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AI is too stupid to coexist with Nekomata sniper rifle

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strangerism

strangerism

Fresh user
#21
Dec 16, 2020
Takamorisan said:
And my big beef with the RPG system its a cheap downgrade copy from TW3, because it had magic and preparation to take into account so you had the potions combo+toxicity to think about. They just got the armor and dps numbers and called it a day sadly. When cyberpunk 2020 is one of the lethal systems out there in Tabletop, where being prepared for a mission is the main core of the game.
Click to expand...
You're right. First thing I noticed were the consumable system being so basic, a bazillion of beverages that at the end only apply two type of buffs (health and stamina). No stims, no drugs, no consumable with both buff and debuff at the same time, no permanent aliment status like addictions, crippling, etc, which you have to cure.

Then with a combat this simple and trivial, they will be just superfluous the same
 
Y

ya1

Forum regular
#22
Dec 17, 2020
Takamorisan said:
The game feels like a beta with a placeholder RPG system attached to it.
Click to expand...
Beta of a game to be released like 10 years ago. W3 had more complex loot-gear-craft system. Game system wise, the complexity and functionality perspective, CP is a downgrade from games released ages ago.

strangerism said:
It seems cdprojectred allocated all the budget of this game in the art direction, writing, quest design and graphic department, rightly so and with excellent results as the city itself is amazing.
Click to expand...
Yeah, but the cost of game mechanics design is not exactly Keanu Reaves' workhours. In fact, it's just a couple of guys with big RPG experience being thorough. I could make a list of lore-infused believable components within a weak (instead of the Common Components, Rare components - as if they were just super f-ing lazy) , and most of that time would be just reading and stealing ideas from Pondsmith and military mags.

I believe CDPR got a little bit of a God complex after W3. They saw their child as the perfect game. In fact, W3 is very imperfect, the action/slasher part of the game simply sucked, and the biggest contributor to the game's success has always been Sapkowski, not CDPR. They didn't learn from their biggest mistake. So 10 years later, CP77 simply sucks as what it is as a game (and more): a looter shooter with stealth/open world city sim/character development RPG. The only thing that saves the game is the story, writing and enviroment design. Without it the game would be a whereabouts of 6/10. And that is only after the bugs are fixed.
 
H

Hexipoo

Forum regular
#23
Dec 17, 2020
With the timeslowing cyberware and headshot eye mod, some points in pistols and cool and you can can kill 4-5 people before the first one hits the floor.

The AI is IRRELEVANT if you know what you're doing because no one will have time to react in the first place.
 
Madae

Madae

Forum veteran
#24
Dec 17, 2020
twothe said:
I ended up not using that weapon anymore, because it was just too easy.
Click to expand...
The simplest, and often most effective, way to have fun. If you like a challenge, stop cheesing and force yourself to do things you otherwise wouldn't. Just because the option is there doesn't mean you have to abuse it. We'll get some balancing in the future.
 
H

Hexipoo

Forum regular
#25
Dec 17, 2020
Madae said:
The simplest, and often most effective, way to have fun. If you like a challenge, stop cheesing and force yourself to do things you otherwise wouldn't. Just because the option is there doesn't mean you have to abuse it. We'll get some balancing in the future.
Click to expand...
This game isn't meant to be snorelands or division where a gangbanger with a cheap pistol and a rag on his head takes a full clip to kill.
 
Madae

Madae

Forum veteran
#26
Dec 17, 2020
Hexipoo said:
This game isn't meant to be snorelands or division where a gangbanger with a cheap pistol and a rag on his head takes a full clip to kill.
Click to expand...
Damned it you do, damned if you don't. On the one hand, people complain that it's too easy and everything dies in a few hits, and on the other, it's too "hard" and everything is a sponge. That balance is hard to find, I don't think it's possible for everyone to be happy. I prefer 2077 to Borderlands - never was a fan of sponge. I'll take "easy" kills any day.
 
strangerism

strangerism

Fresh user
#27
Dec 17, 2020
With how things are now, the ai can bug out to the point that they just either stand there in front of you or just gitter from cover too cover. What difference does it makes if it has 100 hp or 10000 hp? When something like this happens to a boss, it just turn the game a parody.

This is not too say the combat is crap, it is actually good and satisfying when things go right. I managed to do a double headshot with one bullet the other night, stuff of cyberpunk indeed. Just need to fix the buggy ai and make it more resourceful, for instance I have never been blinded in combat. How come?
 
twothe

twothe

Fresh user
#28
Dec 17, 2020
Madae said:
The simplest, and often most effective, way to have fun. If you like a challenge, stop cheesing and force yourself to do things you otherwise wouldn't. Just because the option is there doesn't mean you have to abuse it. We'll get some balancing in the future.
Click to expand...
That however also means that I have to fix the game for the devs with my actions, because they weren't able to balance it properly.

There are so many other ways to 'cheese' combat, like the Hammer of Bonk I found, that can just one-shot every enemy from stealth, which then counts as a silent stealth kill. You can even do the same to whole groups with grenades, if your grenade damage is just high enough to one-shot the mobs. At a certain point the game becomes kinda comical with all the unbalanced and broken parts.
 
strangerism

strangerism

Fresh user
#29
Dec 17, 2020
twothe said:
That however also means that I have to fix the game for the devs with my actions, because they weren't able to balance it properly.

There are so many other ways to 'cheese' combat, like the Hammer of Bonk I found, that can just one-shot every enemy from stealth, which then counts as a silent stealth kill. You can even do the same to whole groups with grenades, if your grenade damage is just high enough to one-shot the mobs. At a certain point the game becomes kinda comical with all the unbalanced and broken parts.
Click to expand...
There is a perk in the stealth tree which increase crit chance of melee weapon when unnoticed. To use it therefore you have to sneak to melee range unnoticed, which means you need to go behind an npc. But at that point I could simply kill him with the grappling hotkey. Why I would I need use a melee attack with increase crit chance? It seems superfluous unless in the circumstance of sneaking behind an npc that cannot be grappled, in that case make sense but I am not totally sold on it.

Just to highlight the fact that not everything is balanced yet, including some of the perks stuff. Hopefully they will do it at some point.
 

Guest 4406876

Guest
#30
Dec 17, 2020
DKDArtagnan said:
That would work as well :)
Click to expand...
OverHEAT......so simple yet so hard.....
Instead we got a "mana bar" that refills instantly thanks to passives and shit.
 
H

Hexipoo

Forum regular
#31
Dec 17, 2020
strangerism said:
There is a perk in the stealth tree which increase crit chance of melee weapon when unnoticed. To use it therefore you have to sneak to melee range unnoticed, which means you need to go behind an npc. But at that point I could simply kill him with the grappling hotkey. Why I would I need use a melee attack with increase crit chance? It seems superfluous unless in the circumstance of sneaking behind an npc that cannot be grappled, in that case make sense but I am not totally sold on it.

Just to highlight the fact that not everything is balanced yet, including some of the perks stuff. Hopefully they will do it at some point.
Click to expand...
That's cause certain enemies are supposed to be immune to grappling, but they aren't because reasons.

You can scan enemies and some have grapple resist, it just doesn't do anything.
 
Hooondo

Hooondo

Forum regular
#32
Dec 17, 2020
IgOliveto said:
I don't know if it's me but I'm playing on the hardest difficulty and was trying to go for a melee and hack build. I always start the fight thinking how to make an enemy blind, disable another's weapon and approach with the katana to kill those who do not have cc and then run and repeat similar tactics. Until I realized that all of this can be avoided by using the sniper rifle's object penetration. The AI stands in place while I simply load the gun and shoot the silhouette. Suddenly everything became so silly and simple without any risk or challenge.
A huge disappointment.
Did anyone else notice this?
Click to expand...
This unfinished game also has a bad balance in battle.
When I found out a while ago that the sniper rifle I shot was breaking through the wall, Once again I was greatly disappointed.
 
strangerism

strangerism

Fresh user
#33
Dec 17, 2020
Hooondo said:
This unfinished game also has a bad balance in battle.
When I found out a while ago that the sniper rifle I shot was breaking through the wall, Once again I was greatly disappointed.
Click to expand...
I think power weapons cannot pass through everything, just light cover. For instance, you cannot shoot a goon covering behind a container or a building etc.
if they just give enemies more abilities beside one-shooting you, like blinding with granades, quickhacks to disable weapons, etc. it will easily fix the balance in those circumstances where the player is overpowering.
 
Arcafonk

Arcafonk

Forum veteran
#34
Dec 17, 2020
- Penetration of guns should only go through 20cm of material.
- They should have basic ballistic skills when their buddy dies to assume the general direction of the player. (a cone which overture is based on their INT, the player's position when he shot is alway inside, but the precise direction of the cone is RNG).
- They also should get your position wrong sometimes, depending of the last position you were seen, or the general diection they think you are.
- They should be more agressive towards your assumed position. If they have no idea, they should move and patrol.
- Some group of ennemy (not gangers, or only those in bases) should have radio (unless jammed by hacking) and tell the player position by radio : there should be a delay for "one ennemy see me = all enemies see me". If all the enneies that spot you are killing before that delay, other ennemies should only base your position by firearm noise (and if confused they should be able to confound yours and theirs).
- AI corpse falling should make noise.
- a NPC talking / related to another NPC should start worrying (their COOL / 20-their INT, whichever is the lowest) sec after that last NPC is missing. If Cool is lowest, they should panick. If 20-INT is lowest, they should be organised.
- AI should really move and seek all the level when they detect someone falling.
- Hacking shouldn't be on sigth. There should be a range for that, and tighter limits to aoe. xped ennemies should wear firewalls or even be protected by ICE : I've yet to find an ICE after 56h hours of play.

This should be a good base to fix the IA (then work on patroling patterns).

Sidenote,
fridgeband said:
Oh I love it how you assume that just because I enjoy fun, that I must not enjoy challenge.
Click to expand...
That sophism (this way or the other) is killing the internet these days.
 
Last edited: Dec 17, 2020
strangerism

strangerism

Fresh user
#35
Dec 17, 2020
Hexipoo said:
That's cause certain enemies are supposed to be immune to grappling, but they aren't because reasons.

You can scan enemies and some have grapple resist, it just doesn't do anything.
Click to expand...
you're right and I just assumed so when I looked at the perk. However even with this justification the perk makes no sense in the stealth gameplay and skill tree.

See when I stealth I was to stay stealthy as much as possible, so I expect to find in the stealth skill tree perks that will not make me brake cover, actually increase change of not breaking, and at the same time give me some edge or tools that support the play style. Said that, why would I use this perk that automatically makes me break cover?
 
Arcafonk

Arcafonk

Forum veteran
#36
Dec 17, 2020
strangerism said:
I think power weapons cannot pass through everything, just light cover. For instance, you cannot shoot a goon covering behind a container or a building etc.
if they just give enemies more abilities beside one-shooting you, like blinding with granades, quickhacks to disable weapons, etc. it will easily fix the balance in those circumstances where the player is overpowering.
Click to expand...
The problem wih Hacking is it's 1-dimensional : once spotted you can't defend other than shooting the netrunner. The only defense you have is increasing the timer.
With a new cyberware, while hacked you should be able to open the hacking minigame and try to kick the guy out of your brain. Succes : he's kicked with damage, and can't come back for X seconds, Failure : you take twice the effects. Some ennemies should have that aswell.

The player hacking have 0 risks today, that's part of the issue.
 
strangerism

strangerism

Fresh user
#37
Dec 17, 2020
Arcafonk said:
The problem wih Hacking is it's 1-dimensional : once spotted you can't defend other than shooting the netrunner. The only defense you have is increasing the timer.
With a new cyberware, while hacked you should be able to open the hacking minigame and try to kick the guy out of your brain. Succes : he's kicked with damage, and can't come back for X seconds, Failure : you take twice the effects. Some ennemies should have that aswell.

The player hacking have 0 risks today, that's part of the issue.
Click to expand...
yes and maybe make it so that your countermeasures options are tied to a cybermod or a tree perk thus giving meanings to builds. All considerations that normally would arise during playtests. It shows that they didn't play their game enough lol
 
H

Hexipoo

Forum regular
#38
Dec 17, 2020
strangerism said:
you're right and I just assumed so when I looked at the perk. However even with this justification the perk makes no sense in the stealth gameplay and skill tree.

See when I stealth I was to stay stealthy as much as possible, so I expect to find in the stealth skill tree perks that will not make me brake cover, actually increase change of not breaking, and at the same time give me some edge or tools that support the play style. Said that, why would I use this perk that automatically makes me break cover?
Click to expand...
It doesn't break stealth if you 1hit someone with the monowire, which is considered a melee weapon. Critting with it to a limb will cut that limb off, instakilling the target.

It's basically a ranged takedown.
 
strangerism

strangerism

Fresh user
#39
Dec 17, 2020
Hexipoo said:
It doesn't break stealth if you 1hit someone with the monowire, which is considered a melee weapon. Critting with it to a limb will cut that limb off, instakilling the target.

It's basically a ranged takedown.
Click to expand...
cool, I didn't get myself a monowire yet
 
H

Hexipoo

Forum regular
#40
Dec 17, 2020
strangerism said:
cool, I didn't get myself a monowire yet
Click to expand...
Then maybe do, before complaining about a perk from a perk tree that buffs monowire.
 
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