It's actually not that bad, but frankly worse than most competent FPS I've played. The feedback and sound design of the guns is average, the AI is terrible. The hitboxes are off. The reload animations are jilted. And the zoom-in focus is stilted.
A: Police are a bad example. Normal people don't pack around riot shields.A: The police
B: Trauma team.
Per the Protect and Serve supplement for the table top game they list a police riot shield :
POLICE ISSUE RIOT SHIELD 150eb (180eb w/optlon) Designed with the defense of riot police in mind, the Riot shield is a full-length plastic barrier (SP=15), intended to protect the officer from attack. The center of the shield has a built-in Militech Taser for contact subdual. The most interesting feature of the shield is the optional strobelight built into the face some six inches from the top. When activated, those directly in front of the light must make a REF save to shield their eyes; failure means aBOD save or become stunned for 1d6 combatturns, incapable of any but the most basic actions. The shield's battery has enough power for 10 pulses.
See below (Polygons article on cyberpunk 2077):
Cyberpunk 2077: Everything we know
Welcome to the retro-futuristic streets of Night Citywww.polygon.com
View attachment 11274646
You should just put target analysis in your optics instead of wasting mod slots on your guns.I think that the combat system in general is great, keeping in mind that it's supposed to run on old gen. As a former console player (my first console was a Sega Mega Drive, then I've owned a Gunpei Yokoi Game Boy, a Nintendo64, a Sega Dreamcast, and a Sony Playstation2), I understand that there has to be some sort of middle ground when it comes to optimising graphics and/or engine threads, otherwise you would be developing two entirely different games, which obviously is not efficient. However, I think I'm an enthusiast, because I always want to squeeze the most performance out of my hardware possible. (In the past, I've uploaded a guide for optimized settings for The Witcher2, installed on a 2011 MacBook Pro, without Bootcamp.) I'm currently playing on a much more powerful system, and since patch 1.21, I can say that I don't have any issues with latencies anymore. However, I still believe that there's quite a lot of headroom for modern hardware...
Post automatically merged:
BTW I put PAX on all of my weapons if possible, 'cause I'm a pacifist.
Sometimes, target analysis could be annoying :You should just put target analysis in your optics instead of wasting mod slots on your guns.
Yeah, but if they're a pacifist, which begs the question why even play these kinds of games, then the headshot bonus and all that won't matter.Sometimes, target analysis could be annoying :
- Headshots do not deal additional damage.
- Smart Weapons primarily target limbs
So you can "loose" all headshot bonus. like a "big" x6 on an overture... or the +50% from trajectory analysis (PAX don't affect headshot bonus)
And all smart weapons could become very unefficient (hard to target limbs when enemies are behind cover).
And it affect all your weapons, so you can't have lethal and non-lethal weapons at the same times.
So I always prefer Pax to target analysis
It matter if you want a "stealth silenced" overture for exampleYeah, but if they're a pacifist, which begs the question why even play these kinds of games, then the headshot bonus and all that won't matter.
A: Police are a bad example. Normal people don't pack around riot shields.
B: What does TT have to do with halo? They don't have regenerating shields.
hum... wait, interesting question...Stealth is mainly unnecessary, so why waste your time?
If you're getting hit behind cover, they're most likely using a smart weapon. A shotgun can still hit long distance, it's just far less lethal because the shot has had so much time to spread out."WHAT PLAYERS THINK OF COMBAT SYSTEM AND DIFFERENT CLASSES OF FIREARMS?"
Think the battle system is good enough, but would wish the delay between a target getting hit, and its reaction thereof, to be removed entirely.
Also find that civilian NPCs in "get down" pose, should come out of "get down" pose, and carry on normally, when combat state ends.
Would find it interesting if sword wielders could deflect bullets, and even slice your firearm in two on "Very hard" difficulty.
(Wushu Dolls don't know duel wield skills!?)
Love the firing sound of the Grad. Get a kick outta that every time.
Find, the effective range of shotguns needs to be reconsidered. I mean, if V gets fired upon by a shotgun wielder from over 60m away, and actually being hit while behind full cover..., yeah that, to my accounts serves a reevaluation.
The rate of fire of the HMG could also be raised, although, more times then not, when the game loosens up, it does fire a hell of a lot faster. Have to monitor it some more to see exactly what that depends of.
Would find it interesting if sword wielders could deflect bullets, and even slice your firearm in two on "Very hard" difficulty.
(Wushu Dolls don't know duel wield skills!?)
The deadpool one seem better (love it^^)For me I would only like this if it only worked one bullet per .5 second (or so). Thus a revolver may get all the rounds deflected but not all from a shotgun or chain gun.
Like this (still getting shot by some rounds):
But NOT like this (like a magic force field ):
That's not feature we got but I must admit I have thought this a lot. Not going to happen as they chose to go with inflation based character progression (I believe level scaling is correct term) and it's hugely popular since I think game the Borderlands. I'm on Xbox One X but for PC someone should really try to make this kind of mod.Personally I feel the entire firearms setup is flawed from the start. All weapons should have had a base damage value that never changes throughout the game. Various add-ons to increase damage but limited. A run of the mill 9mm is never going to have the stopping power of a 50cal nitro express. There should of been a vastly larger selection of bullet types, from your basic lead slug to programmable uranium tipped heat seeking hollow point that only fit specific weapons, not every pistol using the same ammunition and magically becoming guided just because the weapon is.
Just because my character is level 50 shouldn't make a crappy bullet hit any harder than when they were level 1.
I can't comment about first person shooters, I played through new Wolfenstein games about a year ago and on 2020 I tried game called the Prey but gave up on that after few hours. Just wasn't for me.It's actually not that bad, but frankly worse than most competent FPS I've played. The feedback and sound design of the guns is average, the AI is terrible. The hitboxes are off. The reload animations are jilted. And the zoom-in focus is stilted.
Creators of game has decided that these features are available to players. Half of the Cool skill tree is named Stealth.Yeah, but if they're a pacifist, which begs the question why even play these kinds of games, then the headshot bonus and all that won't matter.
Stealth is mainly unnecessary, so why waste your time?
One of the most used shotguns by enemy NPC's is IIRC DB-2 Satara, which is a Tech shotgun.Find, the effective range of shotguns needs to be reconsidered. I mean, if V gets fired upon by a shotgun wielder from over 60m away, and actually being hit while behind full cover..., yeah that, to my accounts serves a reevaluation.
My educated guess to shields, even though you mentioned them being a feature in tabletop game, is Tech weapons in CP2077. My train of thoughts is that if player and NPC's had access to shields, there were no real reason for players but to use Tech weapons.You asked who had shields, I answered. Gezzeeeusss, all I said was I wish they had a shield players could use. If you do not like them do not use them. Same reason I never use the harley quinn ridiculously large hammers in all the games.
How do players feel about combat and weapon / weapon classes (pistols, shotguns, submachine guns, rifles, etc.)?
I think guns in general work okay in CP2077. They fulfill their function and different weapons work decently differently. Biggest issue with guns is the stupid level-based system which makes for stupid unrealistic combat when a civilian without any cyber gets a volley to the head and is okay with it.. But levels f up everything equally.
Guns however remind me of the weapon room in V's apartment, where I can't fill the slots on the wall unless I invest heavily into tech, so I could craft said weapons. Either that or its just bugged like everything else. I would prefer to fill said wall with weapons of my OWN choosing.
My train of thoughts is that if player and NPC's had access to shields, there were no real reason for players but to use Tech weapons.