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Ne reason you can't. You'll need to spend in other trees to get perks for them, but most of the ranged weapons are viable without perk support (LMG probably isn't, but the most important perks are at the beginning of the MG/Shotgun tree)
While certainly there's a lot of synergy between cyberdecks and smart weapons, that tends to be much more to the weapons benefit more than it is the cyberdecks. Most quickhack damage bonuses will work with any weapon type.
That said a mono wire seems to be the best idea for an arm slot if you plan to ever go anywhere near melee.
If you're trying to figure out what options you have for making a character in 2.0 I recommend this (just note that the number of perks it gives you assumes that you will be tracking down all the free perk shards).
https://www.cyberpunk.net/en/build-planner?a=33333&b=&r=&i=&t=&c=&e=
And this is all the quickhacks that exist, plus what they can do at what tiers. I also assume that by "Whistle" you mean "Bait"?
https://cyberpunk.fandom.com/wiki/Cyberpunk_2077_Quickhacks
My own first V went heavy into netrunner's INT tree, but never touched smart weapons. Instead he was also heavy into the Cool tree for snipers, stealth and pistols/revolvers. He also took gorilla arms because I hadn't a clue what a mono wire was
Obviously you can do what you want but it seems the game is forcing you down that road to make a "Good" build for a netrunner. also heard that level scaling is pretty unforgiving if you don't lean into a good build. Don't know just started but that's what people seem to say.
By whistle I mean whistle... never seen a quickhack called bait. Maybe they changed it for 2.0 but in all my 1.6 playthroughs it is "whistle". still is.
Assuming they are talking about 2.0 the most likely reason I can think of is they are talking about max difficulty. So the question is, are you planning to play all the way up there?
The response about what weapons you can take will still be the same, but this time just make sure to also put points into an ability that would also help you get the most out of those different guns.
In total you can max out three of them and (with the PL expansion) almost a forth.
Of all the quickhacks that boost damage or get a bonus from combat, only two have abilities that are directly linked to using smart weapons and even there only one bit of each them works this way. The rest of the things those two quickhacks can do works regardless of what weapon you hold the same as all the rest.
Of the Cyberdecks, only one has bonuses that only work with smart weapons. All others either work with all guns, just the mono wire or don't have any weapon bonuses at all.
https://cyberpunk.fandom.com/wiki/Cyberpunk_2077_Cyberware#Cyberdecks
The only time I even touch a smart weapon is using Skippy to get 50 kills in order to finish the quest, and that's it.
My Netrunner build is: 20 points in Int, 20 points in Tech abilities, 20 in Cool and 17 in Body.
Weapons are Seraph with silencer and short scope, Johnny's gun (Malorian Arms) for situations where I have no option but to be involved in a firefight or for use against bosses, and the Overwatch sniper rifle.
All perks go into anything that boosts Quickhacks or Quickhack abilites, anything that boosts sneak, enemy perception and pistol effectiveness. My Cyberware is anything that enhances Quickhacks, stealth, enemy perception or pistols along with Optical Camo.
Quickhacks of choice are Ping, Bait, Sonic Shock, Distract Enemy, System Collapse for stealth infiltration missions. Synapse Burnout for when I need to kill a lot of enemies at once, quickly... and Cyberware Malfunction for boss encounters, though I'll sometimes juggle them around with other stuff depending on the needs of the moment.
And I've used Smart, Solo, Sandy, and Tech (Tech was the hardest to muscle through) to level 60.
I find no build to be difficult at all on very hard.
That's not what I usually hear from old people......
But I have my AARP membership right here... so not sure age is a good excuse.
All enemies will now start tracing you as soon as you start uploading combat, control or most ultimate quickhacks. With investments into Intelligence, you can unlock quickhack queues, allowing you to queue up to 4 quickhacks on a target. If you start the queue with Tier 4 Memory Wipe, subsequent quickhacks in the queue will not start a trace. This only works if the queue starts with Tier 4 Memory Wipe; if you let Memory Wipe finish uploading and then try to apply more quickhacks, that's a new queue and will start a trace if you don't start the queue with Tier 4 Memory Wipe again.
When quickhacks spread to additional targets, if they're a combat or control quickhack or one of the ultimate quickhacks which start trace, then they will start a trace, even if you used Tier 4 Memory Wipe to start the queue on the target these quickhacks spread from.
Reboot Optics ate the biggest nerfs. It no longer blinds until Tier 4, it doesn't blind in combat (only reduces accuracy), and it starts traces, so it can only be used for stealth in conjunction with Tier 4 Memory Wipe.
Some of the other offensive quickhacks ate nerfs, particularly Contagion, Short Circuit and Detonate Grenade. The passive effects on Tier 5 Legendary quickhacks were replaced. Distract Enemies also seems to be less reliable, and costs a bit more, but this was supplemented with the addition of Recon Grenades, which are in some regards substantially more powerful than Distract Enemies ever was.
The new skill trees want you to pair netrunning with either smart weapons or monowire. In Phantom Liberty, you get access to relic perks which upgrade your arm cyberware, for example allowing you to equip a control quickhack to your monowire, which will upload to enemies you hit, or a SMG weapon mod which gives shots a 5% chance to randomly upload one of the control quickhacks.
Anyway, I think this video detailing different netrunner builds might help you.
https://www.youtube.com/watch?v=LvMub14piQM
I don't personally care for any of them, but maybe you will. I think the 2.0 skill/cyberware changes suck, and the only build which stands out to me is the Defenzikov 90% mitigation strength plus shotgun dismemberment build.
Oh, and avoid the Feedback Loop perk; as near as I can tell, it's integral to triggering a bug which causes your RAM to stop recovering and your health to continually drain, forcing you to save and reload to clear the bug.
Yeah knew all that about hacking no idea why you felt that needed some long explanation.
Every single one of those builds uses monowire or smart weapons,.... so no they all suck.
In 1.63 you could sonic shock/memory wipegroups and katana them to death if you wanted. Or use whatever weapon you preferred. Seems like that's not viable in high levels of 2.0 or at least people have said you really need to build "right" now. That's really too bad. Locked into smart weapons blows.
They do not, in fact, all suck. Look closer
The first and third are the only ones can be skipped as they deal solely with Smart and Mono respectively.
-The second one is simply a stealth build. Doing that one without Smart weapons is beyond easy, as you can only (reliably) get silencers on Power weapons in the first place.
-The forth one isn't built around the idea of any guns, so it makes no difference what you take.
-The fifth one is largely the same as the above, it doesn't care what guns you use.
-The sixth one only cares that your gun can set people on fire, which thanks to weapon attachments is most of the Power weapons in the game, the Psalm 11:6 getting top billing, and even several of the Iconic Tech weapons.
-The seventh one, again, doesn't care about what guns you use.
As we keep explaining to you.
You. Can. Successfully. Use. Any. Gun. You. Want. With. A. Cyberdeck.