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Originally Posted by PanzerMeyer
So by now I take it that I'm probably the only one playing the Phantom Liberty DLC on SimHQ right now. biggrin


I'll pick it up in a while. Because I just finished the base game (just after the 2.0 update, but I rolled back to finish it using the same system I started with) I want to wait a while before playing through it again.

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Big update for Cyberpunk today which fixes a lot of technical issues mostly related to crashes to desktop.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
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I'll probably give it a second run over the winter months. I liked Cyberpunk, even if it was not the game I had hoped it would be. And I said when I was done that it would take an expansion or DLC to play again. So maybe it is time to give it another go soon.

I liked the scripted missions, I grew to like Silverhands. It was the free-roam that fell a little short for me, but that's subjective.

Maybe I'll run it as a Corpo so I get an entirely different experience all the way through biggrin


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Zero surprise here.

CD Projekt Announces Live-Action Cyberpunk 2077 Project

https://www.ign.com/articles/cd-projekt-announces-live-action-cyberpunk-2077-project

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Originally Posted by Crane Hunter
Zero surprise here.

CD Projekt Announces Live-Action Cyberpunk 2077 Project

https://www.ign.com/articles/cd-projekt-announces-live-action-cyberpunk-2077-project


This could be good as long as they get the right cast and crew for this. I would imagine the tone should be a mix of "Altered Carbon" and "Blade Runner".


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
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Originally Posted by PanzerMeyer
This could be good as long as they get the right cast and crew for this. I would imagine the tone should be a mix of "Altered Carbon" and "Blade Runner".


I am prepared for cringe but am hopeful that won't be the case considering that it's be CDPR and Mike Pondsmith in creative control and not some woke studio ala of Rings of Power.

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Picked up Phantom Liberty and reinstalled Cyberpunk to give it another go. The DLC and the 2.0 update have been very well received. I liked the game fine at release, so a much better version of that seems worth a shot. I started a new playthrough rather than play the DLC from the end of my last run.

I've noticed a number of things I think have been added or changed, but I can't say I recall it all clearly and maybe some of it had already been there. The most immediate and obvious is the response of the law. It's been completely redone and they will hunt your ass down. This seems a good change indeed, but let's see what I think after a while.

Character progression was revamped with changes to skill trees and the DLC adds 10 to the level cap.

I've been kicking around how I want to build my V, and I'm thinking I want to do a Deus Ex sort of thing. Pistols and stealth. Max Cool, and what? Tech? Reflexes? I wonder if it's strong enough. Probably, with the right perks. I was originally thinking a netrunner sort of build, as that side of the game got the most enhancement with the update? But I quickly remembered I don't care for the hacking side of the game all that much. Not sure why. Cumbersome or something. Maybe I'll change my mind as I like systems that allow the player to succeed by manipulating the environment.

I'm a little disappointed to see that the driving feels the same, but that's subjective, and not everyone doesn't like it. Maybe I can tweak it a bit like I did last time.

I've played for about 5 hours in the second run and it all looks superb, runs great. The niggling little graphics bugs like disappearing pedestrians and those sorts of things appear to be fixed. Good so far.


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I had a great time playing the Phantom Liberty DLC and the story is really very well written IMHO. Idris Elba was nominated for an award for his mo-capped performance too! I've played through the game three times but I'm sure I'll reinstall it eventually since I've only finished Phantom Liberty once.


“Whoever fights monsters should see to it that in the process he does not become a monster. And if you gaze long enough into an abyss, the abyss will gaze back into you.”
DBond #4640868 01/09/24 08:53 PM
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Originally Posted by DBond
Picked up Phantom Liberty and reinstalled Cyberpunk to give it another go. The DLC and the 2.0 update have been very well received. I liked the game fine at release, so a much better version of that seems worth a shot. I started a new playthrough rather than play the DLC from the end of my last run.

I've noticed a number of things I think have been added or changed, but I can't say I recall it all clearly and maybe some of it had already been there. The most immediate and obvious is the response of the law. It's been completely redone and they will hunt your ass down. This seems a good change indeed, but let's see what I think after a while.

Character progression was revamped with changes to skill trees and the DLC adds 10 to the level cap.

I've been kicking around how I want to build my V, and I'm thinking I want to do a Deus Ex sort of thing. Pistols and stealth. Max Cool, and what? Tech? Reflexes? I wonder if it's strong enough. Probably, with the right perks. I was originally thinking a netrunner sort of build, as that side of the game got the most enhancement with the update? But I quickly remembered I don't care for the hacking side of the game all that much. Not sure why. Cumbersome or something. Maybe I'll change my mind as I like systems that allow the player to succeed by manipulating the environment.

I'm a little disappointed to see that the driving feels the same, but that's subjective, and not everyone doesn't like it. Maybe I can tweak it a bit like I did last time.

I've played for about 5 hours in the second run and it all looks superb, runs great. The niggling little graphics bugs like disappearing pedestrians and those sorts of things appear to be fixed. Good so far.


Reflexes and tech. Reflexes will help your pistol when you're not stealthing and give you dodge chances to mitigate damage. Tech also adds armor and helps with grenades and consumables. Strength isn't really necessary if you're not building a tank or melee character, besides you can always use gorilla arms for a few more points since it increases based on the quality of the arms.

DBond #4640875 01/09/24 11:32 PM
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Originally Posted by DBond
Picked up Phantom Liberty and reinstalled Cyberpunk to give it another go. The DLC and the 2.0 update have been very well received. I liked the game fine at release, so a much better version of that seems worth a shot. I started a new playthrough rather than play the DLC from the end of my last run.

I've noticed a number of things I think have been added or changed, but I can't say I recall it all clearly and maybe some of it had already been there. The most immediate and obvious is the response of the law. It's been completely redone and they will hunt your ass down. This seems a good change indeed, but let's see what I think after a while.

Character progression was revamped with changes to skill trees and the DLC adds 10 to the level cap.

I've been kicking around how I want to build my V, and I'm thinking I want to do a Deus Ex sort of thing. Pistols and stealth. Max Cool, and what? Tech? Reflexes? I wonder if it's strong enough. Probably, with the right perks. I was originally thinking a netrunner sort of build, as that side of the game got the most enhancement with the update? But I quickly remembered I don't care for the hacking side of the game all that much. Not sure why. Cumbersome or something. Maybe I'll change my mind as I like systems that allow the player to succeed by manipulating the environment.

I'm a little disappointed to see that the driving feels the same, but that's subjective, and not everyone doesn't like it. Maybe I can tweak it a bit like I did last time.

I've played for about 5 hours in the second run and it all looks superb, runs great. The niggling little graphics bugs like disappearing pedestrians and those sorts of things appear to be fixed. Good so far.



Not a style of gameplay I would choose, but I watched a solo melee build and it seemed to be a lot of fun to the streamer - (at first katana, because early mantis blades are a bit weak, but the middling/late game gets silly mobile and the damage gets high enough to work...)

It is clearly a lot more sensible to standoff with firearms and cyberwarfare... but bouncing around with melee weapons like a psychotic kangaroo has been made to look really cool.

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Originally Posted by wormfood

Reflexes and tech. Reflexes will help your pistol when you're not stealthing and give you dodge chances to mitigate damage. Tech also adds armor and helps with grenades and consumables. Strength isn't really necessary if you're not building a tank or melee character, besides you can always use gorilla arms for a few more points since it increases based on the quality of the arms.



This good advice. And having looked through the revamped skill trees it's pretty clear which way I'll go . I took four points of Strength to grab regen and maybe one or two more there. Tech is the right one to pair with Cool for my build ideas. Survivability as you noted, plus grenades. And I want to focus more on cybernetics than I did last time and now (or always?) there is a cyber cap governed I guess by the Tech level. Reflexes for the mobility that will dovetail with the stealth vibe. I have four points in Intelligence so that's enough to do basic hacks like distractions and shut off cameras. With the cap at 60 you can be more diverse at the end. The main thing is how you arrive there. I'll focus on Cool for a while. It covers handguns, precision rifles, sniper rifles and throwing weapons. That's pretty diverse and covers firepower, range and stealth. When I wondered if this path could be strong enough I didn't factor in those other weapon types and this will be fine.

To Lieste's post.... I don't get on so well with the martial combat in this game. Probably just need to get more used to it. I'll carry a katana and use it when it's appropriate just like last time. Melee looked so cool in the trailers, and it's probably fun once you get used to it and take the perks for it.



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Of the three playthroughs I did the fast blade wielding ninja was by far the most fun. The brain melting intel build was OP when the game came out, made it a bit boring. With the new update to skill trees it doesn't seem quite as OP at the moment.

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The car parts are numbingly boring. I think I will try using nothing but fast travel to the gunplay areas.

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In one of my playthroughs I went 100% night-runner/hacker and by the time I was at level 50, I felt like I was some kind of mighty Sith Lord who could just Force choke and Force lightning any enemy I came across. Yes, it got a bit too easy by the end game.


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The clothing/armor thing was redone, right? I recall saying in the first run that at no point did I ever look cool, like a circus clown at my first paint ball match.

But the only reason I'd do that is because armor was provided by apparel. But now I see that isn't the case, clothing is mostly cosmetic. This is the way to go, the build (and cyberware) provides the stats, the clothing is just for looking good. Nice change, and now I won't look so ridiculous.

Which OS and cyberdeck do you want if you go stealth and Cool?


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Even before they changed the armor, they added the wardrobe thing which had outfits you could set that would change your appearance despite what was equipped. It's mostly in FPS so I didn't really bother with it.
Nowadays most of the armor comes with cyberwear with only certain vests and helmets adding a little bit of armor.

For the OS it depends on how much you're putting into INT. You could skip it and go with one of the ones that slows time so you can zip around before being spotted. Or roll with things like disable optics, pings and disable cameras. There's also a couple lures which I think were call enemy which calls an enemy over to the targeted one leaving an opening you can slip through, or whistle which calls an enemy to your location.

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As for the full netrunner build in the beginning, there were perks that let you attack spotted enemies without LOS, so you could ping camera or enemy, which would light everything up and then just fry everybody's brains. I think you need direct LOS to target something now though.

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Thanks Wormfood. I'm still using the default deck and OS. This gives me most of what I want, like turning off cameras and turrets, setting people on fire and distractions. I'd also like to have the ability to remotely detonate grenades. I recall in my first run there was a specific deck I bought. I can recall where I bought it, but not why precisely. It must have enhanced my build, but I don't recall the details.

I'm level 25 now and the run is going well. Pistols are great. I've been using the Dying Night mostly, suppressed. But I don't know that there's enough payoff using a silenced weapon in this game. Now and then it allows me to take out an isolated target and maintain stealth. But it's pretty rare as most combat is with mobs and maybe I'd be better off replacing the suppressor with a muzzle brake and get my lost damage back.

For build I put four points in to Body, Intelligence and Reflexes and then took Cool to 15. Then Tech to 20. Some of the capstones aren't all that great really. I got Edgerunner. The important thresholds are 9 and 15 to unlock perk tiers. Cyberware is more central for me this run, partly I guess due to how it's all been reworked.

This build path emphasizes headshots and the damage multiplier just continues to grow. It also boosts crit damage (but not chance). Fast movement, stealth and headshots.

The skill progression is good too. For me, Headhunter is far ahead. But I carry a shotgun to boost Solo, and make sure to hack frequently for Netrunner and so on down the line. It encourages the player to mix it up, and the payoffs are strong. More health, perk points, carry capacity, RAM, movement speed, armor and so on.

Armor is redone as mentioned, and while I don't recall how high I had gotten it in the first run, it feels like now it is easier to stack. I'm already at 500 I think and there's a long way to go. I should have not overwritten one of my old saves so I could go back and look. But maybe with the revamped trees it would have all been reset and I'd have to spend the points again? Regardless, the shift in to Cyberware has allowed some serious armor stacking.

I have yet to start Phantom Liberty. Some say it's best to start it right after the Voodoo Boys quest called Transmission. I'll look to do it around that point too. Overall I'm having a good time with Cyberpunk. It's in better shape than it was in January of 2021.



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Originally Posted by DBond

I have yet to start Phantom Liberty. Some say it's best to start it right after the Voodoo Boys quest called Transmission. I'll look to do it around that point too. Overall I'm having a good time with Cyberpunk. It's in better shape than it was in January of 2021.




The PC version on release really wasn't bad at all but the subsequent updates have definitely improved it significantly. It was the console version that was a nightmare for many users on release.


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Yeah, you're right. It was good at release. The changes, additions and fixes though have improved the game. You were the first I knew to give Phantom Liberty a go, and your reports made me want to get it so thanks Panzer.

Another thing that I like about Cyberpunk is the cover system. In some games, you have to hit a key to enter cover, hit it again to break cover, and sometimes you end up stuck to that crate, or fumble to find the right key. In this game you enter and exit cover naturally. Leaning around corners works nicely. When crouched behind cover you can hold right mouse to raise up and shoot. If you want to aim lower, your body rises up in proportion. It's all so seamless and natural.


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