2.0 Non-lethal is now impossible

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Its a weird decision? Now if you plan to hide a body in the trashcan you have to kill that person instead of just making them faint and putting them there??
And the monk mission still there with the optional objective of non lethal, instead of removing features try to embrace it and add more quests with this approach, let people deal with Choice and Consequence for not going lethal or going lethal, Christ CDK forgot what is an RPG after Witcher 3?
 
Its a weird decision? Now if you plan to hide a body in the trashcan you have to kill that person instead of just making them faint and putting them there??
And the monk mission still there with
Is that so? That's funny. NC's containers are so filthy that ppl will get in them only if they are dead.
 
Its a weird decision? Now if you plan to hide a body in the trashcan you have to kill that person instead of just making them faint and putting them there??
And the monk mission still there with the optional objective of non lethal, instead of removing features try to embrace it and add more quests with this approach, let people deal with Choice and Consequence for not going lethal or going lethal, Christ CDK forgot what is an RPG after Witcher 3?

the funny part , some game mecanics on IA 're reomeved or its a crazy bug
at the early stage of the game , one the first contrat its to pick an eye ( the one task on the small diner )
usually on 1.63 if you go by the door behind , with non lethal way , knock down the 3 ennemy garding the room ( the one with the computer , and we can read some info to get the option then to blackmail the barman )
if you don't hide the corps , the barman alert the guard on the main room
this time on patch 2.0 , he just walk and dont even bother with all the 3 guard on the floor xD
 
Its a weird decision? Now if you plan to hide a body in the trashcan you have to kill that person instead of just making them faint and putting them there??
It's not new, if you put corpse in a container, no matter if the dude is dead or unconscious, the game always considered this dude as dead since release :)
I see. Well, it looks like we are in the lands of talk about our pastimes. See, it's a bit offputting for other parties when their accounts are straight-out denied. There is the option to explore them, or take them in as odd things that may have even been game issues.

Let's say that, at some point, convincing one single person that I struggled to keep cyberpsychos alive till I had the Kiroshi mod slotted in just isn't worth it.
I didn't try to convince anyone, it's just my experience :)
I remember at time (pre 1.5) when you could kill cyberpsychos rather easily. But since 1.6 (I think), I didn't really struggle to keep them alive no matter the weapon I used.
 
And on top of that all iconic weapons become unusable too, since they cannot be modded. Way to ruin the game and force everyone into the same play style.

You still have non-lethal quickhacks, melee, and stealth takedowns. I don't mind the changes to weapons since non-lethal guns are an oxymoron. Unless you're shooting someone with BB pellets they probably aren't going to survive being shot multiple times.
With the removal of breach protocol, the addition of level scaling and general quick hacking nerfs, going non-lethal netrunner is much harder as well.
 
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A bit related to the topic but I just performed a lethal/non-lethal takedown in the cyberpsycho Mox that is holding hostage Regina contact. I don't remember you being able to do that or its because I have Body score 20?

Also given the game didn't expect you to do a non lethal takedown the game thinks she is dead :shrug:
 
I didn't try to convince anyone, it's just my experience :)
See, from the wording it should be clear I am talking about me and not you. For avoidance of any doubt, I can alter it to reason with [smb.].

With that

Let's say that, at some point, reasoning with one single person that I struggled to keep cyberpsychos alive till I had the Kiroshi mod slotted in just isn't worth it.

I remember at time (pre 1.5) when you could kill cyberpsychos rather easily. But since 1.6 (I think), I didn't really struggle to keep them alive no matter the weapon I used.
Maybe I remember my third gameplay pains for most of it. But not all.

I am positive at least the heavy-tech Cyberpscychos were prone to ... blowing up on themselves on the last shot? Something like that, and I had to use lower-grade weapons to stand a chance of getting them alive. It's Cyberpsycho Sighting: The Wasteland and Cyberpsycho Sighting: Discount Doc. If I were to guess, it might be down to mods and perks if not something else.
 
I am positive at least the heavy-tech Cyberpscychos were prone to ... blowing up on themselves on the last shot? Something like that, and I had to use lower-grade weapons to stand a chance of getting them alive. It's Cyberpsycho Sighting: The Wasteland and Cyberpsycho Sighting: Discount Doc. If I were to guess, it might be down to mods and perks if not something else.
I think that I some point (not sure when) they add the same behavior as some Bosses like Oda or Sasquatch. They can't die directly and fall inconscious. But it doesn't prevent you to kill them by mistake by hiting them just after the "last hit" (I already killed Oda by hiting him during his "knock out" animation^^)

I think the easiest to try it's the guy at Wellspring (Letter Of The Law). He's (was maybe) very weak and I was able to one shot him (head shot) with my Overture in stealth (no PAX or non-lethal cyberware). He was unconscious and alive, despite of the huge amount of damages he received right in the head. Regular enemies would have their head blowed up :)
 
Having a "mod" that makes your sniper rifle non-lethal always seemed like a makeshift solution. The game should have had dedicated non-lethal weapons.

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I think that I some point (not sure when) they add the same behavior as some Bosses like Oda or Sasquatch. They can't die directly and fall inconscious. But it doesn't prevent you to kill them by mistake by hiting them just after the "last hit" (I already killed Oda by hiting him during his "knock out" animation^^)

I think the easiest to try it's the guy at Wellspring (Letter Of The Law). He's (was maybe) very weak and I was able to one shot him (head shot) with my Overture in stealth (no PAX or non-lethal cyberware). He was unconscious and alive, despite of the huge amount of damages he received right in the head. Regular enemies would have their head blowed up :)
I distinctly remember trying on repeat not to kill those two, and had to switch to less powerful common weapons or something.

Don't doubt my skill, I could prolly pwn you in games like R6S. ;)
 
Having a "mod" that makes your sniper rifle non-lethal always seemed like a makeshift solution. The game should have had dedicated non-lethal weapons.

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There are non lethal weapons, available from the very start of the game that you can buy from the same guy that gives you the boxing quests. The shock batons have always dealt non lethal damage and are what I have used to take down every cyberpsycho since the games launch on 4 separate playthroughs.
 
There are non lethal weapons, available from the very start of the game that you can buy from the same guy that gives you the boxing quests. The shock batons have always dealt non lethal damage and are what I have used to take down every cyberpsycho since the games launch on 4 separate playthroughs.
Mele weapons work the same way as pistols. You inflict damage which incapacitates the opponent and if you keep going it kills them. It's confusing, it's easy to kill the opponent accidentally. People dying after being hidden in the containers was also against established game tropes and was not conveyed to the player. "Optical mods" are a prosthetic for a dedicated range tranquilizer weapons. Even with the "non lethal" mod (how are they suppose to work anyway?) you still could kill enemies non willingly. Stealth was an afterthought in Cyberpunk and I hope it's better in the sequel.
 
I intend to use Skippy in non-lethal mode for cyberpsycho quests in 2.0. It makes sense, since the gun belongs to Regina and she is committed in rescuing these people.
 

Jeyl

Forum regular
I'm currently playing the game and are well into Act II right now and this is what I've gathered in regards to how 2.0 handles non-lethality differently.

A. 'Target Analysis'.​
This mod could easily be obtained during Act 1 either through random drops from mobs, or purchased from Vic once he was paid off. You could keep this one mod throughout the whole game since it could be easily purchased and implemented into newer optics. There is no 2.0 equivilant.​
B. Looted weapons having pre-installed mods.​
I looted a very nice stun baton from one of the Cyber Psychos, but had it's one slot taken by the new 2.0 'lethal mod' for blunt weapons. With the 2.0 update, once a mod is installed into the weapon, it cannot be removed or replaced. This means that any iconic weapon you're waiting for that plays heavily for your playstyle could be permanently locked off from being non-lethal.​
C. Limited Slot Availability.​
Despite non-lethal mods like PAX being made available the moment you start Act 1, there are no weapons available with slots that you could apply the PAX mod to. All melee weapons from Tiers 1-2 have no slots at all and ranged weapons only have barrel and scope mods. So even though PAX is available to buy the moment you start Act 1, you aren't able to use it on anything.​
D. You cannot craft a Tier 1 PAX mod.​
While you can upgrade PAX mods to a higher tier by combining two of them, there is no way to craft the first Tier on it's own. This means that PAX mods have to be bought multiple times in stores that normally only offer one at a time. So when you take the amount of PAX mods you'll need to upgrade to the highest tier, you're still left with one PAX Tier 4 for one weapon. And even if you craft the Tier 4 PAX, you'll probably not going to use it until you get the perfect weapon drop that will actually have an unused mod slot!​

So here are my ideas on how this could be rectified in either future updates or through mods.

1. Give every weapon in every tier at least one empty mod slot. Even if we can only buy one PAX a day from a vendor, this would do so much to allow players the chance to play the game the way they want to from the start of Act 1. And having a free mod slot in every weapon would also encourage players to play around with different varieties instead of being stuck with just one. This would also help with immersion because why would stores sell weapon mods that you cannot use on any of the weapons they're selling?!​
2. Allow mods to be removed and/or replaced. If you try to remove a mod from the used slot that the PAX mod would fit into, you are greeted with a "This Action is blocked' prompt. This prompt has me convinced that the inability to remove and/or replace an installed mod was actually an oversight. For those who haven't played CP77 pre-2.0, you actually had to have a perk that would allow you to remove mods safely from an item that allowed you to use them again (Or in some cases, get a specific mod for the first time). One thing that definitely would not help this game is the constant reloading of looting a mob in order to get a weapon that has an empty slot.​
3. Go for a true 'Target Analysis' equivalent. A new purchasable optic cyberwar that renders all your weapons non-lethal? That was initially what I thought happened when I realized Vic had nothing to trade. I almost didn't care what stats I was sacrificing because I all I wanted was something that allowed me to go non-lethal.​

What do you think?
 
Having a "mod" that makes your sniper rifle non-lethal always seemed like a makeshift solution. The game should have had dedicated non-lethal weapons.
My head canon was always that projectiles were shooting tranquilliser darts, while tech weapons were distant electrical-stun guns.
 
Just carry a pistol and shoot limbs, it non lethal. There also the non lethal mod still in the game. This is just an issue of you not experimenting, as the feature is still live and well in game.
 
Just carry a pistol and shoot limbs, it non lethal. There also the non lethal mod still in the game. This is just an issue of you not experimenting, as the feature is still live and well in game.
And then you accidentally shoot them in the head. The current system is OK for people who only bother with Non-Lethal for mission objectives. I was doing a 100% non-lethal play through and now they've made it a pain. Also all my Iconic weapons are now unusable.
 
And then you accidentally shoot them in the head. The current system is OK for people who only bother with Non-Lethal for mission objectives. I was doing a 100% non-lethal play through and now they've made it a pain. Also all my Iconic weapons are now unusable.

If you are accidentally shooting people in the head that is a skill issue. Use the pax mod. Iconic weapons usually come with mod attachments already baked in them, or/ and you can add scopes and muzzles.
 
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