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Problem Solver - Much like the Yinglong, the Problem Solver looks like a pretty big disappointment upon first glance. Sadly unlike the Yinglong it continues to remain a pretty weak weapon compared to all of the other submachine guns. Its initial DPS is actually higher than the Yinglong, but it doesn't have any other advantages to help set it apart from other basic guns in the game. The only additional trait it sports is the chance to inflict bleeding, but that can be found on a bunch of non-unique submachine guns as well and some of those have a higher damage output to begin with. The biggest plus that this weapon has going for it is that it can be acquired early on in the game. All players have to do is pick the Problem Solver up from one of the enemies during the Riders On the Storm miss
Cottonmouth - While most melee builds are centered around dealing raw damage to enemies right up front, some players will want to focus on status effect damage instead that deals damage continuously over time. The Cottonmouth is the ideal electric baton for players like that because it has the chance to deal either shock or poison damage on every swing. This means that when players are attacking enemies there is a pretty good chance that at least one of the effects will trigger. The Cottonmouth does have a fairly high damage amount as well, but swings a little more slowly than a lot of players may prefer. In order to find this weapon players will need to make it to the 11th mission in the RPG game guide "The Space In Between" and find it inside Fingers' off
Ashura Smart Rifle - The Ashura Smart Rifle is just so powerful that it honestly feels a little unfair to use it in the game frankly. Like all other Smart weapons it allows the player to fire the weapon without aiming directly at something and the bullets will home in on the closest enemy. This means that players are able to fire at enemies with a sniper rifle without having to be in the sights of their enemies. It also means that one of the biggest downsides to sniper rifles (taking the time to properly line up a shot) is nonexistent with this weapon. On top of this, the Ashura Smart Rifle can also deal 4.6x its standard damage on a headshot, which will absolutely demolish almost every single enemy in the game. The biggest downside though is that this sniper rifle can only carry one round at a time, so players will need to reload after every shot. It does however have four modification slots, so players can alter it to fit whatever scenario they need it for. Players can actually get this rifle early on in the game by searching a room off of Royce's office in the "The Pickup" miss
Reaching close to the max level of the left side of the Intelligence skill tree, Queue Acceleration is up next. Players need to invest 3 Perk Points into this perk, with the first point giving players a +1 to their Max
Overclock can be activated manually with the action button if the player has a cyberdeck installed. In this mode, players can use quickhacks regardless of their RAM capabilities, meaning players can chain quickhacks, but, this comes at the cost of 1 Health. It has a duration of 14 seconds and a cooldown of 30 seco
At the second point, players will be given a -1 RAM cost to quickhack devices and vehicles, and level three is where it thrives. At level 3, players can add another quickhack to their total queue size, and there is a +60 upload speed for the third or later quickhack in the qu
Updated November 8, 2023 by Erik Petrovich : This list of the best Cyberpunk 2077 Intelligence Perks has been updated to reflect the many changes of the 2.0 update , including its nearly complete overhaul of the game's skill and perk system. But just knowing what each perk does isn't quite enough to give players an idea of what makes them good – when taking the cyber-lingo of the Cyberpunk 2077 world into account, understanding abilities can be challenging. To help players make the best choices, this guide to the best Intelligence skills Cyberpunk 2077 players can get offers brief descriptions of why each perk is better than others previously listed, and goes into brief detail on the sub-perks that branch out from each parent perk being recommen
While submachine guns are relatively ineffective at long ranges, they succeed incredibly well at the mid to short ranges. This makes the submachine gun a great counterpart to sniper rifles considering players will be able to cover all ranges effectively and use weapons that use different types of ammo. Many players may find these weapons useless on account of their very low damage stats when compared to assault rifles, but it must be remembered that they have a much higher rate of fire and are more maneuverable close-up. Players who want to be prepared for almost any situation will want a good submachine gun in their invent
Knowing exactly what weapon to pick can be a pretty difficult process for players though because there is just so much out there. With such a massive amount of weapons to choose from players will want to know what to use and where they can acquire them. Those who are going for a melee build especially will want to know what the best melee weapons in the game are. This guide shows the best unique melee weapons and where to find t
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