Cyberpunk 2077 [2.0] Walkthrough VERY HARD Part 17: NCPD SW Watson 1



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Cyberpunk 2077 walkthrough on Very Hard difficulty. Gameplay with the new game mechanics introduced with patch 2.0 (released Sept 2023). This is patch 2.13. Playing as a Streetkid.

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21 thoughts on “Cyberpunk 2077 [2.0] Walkthrough VERY HARD Part 17: NCPD SW Watson 1”

  1. Slack, question: in your last CB2077 walkthrough, you deliberately edited out crashes, bugs and whatnot, to spare your audience your pain. How are you finding it now? What's the bug/crash experience like in 2.0?

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  2. 26:54 Just north of the ammo can. Been wondering why you pick up some weapons and not others. Is it more of the live commentary curse and you dont notice them or is it some other reason? Been following this playthrough closely and that has been bothering me since episode one. πŸ˜‚

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  3. The goon who is immune to your first shot is not immune to exploding gas cylinders. I distracted him with one and once he was focused on the cylinder (the question mark symbol appears next to the goons head), BOOM! killed him. The Crusher shotgun (Tier 2) was at the location.

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  4. Just throwing this out there in case anyone is using mods / looking for mods…

    A mod I loved pre 2.0 was "GTA Travel", which eliminates the loading screen on fast travel. Instead, the camera flies up from the starting point, up above the buildings, zooms over to the destination, then zooms down to the landing point.

    Very cool effect – Pretty spectacular.

    (Doesn't add any new travel points. Graphical only.)

    Anyway – I totally get it might not be for everyone.
    I just really loved it – so posting this is possibly only for my own nostalgia. LoL.

    (I just checked and some folks say it works fine with 2.13, but others are struggling. So this may not be a slam dunk.)

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  5. There's no immune to first shot goons – the fence gate's hitbox at 17:40 is simply messed up, allowing you to scan enemies through it but acting as a complete wall to bullets, just look at the bullet sparks flying off the gate when you tried to take the shot through the fence gate. I reckon only a charged tech weapon shot will penetrate that fence gate.

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  6. Hey @majorslack, loving the walkthrough! Thanks, you've inspired me to start a new run (and first time on PC). Couple of questions, because I don't want to screw anything up:

    1) Is the Streetkid origin a strategic choice, or purely personal? I ask because the backgrounds let you shortcut some gigs or scenarios, etc., so want to check if there's a specific reason behind it before I start.

    2) Can you please explain the intent behind shooting straight for Cool 20? I'd like to take the extra point in Intelligence earlier in the run, but don't know if this would cause a big issue by being 1 level behind on the top tier Cool perks.

    Thanks man! Really appreciate the work on this one!

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