Ugh, Skippy, I didn't have a smart link when I found him and when I did he was already really outclassed, so I haven't progressed his questline ...
 
Have to admit I don't get the deal of smart weapons. They are supposed to be the "netrunner" gun, yes? All the perks are in the same tree afterall. But they are kinda crap. Self targeting bullets sound cool until you realize the curving isn't that significant to actually get most enemies behind cover - if you want that, get a tech gun.

Worse, is you can spec deep into smart gun useage you can also go hard for quickhacks and in any area with cameras or electronics in general you have a much easier time getting some dude in cover.

I also realized that gorrila arms are melee weapons one can use for the Beat on the Brat quest - just get your body to 10 for the iconic in Arroyo - which made that quest go from "While I have to respec for this" to "One Punch V"
 
Have to admit I don't get the deal of smart weapons. They are supposed to be the "netrunner" gun, yes?
I can't say that I ever really thought of them that way. They have the autotargeting gimmick, which I guess is handy if you're not as good a shot? I didn't really use them that often, since I prefer to do my own shooting, but some players may want to focus on other things more than the gunplay.
 
Your crosshair changes colour if they're alive I think.

To update on this, I should thank you for this information. I never realized this because, well, I quick-hack enemies so I often end up never drawing a gun, and when I do the fallen enemies just happen ro be twitching, so I never bothered checking.

But with this check, I learned that I was worrying about nothing. All the enemies I've taken out with quick-hacks count as alive, even if they're ragdolled in a position that probably dislocated several limbs.
 
I think a big part of the issue of smart weapons not being very good is that the game is distinctly precision oriented. For nearly any weapon, the best way to use it is either single headshots, or short bursts. Smartguns don't tend to be very good at that. If the game was faster and more parkour/agility focused, say like mirror's edge or Titanfall, suddenly smartguns (like Titanfall's smart pistol) have a pretty significant niche, as a support arm for doing samurai stuff, or as a means of generating hits when you are handling six other tasks at the same time.
 
To update on this, I should thank you for this information. I never realized this because, well, I quick-hack enemies so I often end up never drawing a gun, and when I do the fallen enemies just happen ro be twitching, so I never bothered checking.

But with this check, I learned that I was worrying about nothing. All the enemies I've taken out with quick-hacks count as alive, even if they're ragdolled in a position that probably dislocated several limbs.
Please note that some quickhacks are lethal:
Synaps Burnout used to do lethal damage, now does heavy.
Suicide is self explanatory
Grenade also
Cyberpsycho because usually the afflicted ends up being killed by their chooms, or tears their chooms to bits and finally acts as suicide hack without detected enemies - but that is actually survivable as it it seems some enemies that let them survive a bullet to brain (They seem to always use a pistol for this.)
Short Circuit can kill indirectly when it detonates a robot near a previously downed enemy
 
If the game was faster and more parkour/agility focused, say like mirror's edge or Titanfall, suddenly smartguns (like Titanfall's smart pistol) have a pretty significant niche, as a support arm for doing samurai stuff, or as a means of generating hits when you are handling six other tasks at the same time.

The game can be agility focused, there are numerous options for improved movement speed and aerial mobility, and this is generally reflected in a lot of the 'high level play' videos you see on Youtube. You can play the game as Adam Jensen or you can play the game as Jack Cooper. It's really up the player and how they set up their build. Even if you want a Sandevistan build you can actually spec towards aerial combat lol

Anyway, smart guns can get consistent multiple headshots quickly, including behind cover once you've had a little practice. You can do the same with tech weapons but they're slower and aren't as useful for a mobility focused build. Additionally most smart weapons are highly effective at shutting down enemy grenades and are often good at enemy suppression. Beyond ease of use they synergise well with an aggressive netrunner build due to the overclock stuff. Maybe less useful for stealth builds because only power weapons can be silenced, but it's all about the direction you want to take your V.

Also, they're cool.
 
if im honest im only bothering with smart weapons because of the synergy with hacking and ram recovery. along with the monowire it will fit my ideal endgame combat hacker rather well.
 
I mostly use power weapons so I don't have to worry about any gimmicky stuff, but I do have a smart link slapped on just for messing with smart weapons.

I've never once even attempted to bother with ricochets, since it's not exactly difficult to just shoot someone directly, you don't need a hand slot for charging and firing tech weapons, so I figure I might as well have the hand cyberware that lets smart guns actually lock on to people.

Then I have that cyberware that reduces recoil for the other hand slot.
 
yeah before 2.0 i would run with power weapons just easier to deal with. Masamune was a solid AR. Buzz saw for SMG, Kongou/overture/dying night for pistols. lots of good options. Power weapons will likely be the load out i go for on my Solo build if i can ever work it out to my satisfaction.
 
I have found that in 2.0 the best option is straight tech weapons. Lizzie is very good as a burst shottie for relatively close range, and then Widowmaker for longer range fights and nailing headshots. Honorable mentions go to Chaos, and Comrade's Hammer. For a third slot, I have mostly been relying on La Chingada Dorada, but there are options there, and then one of the iconic katanas or Errata
 
Ugh, Skippy, I didn't have a smart link when I found him and when I did he was already really outclassed, so I haven't progressed his questline ...

Skippy doesn't need a smart link btw.

I have found that in 2.0 the best option is straight tech weapons. Lizzie is very good as a burst shottie for relatively close range, and then Widowmaker for longer range fights and nailing headshots. Honorable mentions go to Chaos, and Comrade's Hammer. For a third slot, I have mostly been relying on La Chingada Dorada, but there are options there, and then one of the iconic katanas or Errata

It helps a lot that tech pistols and precision rifless lets you doubledip on perk bonuses from both the tech tree and the cool tree. I guess you can do that with a tech shotgun, but there's no assault rifle to use with reflex and the only SMG is behind the DLC.
 
It helps a lot that tech pistols and precision rifless lets you doubledip on perk bonuses from both the tech tree and the cool tree. I guess you can do that with a tech shotgun, but there's no assault rifle to use with reflex and the only SMG is behind the DLC.
Oh absolutely. And the perk bonuses from the cool tree are just good period. Although I am only going to fifteen cool, rather than twenty because I don't care as much about the capstones. Nerves of Tungsten Steel really only affects my precision rifle, as sniper rifles, while good, I don't find them to really match up to precision rifles when it comes to a lot of the more close quarters stuff in the game. Out in the badlands, sniping is one thing and really good. Once you are getting into the alleys of night city, I usually want something else. Same with run and gun. Just not found endurance to be a significant limiter on what I can do combat wise. And then there is style over substance, and I never invested up that tree to begin with.
 
Synaps Burnout used to do lethal damage, now does heavy.

By "used to" does it mean Synapse Burnout is now non-lethal (like the Fire DoT or Poison DoT), so I don't need to worry about it now?

I admit it's kind of frustrating that a lot of Googled sites claim to be "last updated October 2023", so presumably has current information, but then it recommends quick-hacks like "Breach Protocol", which I had to Google further to learn that it was removed long ago.

Random question: I noticed that I don't seem to have a stamina bar when I'm sprinting outside of combat. Does this mean I can sprint endlessly, at least as much as my tolerance for pressing the W key holds? I'm not even sure if there's an auto-run button. Or a "cruise on autopilot" function when in a vehicle, for that matter.

I can't even bring up the weapon wheel consistently; I see that it's bound to Left Alt, but sometimes Left Alt brings up the weapon wheel, and sometimes it just swaps weapons, and I don't seem to be able to figure out if it's a matter of tapping it or holding it down.
 
I've actually been using a select few smart weapons heavily for my build in my 2.0 Very Hard playthrough. I've found the pistols to be kind of shit because of their weird burst mechanics (sorry Skippy, although you're bugged anyways with this playthrough and went into pacifist mode again instead of switching to lethal like I wanted so I had to use console commands) but Divided We Stand has been fucking killer for letting me keep mobile and at range while blowing away dangerous enemy groups (even at level 60 sniper, shotgun, and melee enemies are still one or two hit kills so survivability is a top priority). Decent damage, automatically prioritizing headshots while I dance around, plus the poison damage and even missed shots having a tendency to explode into gas clouds now... I'm not crunching the numbers to theorycraft exactly why I think it's so good but it is. I think it really helps that smart weapons can have insane crit rates if you pay attention to stacking all the bonuses, from what you get from upgraded smart links to the stacking buff you get from using the Weapon Glitch quickhack.

The smart sniper from Twitch Prime has also been really good with two mods stacked on it. Something very satisfying about basically having an auto-crit head-seeking homing missile launcher to thin out bigger encounters.
 
And then there is style over substance, and I never invested up that tree to begin with.

Style over Substance tree is great fun, if you like throwing weapons; when it goes right it goes right, and you feel like a super-cyber-ninja. There have been some very entertaining stealth bits where I've cleared like 6-7 guys in a handful of seconds via throwing weapon, and it just feels amazing.

And then sometimes I can't aim for shit and have to go loud, but that's a skill issue, not a perk issue.
 
My current weapon spread is Jackie's gun with a silencer for when I'm being stealthy, Rebecca's shotgun and Widowmaker for when I'm being loud, and Mantis Arms or Byakko for when I'm being technically not as loud.

I'd been using Gorilla Arms for awhile to simplify Beat on the Brat, but 2.0 made those fights way easier. Rhino and Razor didn't even have a chance to try to get me with how fast I put them down.

Still have to test out the Iconics I've been getting during Phantom Liberty to see how they feel.
 
I'd been using Gorilla Arms for awhile to simplify Beat on the Brat, but 2.0 made those fights way easier. Rhino and Razor didn't even have a chance to try to get me with how fast I put them down.

I've been wondering how the blunt damage has been retuned, I was actually really surprised by how hard Rhino went down. My Sandevistan didn't even run dry, and I'm not at all spec'd for brawling. By comparison on release and in 1.6 she really gave me the work.
 
Well, I found an enemy with a green cyberware capacity shard. Turns out Dogtown has some hidden cyber psychos. One of which is a reference to the movie Blade. From there, I learned of a way to farm those shards. Turns out there's not really a cap on how high you can get your capacity. The little capacity meter on the left when you're looking at your cyberware caps at 400, but you can keep going well past that.

Equipping all of the expensive as hell iconic cyberware you can only get in Dogtown requires way more than 400 capacity. Even just limiting to the stuff that went best with my overall build put me just under 450.

Between my cyberware, the various bonuses on it, and what clothing does have stats . . . I ended up with 697 HP and 1540 Armor. Armor bar does tell you it caps at 1500, and hovering over the meter says 1540/1500. Not sure if it's just saying that and I actually have 1540 Armor, or if there's an actual cap there forcibly bringing my armor down to 1500.

Beyond that, a lot of the content in Phantom Liberty has interactivity with stuff you did in the base game. I actually got screwed out of the good outcome for a gig because of that.

There's a gig where you help out a boxer. To get the good ending to the gig you have to have beaten Sasquatch when going into the GIM for the Voodoo Boys. If you ghost your way through and sneak past her, you just don't get the good option for that gig. Because apparently your rep and none of the other shit you did is unimportant. All that matters when it comes to threatening some gangers to leave the boxer the fuck alone is if you beat Sasquatch's ass or not.
 
So kinda lookin for some one more familiar with the game to look over a build idea i have knockin around in my head basing it off an old pen and paper shadowrun character and would like someone to look it over and give me some opinions on if its any good.

www.cyberpunk.net

Home of the Cyberpunk 2077 universe — games, anime & more

Enter the world of Cyberpunk 2077 — a storydriven, open world RPG of the dark future from CD PROJEKT RED, creators of The Witcher series of games.
 
Well, I found an enemy with a green cyberware capacity shard. Turns out Dogtown has some hidden cyber psychos. One of which is a reference to the movie Blade. From there, I learned of a way to farm those shards. Turns out there's not really a cap on how high you can get your capacity. The little capacity meter on the left when you're looking at your cyberware caps at 400, but you can keep going well past that.

This feels like it has to be unintended, even if I struggle to imagine how you'd fail to program a cap into such a critical stat. Uncapped cyberware makes a bunch of Technical Ability perks uselesss, if not non-functional, like the capstone cyberware perk.

I'd actually like to know what the intended maximum capacity is because I'm using an old save so finding capacity shards naturally is difficult compared to how many shards my new save found doing scanner missions, but I don't want to just have enough capacity to shove literally every bit of cyberware into me when that seems pretty obviously not the intended endgame.

So kinda lookin for some one more familiar with the game to look over a build idea i have knockin around in my head basing it off an old pen and paper shadowrun character and would like someone to look it over and give me some opinions on if its any good.

www.cyberpunk.net

Home of the Cyberpunk 2077 universe — games, anime & more

Enter the world of Cyberpunk 2077 — a storydriven, open world RPG of the dark future from CD PROJEKT RED, creators of The Witcher series of games.

You probably should grab the last two perks on the Adrenaline Boost tree. Some other perks might want to get swapped around depending on specifics, but respeccing perks - unlike attributes - is easy.

Over all, the build is fine. It's basically built to use Cyberware Compressor, for which you'd want Phantom Liberty, since guns don't play as nice with Sandevistan or Berserk and it doesn't have the intelligence for hacking, and it's best with basic power weapons rather than tech or smart guns, but as a raw skill tree there's nothing critically wrong with it. (Though, CP2.0 has so many attribute points that you'd have to deliberately try to fuck up or overstretch yourself to end up with a truly bad build at max level.)

My main issue besides how it doesn't synergize with any of the base game operating systems would be that you've got three different gun trees and, in my opinion, guns don't have that much variety or synergy that makes carrying a sniper and a shotgun and an assault rifle necessary. I'd consider looking at a few different builds, emphasizing different parts:

1. Burn This City: focus on shotguns and LMGs, and trade the points in your other trees for more investment in Tech. Tech Shotguns can do a lot of work with their perks, and the grenade tree gives you a secondary compentency you can throw you while gunning people down. Weirdly, you actually would want Shinobi Skill 40 for this build, since that turns the sheer movement speed Pyromania can give you into more defense. Key Cyberware would be Biomonitor, Projectile Launch System, Cellular Adaptor, and just like- anything that makes you more survivable.
2. Airstrike the Night: focus on ARs/SMGs. You're going to be jumping around air-dashing a lot, or doing cover-based shooting. This build might, theoretically, benefit from Intelligence, purely so you can rain death with Smart Weapons, though obviously that's of limited utility indoors. Maxed out reflex investment. Key Cyberware: Kerenzikov.
3. I'm In Your Walls: Tech Sniper. Focus on stealth and shooting people through foot thick reinforced concrete, with a back-up machine pistol. Could actually use a Sandevistan in momentary bursts to aim shots.
 
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Well, if the capacity meter is as high as it's presumably supposed to go . . . Then I'd assume the maximum "natural" capacity was probably meant to be 350. With the Edgerunner skill meant to bring you to 400. Because when it comes to installing cyberware into V's body, 400 points worth of cyberware is when that meter reaches the top.
 
Have to admit I don't get the deal of smart weapons. They are supposed to be the "netrunner" gun, yes? All the perks are in the same tree afterall. But they are kinda crap. Self targeting bullets sound cool until you realize the curving isn't that significant to actually get most enemies behind cover - if you want that, get a tech gun.

Worse, is you can spec deep into smart gun useage you can also go hard for quickhacks and in any area with cameras or electronics in general you have a much easier time getting some dude in cover.

I also realized that gorrila arms are melee weapons one can use for the Beat on the Brat quest - just get your body to 10 for the iconic in Arroyo - which made that quest go from "While I have to respec for this" to "One Punch V"

I haven't yet played the new Update since I am waiting to upgrade my PC in the coming weeks but I found them to be quite suitable for a agility playstyle that didn't necessitate as much investment as some other options like for example more melee/Sandevistan builds as well as cleaning up mooks. Even on highest difficulty it was quite easy to simply point in the enemy direction while focusing on jumping between cover etc. and just win without getting shot myself, even more so with a modest point investment so I used it quite a bit when it came to the many kill gangsters at point x "missions" while still being largely specced for a netrunner playstyle.
 
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