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Then some perks for enhancing weapons.
The way i play is avoiding damage-quickhacks and using the debuffs (sonic shock, cyberware malfunction, cripple movement, impair vision etc) instead to take them out one by one with guns or sniper-rifles while they are 'nerfed'. Quite fun. Hopefully that works in 2.0. I found using the damage-quickhacks and pure stealth was too OP.
On cyberpsychos i use cripple movement plus the weapon-jammer and run around shooting.
For cyberdeck i think it is called tetratronic rippler, the one that makes hacks fast.
Gotchu bro.
Here's your build.[www.cyberpunk.net], if you want the same thing ( snipers + shoot through walls ).
Basically you can use Snipers, Precision Rifles, Pistols and Revolvers + Tech Weapons ( the ones that charge up and shoot through walls ).
You're incredibly mobile and can restore Stamina while swooshing around.
You can stealth well and get bonuses from killing people while undetected.
You get tons of armor, cyberware, HP, Temporary HP and HP Regen for when things go south.
However, no Netrunning at all.
I'd still recommend reading through the perks to understand how you do things.
Agreed. You could take out a whole building with Contagion and the right cyberware. My hand-to-eye coordination sucks so I'm going to try Smart weapons this time around.
Although, there is a lot to be said for 'I'm strong enough to break into anything' as well.
https://www.cyberpunk.net/build-planner?a=7kfk9&b=111111&r=111111211120111000003111113110000111&i=00000001000000000000210000000000301&t=10112001021010130010030111&c=00000000201&e=
Made this somewhat working build for base game only, main focus on movement, new stamina system and new medicine and grenades charges with some point on implants and smart weapons (Prototype Shingen, Ashura and Yinglong my favourites with possible Genjiroh in slot)
And why always "Cellular adapter" and no 2nd hand implant? :) Is it known what's that good for?
Fixed, it was meant to be Internal Clock
2nd hand implant isn't useful since the build isn't taking advantage of Mantis Blades ( no Blades perks ), Rockets ( no Doomlauncher / Pyromania ) or Monowire ( no INT ), so you'll probably just roll with Gorilla Hands for the Body checks and fist fights.
While we don't know what Cellular Adapter does yet, Integumentary System is the cyberware that has the strongest competition for slots ( Subdermal Armor + Optical Camo + Element Immunity being useful for any build ) so it's likely going to help out on that front by combining some of the effects.
I like this build. Where do you start in the build?
They're less powerful than a Katana ( especially considering how easy it is to get the Satori or Byakko ), but are good if you're tight on weapon slots and / or need something specific to robotic enemies since it's easy to stack lightning damage on them.
Plus as of right now we don't whether ALL Blades Perks work with Mantis Blades / Monowire ( like Bullet Deflect )
Relic skill for the Mantis Blades is also pretty weaksauce :/
TL;DR use them either for fun or if you have high Reflexes but no weapon slot for a Katana
https://www.cyberpunk.net/build-planner?a=d8kkk&b=110001&r=110001&i=11111111211111211111211311113111311111&t=000100000200000000000301100000001&c=11111000200000000003000013111000001&e=313000131
https://www.pcinvasion.com/best-brawler-build-in-cyberpunk-2077-2-0/