Game Discussions Cyberpunk 2077 - official gameplay

The takedown animation will be a complete turn off when difficulty increases. You are a sitting duck while performing it. Get a good katana, and go that way, there are some awesome unique ones later on, did the whole game that way in maximum (was it "nightmare" ?) difficulty, along with Sandevistan mods (you have to really specialize in that kind of fast melee combat) - it was real fun, and the last mission while still a good challenge was easier than with other builds. Turn on that time warp, chop heads off, time warp turns off, heads fall down. I wanted to like the mantis blades too, but really they were a complete disappointment.
Just get a smartgun and EMP grenades for those exploding bots (which you cannot melee for obvious reasons). Everything else you can cut into ribbons.
Yeah, the bots were a real bummer. I started a blunt force playthrough and the bot stuff really turned me off melee.
 
I'm ~300 hours into the game and have completed it three different ways and I'm not sure what exploding bots people are talking about.
 
You melee bots they explode. Super annoying - especially if you're locked in some animation - You can't dodge the damage. It's a big pain.

I knew they exploded, but didn't think the damage was problematic. Just did a quick test, it seems the small-medium flying bots are doing appreciable damage when they explode. Since I've been running around with a second heart and biomonitor most of the game I probably never realized how much damage those explosions were doing. Larger bots (the big flying ones with the rotary cannon and the mechs) don't seem to be doing do any damage.

Also, I think they may have changed the damage during the takedown/strong attack animations with 1.5.
 
I knew they exploded, but didn't think the damage was problematic. Just did a quick test, it seems the small-medium flying bots are doing appreciable damage when they explode. Since I've been running around with a second heart and biomonitor most of the game I probably never realized how much damage those explosions were doing. Larger bots (the big flying ones with the rotary cannon and the mechs) don't seem to be doing do any damage.

Also, I think they may have changed the damage during the takedown/strong attack animations with 1.5.
That is good. Just I usually write off certain ways to play for good. You have to invest a bit of time for each character and when you find out mid game it just isn't fun because it's stacked against you - why would I keep trying?
CP 2077 is fun - I just end up playing samishly - gun focussed, because the melee was a big pain. Tried twice with cyberblades and the dildostick - that is enozgh time wasted on stuff that doesn't work out.
 
That is good. Just I usually write off certain ways to play for good. You have to invest a bit of time for each character and when you find out mid game it just isn't fun because it's stacked against you - why would I keep trying?
CP 2077 is fun - I just end up playing samishly - gun focussed, because the melee was a big pain. Tried twice with cyberblades and the dildostick - that is enozgh time wasted on stuff that doesn't work out.

My first and most played character was melee focused and I didn't really have an issues. I was never totally adverse to using firearms though.

Anyway, the test I did an hour ago (HD resolutions are still processing):
Source: https://youtu.be/KsTKBTT2Vkc?t=140


The little flying box bot was painful, but manageable. Could have been lethal early on, but they never took many bullets.
 

Deleted member 182079

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My very first playthrough was a female Corpo relying on hacks first and foremost, with some guns as backup. While overpowered against normal enemies, that boss fight I shall not name was pretty tough that way and took me several attempts (think I played on second highest difficulty throughout iirc).

Second playthrough, which I have now abandoned half way through was brute force gung-ho male Nomad - it was alright but didn't quite "feel" that playstyle, as I usually am not the biggest fan of pure strength builds as that can become a bit samey.

Deleted those once 1.5 landed, and started a new game - female Street Kid with a focus on hacking and 'cool' (i.e. stealth, which I never really exploited that much before). Will invest in knife combat skills as well as light firearms first and foremost, with hacking and stealth as backup. So far I love it.
 
I knew they exploded, but didn't think the damage was problematic. Just did a quick test, it seems the small-medium flying bots are doing appreciable damage when they explode. Since I've been running around with a second heart and biomonitor most of the game I probably never realized how much damage those explosions were doing. Larger bots (the big flying ones with the rotary cannon and the mechs) don't seem to be doing do any damage.

Also, I think they may have changed the damage during the takedown/strong attack animations with 1.5.
Did you play in maximum difficulty mode ? These close range bot explosions are lethal. Also this is those walking 'mechs, used by
Arasaka
, not the smaller flying ones. Still did complete the game using a 100% Sandevistan Street Samurai, and in maximum/nightmare difficulty, just with a few extra grenades for these particular bots.
 
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Did you play in maximum difficulty mode ? These close range bot explosions are lethal. Also this is those walking 'mechs, used by
Arasaka
, not the smaller flying ones. Still did complete the game using a 100% Sandevistan Street Samurai, and in maximum/nightmare difficulty, just with a few extra grenades for these particular bots.

I've mostly played on the second highest difficulty. I don't recall taking any damage from the Arasaka mechs, just the flying boxes.
 
The damage from exploding mechs including flying bots seems to have been brought down.

Incidentally, monowire used to be considered as a blunt weapon and is now defined to be a blade. Make sure you spec accordingly if you are building a monowire monster.
 
I've mostly played on the second highest difficulty. I don't recall taking any damage from the Arasaka mechs, just the flying boxes.
It's the walkers. There is this gas reservoir place up north, spiked with enemies - two of them are bots. And there my melee playthrough was kinda put to rest.
I also had some kind of shotgunner playthrough, because it's fun to ragdoll - but I discontinued that because of damage scaling and it doesn't go so well with sneak. I found myself relying heavily on handgun - especially when shotte mag goes empty.

I had another idea for a playthrough build which came up with my techineer charge gunner. This playthrough isn't finished yet (rage quit when crashing in Peralez quest YET AGAIN). But I might pick up to check for updates.

So the idea for new PT would be "grenadier" - they always piled up in inventory and saw little use. They also seemed not very powerful. But I like the basic mechanics of throwing. It was bugged at release and the throw command would stop working and so I stopped using it.
 
Running new attempt at melee build and it is indeed not a death sentence anymore to fight a droid. Hard difficulty: Enemies are spongy as hell and gun you down in one or two bursts. Not fun for melee but optical camo and sandevistan is a real game changer.

Again I can't just stick to one way to play so I did it bluntly at first and now I switched to katana and I found knifes to be utter useless compared to silenced pistol and takedowns. Tried human body shielding but enemy damage is just too much. Armour feels mostly useless. Just better to not get hit.
Normal is too easy for the perks you pick up - I wish there was a middle ground. Played the hardest one once but didn't find it fun. Is just figuring the oneshot threshold and then play like on normal.

And just found out Centzon Totochtin is Mexican legenbd about drunk monkey gods.
 
Currently having another go with katanas, also on hard. Enjoying it so far. Somewhat slower and more challenging than quickhacking and needed to add the "disable finishers" mod to even vaguely make it playable. Looking to transition to mantis blades are once I've built up some cash and street cred.
 
Running new attempt at melee build and it is indeed not a death sentence anymore to fight a droid. Hard difficulty: Enemies are spongy as hell and gun you down in one or two bursts. Not fun for melee but optical camo and sandevistan is a real game changer.
Yeah get the "QianT Warp Dancer" Sandevistan ASAP - then it's still not a walk in the park: you have 8 seconds to decapitate everyone in the area :) but while you do so, you can just dance around bullets, matrix-like. One of the best memories from that game, for me. Played maximum difficulty, so most automatic weapons were insta death against me, still not a menace unless i got caught unprepared.

Again I can't just stick to one way to play so I did it bluntly at first and now I switched to katana and I found knifes to be utter useless compared to silenced pistol and takedowns.
Katana > everything else. Dont even waste time / skill points on anything else than long blades. Mantis blades are disappointing (yeah even the top upgraded ones): the takedown animation locks you in a position where you can be shot down. Get the cyber legs for those awesome double jumps and extra mobility across cluttered environments (those 8 seconds of Sandevistan wont allow for just walking around..). (edit) one option for the Warp Dancer build is to use a semi automatic shotgun, and shoot a slug at point blank in each head before the timer runs out, then watch the heads explode...

Tried human body shielding but enemy damage is just too much. Armour feels mostly useless. Just better to not get hit.
Yeah that's the key: never get hit. Never needed any serious armor on my cyber samurai. Stay mobile, absolutely avoid getting stuck even a fraction of a second and you get shot down.

Normal is too easy for the perks you pick up - I wish there was a middle ground. Played the hardest one once but didn't find it fun. Is just figuring the oneshot threshold and then play like on normal.
TBH even the max difficulty becomes easy with the right build... (Warp Dancer Sandevistan, Katana, all other cyber implants incl. legs, max blade build). Only the secret last mission was an actual challenge (and fun, but I like rogue-likes, lol).

Currently having another go with katanas, also on hard. Enjoying it so far. Somewhat slower and more challenging than quickhacking and needed to add the "disable finishers" mod to even vaguely make it playable. Looking to transition to mantis blades are once I've built up some cash and street cred.
Ohh no finishers, that's a game changer, maybe Mantis Blades would become viable (they are not in a vanilla game, again max difficulty). Katana is pretty much the go-to option for Sandevistan close combat builds.
 
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Yeah get the "QianT Warp Dancer" Sandevistan ASAP - then it's still not a walk in the park: you have 8 seconds to decapitate everyone in the area :) but while you do so, you can just dance around bullets, matrix-like. One of the best memories from that game, for me. Played maximum difficulty, so most automatic weapons were insta death against me, still not a menace unless i got caught unprepared.


Katana > everything else. Dont even waste time / skill points on anything else than long blades. Mantis blades are disappointing (yeah even the top upgraded ones): the takedown animation locks you in a position where you can be shot down. Get the cyber legs for those awesome double jumps and extra mobility across cluttered environments (those 8 seconds of Sandevistan wont allow for just walking around..). (edit) one option for the Warp Dancer build is to use a semi automatic shotgun, and shoot a slug at point blank in each head before the timer runs out, then watch the heads explode...


Yeah that's the key: never get hit. Never needed any serious armor on my cyber samurai. Stay mobile, absolutely avoid getting stuck even a fraction of a second and you get shot down.


TBH even the max difficulty becomes easy with the right build... (Warp Dancer Sandevistan, Katana, all other cyber implants incl. legs, max blade build). Only the secret last mission was an actual challenge (and fun, but I like rogue-likes, lol).


Ohh no finishers, that's a game changer, maybe Mantis Blades would become viable (they are not in a vanilla game, again max difficulty). Katana is pretty much the go-to option for Sandevistan close combat builds.
I got Dynalar Sandevistan with CD mods it's up again fast but I rarely need a 2nd. Also increases crits and I use the katana that gets crits while in dilation.
 
I got Dynalar Sandevistan with CD mods it's up again fast but I rarely need a 2nd. Also increases crits and I use the katana that gets crits while in dilation.
Dynalar only goes to mk.4. Mk.5 are the "legendary + iconic" ones (there are two of them, Qiant "Warp Dancer" and Militech "Falcon"), they are on another level ;) (need 50 street cred to get them, from Ripperdoc)
 
Dynalar Epic + 2 CD mods gives me 3 secs CD. I take that over anything else. Usually I only need 1 activation, but I rather have the option to fire in short succession. Pen&Paper I was Kerenzikov all the way.
Anyway, kinda completed the questlines mostly and started over.
 
Melee Playthrough took me a lot discipline not to invest in tech tree. It always sits there accusingly and a whole load of stuff I would never craft.
Not that it's needed. Current run is again hacker plus tech rifle. I just try to avoid contagion. Unlocked Burya and had forgotten it needs Body 10. Who invests in body? Also it has 4 round mag now?
I use Burya, Smart SMG and Nekomata.
No silencer and I refrain from slotting ping, so stealth is just takedowns. When in doubt I rain grenades.
 
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