moon knight
Matt7895's alt
I thought you could only kill him or pay him to get that info.
You can also fix his system with an Int dialogue check and he will then be cooperative
I thought you could only kill him or pay him to get that info.
Anyway, just rushing the main story and will attempt the DLC as well.
I'm lvl 25 now, and I have some overall impressions of the new patch.
Builds & Difficulty. First, this time around you have things possible with one build which you don't have with another.
It's on Hard and Very Hard difficulty where your build choices start to matter and spreading out too much can make you relatively weak.
I'm playing a guns build, perks specializing in assault rifles, but using all kinds of power weapons. So for guns builds I think Hard is the difficulty for smoother gameplay and less often reloading of savegames. I plan to make another playthrough with a (female) netrunner/pistol ninja, and that's the build where I think Very Hard would be more appropriate, because you would get into intense gunfights with multiple enemies less often. So it would make sense to have individual enemies hit harder and have more longevity. But I find Very Hard too punishing for an assault guy, even with grenades and Sandevistan, if you get hit twice, and are caught without healing items, you are likely dead. Or maybe I'm not that good yet? But how do you get "good" - lots of save/load cycles obviously. I'm not interested in overcoming that learning curve..
As I've seen others point out, perk trees differ significantly in their utility. I've spent about 5 points in dash but I barely find myself using it. The very fact that you have to use a dedicated button for this action makes using this skill tougher than others.
Level scaling and balance. All the drama here over it was heavily overblown. Much as I imagined, blanket changes to enemy levels can't expunge the built-in difficulty grading of zones and enemies. Even with 2.0's "level scaling" Maelstromers of Northside felt a lot easier to kill than Animals in Pacifica. I did one gig for Mr. Hands in Pacifica - the one where you have to descend down a construction site's foundation into an Animals' hideout and steal a van from there. I had numerous skull enemies present and it was waay harder than the HeavenMed Clinic ("Rite of passage") or the other one where you have to save the doctor.
Also, at some point I noticed I've seemingly stopped encountering skull Maelstromers. This leads me to thinking the zones still have a level ceiling, and I'm overleveled for Northside at lvl ~22. With the added uncertainty about enemies' strength because you no longer see the levels anywhere on the UI, the "level scaling" of 2.0 is actually an improvement.
Regardless of the loot clutter being cleaned in 2.0, if you go on to methodically clean out areas of NCPD work/Gigs/Secondary quests, you still end up with way more money than you know what to do with. I guess this is where the money sinks of apartments, cars, and in 2.0, clothes come into play. I think some more balancing work is needed here - reduce the eddie rewards to make the player put some work. With Northside cleaned out I have around 240 000 eddies, not having bought any cars, apartments or guns. I once spent about 20 000 on cyberware but that was my only spending spree.
Having so much money trivializes the cyberware system, so you can have "one of everything" and swap cyberware according to the mission or personal preference. This may add some nice flexibility, but also break immersion.
Crafting. The cyberware progression aspect would have been ruined if it wasn't for the crafting system rework. The decision that the player has to spend the same resource on upgrading cyberware and upgrading weapons was very good. I find myself wanting to do NCPD work and gigs in order to farm more crafting materials. Finally some use of the NCPD missions!
Prospective work for modding. On the negative side, clothes being completely gutted as a system is bad, and I only hope mods fix this, as they had it fixed in version 1.63. All the car customizations will likely be back soon as well, as mods get updated for 2.0. Reduction of the rate of XP and money gain can balance out these economies so that the game resembles an RPG more. More pronounced differences in gangoons' weak/strong sides could also be good, though I'm mostly happy with them even now. Apart from whole systems, like faction reputations, being added through scripting those are the fields where I can see mods improving gameplay.
As for QoL mods like controls, UI, car handling, flashlights, custom radio, etc., etc., those more minor mods are always nice to have and will soon be available again.
This may be a bit of an odd question, but what about the ubiquitous terminals? Do they serve a purpose, like in the 2020 trailers, or does their role end with a shitty mini-game after which you get 4 euros?
Regardless of the loot clutter being cleaned in 2.0, if you go on to methodically clean out areas of NCPD work/Gigs/Secondary quests, you still end up with way more money than you know what to do with. I guess this is where the money sinks of apartments, cars, and in 2.0, clothes come into play. I think some more balancing work is needed here - reduce the eddie rewards to make the player put some work. With Northside cleaned out I have around 240 000 eddies, not having bought any cars, apartments or guns. I once spent about 20 000 on cyberware but that was my only spending spree.
Having so much money trivializes the cyberware system, so you can have "one of everything" and swap cyberware according to the mission or personal preference. This may add some nice flexibility, but also break immersion.
ive noticed that when you drive a car you have unlimited bullets.those that are doing gta missions, what is your firearm of choice? Cant force enemy cars to explode. Right now using comrade hammer.
Its also annoying that enemy cars are defying physics - even if driving a truck they can make ultra sharp turns and have unmatched speed. If you hijack their car its obviously trash.
I stop, walk out of the car to force them to stop and do the same, throw grenades their way or chop them up, get back to the car before more gangoons spawn, sometimes leaving one or two behind on purpose so more don't spawn ( and they can't get back into the car and chase my character due to lack of scriping I think lololol).
Location: Free City of WarsawYou guys use your purchased cars? I recently spent approx 190k for a fleet of cars (selling all those guns from gigs net a lot of cash) but I still move around the city mostly in stolen vehicles![]()
This may be a bit of an odd question, but what about the ubiquitous terminals? Do they serve a purpose, like in the 2020 trailers, or does their role end with a shitty mini-game after which you get 4 euros?
Do you mean the Access Points that you do the Breach Protocol minigame on?
It's the primary way for Netrunner-focused characters to acquire crafting components for Quickhacks.
The eddies are an extra.
Regardless of the loot clutter being cleaned in 2.0, if you go on to methodically clean out areas of NCPD work/Gigs/Secondary quests, you still end up with way more money than you know what to do with. I guess this is where the money sinks of apartments, cars, and in 2.0, clothes come into play. I think some more balancing work is needed here - reduce the eddie rewards to make the player put some work. With Northside cleaned out I have around 240 000 eddies, not having bought any cars, apartments or guns. I once spent about 20 000 on cyberware but that was my only spending spree.
Having so much money trivializes the cyberware system, so you can have "one of everything" and swap cyberware according to the mission or personal preference. This may add some nice flexibility, but also break immersion.
If you autistically clear all the NCPD scanner hits then I can see that happening, I generally found I would build up to 80/100k and then spend down to nigh nothing doing a wave of cyberware and rebuild with a few gigs.
I bought a car just for the larp and that was 45k, money generally feels fine to me. I avoid buying weapons because they're coming in at around 30-50k each now at level 35.
You guys use your purchased cars? I recently spent approx 190k for a fleet of cars (selling all those guns from gigs net a lot of cash) but I still move around the city mostly in stolen vehicles![]()
Nigger you need to timestamp what you want me to look at.
Prior to the 2.0 rework there were Daemons you could install in a Breach Protocol that would debuff or automatically highlight all enemies linked to that network. It was unlocked via perks. I think that's been removed in 2.0.
I stacked headshot damage+Apogee Sandevistan+the one cybernetic that refreshes cyberware's cooldown by 10% on kill, you walk into rooms and delete everything before they can shoot back.Anyone with tips for making revolvers work on very hard?
The map was made for more or less a different type of game and kinda grandfathered into the release product.I feel like they created the city first, then wondered what to do with it and then started to insert points of interests and fill the city with life when it should have been the other way around.
I'd rather they got away from NC for a sequel, give me a game set in one of those giant Japanese mega towerblocs you hear about.I wonder if they will keep this version of Night City in the sequel
The three main mission lines that happen in parallel in Act 3 feel like they were intended to be a continuation of the lifepath system - Panam (Nomad) - Judy (Street) - Takemura (Corpo). Allowing you to follow all 3 paths and choose a direction is good, but forcing you to do all 3 kinda sucks. Although you don't have to do all the follow up missions for each.
I bought a car just for the larp and that was 45k
I'd rather they got away from NC for a sequel, give me a game set in one of those giant Japanese mega towerblocs you hear about.
And yet the fucking state of the art infiltration drone you need to acquire at the start of the game from Maelstrom is only 10k
The three main mission lines that happen in parallel in Act 3 feel like they were intended to be a continuation of the lifepath system - Panam (Nomad) - Judy (Street) - Takemura (Corpo). Allowing you to follow all 3 paths and choose a direction is good, but forcing you to do all 3 kinda sucks. Although you don't have to do all the follow up missions for each.
Act 3? They are given to you in Act 2. Although now that I think about it it makes sense to do them in Act 3, which feels empty if you have already done them before the Parade
There used to be a mod for that, but the author has disappeared. https://www.nexusmods.com/cyberpunk2077/mods/4808So hacking like in this trailer from 2019 will always remain just a dream...
I know both. Not all dependencies are updated for Limited HUD
There used to be a mod for that, but the author has disappeared. https://www.nexusmods.com/cyberpunk2077/mods/4808So hacking like in this trailer from 2019 will always remain just a dream...
Btw, the good car handling mod isn't so much Immersive driving, but Cyber Vehicle Overhaul: https://www.nexusmods.com/cyberpunk2077/mods/3016There used to be a mod for that, but the author has disappeared. https://www.nexusmods.com/cyberpunk2077/mods/4808So hacking like in this trailer from 2019 will always remain just a dream...
Ah, sad news, I liked his amateur netrunners and SDO mods