Cyberpunk Catch-All

Eyy! Now you can ride the subway without using a mod!

Update 2.1 arrives on December 5 on PlayStation 5, Xbox Series X/S, and PC alongside the release of the Cyberpunk 2077: Ultimate Edition. During a livestream today, the game’s developers revealed it will include a fully functional metro, replayable car races, boss fight improvements, accessibility features, and other changes and additions. The metro system will include five lines, over a dozen stations, and the ability to travel in real time or fast-forward.
Prederick wrote:

Eyy! Now you can ride the subway without using a mod!

Update 2.1 arrives on December 5 on PlayStation 5, Xbox Series X/S, and PC alongside the release of the Cyberpunk 2077: Ultimate Edition. During a livestream today, the game’s developers revealed it will include a fully functional metro, replayable car races, boss fight improvements, accessibility features, and other changes and additions. The metro system will include five lines, over a dozen stations, and the ability to travel in real time or fast-forward.

This is crae crae...

Lemme just say that the way they've implemented subway rides is RIDICULOUSLY frustrating and unsatisfying. I just want to wander around the subway car and look out the window in different directions. But no, I'm locked into a couple of postures and I can't turn my head far enough to actually look around and watch the interesting scenery.

Do not like. Much unexpected disappointment.

Oh man I was hoping it was free formed and I could mug people on the subway.

Did they add wheelies and stoppies? I'd swear I couldn't do them before this update.

I was mildly delighted with the tram rides. I wasn't too surprised with the restricted mobility in the tram car given how they warp you in from the turnstiles. It's very much a "v1" implementation of a fairly visible, promised feature that had slid way, waaaaay down their list of priorities.

Free-roam, being able to pull out my iron and go cyberpsycho in the tram, forcing a MaxTac response by air mid-ride or a welcoming committee at my next stop would have been AMAZING. But the scope creep on that bad boy would have justified a 3.0 maybe, not a point release.

Just started watching a let's play of Phantom Liberty and it really looks like what I expected when the first cinematic trailers were shown years and years ago.

Alright, well past time I finally got off my ass and tried 2.0.

Hilariously, I wanted to install like, a couple mods for this, less than 10. But because they required SO MANY dependency mods, I ended up installing a total of like 16.

Very shortly in, but broadly surprised by the changes in 2.0.

I'm sure this has been talked about more than 6-8 months ago, but lord, does the driving feel a skillion times better. It's not great, but the cars feel like they're on a road now, as opposed to how comically bad they were in 1.0.

I'm on Balanced difficulty, and I'm also very surprised as to how many more bullets it takes to put down badguys now. It's a little bit on the side of being too bullet-spongey (I get kinda annoyed when it takes 3+ headshots to put down any enemy), but not in a frustrating way. I think it's an expectation thing, because I remember immediately putting down The Division because of how bullet spongey the baddies were, and I expected much more realism out of a Tom Clancy-verse game.

Plus, it not-so-subtly encourages me to use the dash commands and more of my abilities in fights.

But it's a surprise, I remember sailing through most of the combat in 1.0. Taking down Royce took a while, and a bunch of grenades, and in my last two 1.0 playthroughs, I don't remember me having that much trouble with him.

The reworked perks system is interesting! I think the higher-level perks are now tied to fame levels, essentially locking the highest-tier upgrades to later in the story. We'll see how I feel about it long term, but it does seem quite interesting.

I also like that they addressed the fairly ridiculous amount of crap you'd pick up from baddies in 1.0. I remember having an entire arsenal of abandoned guns in my backpack after missions before. It's still a thing in 2.0, but to a much lesser extent, which is very nice.

I'm once again having a good time though. We'll see how much has really changed once we do the Konpeki Plaza heist and the full game truly begins.

Prederick wrote:

3+ headshots to put down any enemy

Ugh, I’m planning on finally starting this one soon, but that is a pet peeve of mine and a big reason I wasn’t overly fond of Fallout 3 .

To be fair, I'm barely into the game so I'm using very early weapons (pistols, primarily), but yes, even in that first fight with the Scavs, I noticed I'd plugged one of the dudes multiple times in the skull before he actually went down for good.

Like, you can explain it away in-game, since everyone's skull is probably plated with metal, and as I said, it's not like I have ArmA expectations out of the game.

But I do agree. Further down the line, and a bigass sniper rifle (or frankly, most assault rifles) can't put some grunt down in a single shot to the brain, I will be a bit frowny.

If you really spec into a combat style it will payout down the road. I had particular fun with knives. you can end up with some hilarious throwing knife builds. but I'd say every style can be extremely overpowered with the right cyberware and stat/skill allocation.

OMG I specced from tech weapons to throwing knives in my last playthrough and ended up using knives more than guns in the end. So fun,

I have about 40 hours in but I only play occasionally because I get frustrated by the excessive items and garbage inventory system. I'm playing on a 65" Mini LED (Xbox X) and not very far away and its difficult to read the font and preview of the items so I don't know what's actually worth keeping. There's way too much to sort through so at some point in the playthrough I get quickly over-encombered. How are you guys managing this?

Another issue is the limitation to equipping 3 weapons. I have enough weaponry to equip an army and have to go through multiple screens to swap them out. Makes experimenting a pain in the ass. I don't understand why they didn't implement a weapon wheel type of system like Fallout or Red Dead. Is there something here that I'm missing that might help?

I mean, I think the mouse wheel cycles between weapons, doesn't it?

Veloxi wrote:

I mean, I think the mouse wheel cycles between weapons, doesn't it?

They said they're playing on console, and the issue isn't cycling between them. It's replacing the weapons that are in your set of three to cycle between.

Ohhhhh, apologies, I misunderstood.

Mouse wheel still only allows you to swap between the 3 equipped weapons.

Okay, I know video games are ultimately games, and they're trying to balance everything out and make a challenge...

...but it is SO WEIRD that I can one-shot most enemies with a thrown knife, but not with a silenced pistol.

Knives are a lot bigger than bullets, it's just science.

Another note: I'd heard that 2.0 improved car handling and.... like... it did, but.... it's still not good.

I also encountered the Side Job which is literally just "watch a two-minute Braindance that's just the Cyberpunk anime," which was fun.

I've still got a few things to do before I go meet the Voodoo Boyz, which looks like it'll unlock the Phantom Liberty content. I'm not going to try and totally 100% the game this time around, but I do plan to do every side job, as many gigs as I can, find all the weird artworks, do all the cyberpsychos, etc.

The re-worked perk tree really is a great choice though, and I'm quite enjoying the new cyberware system and the various bonuses things give.

I don't know how, exactly, but it does feel like they addressed my old complaint about just loading you up with tons of useless gear now (it's not gone, but it's WAY better) and I'm no longer as annoyed by the item tiers (although, on the whole, I still think it's an awful MMORPG mechanic that's come to too many single-player games and adds absolutely nothing of value).

If you're driving around Night City in a car, you're doing it wrong. Motorcycles all the way.

IMAGE(https://i.imgur.com/6MsRMP2.jpeg)

IMAGE(https://i.imgur.com/GyXtAIm.jpeg)

Dove back in for another play through and I'm loving the improvements and DLC.

Veloxi wrote:

If you're driving around Night City in a car, you're doing it wrong. Motorcycles Dash jumping all the way.

Fixed that typo for you.

Anyone play this on the Deck? Tempted to get this game for a 6 month overseas upcoming trip.

Thanks,
Chad

zeroKFE wrote:
Veloxi wrote:

If you're driving around Night City in a car, you're doing it wrong. Motorcycles Dash jumping all the way.

Fixed that typo for you.

Hah, also totally valid, and still better than a car.

Veloxi wrote:
zeroKFE wrote:
Veloxi wrote:

If you're driving around Night City in a car, you're doing it wrong. Motorcycles Dash jumping all the way.

Fixed that typo for you.

Hah, also totally valid, and still better than a car.

I really like the dune buggy one with the weapons. I forget what quest gave it to me.

Sidenote: Has anyone had success with smart guns?

I've tried, and they generally end up far less useful than if I'd just used Power/Tech weapons.

Prederick wrote:

Sidenote: Has anyone had success with smart guns?

I've tried, and they generally end up far less useful than if I'd just used Power/Tech weapons.

Yeah, I got a unique one that I used for a while, it was like a Halo Needler - caused explosions when a few rounds hit. Was a real pray'n'spray and worked really well paired with a sniper and those sword arm thingies. Start out with the sniper, then switch to pray'n'spray while closing the distance at speed, finish em off with slashy-slashy.

I'll have to try. I don't remember if the Sniper rifle Panam gifts you for saving Saul was silenced before, but it is now and I am WRECKING SHOP with that thing.