Hello I posted my review of CP over in the major post under General. I said that I felt CP didn't test the game in very hard and I will do my best to explain
- In my run, I was very lucky to loot a T5+ Tamayura with 2 mod slots. I put Pax and Swiss Cheese in it (T5). I had all relevant perks to working with that and silencers. With all of that, every enemy with a skull could not be taken out by that weapon, from a sneak attack. Most non skull enemies were the same way. It got to a point where I realized there is no point in me carrying around this pistol anymore. I left it in the stash
- Sneak attack and silencers were not the only issue I ran in to. I decided to do a Tech Weapon build just like I was pre 2.0. I noticed there was inconsistencies with wall penetration. My Burya would at times penetrate walls that the Nekomata would not. I had T5 C-Thru on both so it is clearly a base gun issue. Even if that issue was fixed, the health bar and rapid movement of enemies would present an issue. Most enemies were able to take a 3K + yellow text hit to the head and immediately heal. My stamina was usually gone by then so I had to just reset. It turned in to a very long and very boring trench warfare situation
- Weapons were not the only ones struggling to scale though. Quick hacks too. I will be honest that my Intelligence was the lowest but I still had access to Quick Hack Ques. I had a T5++ Rippler with an Iconic Short Circuit in the deck. This would tickle most enemies damage wise despite support from my Tech Weapons. The health pool of skull and non skull enemies is just insane
- Let us say those issues were fixed well the problem is that the enemies clearly don't have cool downs (or much of one). They can infinite dodge and sprint too. If I had infinite RAM then sure it would be fair but no such luck. When you implement a hard difficulty, it should be tactics/strategy or wit that wins. Clearly not the case here. Every enemy can be in your face, tank like a Main Battle Tank, and dodge until you are out of stamina
- Related to all of this.. The new weapons didn't make sense (plus the old ones). It was nice to see Omaha's and Kenshins that were T5++ but they didn't matter same with the new Militch Tech pistol thing. Their damage even with a full burst could not out damage a Burya. They were made irrelevant. Sure Iconics may of been a different story but with how they changed things.. They made it so Iconics couldn't be modified to how you play (such as less lethal or something)
I could keep going but I think this is enough to show my point.. That it is easy to see the Devs did not test this in Very Hard mode. If I am wrong well they chose to ignore a lot of things. Things that I would of detected in a beta test and advised against
- In my run, I was very lucky to loot a T5+ Tamayura with 2 mod slots. I put Pax and Swiss Cheese in it (T5). I had all relevant perks to working with that and silencers. With all of that, every enemy with a skull could not be taken out by that weapon, from a sneak attack. Most non skull enemies were the same way. It got to a point where I realized there is no point in me carrying around this pistol anymore. I left it in the stash
- Sneak attack and silencers were not the only issue I ran in to. I decided to do a Tech Weapon build just like I was pre 2.0. I noticed there was inconsistencies with wall penetration. My Burya would at times penetrate walls that the Nekomata would not. I had T5 C-Thru on both so it is clearly a base gun issue. Even if that issue was fixed, the health bar and rapid movement of enemies would present an issue. Most enemies were able to take a 3K + yellow text hit to the head and immediately heal. My stamina was usually gone by then so I had to just reset. It turned in to a very long and very boring trench warfare situation
- Weapons were not the only ones struggling to scale though. Quick hacks too. I will be honest that my Intelligence was the lowest but I still had access to Quick Hack Ques. I had a T5++ Rippler with an Iconic Short Circuit in the deck. This would tickle most enemies damage wise despite support from my Tech Weapons. The health pool of skull and non skull enemies is just insane
- Let us say those issues were fixed well the problem is that the enemies clearly don't have cool downs (or much of one). They can infinite dodge and sprint too. If I had infinite RAM then sure it would be fair but no such luck. When you implement a hard difficulty, it should be tactics/strategy or wit that wins. Clearly not the case here. Every enemy can be in your face, tank like a Main Battle Tank, and dodge until you are out of stamina
- Related to all of this.. The new weapons didn't make sense (plus the old ones). It was nice to see Omaha's and Kenshins that were T5++ but they didn't matter same with the new Militch Tech pistol thing. Their damage even with a full burst could not out damage a Burya. They were made irrelevant. Sure Iconics may of been a different story but with how they changed things.. They made it so Iconics couldn't be modified to how you play (such as less lethal or something)
I could keep going but I think this is enough to show my point.. That it is easy to see the Devs did not test this in Very Hard mode. If I am wrong well they chose to ignore a lot of things. Things that I would of detected in a beta test and advised against