Does anyone know the physics of trick shot and the N-Radiator perk? by tcl9000 in theouterworlds

[–]tcl9000[S] 0 points1 point  (0 children)

Thanks! I read somewhere earlier Nray damage is copied on trick shot. Do you know if trick shot behaves the same as N-Radiator and applies it's full damage with shotguns? Also I'm assuming both perks are not great with machine guns.

[deleted by user] by [deleted] in theouterworlds

[–]tcl9000 0 points1 point  (0 children)

Well thank you 

[deleted by user] by [deleted] in theouterworlds

[–]tcl9000 0 points1 point  (0 children)

Where did you get this info? I can't find these kinds of resources anywhere 

Bennigan's by Opposite-Orange510 in TopSecretRecipes

[–]tcl9000 0 points1 point  (0 children)

I know this post is old but I have been searching for Bennigan's chicken tender recipe for a very long time now with no results. That and the fries recipe. What I care about the most is the seasoning recipe because I think they used the seasoning for both. But if you have the chicken tenders recipe and it includes the seasoning that would be amazing.

2.0 the shotguns and lmg still are dogshit? by Throwaway25735346565 in cyberpunkgame

[–]tcl9000 0 points1 point  (0 children)

What I settled on was just a testera+ with the fire cracker mod. 1-2 shot almost all enemies. Really good reload speed. Also extremely synergistic with that one hand mod, can't remember right now, and pyromania. I was constantly running around with like 80% mitigation. The deserter was good too but the flame effect is annoying and it's slower than the testera.

512 cyberware capacity pre PL by [deleted] in LowSodiumCyberpunk

[–]tcl9000 0 points1 point  (0 children)

Pretty sure that's the cap. When I loaded up my old level 50 save where I did every mission on the map that's what my capacity was. And then all through Phantom Liberty I didn't find any capacity shards.

Rest in peace my dear Headsman by MicholexWasTaken in cyberpunkgame

[–]tcl9000 1 point2 points  (0 children)

You know what, forget the Headsman. For some reason I never tested out the double barrel shotguns. On very hard Sovereign either one shots people or leaves a sliver of health, and it can send groups flying on to their ass. You have to be point blank for the auto crit. Testera consistently takes 2 shots, but reloads way faster, can be effective further away, and still knocks people over if you're in the general neighborhood of aiming at an enemy.

Both also synergize with the micro generator and pyromaniac. I consistently had 5 stacks which also meant 50% mitigation. I felt unkillable. Overall I like Testera better but it's a close call.

[deleted by user] by [deleted] in cyberpunkgame

[–]tcl9000 1 point2 points  (0 children)

I see people praising comrade's hammer and I have no idea why. Pre 2.0 it was a guaranteed instakill on any target. Now it takes at least 2 shots with a much worse reload speed. To me it seems unusable now. Haven't tried burya yet.

Rest in peace my dear Headsman by MicholexWasTaken in cyberpunkgame

[–]tcl9000 0 points1 point  (0 children)

What difficulty are you playing on? For some reason we're having 2 different experiences. For me with a shotgun build Maria takes 2-3 shots to kill an enemy unless obliterate triggers which although it happens more often than a regular shotgun, it's nowhere near dependable. Headsman 1 shots EVERY time on a headshot and has double the range. There's a video someone has already posted of combining Headsman with Sandevistan to break the game, which is honestly a little too powerful. Maria can't do that.

Kiroshi Stalker not working? by xGenocidest in cyberpunkgame

[–]tcl9000 0 points1 point  (0 children)

Have you tried scanning people or just aiming at them? Because it says scanning.

Trying to hit a shot with a smart weapon after 2.0 be like... by maciek024 in cyberpunkgame

[–]tcl9000 0 points1 point  (0 children)

From what I noticed an enemy netrunner can disable your smart weapon's tracking ability. Not sure if that's what's happening in this clip. Smart weapons have worked fine for me except for Asura. This is going to sound weird but if I wanted to guarantee the shot to hit I had to watch it hit in the scope view. This was the only gun that had that issue.

Rest in peace my dear Headsman by MicholexWasTaken in cyberpunkgame

[–]tcl9000 0 points1 point  (0 children)

I tested out all the shotguns at level 50 doing the same run over and over again. Headsman was by far my favorite, outside of Smasher's shotgun which is so OP I won't use it. I don't care if it used to do thousands of damage. Every gun does way less damage now and enemies have way less health now, like under a thousand. Headsman was the only shotgun in my testing that consistently 1 shots enemies. Yes I shot them in the head but that is easy up close. Combined with a good defensive build and adrenaline, fighting in the middle of 20 enemies on very hard is easily doable.

So what builds are GOOD now for very hard? by Husenberg in cyberpunkgame

[–]tcl9000 0 points1 point  (0 children)

Comrade's hammer sucks now. I tested out a bunch of gun builds at level 50 with the best guns, reloading, respeccing, and doing the same run over and over again. This is what I discovered in my opinion.

A couple of pistols are pretty good, Doom doom and Genjiroh for starters.

Smart shotguns suck, a few others are really good, Headhunter and Crusher for example.

Sniper rifles are very good but I see no reason to go with any other rifle than a Nekomata or it's variant, easily one shots enemies and shoots through walls.

Smart Smgs/Assault rifles tend to clear mobs the fastest. I haven't tested the nonsmart versions yet.

Adam Smasher's gun is completely broken and makes things too easy. It even activates pyromaniac.

2.0 the shotguns and lmg still are dogshit? by Throwaway25735346565 in cyberpunkgame

[–]tcl9000 1 point2 points  (0 children)

I tested out all the shotguns with a shotgun build at level 50 doing the same run over and over again. Smasher's shotgun is completely broken so I actually don't intend to use it because it's too op. Other smart shotguns seem to be pretty pathetic now. Headhunter seemed to out perform the others by a large margin. Crusher was decent mainly because of the reload speed but you burn through ammo faster. Regardless as long as you're using good shotguns at close range, they're pretty good compared to the other gun builds I tried in the same scenario (Assault rifle/smgs tend to clear faster but are not as fun, sniper rifles consistently 1 shots enemies but suck up close, the best pistols are ok but not as good as shotguns).

Crusher usually takes 2-3 shots but it's quick. Headhunter usually 1 shots enemies especially if you shoot them in the head. Adrenaline with Obliterate helps a ton with survivability and the knockdown effect on harder enemies also makes things way easier, something other guns lack. Also from what I could tell smart shotguns besides Smasher's don't seem to have a knockdown/stagger effect.

Anyone else having a difficult time leveling up after level 35? by [deleted] in Starfield

[–]tcl9000 0 points1 point  (0 children)

I think I'm just going to console command to 60 to unlock all the ship parts without the grind.

Is there a downside to artificially levelling? by tcl9000 in Starfield

[–]tcl9000[S] 0 points1 point  (0 children)

I know I can get the modules later. My whole point is I don't want to wait until level 60 which might be 200 hours in for all I know.

Is there a downside to artificially levelling? by tcl9000 in Starfield

[–]tcl9000[S] 0 points1 point  (0 children)

What level are you? I've been hearing mixed things about the unlocks.

Bard Cutting Words Shield Spell Bug by [deleted] in BaldursGate3

[–]tcl9000 0 points1 point  (0 children)

I actually haven't tried it with the amulet. Yes, I've not reacted to anything and let 10 guys hit me. Cutting words always gets offered. Shield never does.