Trithne
Erudite
- Joined
- Dec 3, 2008
- Messages
- 1,200
Scaling difficulty checks on level is shit, locking them based on global difficulty is better. The mod you're linking is just "level scaling, but harder".
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
Either way you are using a conditional. The difference is which number you use to multiply by. And in this sense using the character level gives a more accurate result about the appropriate difficulty than the hardcoded and predictable game difficulty level.Of course for those who prefer the logic of "Use meta knowledge to draw a perfect path through the game" and like the metagaming, there is the other mod.
Scaling difficulty checks on level is shit, locking them based on global difficulty is better. The mod you're linking is just "level scaling, but harder".
That PS2 smoke effectEither way you are using a conditional. The difference is which number you use to multiply by. And in this sense using the character level gives a more accurate result about the appropriate difficulty than the hardcoded and predictable game difficulty level.Of course for those who prefer the logic of "Use meta knowledge to draw a perfect path through the game" and like the metagaming, there is the other mod.
Scaling difficulty checks on level is shit, locking them based on global difficulty is better. The mod you're linking is just "level scaling, but harder".
BTW car mods are working very well already. I was able to install Cyber Vehicle Overhaul, Erok Driving tweaks, Car Modification Shop, Car Dealer, all the car packs for Car Dealer, and Mercedes C63S AMG. I spen 192 000 eddies on it, but now I'm driving with style:
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Even then they're just really weak by themselves. I thought being able to use Sandy while driving would mean I would've get something akin to Franklin's ability in GTA V, but it also slows the car too here, making it pretty much pointless (unless you enjoy watching car wrecks in slow motion)Vehicle perks, although interesting, are functionally useless because they only work on cars that you own, which you barely get to use for combat. You see, car combat only really happens in the new car missions, and those cars aren't flagged for the new perks for some weird reason. So either I'm missing something, or CDPR fucked up.
Rebalancing acceleration also lets me accelerate slower or faster, but I don't need extra keymaps, so it seemed better to me. Also I never liked Cyberpunk's cars' handling and weight, even though they've gone through two official patches now with 2.0., so I put my hopes in this mod. I think driving feels somewhat better with it, though it might be placebo honestly.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
But this just changes the stats of vehicles, doesn't it? The mod I linked adds more controls, so you can accelerate slower or faster
you forgot about sniper rifle that is marked as quest item and cant be removed from inventoryThe whole Panam story is really a microcosm of whats wrong with the game.
1. Talk-and-walk with no interaction or choices
2. Drive around
3. Short action sequence
4. Talk-and-walk with no interaction or choices
It's like the fucking Star Wars prequels.
Massacring that entire gang is a highlight of the OC for sure. Fuckers.Ramming a katana down Brigittes throat did feel good though.
One of the high points of Phantom Liberty is that there's a dialog choice to tell some vodoo boys in dogtown to let you in because you had no issue ganking Brigitte, so doing the same to them will be no problem for youMassacring that entire gang is a highlight of the OC for sure. Fuckers.Ramming a katana down Brigittes throat did feel good though.
Yes, you get 3 per level and that's where the bulk of it comes from, already bitched about not having any real way to go for chrome earlier or anything at the cost of other stats.i have a sneaky feeling that your chrome capacity is also tied to your level
Ok after playing it for a little while I have to ask: is this part 3 of the ancient gods dlc for Doom Eternal?
I mean...combat encounter after combat encounter. Are these people for real? This is an RPG according to them? The fuck....
I got to Chimera fight and I want to know: do the combat encounters actually continue like this until the end? Just one railroad of combat? Because if yes then I ain't playing this shit anymore.
Yes heaven forbid the player miss out on loot because of build choicesWhat pisses me off is that you can miss specific loot if you don't have Body, Tech and INT maxed.
CDPR really dropped the pretense of attempting to make this game somewhat grounded, enjoy your infinite grenades on cooldown and carry 50 weapons on you. Where do you hide them? Inside your fucking ASS!
And balanced it with cooldowns so you cant spam 100 grenades in a single firefight.Grenades were so easy to obtain, they were practically infinite anyway. Specially if you leveled Crafting. I would just go to a junk vendor, buy the components, wait for 24 hours, buy more and so on a couple of times, then craft enough of them to last me for a dozen quests even when liberally used. Having to buy or craft them didn't add anything to the game, because it was super easy to do so, it was just pointless busywork. If they were rarer, more expensive and more impactful, that would add something because you'd have to be more strategic about how and when to use them. As is, they just removed boring busywork.