Cyberpunk 2077 Grieving Thread

It's perhaps giving CDPR too much benefit of doubt, but I feel like Johnny not at all living up to his legend was an intentional juxtaposition against Jackie's hero-worship of those same legends.
That would be an interesting angle, but I think it'd still be hampered by his performance. There's just something really off-putting and not convincing about it. Maybe I just can't take it seriously because it's his face.
 
Phantom Liberty actually has a merchant who sells most Iconics, namely those you could miss on the way. He even sells a pistol only a Corpo V can normally get. As for mods... it doesn't look like they have been updated for 2.0.
A lot of them have by now, and even for 2.01.
This is the kino way to play. In Human Revolution I keep my lethality relegated to the current situation. Spare generic thugs and security officers, kill illuminati glowies and terrorists. Cyberpunk doesn't really feel like a game where playing non-lethal is especially rewarding though.
Yeah, I was all about pacifism until I got to the hidden FEMA installation guarded by the mercs from the prologue. "Okay, time for you fuckers to die."
That would be an interesting angle, but I think it'd still be hampered by his performance. There's just something really off-putting and not convincing about it. Maybe I just can't take it seriously because it's his face.
Personally I find it really hard to reconcile the Johnny we see with the Johnny of the Never Fade Away story. Also, they swapped out the German guy in that for a darkie in CP2077.
 
*I tried to minimise all non-scav casualties unless I knew they were evil. Corpo V has lived through being trapped in an immoral job. It was surprisingly easy on Normal, the cheap overheat quickhack is non lethal, body blows with blunts and gorilla fists are non-lethal and there's always takedowns or sneaking past with optical camouflage. The game is Cyberpunk 2077 not Cyberpsycho 999
I'm glad I'm not the only one who plays like this. The only time I off people in non firefights is if I know that regardless of what type of character V is, deep down they know they are are complete scum. The best example is in Act 1 you get a gig to steal some files from a back alley brain dance operation. Turns out it's run by some guy and his kid. The brain dances are of the worst ( torture, sexual assault ) and even though the dad brought the kid in, he's compliant in the horror they sell. I offed the kid then put the dad down, left all the Malestrom guards alive since they are just hired muscle.
 
. I offed the kid then put the dad down, left all the Malestrom guards alive since they are just hired muscle.
Wasted the perfect opportunity for a 'Cyberpsycho' quickhack to make them tear each other apart.

Cyberpunk doesn't really feel like a game where playing non-lethal is especially rewarding though.
I didn't kill Joanne from Biotechnica, I dumped her in a flying dumpster and into the hands of the surviving family of all the nomads her experiments killed
 
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I'm glad I'm not the only one who plays like this. The only time I off people in non firefights is if I know that regardless of what type of character V is, deep down they know they are are complete scum. The best example is in Act 1 you get a gig to steal some files from a back alley brain dance operation. Turns out it's run by some guy and his kid. The brain dances are of the worst ( torture, sexual assault ) and even though the dad brought the kid in, he's compliant in the horror they sell. I offed the kid then put the dad down, left all the Malestrom guards alive since they are just hired muscle.
I always just blow the dad to hell and leave the kid sobbing over his corpse. "Now you know how it feels, kid."
 
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I offed the kid then put the dad down, left all the Malestrom guards alive since they are just hired muscle.
I always just blow the dad to hell and leave the kid sobbing over his corpse. "Now you know how it feels, kid."
Nah. Kill his son first. He absolutely breaks down. And then blast him. I hate that I even remember the "wakey, wakey, gentlemen" line you deliver.
 
Dropped 80 hours, half of it back on the original Xbox.

Quiet enjoyed the DLC and all the stuff that came with it. The mission intro alone got me excited for the game. All in all I had a great time.
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Just finished the DLC.
Reed is kind of a pussy. I sided with Songbird, killed an unnecessary amount of glowies, found out only one of us could use the cure, and he still justs lets it all slide and rewards you for betraying him. Pretty sad to learn I missed out on the Blackwall quickhack by not siding with Reed though.
 
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So I played Cyberpunk a couple months ago, I blew through it on the hardest difficulty like it was a game for babies. The main story is too fucking short and the cut scenes are too long. I deleted it. However, a couple friends from eve have told me with the new DLC it's good, they overhauled a lot of stuff, and it's actually a decent game. Is this true? I just pirated the updated game and all DLCs, is it worth playing it again? I haven't read about it, because even though I didn't care for it the first time I don't like spoilers. So should I bother or will I be walk away with the same "meh" experience? I'd rather play through another from the many petabytes of pirated games I have backed up that I know I will at least enjoy.

If so, is there any key mods that would help make it more enjoyable? I don't really know what all was overhauled, is there any mods to make the enemies more difficult? I feel like my build didn't matter as I could either just use a tech rifle, shotgun, or gorilla fists to bum rush and murder everyone or use my quickhacks and kill everyone before I got anywhere near an enemy.
 
However, a couple friends from eve have told me with the new DLC it's good, they overhauled a lot of stuff, and it's actually a decent game. Is this true?

If you liked the base game you'll like the expansion, if you didn't you won't. 2.0 changed some things up with how perks and cyberware work, but it's not exactly a FF14 situation.

If you do play again, bump up the difficulty to beyond what you usually play. CDPR has always underestimated stat progression. Or, it might not be what you're looking for, but the below mod makes everybody die faster, including you.

 
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Just finished the DLC.
Reed is kind of a pussy. I sided with Songbird, killed an unnecessary amount of glowies, found out only one of us could use the cure, and he still justs lets it all slide and rewards you for betraying him. Pretty sad to learn I missed out on the Blackwall quickhack by not siding with Reed though.
The reward quickhack is a bit rubbish, as it is tied to a specific deck and burns through your ram.
The super deadly Erebus SMG is the better choice to use the 'Cerberus' component on.

Helping Songbird rewards you with a great tool at reducing your cyberware cooldown. Great for near permanent sandi/invisibility builds
 
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So I played Cyberpunk a couple months ago, I blew through it on the hardest difficulty like it was a game for babies. The main story is too fucking short and the cut scenes are too long. I deleted it. However, a couple friends from eve have told me with the new DLC it's good, they overhauled a lot of stuff, and it's actually a decent game. Is this true? I just pirated the updated game and all DLCs, is it worth playing it again? I haven't read about it, because even though I didn't care for it the first time I don't like spoilers. So should I bother or will I be walk away with the same "meh" experience? I'd rather play through another from the many petabytes of pirated games I have backed up that I know I will at least enjoy.

If so, is there any key mods that would help make it more enjoyable? I don't really know what all was overhauled, is there any mods to make the enemies more difficult? I feel like my build didn't matter as I could either just use a tech rifle, shotgun, or gorilla fists to bum rush and murder everyone or use my quickhacks and kill everyone before I got anywhere near an enemy.
There is the DLC and 2.0 are separate things.

Key 2.0 Changes I can think of off the top of my head:
- Level scaling for enemies and items.
- Item drops and vendors are tied to your level now. All vendors have the same inventory now.
- Crafting is not tied to a stat but its pretty useless now due to the upgrade system.
- Cyberware and Iconic gear are the only things that you can upgrade now. They upgrade as Tier 2 then Tier 2+ Then Tier 3 up to Tier 5++ if you have the DLC installed.
- Upgrades only need 1 set of items to upgrade aka if your upgrading to Tier 3 you only need X amount of Tier 3 components instead of X of Tier 1/2/3 like pre 2.0.
- Tech Weapons got a huge nerf. Now centered around the new gimmick "Bolt shot" which you charge and release right before being fully charged. Can ignore armor with that but for some reason a fully charged shot doesn't ......
- Monowire got nerfed. Only specific perks work with it now (which is 2 in 2.0 and additional 2 in Phantom Liberty). Mostly Ram gain and getting to use CONTROL quickhacks with it
- Cyberware is where 99% of your armor is now. Clothes are mostly cosmetic now with an exception to a few things that provide stats, like Bulletproof vests adding a little more armor.
- Quickhacks took a few nerfs, until you get the right perks. Tracing happens immediately when you use a quickhack now and doesn't stop when the target dies. Can get around this using Sonic Shock as the first quickhack in the Que, the new system.
- Street Cred is only for vendor discount and when certain events pop, like the free car in Nash's cave.
- Perks got redone, Melee seems a lot better for Blunt and Blades. Can check the Character Planner CDPR released.
-Car Combat, cars can have weapons installed you can use or use your own.
-Grenades and Healing is limited use that recharges over time.
-There are 5 skills tied to the 5 stats that can unlock perks/bonuses with a max of 60 for each, not tied to the max of the stat anymore. They combined all the skills in each stat into one skill.
- Cost stamina to shoot guns now, certain perks alleviate this.

Phantom Liberty
- Added a Car Theft gigs that are kind of like Saints Row car jobs. These work outside of Phantom liberty if I remember right.
- Added a vendor that sells Iconic weapons for missions you completed but missed the weapon.
- Airdrops in Dogtown that in set locations I think they reset every day.
- New ending possible.

Overall Opinion:
There are several things I dislike about 2.0 and some things I like.
- It feels like there is almost no variety difference between weapons unless they are different tiers. I can get a Tier 3 Crusher shotgun and a Tier 3 Iconic Crusher and the only difference is the added effect of the Iconic.
- Due to the above crafting felt 90% worthless now due to just getting Iconics to upgrade. Think I only crafted like the Grenades/med stuff if I didn't buy it.
- The level scaling just made the world seem less lethal, didn't have to worry about picking a fight with the wrong MFers.
- Certain weapons feel a lot less lethal than their pre 2.0 days, like Sniper Rifles and Silenced pistols. But throwing knives are still good and you can get throwing axes now.
- The skills are a mixed bag. I like how they combined them based on the stat, so if your using assault rifles you can level "Shinobi" instead of leveling each skill as before. But not a fan of the level 60 stuff for skills, its too high for something taking you out of your playstyle. With the max stat limits you would get out of your style but for a lot less time than 2.0.
- The Combat items limit, Grenades and Medkits, is a nice change. The spamming was a bit overdone and with the limit you have to be more strategic.
- Shooting cost stamina I actually like, adds more strategy when dealing with a lot of mobs and having to worry about being able to run from grenades. Also glad you can still shoot even with no stamina, that would have been too far.
- Not a fan of the Tech/Monowire changes. Would be nice for a more expanded Tech perk tree and maybe another actual tree for Monowire for people who just want to use the monowire to kill the old way.
- The DLC is ok.
 
- Not a fan of the Tech/Monowire changes. Would be nice for a more expanded Tech perk tree and maybe another actual tree for Monowire for people who just want to use the monowire to kill the old way.
Smart weapons are just a straight upgrade over the tech weapons now. Their gimmick was nerfed into the ground and their old and new iconics have shitty effects. Overclock + smart weapon just makes most lockons instant and you're a murder machine. It's like the pre-1.5 Divided We Stand where you can just let it instantly lock on and murder whole areas without moving.

The reward quickhack is a bit rubbish, as it is tied to a specific deck and burns through your ram.
The super deadly Erebus SMG is the better choice to use the 'Cerberus' component on.
I stuck to helping Reed then killing her for the ending I finished through on since it was the last one I did and didn't feel like replaying an earlier save. What was the item you get for helping Songbird to the Moon?
 
Smart weapons are just a straight upgrade over the tech weapons now. Their gimmick was nerfed into the ground and their old and new iconics have shitty effects. Overclock + smart weapon just makes most lockons instant and you're a murder machine. It's like the pre-1.5 Divided We Stand where you can just let it instantly lock on and murder whole areas without moving.


I stuck to helping Reed then killing her for the ending I finished through on since it was the last one I did and didn't feel like replaying an earlier save. What was the item you get for helping Songbird to the Moon?
Yea I am not sure why Tech Weapons got a big nerf hammer., maybe it was Widowmaker? A lot of the Bolt shot perks were old tech weapon perks. Not sure why they don't just allow the perks to work with the Bolt shot and a Fully Charged shot cuz that would make sense I guess? Monowire is just awful now, ooo I can Cyberware Malfunction people in an area while I tickle them....or just fry them and gun down the others instead of completely exposing myself.

Honestly I think all the Cyberware perks should have been small trees in each stat, minus Int since its got the deck stuff in it. Body get berserk/extra slots minus hands, Reflex gets hand slots/sandi, Cool stealth and Tech any duration/modifiers for Cyberware. Maybe with the space put in a Monowire Tree in tech, for damage and shit, keep the other 2 perks where they are. IDK I mostly didn't like the changes if I ever do get the hankering to play it again will most likely play 1.63 instead unless some mods drop to remove level scaling at least...maybe some perk patches.... big maybe though.
 
Yea I am not sure why Tech Weapons got a big nerf hammer., maybe it was Widowmaker?
Breakthrough and Comrade's Hammer, too. Prior to 2.0 they even removed the optics slot for them, too. I think that was 1.5. It's all the stranger when the best weapon on the DLC is the tech stealth sniper from the infiltration mission. It's all the bonuses of a power weapon and tech. There's even a suppressed smart SMG, too. I just think the DLC is too much "best gear here" to justify a purchase at times.
Honestly I think all the Cyberware perks should have been small trees in each stat
I was thinking mostly the same. Int would probably have an additional prefontal cortex slot. I wish there was still a way to play no cyberware but realistically, it's impossible at high difficulties. My first playthrough I was 'ganic but the mods from Vic and stumbling upon the purple ankles. I'm still mad the hover feet from the creep in Judy's questline is just straight up gone. I thought it would be an iconic somewhere in Dogtown but no, it's not. And the hover from the skill tree sucks and doesn't help climbing buildings like the purple charged jump cyberware.
I mostly didn't like the changes if I ever do get the hankering to play it again will most likely play 1.63 instead
I would probably just play 1.1something if I felt like playing it again. All the stability patches and none of the reworks. Fixing the perks that didn't work is probably the best gameplay change they did and I miss just how much easier it was to scrap everything and loot everything before all the world items like consumables and junk became static and not interactive.
 
- Cyberware and Iconic gear are the only things that you can upgrade now. They upgrade as Tier 2 then Tier 2+ Then Tier 3 up to Tier 5++ if you have the DLC installed.
That four slot pistol going to waste. T,T
- Due to the above crafting felt 90% worthless now due to just getting Iconics to upgrade. Think I only crafted like the Grenades/med stuff if I didn't buy it.
Crafting quickhacks is worth it for the extra income.
Certain weapons feel a lot less lethal than their pre 2.0 days, like Sniper Rifles and Silenced pistols. But throwing knives are still good and you can get throwing axes now.
There's only one silenced rifle left in the game. All others can't even get a silencer installed.
Silenced pistols are great once you install the Cetus silencer +150% stealth damage + guaranteed crits from stealth.
Smart weapons are just a straight upgrade over the tech weapons now
Agreed, Smart weapons are EZ mode, tech weapons are only there for the added challenge.
Monowire is just awful now, ooo I can Cyberware Malfunction people in an area
Or you could whip them with control movement and stop bosses from running to heal.
It gives non-netrunners a chance to use quickhacks.
It's all the stranger when the best weapon on the DLC is the tech stealth sniper from the infiltration mission. It's all the bonuses of a power weapon and tech. There's even a suppressed smart SMG, too. I just think the DLC is too much "best gear here" to justify a purchase at times.
That weapon isn't silenced unfortunately, Only Panam's Overwatch is silent.
 
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The level scaling just made the world seem less lethal, didn't have to worry about picking a fight with the wrong MFers.
CDPR issue. that's what happens when you just slap level scaling on it without adjusting the rest. even ubishit figured that one out for ghost recon breakpoint ...
 
How would you implement level scaling in such an open world?

It's not fun being torn apart for wandering into a bad part of town. Divinity OS2 was terrible about this, I faced an unwinnable fight with possessed scarecrows just a few minutes walk from the region start.

I do dislike strong level scaling in body/tech attribute checks though, as by the end investing 17/20 points into one is as useless as 1/20.

Likewise, you can have 9 points in an attribute at the start of the game, but it doesn't get you anywhere 4 points wouldn't
 
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