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"You guys are wrong I am right! LoLz can't explain why in a coherent sentence so here's some jibber jabber" - You in every post.
I'm trying to understand how being able to defeat the boss on VH with multiple builds means people are being elitist. They made VH actually hard. Turn down the difficulty, that's why it's there. Or are you upsetty spaghetti that the game doesn't coddle you anymore? People were complaining that he was too easy on VH so they buffed him. VH is meant to be a challenge to high skilled players who understand the games mechanics, not a power fantasy for people to think they are good at the game. Once again, this is why the game has a difficulty slider, if you can't handle him on VH turn it down, no one is gonna know or judge you for doing it. Let people who want a challenge get their fun out of the game and you get yours on a lower difficulty.
If you want to know the builds I beat 2.1 Smasher on very hard with:
Shotgun + Gorilla arms. Which was by far the easiest, Satara is ridiculously overpowered with the Wallpuncher mod.
Sneak gunslinger. The relic upgrade to camo lets you hide from Smasher and do takedowns on him. It just took a lot longer than the shotgunner because it seems to me the takedown is on a cooldown, or maybe he is only susceptible in certain phases of the fight.
Monowire + debuff quickhacks. Monowire not really suited for bosses, so it took a while. Still fun.
All 3 were fairly defensive on cyberware and perk choices. Adrenaline Rush + Bloodpump + Biomonitor puts in a ton of work. Chitin, Painducer, Epimorphic Skeleton, Neofiber.
Do NOT go glass cannon on very hard, DO build to kill efficiently. Dead enemies do no damage. Keep moving, dash constantly.
I am currently going through the game as a smartgunner, and it might honestly give Satara shotgunner a run for it's money. Overclock + Submachine Fun + Yinglong/Pizdets is honestly stupidly overpowered. Especially after they increased the ammo you can carry.
So if noone complained that this one is to hard, it would have been a major design error.
As for the fight, which I did a week ago with a post 2.0 char:
(I reloaded a few times and did it on different difficulties)
-I did it on normal, and that was no issue. Win on first attemt without trying to hard
-Hard, which is the difficulty I normal play: Thats was a nice fight. Challenging and entertaining. Took me 5-6 tries. Essentially I worked with try and error through my arsenal of 15 iconic/tier5++ weapons to find out what works and what not.
I ended up with a combination of
a) Kerenzikov, Assault Rifle (I used Psalm, but he is immune to fire, so it doesnt matter). dash and double-jumb. Trigger kere, empty half a mag, jump-dash to safety, rinse and repeat
b) Charged shots (Bolts). I tried Breakthrough but found it too slow, so I ended up using a stock Ticon. So whenever I was far enough and in cover so that I could aim for 1-2 second, I got him a bolt to the head.
I tried close combat variants, Katana or Shotgun, but found it none-sustainable. It deals massive damage really fast, but you have to come close, and the risk is just too high that he grabs you and then its game over, literally.
With a SMGs again I had to come too close, cant recommend.
Sniper/precission rifles: Too slow. You wont get the opportunity to properly aim, and when you get you'll eat a missile salvo a second later
I tried some light hacking (was my worst stat, but I had a deck and used it with high success against various cyber psychos) and stopped very soon. The first time I tried some cripple movement I just got some message about 'Samasher Ice, track and counterhack' and then I simply died. Not good to do unless you are a real netrunner.
-I tried it on very hard once... yeah, that not for me. I mean, I guess it would work with the same tactic as on hard, but it takes far longer, and you have no tolerance for mistakes.