How do players feel about combat and weapon / weapon classes (pistols, shotguns, submachine guns, rifles, etc.)?
There's some conflicting information about how combat works and I wonder how much confirmation bias has to do with that. Further I have been thinking about conversation in other topic which prompted more questions. For me weapon classes work and I have been able to find a right weapons to do my playing style and also mixing things up a bit. I'm not interested about having entirely new features such as different ammo types but wonder what could be done with what there's in game now.
This is not a suggestion but I hope players would share their thoughts in context of what is above.
Silenced weapons / stealth.
While silenced handguns work very well in single headshot elimination, there are factors that could be perhaps improved.
Noise
Silenced handguns:
Weapon noise: Missing a shot from relative far distance should not alert enemies, unless...
Bullet: missed bullet going near enemy NPC causing pressure wave that can be felt, bullet hits hard surface or other objects causing noise that can be heard by enemy NPC's. For example, even if bullet hits a wall far from intended target, there might be other enemy NPC's near that wall alerted by noise.
Silenced submachine guns:
Thinking two power SMG's, Darra Polytechnics DS1 Pulsar and Militech M221 Saratoga, with fire rate of 8.89 for Pulsar and 6.90 rounds for M221, even with M221 that would leave 0.14 seconds for reacting to first bullet and 0.28 secs when second one hits and 0.42 secs for third.
I tried looking up information regarding detection time and found out only that detection time gets shorter by difficulty level, not exact time in seconds. That leaves rest of this a bit difficult to debate but: If silenced SMG should be powerful enough to eliminate enemy with two headshots (0.28 secs window) or even with 3 shots in case of M221 without alerting rest of enemies and with related damage perks, also regarding taking advantage of cover and Skull Skipper (Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times).
Silenced submachine guns would be intuitive choice for ranges between a pistol and assault rifle as typically lower caliber is associated with bullets not penetrating enemy target completely (and causing noise, hitting another NPC).
Silenced assault rifles:
AFAIK there's only one silenced weapon that can headshot high level enemy NPC's from far distance and that's Ajax assault rifle obtainable only by crafting.
There's couple of things with that making that bit unintuitive choice. First, assault rifles and high caliber sniper rifles tend to be suppressed rather than silenced. I don't know if there's international consensus about terms but suppressing sound doesn't usually mean silenced, but that it makes it difficult to locate where sound of shot came from.
Second, while it makes sense such technology to exists in CP 2077 universe, silencer with assault rifle is doing quite a few things, also reducing velocity of bullet to level where it doesn't break the sound barrier
Third, I don't know if silenced assault rifle shots do penetrate enemy NPC or not. With assault rifles and sniper rifles, intuitive way to think of them is that bullet is likely to penetrate target completely. What that means for stealth, is that while enemy is single shotted, bullet might still hit solid object causing noise or other NPC.
Silenced sniper rifle, custom (Overwatch):
There's only one silenced sniper rifle in game. Overwatch has built in silencer but silencer doesn't appear to be working, at least all the time. I have read conflicting reports from here and LowSodiumCyberpunk regarding that.
With Overwatch similar questions regarding silencing it apply as with silenced assault rifles, but description says silenced so there it is. However feature isn't working which leads to other thoughts:
SMG:s still have utility especially for low Body characters as they are lighter than assault rifles. SMG's can be great backup but I'm uncertain, if there's gameplay scenario where silencer with them has practical value in gameplay terms.
I might be wrong with details here, so I would like to know what people think and if there's something that could be made to feature suggestion.
There's some conflicting information about how combat works and I wonder how much confirmation bias has to do with that. Further I have been thinking about conversation in other topic which prompted more questions. For me weapon classes work and I have been able to find a right weapons to do my playing style and also mixing things up a bit. I'm not interested about having entirely new features such as different ammo types but wonder what could be done with what there's in game now.
This is not a suggestion but I hope players would share their thoughts in context of what is above.
Silenced weapons / stealth.
While silenced handguns work very well in single headshot elimination, there are factors that could be perhaps improved.
Noise
Silenced handguns:
Weapon noise: Missing a shot from relative far distance should not alert enemies, unless...
Bullet: missed bullet going near enemy NPC causing pressure wave that can be felt, bullet hits hard surface or other objects causing noise that can be heard by enemy NPC's. For example, even if bullet hits a wall far from intended target, there might be other enemy NPC's near that wall alerted by noise.
Silenced submachine guns:
Thinking two power SMG's, Darra Polytechnics DS1 Pulsar and Militech M221 Saratoga, with fire rate of 8.89 for Pulsar and 6.90 rounds for M221, even with M221 that would leave 0.14 seconds for reacting to first bullet and 0.28 secs when second one hits and 0.42 secs for third.
I tried looking up information regarding detection time and found out only that detection time gets shorter by difficulty level, not exact time in seconds. That leaves rest of this a bit difficult to debate but: If silenced SMG should be powerful enough to eliminate enemy with two headshots (0.28 secs window) or even with 3 shots in case of M221 without alerting rest of enemies and with related damage perks, also regarding taking advantage of cover and Skull Skipper (Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times).
Silenced submachine guns would be intuitive choice for ranges between a pistol and assault rifle as typically lower caliber is associated with bullets not penetrating enemy target completely (and causing noise, hitting another NPC).
Silenced assault rifles:
AFAIK there's only one silenced weapon that can headshot high level enemy NPC's from far distance and that's Ajax assault rifle obtainable only by crafting.
There's couple of things with that making that bit unintuitive choice. First, assault rifles and high caliber sniper rifles tend to be suppressed rather than silenced. I don't know if there's international consensus about terms but suppressing sound doesn't usually mean silenced, but that it makes it difficult to locate where sound of shot came from.
Second, while it makes sense such technology to exists in CP 2077 universe, silencer with assault rifle is doing quite a few things, also reducing velocity of bullet to level where it doesn't break the sound barrier
Third, I don't know if silenced assault rifle shots do penetrate enemy NPC or not. With assault rifles and sniper rifles, intuitive way to think of them is that bullet is likely to penetrate target completely. What that means for stealth, is that while enemy is single shotted, bullet might still hit solid object causing noise or other NPC.
Silenced sniper rifle, custom (Overwatch):
There's only one silenced sniper rifle in game. Overwatch has built in silencer but silencer doesn't appear to be working, at least all the time. I have read conflicting reports from here and LowSodiumCyberpunk regarding that.
With Overwatch similar questions regarding silencing it apply as with silenced assault rifles, but description says silenced so there it is. However feature isn't working which leads to other thoughts:
- Description meant to say suppressed instead of silenced, but that wouldn't achieve anything as AFAIK there's no known difference at the moment at least, between silencing and suppressing that would make practical difference to NPC reactions.
- Is Overwatch working as intended regardless of what description says?
SMG:s still have utility especially for low Body characters as they are lighter than assault rifles. SMG's can be great backup but I'm uncertain, if there's gameplay scenario where silencer with them has practical value in gameplay terms.
I might be wrong with details here, so I would like to know what people think and if there's something that could be made to feature suggestion.
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