Just too many damn quest-stopping bugs. I’m going to take a break. Cyberpunk 2.0 comes out tomorrow, anyway, and I’ll start a new game. I’ve only played through once, and it was real easy because, frankly, combat was a joke (just spam the heal/medicine button). So it’ll be nice to play the game as it’s meant to be played.
That would be true for the small ships, but who wants to board the small ships anyway ;-) The Big ones should be easy enough to handle. Biggest problem are allied NPC though as they will kill everything.
My “trick” for this that usually works is to wait until my turrets have ALMOST finished destroying a ship’s shield, and THEN go into targeting mode to start using my EM weapon on the ship as the time slowdown also gives you the chance to dock the ship before your other weapons obliterate it.
My ship is packed with C-class wrecking ball turrets, but I can usually still manage to board ships if I want using this method.
I never get tired of low-G ship boarding, because of the way dead enemies and their weapons just spin around and clang off the walls and stuff, as does all the other clutter on the ship. It’s very “immersive” in the moment, wading through floating coffee cups and bodies.
I’ve still got my companions tossing grenades. They have hit me once or twice, but they hit the enemy surprisingly often. I try to keep my companions in front of me, especially in tight corridors and such.
It’s difficult trying to be all stealthy with Sarah around. She’s always popping her head out at the wrong time.
I’ve taken to leaving her near the entrances to abandoned bases so i can clear out enemies first (and level up my stealth skill) and then coming back for her later. Missed opportunity that you can’t issue her a command “via radio” or something so she can find you instead of having to walk to where you left her. Lots of little annoying things like this in the game.
That is probably a good approach. I have been equipping Sarah with a longer range rifle and grenades, but I tend to rush ahead with close quarter weapons - invariably winding up with a grenade to the back of the head. I’ve been hesitant to put Sarah in harm’s way or hit her with friendly fire.
Now that the honeymoon is over (figuratively and literally as we just left Paradiso in wedded bliss), I’ll probably equip her with an axe, knife and a handful of explosives and let her charge ahead attired in her Paradiso swim suit.