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TLDR - pls help me find a mod that affects HP and dmg/dr

Had a question about the relationship between difficulty modes and difficulty TYPE.

I'm interested in increasing the TTK, are there difficulty options that would allow that? I've seen Very Hard videos and can't discern whether the HP and/or resistance values are boosted since there is such a vast difference in skill and build variety.

Will I be able to avoid stun locking and wiping out an enemy in one round by just avoiding whatever meta build is breaking the combat model the hardest at the moment? Does it really just depend on weapon? I mean obviously sniper rifles are gonna do high alpha damage...
Post edited September 22, 2023 by Velligog
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Are you basically saying you want ways to make the game even harder for yourself?

In that case, I know what you mean - been trying to find ways to effectively handicap my gameplay myself, as I find even Hardest difficulty to be easy to the point of boring.

Some options I came up with:
- Only upgrade weapons a set number of times.
- Never use any consumables.
- Stay in a permanent state of drunk (only ingame obviously ^^) for reduced weapon accuracy.
- Don't apply perk points.
- Don't use high-end cyberware.
Post edited June 30, 2023 by PaladinNO
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PaladinNO: Are you basically saying you want ways to make the game even harder for yourself?
Hey, thanks for the response.

In this case, no I'm not *quite* trying to make it harder, I'm trying to change the *type* of difficulty.

I want to make it like an RPG instead of an FPS, basically. Nothing close to Destiny 2 bosses who take 500 headshots, but much more HP on targets (and maybe myself) so it feels like an FPSRPG instead of an FPS. So CoD has like a < 1 second TTK, Halo has a 1-3 second TTK, I'm looking to make this more like a 4-6 second TTK (or thereabouts).

And yeah, I can obviously just use weaker weapons or skills, etc, but I'm looking to not have to be artificial about it, to have the game provide the difficulty rather than inflicting it on myself (directly). I have this same issue in pure RPGs, they're usually made for babies so I have to blast through the game dodging fights (gameplay) to get any semblance of challenge.
I had to google TTK, because that is not an acronym I am familiar with. This does in this case mean "Time To Kill" an enemy, correct?

In the case of Cyberpunk 2077, I cannot speak for the latest patches and whatever gameplay changes they have made recently. I am still on patch 1.6, where the game is stable and all my mods work perfectly fine.

I am mentioning this, because they made major gameplay changes with version 1.5. And up until 1.31, lategame was outright "boring" unless you count consistent Tech sniper damage of over 2.000.000 fun (which it was at first). If they have done similar balancing recently, then I am unaware of it.

The enemies in Cyberpunk 2077 has always been bullet sponges, so if I now understand it correctly that you want to balance the overall number of hits any enemy can take before they die, then I don't know whether that is possible, at least not in an easy way.

The enemies scales automatically to your level by effectively having their HP increased, and that is all.
You counter this passive HP increase by getting better weapons (weapons dropped and found also scale to your level the same way), and upgrade the ones you have.

A potential solution that I see is tweaking your weapons individually through a 3rd party character editor. Adding damage, DPS, damage type etc. I have played around with such an editor, but finding any balance in doing that would take more time than you would spend ingame, trust me on that.

A simpler way would probably just use CET and add upgrade components for your weapons, so you always are "ahead of the curve" as it were. A simple mod that takes away the upgrade level restriction would be a recommended companion for that solution. This would effectively allow you to tweak how much damage your weapons do, and in turn reduces the number of shots any enemy can take, and all within the restrictions that are already in the game.

Downside of this would the early, low-level enemies would eventually be one-shot as you scale up your weapons.
Post edited July 01, 2023 by PaladinNO
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PaladinNO: I had to google... snip ... of this would the early, low-level enemies would eventually be one-shot as you scale up your weapons.
It does indeed mean the average time to kill an enemy. Certainly more typically used in competitive FPS games, admittedly, but easily applicable elsewhere.

I would also certainly be cautious of such end game balancing issues as your 2 million damage example but it is common practice to exempt such inherently high alpha damage weapons such as rocket launchers and sniper rifles, as such gameplay is expected. After all, whether a headshot does 100% or 1000% damage is irrelevant. Except, again, in the case of such fpsrpgs as Destiny etc.

I'm not particularly worried about scaling issues causing me to one shot enemies I've progressed beyond, as I typically seek out content at my level or above. Unless of course there's a configuration of enemy types which would throw more and more fodder to the slaughter, with only occasional proper combatants provided. From what I've watched, it seems that randomly spawned events have an overall difficulty range, implying that the minions they're in would all be roughly in a similar range, correct? There may well be fodder, but it will be fodder scaled for my level.

Well anyway, thank you for your help, it sounds like the question remains as to the nature of the mechanism of difficulty increase, whether it makes the enemies more active and precise, or simply scales up their stats.
Post edited July 10, 2023 by Velligog
Hello hello can this topic be modified

Yay it worked this time. Bumping for mods that affect difficulty/ttk.
Post edited September 22, 2023 by Velligog
I'll just make one additional attempt, since I'm here. Anyone know of a way to increase the TTK? More HP on enemies and hopefully on myself (while keeping damage the same). Thanks.