Leg Cyberware Ranked Worst to Best in Cyberpunk 2077



Read more about Cyberpunk 2077➜ https://cyberpunk2077.mgn.tv

Cyberpunk 2077 features a range of different leg enhancements to choose from, with each capable of having a large effect on your overall gameplay experience. Whilst everybody’s favourite leg cyberware is largely a question of preference, this video aims to rank each one, whilst labelling specific pros and cons for each.

I have produced loads of videos on this channel, exploring various other aspects and features of this game. Want to learn the difference between Sandevistan, Berserk, and Cyberdecks? That can be found here: https://youtu.be/iFe2Yv7S76c

If arms are more your thing, you can check out my ranking for those here: https://youtu.be/xkQKnnLTHk0

Comment below your favourite leg mod in Cyberpunk 2077, and let me know what you think about each one! #cyberpunk2077 #doublejump #legs

Music:

Royalty Free tracks from Cyberpunk 2077

Dark Fantasy Studio Music by Nicolas Jeudy: http://darkfantasystudio.com/genre/music/full-albums/ (Premium License Holder)

TIMESTAMPS
00:00 Intro
00:57 Lynx Paws
03:38 Epic Fortified Ankles
05:51 Rare Fortified Ankles
08:28 Reinforced Tendons
10:42 Conclusion

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23 thoughts on “Leg Cyberware Ranked Worst to Best in Cyberpunk 2077”

  1. I found the charged jump way more consistently useful then the double jump. The additional height just felt way more useful overall.What good is speed when you need a potentially giant detour?
    I first use the ankles, then after a while I thought wanna test double jump too. And just assumed my timing was too bad to use them properly. So I switched back to charge jump.

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  2. The Epic Fortified Ankles is my absolute choice for best legs in the game. It's darn near a flying mod. It's very worthwhile, IMO. I tried the Lynx Paws but found they didn't seem to work very well. For serious sneaking I use the Optical Camo and just crouch-walk.

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  3. The best stealth mod in my opinion is the one that slows time 80% for a few seconds. Combine that with the ability to crouch walk faster, do a 'reboot optics' and a good silenced weapon and you're golden.

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  4. With the Epic ankles, you can fall and survive LOONG drops, you jump off and float down for a bit, and just before it fully fades you activate the aim stabilization which stops all your falling momentum before you start slowly falling again. I've been jumping off of buildings without taking any fall damage for the most part. I'd say Epic ankles is unmatched entirely in downwards mobility, tendons doesn't even come close.

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  5. Haven't played in a while and I do have a bunch of game mods installed so idk if it's because of one of those, but I'm pretty sure the epic fortified ankles have a timing to jump, then charge jump, then aim hover to basically cross like a road or two of length while remaining air born. A particularly strong memory of this for me is in that mission where we crash a party, join a competition for some drunk shooting, then get an iconic smart rifle iirc. one of the stages is across the street, but you could cross the street and then some by jumping, timing a mid-air charged jump, and then aim hovering. But tbh ye aim hovering in combat kinda useless AF in my experience. The timing of the mid-air charge jump took me like a few minutes of practice to get familiar with, and a few hours of gameplay to probably perfectly ingrain in my muscle memory, but that's maybe partially because I used tendons before that so I kinda had to unlearn "double jumps" a bit.

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  6. I can see the epic fortified ankles for a tanky netrunner build (kinda like a lucy build) cuz you can jump and see more npcs and the hovering ability is kinda extended to almost indefinetly

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  7. I like the big one jump for how it can break some missions where I need to stealth around. Becouse sometimes, instead to sneak around, I can just jump over wall to the place where I need to be, do what I need to do and leave by jumping.

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  8. I love charge jumps. They are sweet with a melee build. If you get good at knowing how long to charge them you can do jumps that propel you forward and only up a bit, allowing you to close distances insanely fast!

    They are also amazing to scout out from high ground, and if you charge them up before a fall you can still hold space and activate them mid-air negating fall damage if you time it right!

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