ChiefsPlanet Mobile
Page 27 of 32
« First < 172324252627 28293031 > Last »
Media Center>Cyberpunk 2077
Pants 08:18 PM 06-10-2018

[Reply]
keg in kc 05:29 PM 01-02-2021
Silenced handguns are just as bad in some ways. You can literally kill everyone from stealth with headshots without raising an alarm.

That's what's kind of fun about this game, though. I can kill the shit out of everyone in about 10 different ways, even playing on hard.

Ironically the most difficult thing I usually face is boxing. And I'll probably just try to equip some gorilla arms for that.
[Reply]
Sassy Squatch 07:50 PM 01-02-2021
Hand to hand combat in this game fucking sucks. Already given up on that questline
[Reply]
Fish 12:27 AM 01-03-2021
So, I've been using this tech rifle called Widow Maker for quite a while now. I've upgraded it many times. It's only Epic level, but I was pretty impressed with the DPS I was getting, because I was just destroying gangs with it. Then I saw this fucker's video who tweaked out the gun with crit damage mods and other crit addition stacking stuff to end up with a million damage per shot. Basically one shot kill any enemy in the game... through walls...


[Reply]
Sassy Squatch 01:13 AM 01-03-2021
Yeah, you kind of have to handicap yourself if you don't want to trivialize the game.
[Reply]
Fish 02:44 AM 01-03-2021
I've got 3 other Legendary level machine guns, with like 3-7 weapon mod slots. But still, Widow Maker still just totally obliterates any damage I can get from any other gun. Including Skippy or Fenrir. Like easily over 100+ damage compared to others. Fenrir was super fun due to the rate or the enemy bursting into flames while shooting them. But Widow Maker is just on another level. That's still without being charged up. Being a tech weapon, you can seriously charge it up quickly for unstoppable damage. Put a good scope on it, and it serves as a sniper rifle that uses rifle ammo.
[Reply]
Sassy Squatch 02:58 AM 01-03-2021
DR12 Quasar with the Feedback Circuit pretty much keeps you max health as long as you can actually hit enemies. Might need to try Widowmaker out and see if each bullet counts as its own proc for that. The Satara shotgun does and it's just as ridiculous but you have to be sort of close to use it.
[Reply]
Beef Supreme 03:48 AM 01-03-2021
my biggest bitch at this point is all the randomized armor loot. In a genre where the rule of cool is king, you're kinda stuck dressing like a fucking moron half the time because the way loot is leveled.

I absolutely refuse to wear any headgear because it all looks absolutely ridiculous. I am continuously wearing gear that sucks because it looks better. And yes I realize it is a first person game.

They should have let you dress with whatever you think looks cool, and handled the armor in mod slots. They kinda already have that in place but just screwed it up. I find a cool looking jacket, but it's a common drop with no mod slots, so I can't even beef it up with mods. Can't remove mods either unless you dump 16 points into tech, which i have built another character to do exactly that because it would piss me off to basically have to throw away legendary mods that are hard to replace.

I don't know why so many games get this wrong. People want to make their character look how they want, to look like a biker or a ninja or a fucking clown, or whatever, and game devs just keep fucking churning out random World of Warcraft loot tables.
[Reply]
Sassy Squatch 08:14 AM 01-03-2021
Witcher 3 had what was known as witcher armor, and there were 5 different levels to each of them, ranging from basic to grandmaster. You'd get the basic between levels 10 to 20 and every 7 or so levels you could go and get a quest to get the next set of crafting diagrams and upgrade your armor. Not sure why something like that isn't in the game.
[Reply]
Fish 12:44 PM 01-03-2021
LOL, I just wear whatever gives me the best armor numbers. If I look like a homo cowboy Cam Newton ninja, then so be it... Part of the charm...
[Reply]
Pants 08:41 PM 01-03-2021
Originally Posted by Superturtle:
Witcher 3 had what was known as witcher armor, and there were 5 different levels to each of them, ranging from basic to grandmaster. You'd get the basic between levels 10 to 20 and every 7 or so levels you could go and get a quest to get the next set of crafting diagrams and upgrade your armor. Not sure why something like that isn't in the game.
I'm sure things like that will be added in free DLCs in the future.
[Reply]
keg in kc 11:11 PM 01-03-2021
As of a day or so ago the CDPR website still had dlc listed as coming "early 2021". So it's possible we're going to see something other than bugfixes in the next couple months.
[Reply]
Sassy Squatch 10:14 PM 01-05-2021
Man, that The Hunt mission is something else.

Spoiler!

[Reply]
Beef Supreme 05:16 PM 01-08-2021
Nexus Mod for better vehicle handling. There are 3 versions to suit your taste. I am trying version 3 atm and it is mucho bueno.

https://www.nexusmods.com/cyberpunk2077/mods/210

Also, better mini-map mod. Zooms out when you enter a vehicle. You can set how far it zooms out.

https://www.nexusmods.com/cyberpunk2...ab=description
[Reply]
eDave 02:03 PM 01-09-2021
GTA 5 Cyberpunk Mod is great:



https://www.gta5-mods.com/maps/grandcyberpunk-ymap
[Reply]
Sassy Squatch 06:35 PM 01-13-2021
Their explanation for why the launch went down the way it did. Sounds like DLC is on the back burner for the time being.

https://www.cyberpunk.net/en/news/37298/our-commitment

FAQ



Q: Why is there such a gap between PC versions of Cyberpunk 2077 and old-gen consoles?

A: Cyberpunk 2077 is huge in scope, it features a multitude of custom objects, interacting systems and mechanics. In the game, everything is not stretched out over flat terrain where we can make things less taxing hardware-wise, but condensed in one big city and in a relatively loading-free environment. We made it even more difficult for ourselves by first wanting to make the game look epic on PCs and then adjusting it to consoles — especially old-gens. That was our core assumption. And things did not look super difficult at first, while we knew the hardware gap, ultimately, time has proven that we've underestimated the task.



Q: What was the main issue that made development for consoles that difficult?

A: The main culprit was having to constantly improve our in-game streaming system for old-gen consoles. Streaming is responsible for “feeding” the engine with what you see on screen, as well as the game mechanics. Since the city is so packed and the disk bandwidth of old-gen consoles is what it is, this is something that constantly challenged us.



Q: Didn’t you test old-gen consoles to keep tabs on the experience?

A: We did. As it turned out, our testing did not show many of the issues you experienced while playing the game. As we got closer to launch, we saw significant improvements each and every day, and we really believed we’d deliver in the final day zero update.



Q: Why was there a gap between PC and console reviews?

A: We started sending out PC review keys to start the review process in the first week of December. Come December 10th, launch day, we had a really good start with PC reviews, and while it’s not perfect, this is a version of the game we were, and still are, very proud of. When it comes to the review process for consoles, at the same time PC codes were sent out we were still working hard to improve the quality of the game on old-gen consoles. Every extra day that we worked on the day zero update brought visible improvement — that’s why we started sending console codes for reviews on the 8th December, which was later than we had planned.



Q: What have you done since launch to make the game better?

A: Our top priority since launch has been to fix bugs in Cyberpunk 2077. We have already released three hotfixes which have improved the game, but these are just the beginning.



Q: What are you going to do going forward to fix Cyberpunk 2077?

A: We are focused on fixing the bugs and crashes players are experiencing across every platform. You can expect more in the way of patches — both small and large — to be released regularly. The first update will drop in the next 10 days, and it will be followed by a larger, more significant update, in the weeks after. Our plans for supporting Cyberpunk 2077 in the long-term are unchanged, and we will continue to introduce updates and patches to give all players across all consoles and PCs a better experience with the game.



Q: You have said there would be free DLC for the game in ‘early 2021’, will this be impacted by improvements?

A: We’re still planning on releasing free DLC for the game, just like with The Witcher 3. However, we have decided that our priority is working on the most important fixes and updates. We will be releasing free DLC afterwards — we’ll have more to say about that in the coming months.



Q: When can we expect the next-gen update for Cyberpunk 2077?

A: For those who are playing the game on next-gen consoles via backwards compatibility, we are planning the free, next-gen update for Cyberpunk 2077 on Xbox Series consoles, and PlayStation 5, this year. We’re aiming for the second half of the year and we’ll reveal more when we have more to share.



Q: Are you making the team crunch to work on the patches?

A: The team is working to bring relevant fixes to the game without any obligatory overtime. Avoiding crunch on all of our future projects is one of our top priorities.



Q: When is the game coming back to PlayStation Store?

A: We are working on fixes and updates, and are working with Sony to bring Cyberpunk 2077 back to PlayStation Store as soon as possible.



Q: What is the status of the Help Me Refund initiative?

A: The initiative is progressing according to plan and we just sent out the first wave of reimbursements.
[Reply]
Page 27 of 32
« First < 172324252627 28293031 > Last »
Up