy and the passives from the legendary quickhacks kill your framerate and sometimes even your savegame.
This game... :hahano:

Best course is using a trainer, setting tech to 20 in case I want to craft something and forget about that whole stat.
"BUt mY bUiLd!!!!"
Shaddup, you can already kill everything twice and back through walls with tech weapons without a single perk in tech. :argh:

Yeah, it is bad design. I'm a bit sad that eventually my legendaries/iconics will probably become trash... but no way I'm investing points in that tree. You can be plenty overpowered even with regular levelled gear.
 

Haplo

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Pillars of Eternity 2: Deadfire
his team members are just useless.

i thought that was just the shitty companion AI and not because of lore reasons

He's the definite action hero of these sequences - one-shotting everyone with his revolver, while his lackeys need 4-6 shots of their rifles to achieve the same. Hardly even needs to hide behind cover with his crazy health regen.
 

Bliblablubb

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Some iconic weapons don't even drop as weapons, only the bp. Pretty early in Watson actually.
Such a hamfisted way to say: "Look, putting all your points in tech from the start is totally worth it!"
And lockpicking requirements go skyhigh the further south you go. Opposite Delamain is a 'tino gig, that already requires 19 tech to open windows.
Why bother with sneaking at that point anymore, use hacks to non-lethal burn/shock/poison them (lulz) and just walk in like you own the place.

And that whole non-lethal thing again shows how shizophrene the game is. The eye mod that turns every weapon non-lethal drops like candy, just so every consoletard can get his non-lethal achievment... while running around with a machinegun all the time. :hahano:

But that has become a weird running theme in games for a while now. You see the devs put a lot of thoughts in it, but then some marketing guy insists of adding things to make easy accessable. Because the concieved target audience is apparently barely smart enough not to take a dump on their couch. :argh:

On the other hand nobody should be surprised after peeking at those youtubers playing it on "very hard". A collection of exploits, beelining for skippy, doing brawls with a katana and complaining the game is too easy.
Of course showing of their mad build, which is basically "pick every perk in int", because redding it teh hard. :hahano:
 

Turjan

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are 92 side quests in the game
Hold your horses there kiddo. Calling all of those gigs "sidequests" is preem PR department bullshittery.
No, my full sentence you partially quoted was "There are 92 side quests in the game, not including gigs or the NCPD stuff, however counting races, boxing quests or Epistrophy separately." I mentioned that separate entries are counted here for Epistrophy (8 entries), Beat on the Brat (6 entries) or The Beast in Me (5 entries). Smaller multi-part quests like Coin-Operated Boy with follow-ups are only counted once.
Just because they get an entry in the quest log, does not make them "side quests". Shit, that number probably even includes purchasable cars. :hahano:
Neither the 87 Gigs (here a whopping 18 entries go to Cyberpsycho though), nor any cars are counted among the number I mentioned. Here, Watson is incredibly front-loaded (28 entries alone).
Not counted, either, are the NCPD scanner hassles with 112 Assaults in Progress, 17 Organized Crimes and 27 Reported Crimes. Not sure whether at least the assaults wouldn't have been better handled via some randomized system though. Of course, you also have these little groups of gangsters who constantly respawn.
 
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Bliblablubb

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No, my full sentence you partially quoted
Sowwy. :oops:
Reading about 92 missions without all that still feels weird after playing tho. But the game does have the nasty habit of chopping up what feels like one mission into tiny bits on paper tho.
IIRC the voodoo bois stuff is technically like 5 missions on paper, even tho you do it all in one flow.
Watching the BD after bringing Ev to Judy is a seperate mission, the one that breaks the rollercoaster btw.
I guess games like FNV or even standard Beth games did set my standards of what I perceive as a mission.
Sad.
 

Turjan

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Reading about 92 missions without all that still feels weird after playing tho. But the game does have the nasty habit of chopping up what feels like one mission into tiny bits on paper tho.
That is true. Also, some side quests are incredibly short, like you go somewhere and pick something up.

Btw, the best list I've seen so far can be found here: https://www.powerpyx.com/cyberpunk-2077-side-jobs-walkthrough-side-quests/
The link goes to the Side Quest page, but you can find detailed lists for all the other stuff on different pages.
 

just

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sidequests like fuck meredith and pick up skippy
or this one

Objectives:

  • Get in the car
  • Leave the area
 

Turjan

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sidequests like fuck meredith and pick up skippy
or this one

Objectives:

  • Get in the car
  • Leave the area
I meant stuff like "The Gift" or "The Gun", which are literally just picking something up. "The Gift" is meant as tutorial I guess. Mentioning Skippy is a bit unfair though, given that has a little bit of development to it.
 

Bliblablubb

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Skippy is great if you do not know it beforehand.
You are meant to pick lethal, then get disappointed when he switches and return him, prompting the fixer to complain someone broke him. Not keep him forever with no repercussions because the game sets no time limit after promising him to return

So many sloppy design failures. Like street cred. Incapacitate an enemy and you get the cred and eddies he is worth. Then slap him dead to get it again. "Setting flags, wus dat?".
In my game Brick has a "gravestone", even tho he is very alive in his bar. Game confused him with... a dead woman, who did not get one. Sad.

Although the listed felonies are funny, even if they are randomly generated.
For me the Glen's boxer's pregnant gf was wanted for... sexual assault. :hahano:
 

gurugeorge

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Strap Yourselves In
I think the devs intend you to feel a cold hard creeping thought at the possibility you might just be being manipulated in many of the dialogues with Johnny, even the grave site scene. Even things like the dog tags, the jolly stuff re. playing with Kelly in the band, all that could just be the engram manipulating you into submission, into sacrificing your brain and body to it.

And you actually think that would be cool if its the case? If you refuse its just content you miss out on because the narrative doesn't change either way. But go ahead and try to find ways to glorify their linear story.

I think we all agree that there are lots of fake doors and levers in the game, I was just arguing against the idea that the themes are lacking in profundity, or "have been done before" (so what? they're profound, important themes, especially as tech progresses).
 

Myobi

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Wish tech tree would just give you access to some kind of drone or bots, improving their stats with each level spent on it.

The game deserved an extra year in the oven tbh.
 

Bliblablubb

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I think the devs intend you to feel a cold hard creeping thought at the possibility you might just be being manipulated in many of the dialogues with Johnny, even the grave site scene. Even things like the dog tags, the jolly stuff re. playing with Kelly in the band, all that could just be the engram manipulating you into submission, into sacrificing your brain and body to it.

And you actually think that would be cool if its the case? If you refuse its just content you miss out on because the narrative doesn't change either way. But go ahead and try to find ways to glorify their linear story.
It didn't even occur to me until Hellman mentioned it. But it does fall flat, because aside from sidequests where you let him take over, even at the very end you can still oppose his opionion. In fact, in the beginning Johnny was more of a compass pointing south to me. If anything he ended up becoming more like V.
He is far too one-dimensional in his corpo hate to be considered manipulative.
At best it may be true during his ending if he hates you. But even that requires you to let him take over willingly over every other option to get to that point.
Nah, not buying it.
If it was CDPR's intention, it was too little, too late.

But!
If you do let him take over, V begs him her knees to keep the body. It was so weird and out if place for my V I thought it was just a reuse of a V begging him not to do it sequence. Meh.
 

ChildInTime

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Jun 13, 2019
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646
Some stuff posted by the artists working on the game. Kinda reminds me of both Mass Effect and Alien: Isolation.

maciej-rebisz-cp2077-maciej-rebisz-crystalpalace-000.jpg







 

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