Hacking is by no means weak now but when I fantasize of being a netrunner, I don't usually imagine them as a 20-body monstrosity battle-mage who charges into the middle of enemies, impervious to damage, and effortlessly blasts them with quickhacks like some kind of hack-magic grenade launcher... the stealthy variant we had in 1.6 is much more the "classic" netrunner.
You can still do the stealth variant, I'm playing one. I just cleared a whole gig through the camera like the classic, with no alarm or trace. You really need to spend time looking at what bonuses cyberware gives and grab those. Stealth + Quickhack damage obvious choices. Once you hit blue quickhacks, queuing sonic shock first stops all alerts and traces, so it's back to them old way with one extra step. I use Overheat as my main damage dealer, with the cyberware that gives crits, it can crit on every damage tick.
Why on lvl 51 a master gold hack Cyberpsychosis costs ca 216,000 €$, why so much?
Seems like a typical to mmo games money sink mechanics implemented for no logical reason to a world where we no longer can buy materials to craft items for sale.
Why on lvl 51 a master gold hack Cyberpsychosis costs ca 216,000 €$, why so much?
Seems like a typical to mmo games money sink mechanics implemented for no logical reason to a world where we no longer can buy materials to craft items for sale.
I haven't looked at the prices, but I'm currently running around with a Tier 3 (Blue) Deck and Quickhacks, and with all the Access Points I've been through in gigs, etc, I've already got every Tier 4 (Purple) Quickhack without spending an ennie or crafting anything. Not sure if it'll be the same for the next Tier, will have to see what happens when I get there.
You really need to spend time looking at what bonuses cyberware gives and grab those. Stealth + Quickhack damage obvious choices. Once you hit blue quickhacks, queuing sonic shock first stops all alerts and traces, so it's back to them old way with one extra step. I use Overheat as my main damage dealer, with the cyberware that gives crits, it can crit on every damage tick.
That's exactly the root of the problem - stealth netrunning (or stealth in general) becomes manageable eventually. Due to not having enough RAM, nerfed quickhack damage, full dependence on cyberware, tracing, level scaling, (or, in case of lethal stealth - inability to put silencer on revolvers) etc. Then, there's also the fact that 2/3 of new netrunner's perks are completely and utterly useless to stealth players.
So, at around 15-20 hours into the game you can finally start playing stealthy... It used to be viable playstyle beginning to the end.
Imagine if Hitman or Deus Ex or Dishonored worked this way.
That's exactly the root of the problem - stealth netrunning (or stealth in general) becomes manageable eventually. Due to not having enough RAM, nerfed quickhack damage, full dependence on cyberware, tracing, level scaling, (or, in case of lethal stealth - inability to put silencer on revolvers) etc. Then, there's also the fact that 2/3 of new netrunner's perks are completely and utterly useless to stealth players.
So, at around 15-20 hours into the game you can finally start playing stealthy... It used to be viable playstyle beginning to the end.
Imagine if Hitman or Deus Ex or Dishonored worked this way.
I see it as slowly getting better, you need to focus more on stealth than netrunning for a while, using covert hacks to help you get into position. Once Tier 3 hits though, it's pure netrunning. Honestly, not sure why they bothered with having a trace if a single, and very cheap to use, hack at Tier 3 lets you avoid it. It just makes it harder for the lower Tier's.
Silenced pistols are a bit of a problem at lower Tier's too, the best I could get was two shots to kill. I guess, get the Perk, Gag Order, in the early Cool tree (next to Killer Instinct).
Honestly, not sure why they bothered with having a trace if a single, and very cheap to use, hack at Tier 3 lets you avoid it. It just makes it harder for the lower Tier's.
It doesn't just avoid it, but practically deletes it from the game.
I got to level 10 fairly quickly just by doing The Pickup/The information missions and a few NCPD events, got my T3 Sonic Shock basically instantly and tracing no longer exists at all in my game. And before that I never triggered tracing as I just used DISTRACT/BAIT to do some crowded stealth takedown sections during the Pickup mission.
So two missions and a few NCPD events and I've entirely deleted tracing feature from my playthrough at a mere level 10. No quickhack should be a feature killer and tracing also should not be some unavoidable uninterruptible timer for stealth Netrunners that fully depends on one single quickhack to avoid. They gotta rework both, make it better.
That's exactly the root of the problem - stealth netrunning (or stealth in general) becomes manageable eventually. Due to not having enough RAM, nerfed quickhack damage, full dependence on cyberware, tracing, level scaling, (or, in case of lethal stealth - inability to put silencer on revolvers) etc. Then, there's also the fact that 2/3 of new netrunner's perks are completely and utterly useless to stealth players.
So, at around 15-20 hours into the game you can finally start playing stealthy... It used to be viable playstyle beginning to the end.
Imagine if Hitman or Deus Ex or Dishonored worked this way.
I`ve been playing stealth half the time given my not specialized way of building on early while playing very hard. A cyberdeck that can distract enemies and 2 seconds later bait quickhack was just enough for me idk xD
Even now at level 34 on the dlc still distract enemies and bait do most of the work, even though i have recon greanades and optical camo.
I wonder if anyone was able to kill four Max-tac agents that drop from Ay-Vee at 5 stars, but on at least Hard difficulty and - most important - in open street fight. Currently I play on Hard and every time I try to face them in open fight, the Mantis Agent kills me. She's so extremely fast and agile using quick landing heavy blade attacks.
On the other hand, they are practically harmless and move on to an idle stance when they cannot reach us. Like when we jump over the fence to unreachable area, and slowly shoot them to death (though it takes a lot of bullets and headshots).
I admit I found it quite an entertaining experience to fight them. Maxtac Bosses are tough but not unkillable.
I only hope they not always attack in a same group, i.e. heavy soldier, sniper, mantis and netrunner, like on screenshot.
I`ve been playing stealth half the time given my not specialized way of building on early while playing very hard. A cyberdeck that can distract enemies and 2 seconds later bait quickhack was just enough for me idk xD
Even now at level 34 on the dlc still distract enemies and bait do most of the work, even though i have recon greanades and optical camo.
Ok? Are you agreeing or disagreeing with what I said? Not really sure...
Namely, that (in 2.0) perfect stealth (either as a netrunner or the assassin) isn't something you can do from the start, but something possible only once you equip the right cyberdeck, right cyberware and right-tier quickhacks or right-tier pistols. So, unlike any other game that allows us to chose our playstyle.
It seems like you're stating pretty much the same thing, just with a positive spin.
Ok? Are you agreeing or disagreeing with what I said? Not really sure...
Namely, that (in 2.0) perfect stealth (either as a netrunner or the assassin) isn't something you can do from the start, but something only possible once you equip the right cyberdeck, right cyberware and right-tier quickhacks or right-tier pistols.
Because it seems like you're stating pretty much the same thing, just with a positive spin.
You have a cyberdeck that can use distract on devices from the start and bait quickhack has a T1 version. Idk if the access points drops are random or not but I got it in the first couple of hours of doing ncpds and gigs in watson. What I mean is stealth is manageable from the start, later you will have more tools (either you went on a cool crit+ build able to one shot in the head anything, or you have erase memory, or the already named optical camo, recon grenades and the improved version of bait and ping) but by them also the scenarious will grow in complexity at least on my experience in the expansion situations. I just had to stop and think from where I can trace a path to the objective, kind of like doing the access point minigame trying to always get all the rewards xD
This whole stealth approach is a bit odd anyway, and ends up feeling a bit.... strange. Why? I take out one enemy after another. Among them are enemies patrolling a path that regularly intersects with other enemies' lines of sight. Most of the enemies having more or less cyberware, a cheap com is enough for communication.
And no one notices that more and more buddies are no longer there and responsive? Stealth gameplay or not. In the end, it's all nonsense .
This whole stealth approach is a bit odd anyway, and ends up feeling a bit.... strange. Why? I take out one enemy after another. Among them are enemies patrolling a path that regularly intersects with other enemies' lines of sight. Most of the enemies having more or less cyberware, a cheap com is enough for communication.
And no one notices that more and more buddies are no longer there and responsive? Stealth gameplay or not. In the end, it's all nonsense .
True to that , I`ve had several times that I catch one talking through the phone, I try to wait, the voiced dialog finishes but they stay in that conversation animation forever soo I put them down anyway and keep being unnoticed
As a Netrunning build user i'm honestly happy to what they made now with netrunning, i used to oneshot literally everything into the before this patch, my build was so op that i almost didn't shot a single enemy the whole game, Even vs Adam Smasher i just oneshotted the guy by simply watching him.
Now i take lot of damages, i have to think about what i have to do to face enemies, and i have a very hard time if i try to fight them directly, it just feels more netrunner-like now in my opinion. Netrunner build went from "Unkillable Demongod" to "Average build". Wich is what the game needed i think.
Let's not draw comparison between BG3's classes and CP 2.0's archetypes. Any kind of analysis of their depth, complexity, consequences, effects on replay value would make Cyberpunk look beyond hopeless. It's similar story with Diablo, Titan Quest, Path of Exile and so on...
I mean, I absolutely agree. Baldur's Gate 3 is a much deeper RPG than Cyberpunk, and it's intended that way. But people in this thread are complaining about not being able to do certain things because of their build, my point is that other RPGs lock a lot more content behind builds or classes.
I haven't played Starfield, in Skyrim, I don't remember ever being locked out of anything and I don't remember even being asked to choose a class. The entire Mass Effect trilogy had one class-specific interrupt (in the Omega DLC).
You do choose a race in Skyrim, and unless you grind a ton to level up and try to get everything, you will have to choose a build. The stealth archer build from Skyrim became famous, after all. There isn't any content or dialogue specific to race or build as far as I know, but that's a bad thing that is better in Cyberpunk, IMO. As for Mass Effect, if you choose soldier, you won't access to biotic abilities at all. And if choose you to be a biotic, there will be certain guns you won't be able to use. So, no, there isn't any class-specific content, but your class does determine what you can or can't do sometimes.
Yes, classes do exist in RPG, but what made Cyberpunk different from the games you mentioned is the combination of several factors:
- you're playing solo, not managing the entire party
- it's open world RPG
- urban environment
- levels and enemy placement were designed in a way to encourage players to experiment with different points of entry, different abilities, cyberware and weapons and thus take advantage of fluid class system (to go with the flow and see what works best for them)
So, the game with most similarities isn't any of the games mentioned above, but Kingdom Come or Deus Ex...
Yet, I disliked Kingdom Come, only thought Deus Ex mas okay (although I only played the most recent one), and I love Cyberpunk. As for Skyrim and Fallout, you're solo (although you can have companions now), they are open worlds, they have urban environments. It's true that levels aren't designed to encourage players to experiment, but are you really trying to make the point that a game that doesn't offer multiple paths is better than a game that does, but locks certain paths behind choices or builds? Because that's just crazy to me.
Personally, I've been having no trouble at all experimenting multiple points of entry, weapons and cyberware. Especially once you're level 60, you can basically change from expert god-level netrunner to a sandevistan ninja on the fly if you decided to invest in those skills. There are 100 attribute points in the game, you start with 22 and can get 60 through leveling, which brings you pretty close to having all abilities maxed out. You get even more perk points than that thanks to skill leveling and being able to find some around the world. If you can't combine multiple builds and experiment, that sounds like a skill issue.
Trace mechanic was here from day one. The difference is it was opposing hackers who could trace you, not every damn muppet on the map.
To me, it's only artificial challenge, just like level scaling.
Artifical or not, a change was needed because netrunning was too easy before. It made no sense whatsoever. The trace mechanic also makes a lot of sense, and if you don't think most enemies would be able to do a simple trace, then you need to learn more about Cyberpunk lore. The trace mechanic as it is now actually makes a lot more sense, lore-wise.
Why on lvl 51 a master gold hack Cyberpsychosis costs ca 216,000 €$, why so much?
Seems like a typical to mmo games money sink mechanics implemented for no logical reason to a world where we no longer can buy materials to craft items for sale.
Because at this point you can get such legendary quickhacks easily for free by hacking access points. If you're buying them, you're doing it wrong. It's a shortcut.
Hacking is by no means weak now but when I fantasize of being a netrunner, I don't usually imagine them as a 20-body monstrosity battle-mage who charges into the middle of enemies, impervious to damage, and effortlessly blasts them with quickhacks like some kind of hack-magic grenade launcher... the stealthy variant we had in 1.6 is much more the "classic" netrunner.
I haven't looked at the prices, but I'm currently running around with a Tier 3 (Blue) Deck and Quickhacks, and with all the Access Points I've been through in gigs, etc, I've already got every Tier 4 (Purple) Quickhack without spending an ennie or crafting anything. Not sure if it'll be the same for the next Tier, will have to see what happens when I get there.
but are you really trying to make the point that a game that doesn't offer multiple paths is better than a game that does, but locks certain paths behind choices or builds? Because that's just crazy to me.
My point is that not even Olympic-level mental gymnastics is sufficient to logically explain or justify level-scaled skillchecks. You're either strong enough/smart enough/technically adept to pass it or you aren't. No buts or in-betweens.
Any game mechanic that defies common sense on such a fundamental level shouldn't even be considered.
I'm now at level 37, 47 street cred, and things just don't seem right. I have a 20 in intelligence and have the top 2 perks, giving me a queue of 4. But there's either something wrong with the level scaling or with netrunning in general.
Quick explanation, there seem to be two types of enemy, one I can queue Sonic Shock followed by Ignite and they fall over. The other the ram costs are so high I can barely manage to queue those two without Overclock, and their health means I need to throw in a third or fourth to finish them off once ram has come back.
So queuing anything beyond 2 is either pointless or impossible.
That said, I tried looking at the perk system and found some help to reduce ram costs to alleviate the problem, but these involve getting closer to the target or.. using monowire.
So it seems I'm being forced into a close combat role to get the best out of netrunning, despite netrunners being the type who sit in their chairs from afar. Looks like I'll need a rebuild of cyberware to make close combat more viable. Great. Might as well remove stealth while I'm at it.
I'm now at level 37, 47 street cred, and things just don't seem right. I have a 20 in intelligence and have the top 2 perks, giving me a queue of 4. But there's either something wrong with the level scaling or with netrunning in general.
Quick explanation, there seem to be two types of enemy, one I can queue Sonic Shock followed by Ignite and they fall over. The other the ram costs are so high I can barely manage to queue those two without Overclock, and their health means I need to throw in a third or fourth to finish them off once ram has come back.
So queuing anything beyond 2 is either pointless or impossible.
That said, I tried looking at the perk system and found some help to reduce ram costs to alleviate the problem, but these involve getting closer to the target or.. using monowire.
So it seems I'm being forced into a close combat role to get the best out of netrunning, despite netrunners being the type who sit in their chairs from afar. Looks like I'll need a rebuild of cyberware to make close combat more viable. Great. Might as well remove stealth while I'm at it.
You might want to look at your cyberware and perks. I am level 39 currently with 33 ram, and I use green reboot optics (costs 2), then either orange overheat (costs 9-2 = 7), start stacking orange synapse burnout (starts at 16-2 = 14 and each subsequent synapse burnout costs -2), or orange short circuit (costs 10-2 = 8), any option one of these one shots pretty much everyone, including overclock and and biomonitor which automatically heals you, plus healing when killing people, and recovering ram I can clear every area no problem without stopping or waiting.
I dont understand this complaint at all. I'm having the best time with my netrunner build. You actually have to use your brain to make it work in your favor and it is still entirely OP. Its insanely strong. And there are so many ways to cause the Quickhacks to spread. That specific gripe just tells me you haven't given it enough of a chance to know what it has to offer.
Netrunners are supposed to attack from the shadows, not go around melee-ing and shooting stuff. Netrunners are feared for a good reason.
This was all changed because everyone wants to play crappy cartoon characters instead of proper cyberpunk classes.
Excuse me, but I'll stick to my guns. This game was turned into Edgerunners cartoon and the next game will just be more Edgerunners cartoon, NOT Cyberpunk.