my biggest issue was the bullet sponging and totally unbalanced combat, youd either be a god that couldnt die or someone who has to land 50 headshots with a sniper rifle to kill someone
Yes, it finally lost Early Access
Hell yeah. In my top ten games. It was good at 1.6 as well, 2.0 adds a whole new stack of cool shit though.
As a netrunner, cyberdeck overclock feels amazing.
Basically once youtr out of RAM for quickhacks, you can spend hp instead, 10 hp for each RAM cost.
So you can play along the knive’s edge against a large group of enemies, where one or two more control quickhacks might put you right at deaths door, but give you a chance to heal back before they start shooting at you again.
I’m also a fan of the level scaling. In 1.6 sometimes I would come across early content with a late game character, and just run across them haphazardly 1-shot beheading anyone close to me. It’s funny once, but gets boring revisiting old content. Night city should feel dangerous.
Yeah, many people seem upset by the scaling level but my goodness the game was dull before. Once you were levelled everyone died so quickly.
I’m actually getting punished for mistakes now, which is awesome. I really prefer staying in the end game and it’s just so much better now. For anyone worried about not feeling like an OP monster, you still are. It’s just actually engaging now.
I love it now, everything feels punchy because you’re not gated around finding new weapons every level. I’m sticking almost exclusively with the iconics that can be upgraded, but as far as I can tell the only difference between generic weapons is the tier they’re in, the damage appears to be the same no matter what level you find the weapon at. Some other changes:
- Armor is tied primarily to cyberware now, which has a limited capacity based on level and a handful of perks that increase the cap.
- Cyberware has impactful changes to playstyle, granting new bonuses like higher melee attack speed, increased RAM, or restoring a portion of stamina on kill
- Perks have drastically increased effects that often come with conditions that encourage active playstyles (e.g. 50% faster grenade recharge if you have no charges left)
- Healing items and grenades have a pool of charges rather than being single-use.
- Natural healing is faster, but healing items are less immediately accessible (No more sucking down inhalers in the middle of a firefight)
- All the Skills have been consolidated into just five that correspond roughly to the five attributes’ associated weapons, and they level quickly. Every five levels grants a bonus associated with the attribute (Netrunning (Quickhacks/Smart Weapons) increases max RAM and RAM recharge speed, for example)
- Weapon upgrades are no longer gated by Tech
- Clothes are almost entirely cosmetic. Any that grant mechanical benefits (Armored vests, for example) can be worn under outfits comprised of any clothing you have in your closet.
Trust me, you don’t want to be in my brain.
Seriously though, this is all my opinion/interpretation of how the game plays now vs in 2020.
wait so that wasnt a copy paste, is there no article or yt video documenting this
I love it now, everything feels punchy because you’re not gated around finding new weapons every level
just explain this all in more detail please
So pre 2.0, all the weapons, armor, cyberware, etc. had a level assigned to them in addition to the rarity that determined how big the numbers were, and it forced you to go through your vendor trash each time on the off chance that the numbers were better on any particular weapon you found. Now, every weapon of a particular type has the same parameters depending on rarity tier (white through gold) so if you have a higher tier of the same weapon, it’s explicitly, if marginally better, and this keeps you from having to sort through 20-odd weapons every time you go sell, which drastically speeds up the process. Even more so if you stick with the unique iconic weapons, which can be upgraded with materials up to tier 5.
As a side-effect of this, the marginal increases can’t boost the legendary item’s damage that much higher than the common rarity, so even the most common weapons still deal adequate damage, so enemies aren’t spongy like they used to be.
this is the answer i was looking for / hoping for, thank fucking god holy shit. so theres ten levels but the levels arent that different from one another if i understand right
wait so what does tier determine weapon wise now and how does combat feel
Each tier gives a marginal improvement over the last, but as far as I can tell there’s only ten tiers (Five colors, each with a normal and ‘+’ tier.) I can say combat feels pretty good with melee weapons, pistols/revolvers, shotguns, and grenades. I haven’t tried the other weapons a whole lot but I imagine they feel just as good. Only thing that’s a little weak maybe is Quickhacks, but even then I’ve got a few that will kill mooks outright.
I played it when it first came out and returned it. With update 2.0 and the game on sale, I gave it another go.
I’m really enjoying the combat. I’ve built a character around Reflex and Cool, so my silenced pistol one shots standard enemies, and my throwing knives can one shot beefier guys so long as they’re not aware of me. I specced into Reflex for the dodge/air dodge mechanic.
Maybe on harder difficulties, the enemies become bullet sponges, but most targets die before I need to reload.
honestly in my opinion, at least on PC, cyberpunks always been pretty good, now it’s better
This was true for so many people but somehow I never saw a bug on PC Cyberpunk.
This. I rarely if ever saw a bug, even on release.
My gripes with the game had more to do with the features we were missing: a metro system, character customisation (hair stylist, tattoo artists, visible cyberware modification, cyberpsychosis, car customisation…), a gang reputation system, meaningful lifepath repercussions, like being able to join a gang as a streetkid, or own a cool car/apartment as corpo, or have your own custom tricked out car as a nomad…
The game feels much better than it did - driving was not great at release, and the perks you unlock now actually feel impactful and meaningful, but I still would have liked some of those features included.