Thanks again to ridge for sponsoring my content! If you want to check them out, or learn more about the sweepstakes go to ridge.com/hamfam & use code HAMFAM
Just wanna mention you forgot the link to your police siren song. Edit: just listened to it and it really sounds cool even thou i dont like the siren ingame but you made something good out of it.
I was thinking that because when i was using it, it wasnt this bad, idk. I used incendiary and electrical, but mostly electrical the entire game, with some smart weapon damage increase perks cause i had extra leftover for my build, and i felt it would do more damage-
They probably don't realize it because it just, doesn't work a majority of the time. Unlike the smart guns, which has a clear tracking mechanic, the launch system well, doesn't. I just loaded one of my saves, installed the legendary launch system and legendary smart link, and tested it on some maelstromers. ALL my shots missed entirely when I was aiming JUST over their heads, which for EVERY other smart gun would be how you get a headshot. I even used electrical rounds, it still didn't work.
They removed it because the player too dumb to realized that the round explode so when they shoot it at close range it’s is an automatic death. That and also the tranquilizer round is too op
Would absolutely *love* to see a redux of this run with the new update bonuses to it, just to see how different it is! I understand if it's not feasible to go back to videos like this, but man, it'd be so fun to have such a side by side comparison
The new electric projectile launcher is so good. Of course you need the relic perk and the doom launcher perk but man. This thing clears out entire groups now on very hard and the few enemies who still have a pulse are always one shot.
2.0 turned this shit into a beast, i LOVE the projectile launch system now, honestly, the least impressive in my mind is mantis blades, but only because outside of points where you you lack a weapon period, normal katana's and basically every other blade cover more bases than mantis blades in my mind. That and the perks for gorilla arms and the projectile launch system, hell even the monowire give them far more versatility.
@@r3tr0_r3dux_2I tried using it. Unless it has a stupid short range, the tracking only works about 1/4 of the time. Even then, it doesn’t do enough damage for it to be worth while, compared to the other arms.
Sam Bran made a very good comment during his sniper rifle video He put the O'Five iconic sniper at the bottom of the list, saying that he wished the powers of the O'Five and the PLS were switched
In the newly released Cyberpunk Build Planner you can already find some perks on the left side of the Technical Ability Tree, that affect the Projectile Launch System. Not to mention the Relic tree for Phantom Liberty.
Area at around 4:27 kinda reminds me of the place where you talk to Alt or the training area in that Militech training chip Jackie offers you before the Scavenger gig in the beginning. Pretty neat. Like a general area for players to get teleported to whenever they go into the net.
I love that the more they Patch this game and the more we Mod it, the more it breaks Cyberpunk, the game that will never cease to amaze XD I'm sure this brings a tear to "Todd Howard" face every time we experience a new "feature"
Got a new challenge: the disappointment challenge You have to pick every option which is the most depressing and worst options you can pick and abandon any character that can be abandoned leaving them to die
I remember my first goal while playing through cyber punk was paying my debt back all I did was gigs and side missions till I made enough and I remember being so unreasonably happy I felt like I genuinely worked for it
I feel you, the 2.0 system still has demand for the eddies, but you do earn a lot more much easier now, so paying Vik was done within 10 minutes for me. 😐
16:38 I'm guessing that, even if the tracking doesn't work very well, it still counts as a smart link weapon and thus the Tyger Claws' smart link jammers cause the projectile to veer off course. 23:00 Damn, looks like my guess was wrong xD
Just reviewed the DLC update for the Projectile Launcher and here are the new perks that affect it Pyromania: Level 2: Your grenades and projectile launch system will gain an additional 10% radius. Doomlauncher, Your Projectile Launch System Cyberware will receive the following buffs: +1 Max charge 20% recharge speed 25% additional recharge speed when no charges are available 200% additional recharge speed when out of combat+5% instant recharge after taking out an enemy Will receive the same bonus as grenades from Burn the City New 5 round burst perk is also available (it fires them off about the same speed you just always fire 5) Yeah no that's not even addressing the abysmal damage I don't think it's fixed yet. To me I always felt it should have been a weapon with actual ammo instead so it could have more damage without breaking the grenade economy in the game and you could buy those PL rounds OR you could assign your grenades to be launched instead and the PL charge would make it do even more damage and increaese the throwing arc range. If charging affects the arc of the shot though it'd need a visible arc HUD too. This would also fix tranq rounds because you could make them handmade crafting items and not buyable or really expensive. Hope someone comes out with a mod similar to this!
Have you played Phantom liberty? The new launcher is absolutely devastating. I always play on very hard and the relic perk plus the doom launcher perk makes this thing unreal. It fires five projectiles and what is still breathing after that is easy picking. Mantis Blades get outshined by the Scalpel Katana, monowire just isn't for me so it's either Gorilla Arms or the Launcher. It's so good now.
you could have cotten the legendary projectile launcher because it had 3 round slots so you could so explosive round in one and electrical round in another etc
This launcher should get a tech gun/engineer scaling in upcomming patch and grenade perks should work with it. CDPR already changed monowire from blunt to blade so im shocked they didnt touch it yet. edit : also the launcher used to work with smart hands and auto target but now it somehow doesnt edit 2 : instead of different projectiles it should be different weapon mods : shotgun, single action rifle, burst smg, rocket and electric like railgun
I know the smart link Wokako gives you has the hidden feature of causing smart weapons i.e. the projectile launce system to completely miss tyger claws
See, but anytime I use smart weapons on Tyger claws (with just the regular smart link) it whiffs them a fuck ton. Luke 70% just miss them, I just don't understand💀
Think grenades could've been allowed for this build, cause if you look at the different Metroid games Samus uses a lot of tech weapons/gadgets. So a couple of other things could've made the run a bit easier at least
Just wanna say, I think I prefer videos edited like this, more of the struggle of the beginning, and when the gameplay gets a little stale bc of being the same type of weapon everytime, it gets a little shorter with mostly important thing only. Helps to keep the interest high IMO
Can you hold to charge up the launcher? Or is that white swipe effect on the icon the reload/cooldown? Sometimes it looks like it was charging up, but since you're tapping the fire key, it discharges? Never used it, just curious.
The reason for the shots going wild when trying to hit the sandevistan users is because of throwing knives and projectile launch rockets curving towards enemies while in combat. if you aim at the ground close enough to them it'll curve to hit their body, but they'll dodge it.
A cool challenge run after the update now that we've seen the new skills would be a reflect damage only run with blades, that'd be an interesting run 🤣
I think one of the reasons it's worse than grenades is cause grenades are limited in amount while you can use the PL for as long as you want if you keep an eye on cooldowns. If you have 20 grenades but a boss requires you to spend 22, you're done for, while with the launcher, it might take you 25 shots, but even if it took you 30 youll be able to do it no problem. And remember that if you use the launcher, you cant use grenades since it uses the same "slot" so that might be part of why the launcher its that oddly balanced. Also, DAMN! I didn't knew about the special side effects of the other rounds XD I thought they were like just other damage types bu the whole triple explosion of the electrical one? That's nuts lol
Until very recently I exclusively used the arm cannon, it's kind of OP in my opinion. Granted I like setting my enemies and their toys on fire in cyberpunk so the thermal rockets were a no brainier
This thing LOOKS like in launches 20mm HE shells, like something a Bradley IFV would use. It FEELS like it's lobbing m80s at best, or tennis balls full of gasoline at worst.
When the new update comes outz you should do a "Can i get to max level in the first act" challenge. I dont knoe hoe "fun" it eould be, but it could be a way to expose yourself to the new perk system.
I love how before 2.0 projectile launch system was one of the worst arm cyberware and now after 2.0 it's one of the best like unless you're a netrunner you just go projectile launch system, no matter what build you use
Gotta wonder where all those rockets come from, since this doesn't use ammo. I mean, a laser or something like that could still be plausible, but this just places an infinite supply of missiles in your body.
Hi, new viewer here. So cool that you are doing challenge runs in Cyberpunk. When you get back to this series, any chance you could do a play through as Raiden from MGR: Revengence? Simple hack and slash build but think of the memes!
Yeah, def getting a bit antsy for the launch since it's literally any day now... the mandatory notice period for the chance in system requirements passed over the weekend, and they want to launch before PL hits in 2 weeks.
I made a infinite revolver and projectile launch build and it was my most fun playthrough because I would use 5 bullets then I would already have a new charge of the launcher because of the pyro stacks
Hope the PLS is much better in 2.0 and phantom liberty. It's definitely my favorite arm cyberware in concept and it feels the most like something a merc would have. I assume it'll be updated to be affected by tech and grenade perks BTW the elemental rounds can have synergies with any perks that have to do with those status effects. Also the being immune to your own grenades perk is super useful
From my experience, yeah, the PLS is a LOOOT better in 2.0- So very many of the reliability issues were fixed, so very much more fun, and it has an actual proper ammo counter/recharge system now...
@@technobabb4233 IT is much better! I will say the hit detection and stuff feels wonky like i'll aim right at someone and it flies off to the left. Seems like you're supposed to shoot the floor or something now.
is modding cyberware still a thing or how can i add attachments to my projectile system ? i’ve never fought royce either i’ve always just killed him after his introduction in all foods
Been binging all your cyberpunk videos. Would love to see a run with only the Slaught-o-matic pistol you can get from vending machines. Only 36 rounds per pistol and then it disappears.
I'd love to but they have a major but when saving and loading.I made a video called the run that could have been showing it. and its still present in 2.0 sadly.
The reason the projectile system sucks ass is that with the other arm cyberware they scale off skills , Mantis and Monowire scale off blade skills the Gorilla arms off blunt weapons however the projectile launcher has no skills that benefit it
I would like to see some Starfield challenges. Using melee weapons only, stealth only, not firing a single shot (abusing companions or something). But I am not sure how you would do it? I haven't finished main story yet so I don't know if this could be done "lineraly" as in Cyberpunk.
Funny fact: There's a shocking lack of the projectile launcher or its' variants I've never seen more than the thermal variant and the one that's blue with yellow accents From the same singular video Video idea: Maybe a ranking of the damage types of each cyberware? Either by type of damage or type of arm
Thanks again to ridge for sponsoring my content! If you want to check them out, or learn more about the sweepstakes go to ridge.com/hamfam & use code HAMFAM
lol I commented before you
Just wanna mention you forgot the link to your police siren song.
Edit: just listened to it and it really sounds cool even thou i dont like the siren ingame but you made something good out of it.
@MrWabaki oh right whops haha!
Beat the game as a TF2 class. Don't care which but I want to see it
Beating cyberpunk with %100 accuracy
I think that weird underground section at the start is the optional tutorial levels you can run with T-Bug
Yep
Yeah I realized that while editing!
I can’t believe I remembered this
Yeah, that one that teaches hand-to-hand combat, which I never used again after this tutorial.
I bought this Cyberware once, thought it was cool looking but it didn’t fit my build so I never bothered with it again.
A lot of people don't realize this but Projectile Launcher is a Smart link weapon.
I know I didn't know until now
I was thinking that because when i was using it, it wasnt this bad, idk. I used incendiary and electrical, but mostly electrical the entire game, with some smart weapon damage increase perks cause i had extra leftover for my build, and i felt it would do more damage-
They probably don't realize it because it just, doesn't work a majority of the time. Unlike the smart guns, which has a clear tracking mechanic, the launch system well, doesn't. I just loaded one of my saves, installed the legendary launch system and legendary smart link, and tested it on some maelstromers.
ALL my shots missed entirely when I was aiming JUST over their heads, which for EVERY other smart gun would be how you get a headshot.
I even used electrical rounds, it still didn't work.
They removed it because the player too dumb to realized that the round explode so when they shoot it at close range it’s is an automatic death. That and also the tranquilizer round is too op
It barely works, thr inly time I've seen it actively track is during slowed time
Would absolutely *love* to see a redux of this run with the new update bonuses to it, just to see how different it is! I understand if it's not feasible to go back to videos like this, but man, it'd be so fun to have such a side by side comparison
I’m down to go back to this build after and see what it can do!
Yeah this one would be cool, it really feels like of all the cyber arms this one was just a tacked on "uhh, we should maybe have a ranged option??"
well not only this one, most of the other one like the mario or the one punch one@@abrahamsandwich
True
After 2.0, this build is not a challenge run unless he decides to not use the perks around pyromania. Its an infinite arm cannon build.
I like how these challenges make the Smasher fight into an actual final boss fight.
4:28 That looks like the training simulation shard that Jackie gives you.
you could be right, I only did it once ever but it looks like the walls to it
The new electric projectile launcher is so good. Of course you need the relic perk and the doom launcher perk but man. This thing clears out entire groups now on very hard and the few enemies who still have a pulse are always one shot.
21:47
"V, try not to get hurt!"
"Yeah yeah yeah I know"
*shoots a grenade at his feet*
I use it with projectile launch rework mod to make it crazy powerful. Feels much better to use now.
If you had the legendary version of the projectile launcher, would've cleared a lot of boss battles easy
2.0 turned this shit into a beast, i LOVE the projectile launch system now, honestly, the least impressive in my mind is mantis blades, but only because outside of points where you you lack a weapon period, normal katana's and basically every other blade cover more bases than mantis blades in my mind. That and the perks for gorilla arms and the projectile launch system, hell even the monowire give them far more versatility.
The launch system would be so fun if it was just a little more effective.
It's actually a smart weapon type so it would work with the smart link mod. Homing missiles anyone?
@@r3tr0_r3dux_2I tried using it. Unless it has a stupid short range, the tracking only works about 1/4 of the time. Even then, it doesn’t do enough damage for it to be worth while, compared to the other arms.
Sam Bran made a very good comment during his sniper rifle video
He put the O'Five iconic sniper at the bottom of the list, saying that he wished the powers of the O'Five and the PLS were switched
Well, the tranquiliser is good
@@karara5532 tranquilizer trades fun for efficiency tho
i love the projectile launcher, one of my favorite arm upgrades, nice and simple to use, and effective with the militech skill.
In the newly released Cyberpunk Build Planner you can already find some perks on the left side of the Technical Ability Tree, that affect the Projectile Launch System. Not to mention the Relic tree for Phantom Liberty.
i started a new playthrough recently from your vids, and was happy to find out that the godly fan is still in rocky ridge
You should redo all these challenges for 2.0 imo
Or at least the most popular ones
I might revisit some of the favorites!
Area at around 4:27 kinda reminds me of the place where you talk to Alt or the training area in that Militech training chip Jackie offers you before the Scavenger gig in the beginning. Pretty neat. Like a general area for players to get teleported to whenever they go into the net.
that was awesome. super excited for your phantom liberty content
I was asking for this and I'm so happy it was made, can't wait to see if the dlc with the update lets us upgrade the arm cannon even more
This would be super good to redo with phantom liberty I love the launcher
Loved watching the steams for this vid. Good job bro
"Grab Reanu Keeves"
Oh god, he's escaped Skyrim!
He’s too powerful!!!!
I love that the more they Patch this game and the more we Mod it, the more it breaks
Cyberpunk, the game that will never cease to amaze XD
I'm sure this brings a tear to "Todd Howard" face every time we experience a new "feature"
Got a new challenge: the disappointment challenge
You have to pick every option which is the most depressing and worst options you can pick and abandon any character that can be abandoned leaving them to die
I remember my first goal while playing through cyber punk was paying my debt back all I did was gigs and side missions till I made enough and I remember being so unreasonably happy I felt like I genuinely worked for it
I feel you, the 2.0 system still has demand for the eddies, but you do earn a lot more much easier now, so paying Vik was done within 10 minutes for me. 😐
I would love to see this in phantom liberty with the new launcher update I imagine the cooldown would make beginning game hard
16:38 I'm guessing that, even if the tracking doesn't work very well, it still counts as a smart link weapon and thus the Tyger Claws' smart link jammers cause the projectile to veer off course.
23:00 Damn, looks like my guess was wrong xD
Pls do a 2.0 run of this that wil make this very interesting
Im ready for the Starfield version of this.
"Can You Beat STARFIELD With Supernova?"
You should do a mantis blades only run I found it to be really fun
If you want it my build was reflex, body, and cool
Just reviewed the DLC update for the Projectile Launcher and here are the new perks that affect it
Pyromania:
Level 2: Your grenades and projectile launch system will gain an additional 10% radius.
Doomlauncher, Your Projectile Launch System Cyberware will receive the following buffs:
+1 Max charge 20% recharge speed 25% additional recharge speed when no charges are available 200% additional recharge speed when out of combat+5% instant recharge after taking out an enemy Will receive the same bonus as grenades from Burn the City
New 5 round burst perk is also available (it fires them off about the same speed you just always fire 5)
Yeah no that's not even addressing the abysmal damage I don't think it's fixed yet. To me I always felt it should have been a weapon with actual ammo instead so it could have more damage without breaking the grenade economy in the game and you could buy those PL rounds OR you could assign your grenades to be launched instead and the PL charge would make it do even more damage and increaese the throwing arc range. If charging affects the arc of the shot though it'd need a visible arc HUD too. This would also fix tranq rounds because you could make them handmade crafting items and not buyable or really expensive. Hope someone comes out with a mod similar to this!
Have you played Phantom liberty? The new launcher is absolutely devastating. I always play on very hard and the relic perk plus the doom launcher perk makes this thing unreal. It fires five projectiles and what is still breathing after that is easy picking.
Mantis Blades get outshined by the Scalpel Katana, monowire just isn't for me so it's either Gorilla Arms or the Launcher. It's so good now.
you could have cotten the legendary projectile launcher because it had 3 round slots so you could so explosive round in one and electrical round in another etc
This launcher should get a tech gun/engineer scaling in upcomming patch and grenade perks should work with it. CDPR already changed monowire from blunt to blade so im shocked they didnt touch it yet.
edit : also the launcher used to work with smart hands and auto target but now it somehow doesnt
edit 2 : instead of different projectiles it should be different weapon mods : shotgun, single action rifle, burst smg, rocket and electric like railgun
Agreed!
I know the smart link Wokako gives you has the hidden feature of causing smart weapons i.e. the projectile launce system to completely miss tyger claws
Heh. See I would never have known that since I never used her Smart Link and love chopping up Tyler Claws with katanas.
See, but anytime I use smart weapons on Tyger claws (with just the regular smart link) it whiffs them a fuck ton. Luke 70% just miss them, I just don't understand💀
What'd you expect from a tyger claw smart tatto
I like the idea of the arm launcher but it needs rework to be better otherwise I would be fun
Think grenades could've been allowed for this build, cause if you look at the different Metroid games Samus uses a lot of tech weapons/gadgets. So a couple of other things could've made the run a bit easier at least
loving the content! perhaps a melee only starfield run, or an undetected run would be really cool, whatever you choose will be a pleasure to watch!
I always have an smile on my face when ever i see you've uploaded a new video❤
Just wanna say, I think I prefer videos edited like this, more of the struggle of the beginning, and when the gameplay gets a little stale bc of being the same type of weapon everytime, it gets a little shorter with mostly important thing only. Helps to keep the interest high IMO
Never used projectile myself, this is interesting
I'd still recommend using a nerf blaster with darts that have thumbtack heads.
Anyone else notice he wasn't taking any visible health bar damage when Smasher was loading him up with a machine gun?
Inside the arasaka mansion, you can find a gun. Called genjiroh It's a better version of Skippy.
Very fun video, excited for your phantom lib content
Can you do another challengerun where you roleplay a little like with dex jr.
Can you hold to charge up the launcher? Or is that white swipe effect on the icon the reload/cooldown? Sometimes it looks like it was charging up, but since you're tapping the fire key, it discharges? Never used it, just curious.
The reason for the shots going wild when trying to hit the sandevistan users is because of throwing knives and projectile launch rockets curving towards enemies while in combat. if you aim at the ground close enough to them it'll curve to hit their body, but they'll dodge it.
4:30 proof that the universe is a stimulation
Fantastic video as always!
the first smart link with Wakako actively misses Tigerclaw's
well i did ask you and i got it thanks bud, happy to see you get sponsorships and grow even larger!
A cool challenge run after the update now that we've seen the new skills would be a reflect damage only run with blades, that'd be an interesting run 🤣
The problem is, there are no perks associated with it.
yup
I think one of the reasons it's worse than grenades is cause grenades are limited in amount while you can use the PL for as long as you want if you keep an eye on cooldowns. If you have 20 grenades but a boss requires you to spend 22, you're done for, while with the launcher, it might take you 25 shots, but even if it took you 30 youll be able to do it no problem. And remember that if you use the launcher, you cant use grenades since it uses the same "slot" so that might be part of why the launcher its that oddly balanced.
Also, DAMN! I didn't knew about the special side effects of the other rounds XD I thought they were like just other damage types bu the whole triple explosion of the electrical one? That's nuts lol
Here's an idea can you beat Cyberpunk 2077 as a monk.
Rules:
No Cyberwear
No Killing
Blunt weapons only
Pls do a full run with the slaughto'mattic
I’ve looked into it and they are super buddy to the point I don’t want to. I have a video yo called the run that could have been going into it.
some starfield challenge runs would be awesome
39:35 I encountered this exact bug WAY early on, maybe my first playthrough. Weird that it's never been successfully patched out.
Yeah I’ve seen it so many times now it’s crazy!
Until very recently I exclusively used the arm cannon, it's kind of OP in my opinion. Granted I like setting my enemies and their toys on fire in cyberpunk so the thermal rockets were a no brainier
This thing LOOKS like in launches 20mm HE shells, like something a Bradley IFV would use. It FEELS like it's lobbing m80s at best, or tennis balls full of gasoline at worst.
When the new update comes outz you should do a "Can i get to max level in the first act" challenge. I dont knoe hoe "fun" it eould be, but it could be a way to expose yourself to the new perk system.
It can be done. I managed in one of my old playthroughs. It takes forever though.
4:26 that’s the militech training simulation
“Finally, some good fucking content”
Nice truck mod go crazy in cyberpunk
I love how before 2.0 projectile launch system was one of the worst arm cyberware and now after 2.0 it's one of the best
like
unless you're a netrunner you just go projectile launch system, no matter what build you use
I definitely need to test it out in 2.0!
Remember that one patch where that one weapon was overpowered
Gotta wonder where all those rockets come from, since this doesn't use ammo. I mean, a laser or something like that could still be plausible, but this just places an infinite supply of missiles in your body.
I actually think the arm canon is quite awsome but unfortunatly it only gives you visual upgrades on one arm which makes it a no go for me
We getting out the slums of neon with this sponser💀💀💀
I feel like Samus would be corpo af
Bro had to enter Muzans Infinity Castle
Emergency is awesome.
Tranquil rounds 1 shot all enemies including bosses if done undetected.
Bru… I literally said that it’s banned in the first minute.
I'm so confused, I've been playing Cyberpunk lately and never has my body skill tree looked like that, did they update and change it? Or is it a mod?
update, ur prolly playin the most recent version
This is on patch 1.6 before the big 2.0 overhaul
Also, you can charge the projectile for increasrd damage and better slug (not a slug but idk) spread/control
BRO THE 2.0 PERKS FOR PROJECTILE LAUNCHE SYSTEM
25:14 Yes, it's fire, yes I play it on repeat, yes I do it like that uh
29:20 those damn campers
1:47 sheeeesh my manz gots some cashhh
Hi, new viewer here. So cool that you are doing challenge runs in Cyberpunk. When you get back to this series, any chance you could do a play through as Raiden from MGR: Revengence? Simple hack and slash build but think of the memes!
Have you done a crazy Ivan run (grenades/explosives only)?
A rich man's cyberpunk playthrough. You could even use the plan b pistol. Corpo start.
Yeah, def getting a bit antsy for the launch since it's literally any day now... the mandatory notice period for the chance in system requirements passed over the weekend, and they want to launch before PL hits in 2 weeks.
I made a infinite revolver and projectile launch build and it was my most fun playthrough because I would use 5 bullets then I would already have a new charge of the launcher because of the pyro stacks
he should have waited to do this after phantom liberty with the cyberware overclocking relic perks
Hope the PLS is much better in 2.0 and phantom liberty. It's definitely my favorite arm cyberware in concept and it feels the most like something a merc would have. I assume it'll be updated to be affected by tech and grenade perks
BTW the elemental rounds can have synergies with any perks that have to do with those status effects. Also the being immune to your own grenades perk is super useful
From my experience, yeah, the PLS is a LOOOT better in 2.0- So very many of the reliability issues were fixed, so very much more fun, and it has an actual proper ammo counter/recharge system now...
@@technobabb4233 IT is much better! I will say the hit detection and stuff feels wonky like i'll aim right at someone and it flies off to the left. Seems like you're supposed to shoot the floor or something now.
is modding cyberware still a thing or how can i add attachments to my projectile system ? i’ve never fought royce either i’ve always just killed him after his introduction in all foods
sadly no.
Watch those wrist rockets!
Been binging all your cyberpunk videos. Would love to see a run with only the Slaught-o-matic pistol you can get from vending machines. Only 36 rounds per pistol and then it disappears.
I'd love to but they have a major but when saving and loading.I made a video called the run that could have been showing it. and its still present in 2.0 sadly.
That underground section reminds me of the ps2 start animation but from the other side, if that makes sense 😅
The reason the projectile system sucks ass is that with the other arm cyberware they scale off skills , Mantis and Monowire scale off blade skills the Gorilla arms off blunt weapons however the projectile launcher has no skills that benefit it
Every time you upload I send your channel link to all my friends and family. My grandmother keeps on asking what Cyberpunk is
😂
I would like to see some Starfield challenges. Using melee weapons only, stealth only, not firing a single shot (abusing companions or something). But I am not sure how you would do it? I haven't finished main story yet so I don't know if this could be done "lineraly" as in Cyberpunk.
nice video XD I want to see this with the 2.01 looks like they rework the rocket launcher
The LEGEND is backkk!!! 🥳🥳🥳
Amazing video say What are the clothes you used for the run?
Oh I always thought the ones with the shimmer around them were just enhanced with reflex upgrades never knew they had a sandevistan cyber deck
Funny fact:
There's a shocking lack of the projectile launcher or its' variants
I've never seen more than the thermal variant and the one that's blue with yellow accents
From the same singular video
Video idea: Maybe a ranking of the damage types of each cyberware? Either by type of damage or type of arm
Wait… Do any enemies even use the Projectile Launch System?
Pretty sure Adam smasher has a modified version of the PLS, i dont remember if any other enemy have access to it
@@azzarnthelizard Now that I think of it I don’t remember seeing anyone using laser whips either.
That Reanu Keeves reference had me dying
Some say he’s still destroying dragons in Skyrim with his pinky.
Great video as always!
Could you play bg3 again soon? i loved the streams
Thanks!
Thank you! 🙏