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

Crispy

I feel... young!
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I'm obliterating fools with no effort
Are you playing on Hard or Very Hard? Are you "obliterating" bosses as well?

If so, then congratulations. You're just too much of a badass for this game.
 

gurugeorge

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I finished the "heist" on the big baddie base, it was less interactive than Kopeki Plaza and had a really deflating climax, what is a shame, you have all those weapons you wanna blow people up with but nope... cinematic forced sniper section for you and worse of all... all this cinematic bs for characters that feel paper thin. What is the point of casting Idris Elba for a character like Reed? Only marketing?

Sorry to say but everyone claiming this story is amazing are just smoking dope, it isnt the worst story ever but two characters that happen to have cyber-aids at the same time seems way too convenient for me, it isnt awful but I'm just bored. So Mi feels more like a plot device than a character so far because of that.

The main missions feel like a waste of time, if they kept Mayers in Dogtown with you being Snake Plissken having to shootdown half of Dogtown to rescue her, it would have managed to keep my adrenaline levels high enough for me to not fall asleep.

The good news is that the gameplay was updated from unfinished popamole to good for what it is popamole because on very hard:
1 - The Ai is alot more enviroment aware and will try to flank you more agressively.
2 - They also seem more agressive with granade use.
3 - You are made of paper even with 1000+ of armor unless you abuse sanderistan and berserk.
4 - Cyberware are more integrated with the perks now, crouch running while invisible, karenikov while air dashing feel good.
5 - Hacking feels nerfed until you realize the way you can make it OP again what is good.
6 - Trying to reach the right spot for big fry with Tech weapons is fun.

I still think they shouldnt reward perk points at each level up, that is too much, especially now with you reaching level 60.

A 30% to 50% XP debuff mod is required to keep the game entertaining for longer, right now, I'm obliterating fools with no effort, Laika and that sniper rifle you get from the heist demolish fools, so... the issue is... I'm not interested on the story, Ais, NUSA, So Mi... bleh, but I reached a level where there is no credible opposition and by credible opposition, something that doesnt melt in 5 seconds and the side missions arent exactly memorable for their characters so ... in terms of gameplay changes, the new iconic weapons, the new cyberware system the expansion was a big win, in terms of actual content, it is more of the same with barely more effort but still quite meh.

Ironically, I had more fun chasing Hansen air drops and getting to drive and go Allahu Snackbar with cars on enemy camps than with the story so far.

Come on then, out with your build :)
 

Justicar

Dead game
Glory to Ukraine
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Apr 15, 2020
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Afghanistan
I finished the "heist" on the big baddie base, it was less interactive than Kopeki Plaza and had a really deflating climax, what is a shame, you have all those weapons you wanna blow people up with but nope... cinematic forced sniper section for you and worse of all... all this cinematic bs for characters that feel paper thin. What is the point of casting Idris Elba for a character like Reed? Only marketing?

Sorry to say but everyone claiming this story is amazing are just smoking dope, it isnt the worst story ever but two characters that happen to have cyber-aids at the same time seems way too convenient for me, it isnt awful but I'm just bored. So Mi feels more like a plot device than a character so far because of that.

The main missions feel like a waste of time, if they kept Mayers in Dogtown with you being Snake Plissken having to shootdown half of Dogtown to rescue her, it would have managed to keep my adrenaline levels high enough for me to not fall asleep.

The good news is that the gameplay was updated from unfinished popamole to good for what it is popamole because on very hard:
1 - The Ai is alot more enviroment aware and will try to flank you more agressively.
2 - They also seem more agressive with granade use.
3 - You are made of paper even with 1000+ of armor unless you abuse sanderistan and berserk.
4 - Cyberware are more integrated with the perks now, crouch running while invisible, karenikov while air dashing feel good.
5 - Hacking feels nerfed until you realize the way you can make it OP again what is good.
6 - Trying to reach the right spot for big fry with Tech weapons is fun.

I still think they shouldnt reward perk points at each level up, that is too much, especially now with you reaching level 60.

A 30% to 50% XP debuff mod is required to keep the game entertaining for longer, right now, I'm obliterating fools with no effort, Laika and that sniper rifle you get from the heist demolish fools, so... the issue is... I'm not interested on the story, Ais, NUSA, So Mi... bleh, but I reached a level where there is no credible opposition and by credible opposition, something that doesnt melt in 5 seconds and the side missions arent exactly memorable for their characters so ... in terms of gameplay changes, the new iconic weapons, the new cyberware system the expansion was a big win, in terms of actual content, it is more of the same with barely more effort but still quite meh.

Ironically, I had more fun chasing Hansen air drops and getting to drive and go Allahu Snackbar with cars on enemy camps than with the story so far.
Play when this get's updated nigger.

https://www.nexusmods.com/cyberpunk2077/mods/8467
 

Gnidrologist

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Small question that is probably talked here in and out already, so pardon me, but i just got my new gear and testing this new shit. What's the deal with non-lethal takedowns in this game? Are they worth to be consistent with, especially, when you want to be generally stealthy? In nu DX games it was a no brainer because of additional xp and to supply your blood thirst you just make another run guns blazing. I'm on my first real mission and there are lots of degenerates that i'd rather kill (probably most of the enemies in this game are like that given the setting), but the lethal/nonlethal option shows up, whenever stealth approach and i'd like to be aware of what's the general gist of it all.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,055
Small question that is probably talked here in and out already, so pardon me, but i just got my new gear and testing this new shit. What's the deal with non-lethal takedowns in this game? Are they worth to be consistent with, especially, when you want to be generally stealthy? In nu DX games it was a no brainer because of additional xp and to supply your blood thirst you just make another run guns blazing. I'm on my first real mission and there are lots of degenerates that i'd rather kill (probably most of the enemies in this game are like that given the setting), but the lethal/nonlethal option shows up, whenever stealth approach and i'd like to be aware of what's the general gist of it all.
No except for cyberpsychosis branch. Maybe I'm forgetting something though.
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
Small question that is probably talked here in and out already, so pardon me, but i just got my new gear and testing this new shit. What's the deal with non-lethal takedowns in this game? Are they worth to be consistent with, especially, when you want to be generally stealthy? In nu DX games it was a no brainer because of additional xp and to supply your blood thirst you just make another run guns blazing. I'm on my first real mission and there are lots of degenerates that i'd rather kill (probably most of the enemies in this game are like that given the setting), but the lethal/nonlethal option shows up, whenever stealth approach and i'd like to be aware of what's the general gist of it all.
On Cyberpsychos, you dont need to use non-lethal weapons, just use normal weapons but be sure the last 1% is taken with single shot weapons because if you hit them while they are falling by accident, you may kill them. About takedowns, 99% of the missions, that doesnt matter with exception of a few where the NPC will say cleary you are supposedly to not kill people and even there is optional.
 

lukaszek

the determinator
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Small question that is probably talked here in and out already, so pardon me, but i just got my new gear and testing this new shit. What's the deal with non-lethal takedowns in this game? Are they worth to be consistent with, especially, when you want to be generally stealthy? In nu DX games it was a no brainer because of additional xp and to supply your blood thirst you just make another run guns blazing. I'm on my first real mission and there are lots of degenerates that i'd rather kill (probably most of the enemies in this game are like that given the setting), but the lethal/nonlethal option shows up, whenever stealth approach and i'd like to be aware of what's the general gist of it all.
On Cyberpsychos, you dont need to use non-lethal weapons, just use normal weapons but be sure the last 1% is taken with single shot weapons because if you hit them while they are falling by accident, you may kill them. About takedowns, 99% of the missions, that doesnt matter with exception of a few where the NPC will say cleary you are supposedly to not kill people and even there is optional.
there are few gigs were if you perform non lethal takedown, you will instead have to haul target ass to car trunk outside and usually fixer wont be too happy about it
 

Crispy

I feel... young!
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I just use Reboot Optics to be able to sneak behind and do non-lethal takedowns if I need to. It's a cheap Quickhack and can be upgraded.

Otherwise I go with my Ultimate Quickhack(s) to just kill the gonks or open up with guns blazing.

Regardless, it seems like the stealth approach to much of this game has been toned way down since the 2.0 patch, unless I'm mistaken.
 

Joggerino

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I'm finally playing CP77 for the first time, with the phantom liberty dlc too.
My character
Capture.PNG
 

Gnidrologist

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Thanks guys! Did the first mission stealthy non lethal. Will kill all these libruls from now onwards unless it doesn't benefit me.
 

mediocrepoet

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You can do it in a bunch of ways, including just sneaking up on them (easier on some and almost impossible on some). I'm not sure that works on the power armour load out guys though, does it?

For those guys, I just blast them with grenades and guns until they get low and then run up and smack 'em with a bat. :lol:
 

Joggerino

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Regarding cyberpsychos, I'd get their hp down with standard weapons and grenades (while suppressing their cyberware) and then finish them off with quickhacks like overheat and shortcircuit. Those types of quickhacks are always nonlethal for some reason.
 

gurugeorge

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You can do it in a bunch of ways, including just sneaking up on them (easier on some and almost impossible on some). I'm not sure that works on the power armour load out guys though, does it?

For those guys, I just blast them with grenades and guns until they get low and then run up and smack 'em with a bat. :lol:

That's always been my preferred method, for some reason smacking cyberpsychos upside the head with a baseball bat always seemed to me the most apt method, but with the power suit guys and some of the others you do have to take big chunks out of them first :)

One that's always stymied me is the katana guy somewhere in a city block area who goes invisible a lot, then when you've almost got him down he shifts to a nearby area with lots of Tygers.

Favourite shotties btw? I used to be wedded to the Satara but recently I've gotten quite into the fast firing ones with sizeable magazines like the Crusher and Pozhar. The Igla/Sovereign is probably the chunkiest though.
 
Last edited:

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
You can do it in a bunch of ways, including just sneaking up on them (easier on some and almost impossible on some). I'm not sure that works on the power armour load out guys though, does it?

For those guys, I just blast them with grenades and guns until they get low and then run up and smack 'em with a bat. :lol:

That's always been my preferred method, for some reason smacking cyberpsychos upside the head with a baseball bat always seemed to me the most apt method, but with the power suit guys and some of the others you do have to take big chunks out of them first :)

One that's always stymied me is the katana guy somewhere in a city block area who goes invisible a lot, then when you've almost got him down he shifts to a nearby area with lots of Tygers.

This guy is fun if you're running a street weeb to have an honorabru duel!

(and then sandevistan and blender all the dickheads behind him in the second area)

Favourite shotties btw? I used to be wedded to the Satara but recently I've gotten quite into the fast firing ones with sizeable magazines like the Crusher and Pozhar. THe Igla/Sovereign is probably the chunkiest though.

Sovereign and the Satara/Order.

Sometimes I like the Carnage ones, but generally I prefer having at least two shots or a quick reload speed for a double barreled shotgun.

I'm not really a fan of the light hitting shotguns you seem to like, though they are better on a shotgun obliterate build. The headhunter iconic can be fun too since it's basically a shotgun rifle that fires single slugs if you need a bit of range.
 

Gargaune

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Mar 12, 2020
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I didn't get to play with 2.01 so now that I'm back for the weekend, I thought I'd try updating to 2.02...

cbp-build-numbers.jpg


What's Build_4940722Change_6460039_0?! Is it v.2.02 or something deprecated, like that broken patch Larian left up for BG3? The prior patch for 2.0 was the same.

Seriously, what the fuck is wrong with you people? This is CD Projekt's own videogame on their own fucking distribution platform, there's no passing the buck here. Is it any wonder that videogames come out as broken, rancid pieces of shit time and again when self-titled "software engineers" can't even be arsed to label their builds correctly for public distribution?!

Fuck you!



On a different note, AwesomeButton, having an issue with JSGME where it "locks" some base frameworks like CET or Red4Ext as dependencies for subsequent mods, so I can't just disable them, update their contents in the left pane and then enable them again, I'd have to disable everything and then put them back in one by one.

How do you handle updates for "locked" mods? I'm seeing two options:
1) Manually paste the updated files in both JSGME's mod repo and the game's file structure to keep them in sync, but that would present issues when mod changes include deleting the previous files, I'd have to track them down manually.
2) Go into the JSGME.ini inside the manager's mod repo and delete everything under "[DEPENDANCIES]" (sic), unlocking all mods, though that could theoretically lead to issues if I ever change my modding structure.

I'm tempted to go with the latter since I think it's less likely I'll run into any scenario where I discontinue a base framework, but I'm curious what your take's on this.
 

Robber Baron

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Jun 15, 2020
Messages
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Finally got around to try 2.0, 60 hours in but haven't reached Phantom Liberty yet
Just enjoying the base game with pathtracing and mods. I really like all new systems coupled with hardcore difficulty although I lament the lack of overleveled encounters from the release version
The only disappointing thing so far was the absence of any kind of model swap mod for either judy or panam with that russian secretary lady
maybe next time

photomode-02112023-022336.jpg
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
2) Go into the JSGME.ini inside the manager's mod repo and delete everything under "[DEPENDANCIES]" (sic), unlocking all mods, though that could theoretically lead to issues if I ever change my modding structure.
This has been working for me. The blocking is caused by dir names, not filenames matching between mods, so it's safe to "correct" the Dependancies section.
 

Gargaune

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This has been working for me. The blocking is caused by dir names, not filenames matching between mods, so it's safe to "correct" the Dependancies section.
Cheers, dude! I'll leave it till next weekend, though, won't get to play for a while and who knows how many mod-breaking patches will come out in the interim.
 

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