I am enjoying being a knife-throwing ninja, though my single gun (a silenced pistol) is as effective as a roll of wet newspaper by comparison so I just don't really use it except when I fuck up and need to do something while my knives are on cooldown;
The Punk Knives have a ludicrously low return time, something like 1.5 seconds.
 
The Punk Knives have a ludicrously low return time, something like 1.5 seconds.

Yeah, they're good for quick throws. You can probably equip three and just cycle through? I finished the prologue last night and it looks like I'll be using Arasaka Sr.'s knife and Arasaka Jr.'s pistol for a long while.
 
One of my only qualms about Dogtown is being able to leave, at least easily. The narrative around it should see you essentially trapped inside, unless you can find a way in and out.

I'm playing it like that. I *CAN* leave, but I don't.

I kind of wish this was one of those situations in an RPG where you get sent to a new area and get largely stripped of your gear and have to make do with what you can get in the new area for awhile.

On one hand I appreciate how seamless it all integrates into the main game, but given how it's presented I think it works better a bit more isolated.
 
You could do Phantom Liberty as a DXHR Missing Link situation, but the seamlessness is very impressive. Also some of the NC content is a lot of fun, like everything involving El Capitan or the gig with the gonks at the Pacifica NCPD station. It helps that the actual border crossing is pretty cool at least. Luv a good scanner.
 
Is it possible to enter dog town before the story brings you there at all?

I haven't tried but... probably? It does seem to be integrated into the world. Probably not through the main gate... first just because good luck, and the door might just be unopenable. There are potentially other ways in, but the game might possibly lock you out until you're supposed to be there. You do always have to go through some kind of door to get in.

Actually, as I type this maybe not... the way the story brings you in, even if the door wasn't locked, still might require story stuff to actually progress.

You could do Phantom Liberty as a DXHR Missing Link situation, but the seamlessness is very impressive. Also some of the NC content is a lot of fun, like everything involving El Capitan or the gig with the gonks at the Pacifica NCPD station. It helps that the actual border crossing is pretty cool at least. Luv a good scanner.

I feel like you could do that stuff after you've finished Phantom Liberty proper?
 
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Is it possible to enter dog town before the story brings you there at all?
No. I'm leaving Phantom Liberty until I've done everything else this playthrough because I heard there's a little extra dialogue tied to if you've done some late-game quests, but I went up to the border right before doing the Voodoo Boys quests, and Barghest just shoots at you if you cross a line, all gates are closed, and there's seemingly no ways to slip in.
 
There are also new iconics, so remember to loot and check all things even on gigs you "know".

I am pretty sure the iconic Netwatch quickhack deck is a new addition to an old gig.
 
I am pretty sure the iconic Netwatch quickhack deck is a new addition to an old gig.
All iconic cyberware can be bought, but you can now also get them from random drops at high levels.

Also, note: if you're decently specced into intelligence, access points are now your prime moneymaker. My V is now a multimillionaire despite constantly going on impulse buying sprees just by selling all the quickhacks she pulled out of wall sockets (and crafting hundreds of them from the components).

Oh, and by the way, there are "iconic" quickhacks that are really just Tier 5+ upgrades.
 
Also, note: if you're decently specced into intelligence, access points are now your prime moneymaker. My V is now a multimillionaire despite constantly going on impulse buying sprees just by selling all the quickhacks she pulled out of wall sockets (and crafting hundreds of them from the components).

really? dosent seem like i get a lot per point. currently in my 20's it feels like im getting more from selling a gun than an access point.
 
Access points aren't a money maker because of the money you get from the hacking mini-game, but because quickhacks can be sold for a lot of money. Especially the higher tier ones.

You hack the access points for free quickhacks and quickhack crafting components. Then you sell them, and the ones you craft from those components.

Like, the Tier 5 quickhacks I can craft sell for 25k to 30k a pop.
 
Been messing around with the new attribute/skill trees. Interesting how perk points feel like a much rougher limitation now, especially if you buy up the Cyberware tree like it's a tax. More so for decker builds, to the point that I'm genuinely considering other OSes for once.

It is somewhat frustrating because my favourite build in 1.6 had knives, blades, pistols and hacking all functioning and I don't know if I can get that level of flexibility in 2.0.

Also they got rid of wall penetration on the Malorian and I'm sad about it.
 
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ah see theres the problem lol im still filling out my quick hack load out so havent been able to sell much of anything been needing crafting supplies for quick hacks.
 
Been messing around with the new attribute/skill trees. Interesting how perk points feel like a much rougher limitation now, especially if you buy up the Cyberware tree like it's a tax. More so for decker builds, to the point that I'm genuinely considering other OSes for once.

It is somewhat frustrating because my favourite build in 1.6 had knives, blades, pistols and hacking all functioning and I don't know if I can get that level of flexibility in 2.0.

Also they got rid of wall penetration on the Malorian and I'm sad about it.

That's, what, Cool, Reflexes, Intelligence? You can swing that with enough Tech to get some extra cyberware capacity, but unless you cut out a few points in one of the other three, you're not getting 20 in Tech. So you lose out on 50 cyberware capacity max, but that's about it?
 
I gotta say I really don't use quickhacks that often. I don't usually feel the need to.

I'm not sure how I feel about some aspects of the updates. I feel like they nerfed stealth gameplay a bit. Am I just missing something or can I no longer put a silencer on a sniper rifle? That used to be my go-to, I would stealth snipe and move in.
 
Almost ready to start Phantom Liberty after deciding to start from scratch with 2.0. Just a few side things left to do before I actually go poke my head into Dogtown. Mostly just finishing off the Kerry stuff.

Dunno about everyone else, but I've only gotten Cyberware Capacity Shards twice. A purple really early on from some random fight and a green when Alt fried the Voodoo Boys.

The way everything was redone for 2.0 kind of killed Netrunning for me for the most part. I don't really bother with the stuff that can be traced, and you can get a Kiroshi variant that basically negates the need for Ping, so I mainly just have a deck for System Reset as a quiet, untraceable one hit knockout. I'd probably mess around with a Sandevistan at this point but I can't fit it with the rest of my Cyberware.

Still mostly rely on shooting people in the head from stealth with silenced weapons. With the other weapons I carry being for when I want to goof off. Since you can't stick silencers on revolvers anymore, I went from slapping them on random Overtures until I got Archangel to slapping a silencer on La Chingona Dorada.

I did take the time to deliberately provoke a Maxtac response to see what they're like now. Holy shit. Maxtac doesn't fuck around anymore. I allowed myself to think I was an unstoppable killing machine and was summarily punished for my hubris.
 
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