Much better than any of those. I am playing Halo 4 now right after Cyberpunk, and eventhough this is linear shooter while Cyberpunk is open world RPG where combat can even be fully avoided, I miss combat from Cyberpunk.

Better than those, but I’m going to disagree with @Paul_cze that it’s anywhere close to a Halo. The AI in Cyberpunk is atrocious which impacts the gunplay.

The two recent Deus Ex had better technological perks and gadgets than the incremental stat increases in CP2077.

That’s true but the moment to moment of combat handling in Cyberpunk is pretty good like @Paul_cze said.

The street in front of El Coyote Cojo becoming abstract:

They really need to release an expansion a couple years from now when the main character steps out of the shower and suddenly realize the weird, buggy, glitchy “world” they’d been in was actually a simulation they were stuck in… and now the real story begins (/cue sounds of revamped city).

I went uber hacker and it is terrifically trivial. Basically I can clear the entire mission area in seconds without even seeing most of the enemies. Next run through I’ll have to try guns.

Gunplay is good. Not Battlefield or Call of Duty good, but good. Some weapons are deceptively tricky. Tech guns can be hard to aim properly with the charging mechanic. Automatic weapons really need the “no vertical recoil” mod IMO. That sort of thing.

Gunplay was better than I expected but I couldn’t go much further than that in terms of praise. Basically; I can’t think of a recent FPS I’ve played that is worse, though I guess a few will not be substantially better.

I did enjoy the laziness of the smart guns to an extent, but like everything else in Cyberpunk it was ruined by bugs; e.g. the odd enemy that would just inexplicably bullet proof with smart rounds bouncing off completely at the last second. Made the smart sniper infuriating. Bug or undocumented ‘feature’? Who knows. Always seemed to just be the Tygers, at any rate.

Documented feature. Read the description of the Tyger Claw tattoo mod.

Ah, the one located in just one ripperdoc in the entire city after completing a specific mission. Rather than, say, helpfully spelled out in the enemy info scan screen.

Cheers at least, I’ll make note if I ever bother playing it again.

I’m a little bit confused by yout reation, because this seems like exactly the kind of thing we should have had more of :)

It’s something that encourages the player to use multiple tools rather than solve every combat encounter exactly the same way. It makes the various factions feel more unique. It’s lore that’s got gameplay significant but isn’t just force-fed to you by fish out of water dialogue.

My reaction was that the overall experience I was having was so buggy that I was unable to discern the difference between intent and accident, and that the UI was so poor as to make it impossible to tell the difference. Flavour text on a mod I didn’t even bother taking and only available long after I’d first observed this happening doesn’t cut it.

This could’ve been better communicated by just having the massive smart ‘crosshair’ state that target locking was jammed or something. Though it’d have still ended up on the trash heap because what else, exactly, suffers from this sort of weakness in the other systems & weapons in this poorly balanced game? Without that sort of tradeoff being ubiquitous, it doesn’t make smart weapons interesting, it just makes them suck.

(NB I kinda found the smart assault rifles to be spammy enough to totally mitigate this issue anyway)

Yeah, when i read that description, i made sure to get rid of that mod because i figured it would screw me over at some point.

You can buy a normal mod that does the same thing, without failing on the tygers

From what you’ve written, it seems you’ve misunderstood how that works (which is a point in favour of what I was saying).

Getting the tattoo smart mod makes you less likely to be hit by enemy smart weapons. It doesn’t affect you shooting at Tygers, some of which allegedly have the selfsame smart tattoo mod.

So, it doesn’t matter which smart mod you use (or even don’t use, since smart weapons still ‘work’ without), some Tygers deflect them and you’re not directly informed of why it is happening.

Ah, when i got it, i assumed that it would somehow stop your smart weapons from hitting tygers, so i dropped it… although ultimately i only used smart weapons for a Tricia’s part of the game. I mostly used tech weapons.

Smart weapons would be better if, well, they were…smarter? I hate the huge and totally unnecessary "aiming’ square, and the inability to add a silencer isn’t terribly helpful either. And it’s not like it’s hard to hit the enemy anyhow.

There’s always Skippy.

Ya know, in the two playthroughs I did, I never really used Skippy much. On one, admittedly, I did not get it until after I finished the main stuff, and was back tooling around. In the other run, though, I beelined for it and had it very early. It’s just that I was able to craft Epic and then Legendary versions of iconics and they all outperformed Skippy it seemed.

I put him up on my wall of iconic weapons so the return mission never triggered for me.