*** Cyberpunk 2077 ***

I've got a great SMG at the mo, its really low damage but has a few naughty buffs on it, including ctitical an a 30% of setting the target on fire. 3 or four landed bullets max, per target, then I can run to the next target whislt the first one shouts insults at me and burns to death. lol

My ammo worries are over!

Fenrir?

If you haven't got Fenrir, you'll probably find it suits you very well. If it is Fenrir, you might like to know you can upgrade it. A lot. You get all the crafting plans with Fenrir automatically, so you can upgrade it one rarity step at a time all the way to legendary. Legendary will also add more mod slots. Crunch is a particularly handy mod for SMGs because it adds a flat damage per bullet so it's very well suited to guns with a higher rate of fire and lower damage per bullet, e.g. if the damage per bullet is 20 then adding 5 to it increases the DPS by 25%. Common crunch is 5, so you will get at least that. I think legendary crunch is 10, but I'm not sure. You can also upgrade the level of Fenrir (like most items), but that has a much smaller effect and gets very expensive in terms of components required.

Fenrir is very easy to get, even at low level:

In Watson, in the docks in the north, there's a small market area. Up against a wall in the market there's a shrine and a monk is there. Very unusually for a monk, he's chromed up. A lot. Worth looking into and listening to him. It turns out that it wasn't his choice - he and his brother were taken by Maelstrom freaks and forcibly modified because it amused the Maelstrom freaks. He was first. When they dumped him out, they were still arguing about how to modify his brother. He asks you to rescue his brother, preferably without violence. But you don't have to go along with that particular preference of his. The Maelstrom lair is a very short distance away and it's an indoor area with thick walls and no innocents. Bullets ahoy, IMO. But you can stealth in and out if you want to. Fenrir is just lying on a surface close to the brother monk, yours to pick up. Maybe stealth in, pick up Fenrir, stealth out to get the monk free and then go back in to shoot all the Maelstrom freaks with their own gun.

I think this gun i have has electric damage too.. its really low DPS, like 125 or someting low but the buffs on it are mad.

My Fenrir, which I have upgraded to legendary and modded with Crunches and Countermass, has a DPS of about 580. I think that countermass is more useful than another crunch because Fenrir has extreme vertical recoil and countermass offsets that. That's with no level upgrading and only rare and uncommon level crunches. It could go higher.

I've never had any ammo worries because I make my own. The only issue I've had with ammo is the bad UI. Ammo crafted past the limit is just wasted components and you can't see how much ammo you have when crafting. That's irritating.

That makes it annoying when selling guns to the gun shops to get rid of weight, as I don't want to accidentaly sell it.

Another incompetent aspect of the UI. That sort of thing shouldn't be possible.

On the plus side, there is a buyback feature so you should still be OK if you notice you've sold it before you leave the merchant. I also take care to sort by price when selling or looking at my inventory. Mainly because I scrap lower value stuff for parts, but it also helps a bit when your equipment is higher rarity as it tends to sort towards the top of a list by price.

The dead/unconscious state seems a bit messed up in the game and sometimes doesn't even work properly not sure why i.e. an attack that should be lethal only renders them knocked down (body still twitching and doesn't flag as dead) and other times what should be non-lethal damage just leaves them very dead with limbs missing, etc.

Electric shock can definitely fatally kill sometimes despite I'm pretty sure saying otherwise in the description but sometimes it is hard to determine what state they are in unless the mission is picky about it.

I frequently encounter what are labelled as dead bodies and are lootable as dead bodies and which can be picked up as dead bodies...but are alive and moving, apparently conscious. It's useful for the cyberpsycho missions, where it's optimal to keep them alive. But it's yet another issue, either a bug or an undocumented and unexplained feature.
 
On the subject of "unusual implementations of features", does anyone know how clothing mods actually work, especially when stacked?

For example, I have a jacket with an armour rating I've forgotten but which was somewhere around 50. I've added 2 Armadillo mods to it. Each Armadillo mod is stated in the description of the modded jacket as adding somewhere around 120 armour. So the total armour rating of the jacket is about 290, right? No. It's about 110. I have no idea what's going on. Even if the mods don't stack at all, 50+120 = 170. Not 110.
 
Mods you add will display the combined total of all of that type of mod you've added.

Because idk, hard to code or something.

Why would they do that? How could it pass testing?

Oh, wait, they didn't do any testing. They just didn't bother testing for 8 years because hey, testing is a waste of money. Just have development pootle along in a disorganised way, hope it somehow works out anyway, panic when release dates are anounced and the game doesn't work, force staff to work silly hours so they're no longer working well due to overwork, then throw the unfinished cobbled-together mess out to the market and hope nobody complains.

So the displayed +240 from the 2 armadillo mods is actually +60 because each mod is actually +60 and only one of the mods is actually applied. That matches the actual armour class of the modded jacket, so what you wrote must be right.

I hadn't thought of that explanation because I am consistently underestimating how badly made Cyberpunk 2077 is. It makes no sense that modding and the displayed effects of mods would be done that way and not corrected before release. But it clearly was.
 
I frequently encounter what are labelled as dead bodies and are lootable as dead bodies and which can be picked up as dead bodies...but are alive and moving, apparently conscious. It's useful for the cyberpsycho missions, where it's optimal to keep them alive. But it's yet another issue, either a bug or an undocumented and unexplained feature.

If you shoot people in limbs with non-explosive / poison rounds (etc.) they go unconscious. Body parts are sperate in the same way you can shoot off mech arms, back missile launchers etc.


I'm at the 'secret ending' and my health is locked at ~70%, with no ability to use an meds.

Question: is this a deliberate part of the game or a bug?

Yes. I had the same as it represents how messed up you are as well as more visual glitches. Or that's how I saw it.
 
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Another bizarre momentof jank. I just did that Johnny Silverhand flashback and now I'm having what I assume to be an important conversation with him... I say assume because I can't actually hear a word being said as for some reason there is really loud music being played over the conversation!

Ah its a bug.... Well that's that whole quest ruined. Didn't hear a word of it
 
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Finished and happy with the ending I got after watching the other endings on Youtube, surprisingly moving after doing all the side quests and learning about the characters and building relationships up with them especially on the holo messages when the credits rolled.

Would I replay through after 65 hours, probably not as the build I went was destroying people in 2 / 3 bullets from a SMG and the hacking wasn't doing it for me. Roll on the free DLC I guess whenever that drops.
 
Yes. I had the same as it represents how messed up you are as well as more visual glitches. Or that's how I saw it.

I reloaded back to the Noctunre Op55n1 point and when I got to 'the location' I could use meds again, which makes things a bit easier :)

But yeah, definitely the lowered HP and visual artifacts are deliberate.
 
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