The Best Leg Cyberware Cyberpunk 2077 Guide



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

In today’s video, we take a look at some simple tests to see which leg cyberware is the best.

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Cyberpunk 2077 is an open-world, action-adventure story set in Night City, a megalopolis obsessed with power, glamour, and body modification. You play as V, a mercenary outlaw going after a one-of-a-kind implant that is the key to immortality. ~Steam Store
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29 thoughts on “The Best Leg Cyberware Cyberpunk 2077 Guide”

  1. One thing I didn't see you test or I might have just missed it. The hover legs have a trick you didn't seem to mention or you might not know of maybe. You do not need to double jump using the hover legs, if you don't you can get much higher. That ledge you kept jumping too you can easily get too with the hover legs .. just press and hold space .. do not double jump. In terms of height the hover legs are unparalleled .. in terms of distance the double jump wins.

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  2. Normally love the reviews but this one I must say the hover legs are for a single jump not a double jump and the glide can get you a good bit farther. They wont go as far as a double jump but do go much higher.
    *I change them out honestly dont have a preference over the 2.

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  3. The hover-legs from fingers are the best.. they make you jump further than the doublejump, easier to prevent falling damage and if you use the hover right you can get way way further than the doublejump. And I dunno if it's bugged but since I got them equipped I never again died to stupid self-explosion or falling up the stairs instant-death.. somehow they seem to prevent bugged deaths.

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  4. Your using it in a non practical way. First off you dont have to hover right away you can wait a few seconds and travel then hover for 3 sec then you drop. But that is not why they are better. If all you want is to jump sure take the other ones but if you like style (a big part of the game), jumping over a group hovering in the air and blasting away is so much cooler than getting 4 extra feet of distance. Try combing it with your other slows and you can shoot off quite a few shots before you land. Its all about style

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  5. That's because the purple ones are a charged jump with no hold. You hold to hover instead. I dumped them for basic double jump too. Wish there was a purpose double jump. Those stealth ones should of been purple double jump with the stealth on it.

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  6. I use the charged one and love it so far, used the rest but always end up with back to the charged ones, love being able to jump on roof with no grabbing edges and pouncing on enemies.

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  7. After similar testing, I originally went with the fortified ankles (charged jump) because they do jump a bit higher. However I found the charging way less fluid while in combat. So now I swear by the reinforced tendons (double jump) because I can use them without hesitation, and I do love jumping around and over things while in combat–especially combined with the midair dodge skill.

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  8. Love this stuff, thanks for doing the video.

    Update: reading some of the other comments I tried incorporating a kerenzikov activation during the hover and that easily clears the black line on the opposite sidewalk, and the best jumps make it to just about even with the fast travel station using the hover legs (so it's clear, this is using +260 move speed from zero drag and maneuvering system). Style points – I can't quite make it from the stairs, but if you run off the right side of the steps next to the billboards and time things just right you can catch yourself on the street light (it's kinduv a light bar) next to the fast travel and climb up.

    Reproduced the results, effectively identical to the video, although after doing both quite a few times I think both the epic and rare reinforced ankles are pretty close to the same (heading, timing, takeoff all add a fair amount of variability). Rewatching the video I'd suggest treating the hover more like the 2nd jump of the double jump and wait as long as possible (seemed to be the main difference).

    But then I was curious how zero drag would interact – basically I was thinking with a zero drag set the hover legs would be even more hosed on the distance since the air brakes would be even more pronounced. Also I was curious how much distance the add'l move speed (+260) would add for all of them.

    Reinforced Tendons (double jump), the later I held the 2nd jump helped , but basically anything past the apex of the first jump would make it just shy of the opposite curb (waiting as long as I could and still be confident I wasn't landing appeared to just clear the curb).

    Rare reinforced ankles (charge jump), middle of the near westbound lane (just shy of the arrow).

    Epic reinforced ankles (hover legs), I'd believe are the same as RT, but as long as I hit jump quickly enough to get two, cleared the opposite curb reliably. The hover was still much slower than the speed at takeoff but carried me over about 3 lanes.

    Which makes me think that +move speed must interact with the hover in some way (still a flat increase to hover speed?).

    For height, there's a set of stairs directly towards where you were jumping for the distance test that gives a little better granularity, they have no railing and there's incremental planters on the side that you can test at pretty small increments (13 steps total).

    RTs (double jump) I could make it to the 8th planter reliably.

    The rare FA (charge jump) I could make it to the 12th planter.

    The epic FA (hover legs) I could make it to the 9th semi-reliably (had to be timed just right). I did go back and retest the double jump quite a bit on the 9th because it was so close I thought they must be identical to the epic FA, but never managed it (and watching closely during the re-test, not sure how close it was to making it – the hands never really passed the middle of the planter), so I think the hover legs can make it just slightly higher.

    Lynx paws as a control could make it to the 5th. Pretty embarrassing b/c standing there it almost looks like you should be able to just reach up and climb it, but the 6th wasn't close.

    The issue for me with the hover legs is the air breaks nonbo with with kerenzikov / maneuvering system (Its hard to tell exactly where you land b/c you're moving faster, but using either to boost once just before takeoff easily clears the curb on the other side with no timing on the double jump legs, even without the zero drag set).

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  9. Hover ankles are better for combat. The amount of enemies encountered hiding behind cover vs the amount of times I need to long jump isn't even comparable. The tendons are fine though for anything you need to do. They are cheaper, and most importantly afford you the option of punching a certain npc.

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  10. eh good input… BUT you forgot situational circumstances… the purple double jump has it's uses nothing funner then double jumping hovering locking on with a smart gun and clearing a room… not saying you're wrong… but situation dictates

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  11. The hoverlegs have that thing where the longer you hold the jump button, the higher the jump arc. You can't just double jump and let go o f the button. You get absolute maximum height by using the hover legs with a double jump and hold the jump button.

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  12. you are using the hover jumps wrong…you didnt stabilize which is what allows you to go further. Idk if its further than the double jumps but its definitely further than what you did…

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