2.0 Non-lethal is now impossible

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Jeyl

Forum regular
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.
That is not as simple as you make it seem. First, you need a gun that shoots only bullet per trigger pull, not a burst or automatic. If you get more than one extra shot in after the NPC goes down, they're dead.
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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.
Using PAX in weapons would be great... but weapons generally don't have an open mod slat until Tier 3 which first happened for me at level 21 while I was well into act 2.
 
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.
I WAS using Pax mod on every single weapon, until they ruined modding. I cannot use PAX mod on iconics any more, I cannot upgrade regular weapons, so I have to keep replacing them constantly, I cannot extract my PAX mod, so I have to go out of my way to farm them.

I swear it's like it was designed by an MMO designers who only knows grind and not how to allow fun. There was no need for these changes and there is no excuse.
 
I just don`t over think, when i`ve been wanting to not kill in this run I just either use stealth and takedowns, or keep an eye on the enemies health so i don`t finish them with anything other than a quickhack or a falcon punch.

Just curious but what's the motivation in playing non-lethal?

Mostly if not entirely just roleplay for me :LOL: , some I don`t think they have done enough to die or I just don`t know enough about them... but others like the scavs, I go full Hotline Miami on them. It kind of make more rewarding those moments of psycho venting for me xD
 
Just curious but what's the motivation in playing non-lethal?
To role-play something other than a raging maniac that deserves to be put down himself. That is often the problem with video game stories. We murder 50,000 henchmen than we get a story choice of sparing the big bad boss and we pat ourselves on the back for doing a "Good playthrough". Yeah.... no.

If a video game allows me to value human life, I will play that way. Cyberpunk did allow that, but now they made that significantly harder and more limited.
 
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Using PAX in weapons would be great... but weapons generally don't have an open mod slat until Tier 3 which first happened for me at level 21 while I was well into act 2.

I didn't even think of this, have been using older levelled chars so didn't think about the start of the game. It's definitely a problem when added to the non-use of iconics and how hard it is to even find a single pax mod in shops so hopefully it'll be sorted out in a patch. If not maybe modders can just replicate target analysis or something, or at least allow for the mod slots we need. Console gamers aren't going to have that though so am still hoping CDPR change it so that both console and pc have an easy solution for it.
 
Just curious but what's the motivation in playing non-lethal?
For me personally it's story, challenge and an added nuance to stealth.
  • Story because both the consequences and NPCs themselves wonderfully react to the non-lethal playstyle. A vast majority of the missions just say kill the target, but sparing them and sneaking around unlocks secret outcomes and dialogue options which are not available if the player just follows the objectives.
  • Challenge because a non-lethal stealth playthrough is a bit hard, but extremely rewarding. It takes some planning to execute properly, but the rewards are fantastic at the end of it.
  • And nuance to stealth. Remaining undetected it becomes a very intricate game having to deal with entire locations without ever spilling any blood while remaining fully undetected. It's satisfying to not be a bloodthirsty maniac in a city where everyone kills each other without a 2nd thought.
Ultimately it's so satisfying to play. It's why I also love Dishonored series very much. Lethal/non-lethal and loud/stealthy playstyles, but non-lethal stealth is where the game truly shows its deeper nuance and elevates it into something more. Goes from an action game to a sort of spy-thriller in a sense.
 
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.
And yet cops cam survive barrage of bullets from Defender at close range.
To the face no less .
 
Yeah this seems a bit messy now. You still get the message about "non lethal gameplay" and "weapons being marked as non-lethal" when you pick up the Cyberpsycho quest, but none of the weapons (like batons) seem to be marked as non-lethal any more, and I just bonked a psycho to death with a baseball bat, which, so far as I recall, used to be non-lethal in 1.63.

The mechanic seems to have changed from "putting a mob down with a non-lethal weapon" is fine regardless of hp, to "you have to leave a 1hp sliver otherwise it's lethal." I dunno, it's weird and not as intuitive as it used to be, anyway.

IOW, whatever the cause, it was easy to "gently" put cyberpsychos down with a baseball bat in 1.63 and before, now it doesn't seem to be easy any more. I guess fists are the only easy option now?
 
they even remove dialog from fixer when doing a jobs by killing all targets xD
I can confirm they didn't, as I got that exact kind of dialogue last night. Personally, I have no problem not being lethal in 2.0. Without even trying and going in guns blazing, I still end up with at least half enemies being knocked down but not killed.
 
Well, it seems that the problem is not just with the Non-Lethal mods in general, there is actually no upgrade or mod for optical cyberwares. For some reason Vic still sell them (I paid for them, and the new optics, and saved the game, to then notice that I had no way to mount them in the Tier 3 Kiroshi optics), but they cant be used. All the optical mods like Threat Detector, Explosions Rage, Target Analyzer and Weak Spot Detector and the other for the Ricochet chances are simple useless, there is no menu to install them, not even at the Ripperdoc, and I havent found a way to sell them either, they dont show up in the inventory... Seems like a remanent from the old scrip.

If anyone can find a way to use them, let me know.
 

Jeyl

Forum regular
Seems like a remanent from the old scrip.

If anyone can find a way to use them, let me know.
There are none. This change completely scrapped the optical modifications. I started a new game, paid off Vic and found out he doesn't sell anything. He's usually my go-to for the Target Analysis mod but now he's strictly a ripper.

I can also confirm that ALL ICONIC WEAPONS are locked out of PAX mods. Not a single iconic weapon has those types of mod slots in them. I thought upgrading a Tier 2 quality iconic weapon would apply a slot or two once it went up to maxtier, but no luck. Nothing in regards to slots changes when they upgrade.

Now I'm wondering if the mod that used to convert every item in your inventory into legendary items while also giving them all the slots it could hold would still work.
 
Can't you just visit a few gun stores and buy the mods?
And also, even with "lethal" weapons enemies usually don't die if you don't "overshoot"
 

Jeyl

Forum regular
Can't you just visit a few gun stores and buy the mods?

It doesn't matter if a store sells a PAX mod or not. If the weapon has no mod slots to put a PAX mod into, it can't be made non-lethal.

And also, even with "lethal" weapons enemies usually don't die if you don't "overshoot"

Maybe if you like shooting at legs all the time, but all you're doing is limiting the game play style. And what if players want to play with the cyberwar weapons but also not kill anyone? That's not possible now. All the cyberwar weapons like the Monowire, Mantis Blades and the Projectile Launch System have had their modification slots removed, which means the tranquilizer dart modification for the Projectile Launcher System is gone.
 

Jeyl

Forum regular
Anyone having issues with the Achilles Tech Precision Rifle being non-lethal? I applied a PAX to one of them and 9 times out of 10, the person I bring down dies. Blood puddle, dismemberment and all. Since the Achilies has been one of the rare guns I actually used in previous game plays, I know that they could absolutely be 100% non-lethal if you had Target Analysis or a PAX applied to it. Even firing at close range with a full shot.

*CORRECTION*

Nevermind. Even without the CHAIN LIGHTNING perk, this weapon is still acting like a shotgun dismembering whatever foe you bring down.
 
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Anyone having issues with the Achilles Tech Precision Rifle being non-lethal? I applied a PAX to one of them and 9 times out of 10, the person I bring down dies. Blood puddle, dismemberment and all. Since the Achilies has been one of the rare guns I actually used in previous game plays, I know that they could absolutely be 100% non-lethal if you had Target Analysis or a PAX applied to it. Even firing at close range with a full shot.

*CORRECTION*

Nevermind. Even without the CHAIN LIGHTNING perk, this weapon is still acting like a shotgun dismembering whatever foe you bring down.

Ironically, I added PAX to a shotgun thinking it would be a fairly safe way to do non lethal mid-range takedowns without having to get up close and personal. The shotgun, which is listed I think at about 240 damage, now does zero damage.
And I guess we can say it worked, I mean the shotgun is definitely not lethal.
Waste of my pax too, now that I know how much of a pain it's going to be for me to get more, and I can't remove a mod.
 
I'm so confused by so many posts on here. The only 'Lethal' hacks are ones that clearly kill like Synapse Burnout, Grenade Detonation, and Commit Unalive. Overheat, Short Circuit, and Contagion do not kill.

It's also not that difficult to just buy a PAX off the vendors and slap it into your weapon. I've found it's best to get a normal playthrough passed "The Heist" without resetting your attributes and then saving either after the Tom's Diner incident and using that for build starters rather than the base start since honestly, nothing matters or is useful until after The Heist when the whole map is open when you can actually buy a lot of the base weapons and mods that enable builds. Of course, the 2nd Ammendment in V's building sells PAX. You may need to day skip to get it on there, but it will be on there and mods are not expensive enough for you to be truly affected if you vendor guns more often than scrapping them ( components are useless early on tbh unless you're doing Tech to 20 first and get the perks that make upgrading cyberware useful with more stats and choosing the stat group).

So, you just get PAX from what's his name at the Megatower where you live or use Short Circuit and Overheat. Cyberpsychos don't die even to lethal damage and even Finishers unless you swing at them again. That was a change made ages ago. Honestly, it's easier to do a non-lethal playthrough than it is a lethal one for me given I love the blunt melee weapons like Sir John ( Quake is hilarious with it) and it being difficult to get hacks that actually kill without spending tons of RAM like Synapse that costs a ton of RAM or the Ultimate hacks that cost a lot (though a neat trick is Detonate Grenade at Legendary with Contagion at at least Epic to cause explosion on burning and then use Shingen Mark V to burn. Explosions caused by this trigger the reduction from Detonate Grenade).
 

Jeyl

Forum regular
It's also not that difficult to just buy a PAX off the vendors and slap it into your weapon.
You can't just slap a PAX mod onto any weapon. The weapon has to have a specific slot in order to fit it. Scope and Sight slots cannot be fitted with PAX.

And as I've mentioned in earlier posts, Tier 1 and 2 weapons do not have slots that accommodate the PAX mod. Plus stores usually only carry one PAX mod and do not restock them, forcing players to be extra picky on whether they should apply it to the first weapon that allows for a PAX mod, or save it so they can continue upgrading it to it's top tier rating and apply it to a higher level weapon. Once you apply a PAX mod you cannot remove it.
 
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