Cyberpunk 2077 - Netrunning with Tetratronic Rippler MK4 (patch 1.23)

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  • Опубликовано: 6 фев 2025
  • Use Detonate Grenade to make System Reset cheap. Use System Reset to make Suicide cheap. Use Short Circuit to reset your Detonate Grenade and System Reset cooldowns so you can go again.
    Daisy Chain will reset your cooldowns. You will recover RAM on kill using Memory Boost (rare) cyberware.
    Don't do this against enemies that significantly outlevel you. You WILL run out of RAM due to level scaling penalties to quickhack cost.
    Grenade explosions trigger Detonate Grenades passive if you need to stack it fast. All kills (even with guns/blades/fists) will stack System Reset's passive.

Комментарии • 6

  • @mahatmajawndi9589
    @mahatmajawndi9589 2 года назад

    Curious what your attribute setup is for this / for a build that’s going to focus on getting by with quickhacks in general? Kinda seems like maxing Int doesn’t offer much over just getting Int high.

    • @island_dancer
      @island_dancer  2 года назад

      Sorry I missed your comment. Only 16 Intelligence is needed for this setup. There are no damage perks or Int cyberware beyond Critical Error.
      You do not need RAM cost reduction or RAM regeneration. You do not need Biosynergy.
      You recover all your RAM by killing things with Memory Boost (rare) cyberware equipped and the perk "Forget-Me-Not". Killing also resets your cooldowns with the perk "Daisy Chain".
      With Legendary Detonate Grenade/System Reset passives you should either have a set spellcasting order or opportunistically kill with weapons/thrown grenades to stack their cost reduction passives.
      Then you just kill as fast as you can. The faster you kill, the faster you recover RAM and the quicker you reset your cooldowns so you can cast your spells again.
      I would recommend not going to 20 Int unless you want to consistently upload 3 datamine daemons and 3+ combat daemons. If this is you, then you need 20 Int for the perks "Compression", "Head Start" and the 9th buffer from 19 breach protocol.
      If you do not like the hex sudoku minigame and don't want to play as a daemon heavy netrunner, then stop at 16 Int. The 4 spare attributes can go in a weapon tree and you can kill with crit weapons to proc legendary short circuit and stack legendary cost reduction passives so you can infinite spam hacks.

  • @redninja3231
    @redninja3231 2 года назад

    how do you get such low ram cost

    • @island_dancer
      @island_dancer  2 года назад

      The short explanation is in the video description. You stack the legendary passives for System Reset and Detonate Grenade.
      You can stack System Reset's passive by defeating any enemy, with anything. It doesn't matter if its lethal/non-lethal. Quickhacks, fists, guns, swords all work.
      You can stack Detonate Grenade's passive by defeating any enemy with an explosion. It does not have to be the explosion from the Detonate Grenade quickhack. Thrown grenades will work.
      Every time you kill an enemy with an explosion (Legendary Detonate Grenade passive), your next ultimate quickhack will have its cost reduced by up to 2 x 4 = 8 RAM.
      Every time you kill an enemy with any source of damage (Legendary System Reset passive), your next quickhack will have its cost reduced by up to 1 x 6 = 6 RAM.
      If using only quickhacks, you will cast in a certain order - Detonate Grenade -> System Reset -> Suicide/Short Circuit.
      Killing with Detonate Grenade makes System Reset cheap. Killing with System Reset makes Suicide cheap. With Tetratronic Rippler, your ultimates hit 2 targets so Daisy Chain will have reset your cooldowns and you can go again.
      If you mix weapons with quickhacks, things get more interesting. You opportunistically kill with weapons and thrown grenades to make these legendary passives available, whenever you want them.

  • @sherry356
    @sherry356 2 года назад +1

    How are you running so fast?

    • @island_dancer
      @island_dancer  2 года назад +1

      It is a movement exploit that was fixed in patch 1.3 by adding two flats to the game's static database (tweakdb):
      "player.locomotion.maxGroundSpeed" and "player.locomotion.maxAirXYSpeed"
      Pre patch 1.3 these did not exist, so there was no ground/air velocity cap.
      Dodging gives you a burst of acceleration. If you dodge in the air, there is no deceleration due to friction. Air dodging requires Maneuvering System.
      If you jump, air dodge just before you touch the ground and jump again, your dodge momentum is conserved.
      Post patch 1.3 you need a mod to do this called "Restore Kerenzikov Dodge and Pre 1.3 Movement" By PotatoOfDoom.
      Only the CET component of the mod is required. It sets those 2 flats to some absurdly high value, effectively removing the air velocity cap . The redscript part of the mod attempts to recreate old Kerenzikov mechanics but ends up being a very different thing.
      In the early days of Cyberpunk there were all kinds of weird movement glitches - kerenzikov jumping (aka k-jumping), slide falling and edge boosting. As of patch 1.3, all of these exploits have been fixed.
      This was a fun bug and I miss it. In future updates, I hope they legitimize these old glitches as leg cyberware.