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The latest reply is from 2.12.
Can I block updates for the game somehow?
Edit: From my testing it only works if you upload Sonic Shock before.
Interesting to see it's apparently a bug.
I've not used Sonic Shock myself, but I'm going to try for my next session, after I noticed this about it:
"Tier 5: Uploading Sonic Shock to an enemy already affected by Memory Wipe and Reboot Optics will cause them to lose consciousness."
Can we really knock out bosses using 3 simple hacks, none of which are combat hacks? Has anyone tried this?
I've been using Memory Wipe tier 4 followed by combat quickhacks until now, to take down enemies without starting traces. But with the above method it would simplify things considerably, and save RAM, especially if it also work on bosses and Cyberpsychos.
Also, the Iconic version of Sonic Shock only uses 2 RAM (compared to 6 for tier 5), so that also sounds interesting.
https://cyberpunk.fandom.com/wiki/Sonic_Shock
I stopped using it when I discovered that synapse burnout wasn't getting traced. I'm guessing that was after the 2.11 patch as the linked discussion mentions. That's where I began using overclock and stacking it on strong enemies that don't go down with one application, and that works. Even the major bosses so far. Also ram cost goes down as I use it in a crowd. If I move fast enough I can keep overclock going by just using synapse burnout, as long as it is incapacitating rapidly enough as I go. That's if I have the right health perks and cyberware in case V gets noticed.
No doubt that will change as everything to do with really effective netrunning does. I guess that's part of the fun of using it.
I just tried this on a Cyberpsycho now ("Under the Bridge", the one with the 2 turrets), and it didn't cause her to lose consciousness or end the fight.
It stunned her for a while and took down a little health (I think), but otherwise the combo didn't seem to make any difference compared to using those quickhacks individually. Still had to 'work through her health bar' with hacks and a few gunshots to incapacitate her. Playing on hard difficulty.
Would have been a bit too easy if we could use a combo of 3 simple hacks to take down Cyberpsychos and bosses, I guess
I've been using the combo a bit on normal enemies recently, but until I get the Iconic version of Sonic Shock that only costs 2 RAM, I think I prefer the simple Memory Wipe / Overheat combo. It takes out everyone but the toughest, causes no trace, and costs less RAM.
I would wait for the iconic version, all three of those quickhacks together are a lot of ram.
I have a level 22 V I brought in from a 1.6 save so I'm able to have a tier 5 deck and tier 5 quickhacks because I have tier 5 components to work with. Playing on hard. I did an experiment with that netrunner cyberpsycho you did. Memory Wipe plus Reboot Optics followed by Sonic Shock does not knock her out for me, either. I redid it with three Synapse Burnouts (requires going into overclock) and she was incapacitated, didn't kill her, Reggie was happy.
Decided to start the DLC now at lvl 50, so will try many other Cyberpsychos after I've gone through the intro missions and reached the Dogtown vendors, with Iconic gear
I had a problem after 2.0 first started with doing a non lethal take down Lt Mower using quickhacks. Seemed like they stacked her lifebar because it wouldn't go down. So I went back to stacking cripple movement before she could go invisible and getting around behind her and doing a non lethal headlock. That's pretty solid for any hard to take down cyberpsycho except the ones encased in robotic protection armor, like the Discount Doc in Rancho Coronado.
If you haven't gone into dogtown yet, have fun! I love those scripted scenes where they rob you of your skills and all you can do is use move keys and maybe the one that they flash out of nowhere to roll or something. Gotta hit that one.
That's interesting. I don't think the different cyberdecks should make a difference on the individual quickhacks. I hope it's not a bug, since it is a bit logical that short circuiting a robot would neutralize it without starting a trace. But might also be a bug, I guess.
This is my 2nd playthrough (both after 2.1), so I've done Dogtown before, at least the main story missions. But I restarted the game before I was finished with the main story for the normal game, and with lots of gigs and side jobs left everywhere, so I'm looking forward to playing them all this time.
Got myself a few Iconic cyberwares now, including the one that refills 45% RAM when there is less than 20% left or something, and with only a 15 seconds cooldown (with 20 points in intelligence), so that's a handy one, and much better than the non-iconic version (forgot the name).
I also did Lt Mower as the first Cyberpsycho in both of my runs, and had kind of the opposite problem. She died on my first attempts both times, so I had to reload. I have a feeling there is something buggy about her, indeed. Managed to take down everyone non-lethal on my first run, and going for that now as well.
I believe that's the Camillo Ram Manager that goes to 45% from 30% when iconic.
So you've done that scripted scene with the Chimera when it turns on you and the Pres.
Yes, that one sounds familiar. Also upgraded to 5++.
(EDIT: I see the iconic version is called Ram Reallocator, but has similar icon and functions as the Camillo Ram Manager.)
And yes, I did that Chimera thing once, but I played much of the game on easy difficulty the first time, and it wasn't until after I did it I saw posts about how many people had problems doing this mission, so I'm kind of dreading doing it again today! But will keep difficulty on hard and try that first. I just spammed overheat and other things on it the first time, but this time I'll focus on the weak points thing with the relic trait.
Not a big fan of constant waves of enemies and huge boss fights and such, so I didn't like the intro missions to the DLC as much as the rest of the game and gigs and such. Will be good to get it over with. I mainly play as stealthy netrunner, which was not easy during many of those missions.
Anyway, this has drifted off-topic...
Staying with the topic, I stopped using sonic shock with synapse burnout when I found it doesn't trace anyway. It's designed to be used and to reduce Ram consumption as it's being used. And to continue with the netrunner theme, synapse burnout alone offers a lot of what was removed from my stealthy netrunning builds after the 2.0 revision of the game. While I was at first upset about all the nerfing they did to netrunning, I do enjoy a challenge to my strategic abilities, such as they are. When I bought the dlc and got back to the game after two years, I just took one of my old games and fairly quickly went into Dogtown because I got the call from Songbird right away along with the flood of changes that come by introducing an old V to the new 2.0 environment. Had no idea what the differences I was dealing with actually were and just how much I had to learn. I didn't understand overclock. I had not properly coordinated the cyberware with the skill tree.
There was virtually no discussion about it going around yet other than a lot of complaints about how they had once again crippled the netrunners.
That V died many times running after the Pres to get under a door and climb some stairs. That's just the feature of the programmers removing V's ability to sprint in a scripted scene I've concluded, specifically crouch and slide to get under the closing door. I did have to figure out what I actually could do in that tense moment. But after that, in the actual battle, I was not using the cyberdeck and my quickhacks as I've later learned they can be used. Also an Intelligence tuned smart weapon, like Genjiroh, is great for shooting those target points on the Chimera, along with hacking it and hacking the drones that come in about the time you think you've immobilzed it. So, I think I managed to stay on topic.