Call me a pervert, but i prefer the big jump over the double jump. If you start charging it immediately after you jump, you can super jump again as soon as you hit the ground. This combined with the air dash makes movement about as fast as with the double jump, lets you jump even higher, and gives a lot more armor. Sometimes ill still prefer the double jump, but in general i go with fortified ankles over reinforced tendons. PS: it also repels ankle biters
Honestly for the comparison to be even KIND OF fair, lynx paws needs to make you FULLY silent and the ligament system needs to make you permanently way faster
Even if Lynx Paws made you fully silent, let you survive falls from 2x the height, added a permanent 20% to all movement speed, and gave you enhanced jumps [your normal jumps are just higher & further] they still probably wouldn't be OP but I may consider using them as I do really like mostly stealth playthroughs.
Lynx Paws should make you totally silent and allow you to wall run. Leeroy and Jenkins legs should be combined and have the hover jump that was removed for some reason. The charge jump legs should go a little higher. After those changes, then all the other legs will be on the level of the double jump legs.
There's a point that every Cyberpunk player comes to sooner or later... And that point is the realizing that you need to watch all your videos. Perfect editing, perfect voice, perfect delivery of great information. This channel is a must... Thank you
Fortified ankles are great for heroic slams with a gorilla arms build, the increased max height results in a slam that one shots most enemies. Max jump from behind cover, air dash to enemies, hero slam down, pick up and throw anyone who dared to survived at anyone outside of the slam range Edit: I've achieved slightly less destructive results but with greater utility using the Reinforced Tendons, they will always be the goat
Fun fact about the Reinforced Tendons, with a bit of practice you don't actually need to boost Reflexes all the way up to 15 for the Air Dash to get the extreme range jumps. With the ground dash (reflexes 9 needed), if you dash and then immediately jump mid-dash, then double jump, the two jumps are at dash speed so you do get the extreme horizontal distance (and the same vertical distance). Air dash definitely makes it easier, but if you don't like the Reflexes tree otherwise (which is likely for anyone liking long range combat) that's 6 attribute points you can save.
@@DrBusiness9 No, my point contradicts what he said in his video a bit and what I did on my first playthrough (now doing it again on the highest difficulty)...he specifically mentioned needing the Air Dash to make the long range jumps work. I'm saying with practice you can skip the Air Dash and use ONLY the Ground dash if you get the timing down, which can save you 6 attribute points in Reflex (you get the ground dash at 9, but need 15 for the Air Dash).
@@Kiljaedenasyou don't need any dash at all if you just want the fast horizontal speed. You can do it with the default dodge with zero points invested into reflexes. It is a tighter timing, but not too hard to do with the default dodge
@@eeromarttinen5372 I disagree. The basic dodge isn't as fast, you don't get as much distance because you don't launch the first jump at as high a speed. Plus the basic dash is very useful in general, especially for dodging grenades and close rushers (boy do the baddies love grenades at the highest difficulty setting...) EDIT: Since perk swapping is free I decided to directly test your point...oh yeah, Dash is better. The double jump range when launched with a proper ground Dash is about 80% longer than the baseline hop.
The Jenkins Tendons charge actually recharges while sliding. This means if you unlock power slide, you can have a fun build where you slide towards enemies (I usually use shotguns), unload, sprint towards the next guy, unload, reload and repeat. I found this to be quite fun.
Used to use reinforced tendons, gotta admit though i prefer fortified ankles, charge jumps just feel so much more satisfying. (Plus if you hold down the jump button and walk off a ledge, letting go will allow you to jump in the air anyway.)
Those red rings on the reinforced tendons kinda look like the edgerunners cyber skeleton’s gravity manipulation system, which also look like rings and glow red. This could be a weaker implementation of them in a smaller form factor considering the game takes place after the anime
I would not be surprised if Reinforced Tendons had some kind of antigrav since that is a technology in setting. Also don't forget the sweet convenience of being able to double jump over traffic in City Center and Heywood.
I really like that you mentioned the double jump being a bit more unrealistic than the rest of the game. I use the fortified ancles because the reinforced tendons break my immersion a bit. It's still really fun to do a high jump in combat and fall down on an enemy with a charged order shot or with my mono wire!
they could have just named it pneumatic tendons and no one would have batted an eye. But for my first playthrough i used the fortified ankles for lore reasons. It just seemed more cyberpunk.
Leg Cyberwear Concepts. The Phoon System. Simply put, holding down the space button while airborne makes you jump immediately after making contact with the ground, and gives you a bit of velocity, you can turn suprisingly well. Given, you can only change direction on the bounce. It also increases your jump height and movement Speed passively. Smith's Workaround. These Iconic Leg mods systems have a unique gimmick, explosions apply an accelerative force to you based on the damage of the explosion, the more damage, the faster you go. They also decrease the damage you receive from explosions by 60%. So even if you aren't interesting in rock jumping, you'll still probably get some mileage out of it!
One issue I have always noticed in Cyberpunk is that unless some very specific cases, the "options" that you're giving are usually not truly reliable ones in the way they're designed. The legs is the best example. People always default to the Reinforced Tendons cause even for roleplay porpouses they tend to outclass astronomically their competitors even on the uses that other V character builds could use for. Say a Hulk like character. You would default to Fortified Ankles for having a jump boost, but in game the jump is so minimal that the double jump even if out of character delivers the same height boost with some increased mobility. Lynx Paws should be making you a literal BatV but instead is just a noiseless boost that still allows you to be detected by noise when it should muffle it entirely. Haven't checked the other two Leroy Jenkins related ones but for the quick review I did of them, they follow the same problem; one should turn you essentially into a Sonic of sorts. While the other should give you another horizontal movement speed unique buff instead of being a silly deviation of the former. Maybe allowing you to do an extra dash so you could chain dashes forever until you run out of stamina and/or the cooldown of that leg cyberware triggers. Again, RELIABLE options that could give you a reason to not say. Yeeeeeeaah.... The others are nice, but I can get with the Reinforced Tendons what the others do pretty much just fine. Again, all this could be solved if CDPR simply tested their stuff before putting them out blindly and hoping people would like them, but I guess game studios no longer care about things like balancings or utility on the things they add in their games. Yet they're quick to announce that "in their games you can be everything you want".... Except that they always fail to mention how being anything else but the very specific XYZ kind of character would make you being a "unique"....ly underpowered version of what it could be.
They got reworked into the charge jump legs. The theory is they would have been too good with the sandys and other OS's that give bonuses when used in the air. Although I think a cyberpsycho flying around mowing down Maxtac to test out new builds would fit in the game perfectly
Yup. Thought I was going crazy and misremembering things when they weren't included in the list. 😅 I played through the game three or four times back in 2022, then stopped playing it for a while until last week when I finally got around to getting Phantom Liberty. All the changes are taking a bit to get used to.
Its been updated.. you can now dash and slide to recover the charge. The run slide jump dash might be a smidget faster then the double jump dash just do to the speed boost.
If you really wanna feel like David zooming around with Sandevistan the Jenkins charge is affected by Sandys slow effect, so during slow down it will hardly drain
Once upon a time I'd never give up my double jumps. However, after having done a full "no cyberware" run, you get used to finding the climbing paths CDPR left available. Leaving leg options open, for other weirder choices.
@Casey093 The idea I had was to thumb my nose at "V gets bitchslapped by a gonk cause V lost their cyberware" in the new ending. Skill vs being a tank, ya know? Very hard difficulty, and I went mostly stealth/guns blazing. Since perks don't actually *do* a lot for many things (cyberware certainly does do more!), and armour was an issue, I tried to avoid open combat when possible. Final stats were Body and Tech at 20 (doors are important, m'kay?) Cool at 16, Reflexes at 20, Int at 3. Since the ending I was debunking for my own headcanon mentioned "military cyberware" the basic stuff you start with felt fine. S for cyberware I left in the eye you get at Vik's, the already slotted deck, and the tattoo you get from Wakako (It's a zero cyber capacity tattoo and allowed me to use weapons that were nearly useless at 3 Int... pretty much figured it fell into the concept I had set myself.) Weapons/perks I spec'd for were of course dashing, stealth and body stuff at first. No armour aside from a vest so a bigger health pool helped. Shotguns, especially a tech one with the Kneel (and Wallpunch when I got it) were my go-to weapons. Actually any tech ones... Breakthrough and Widowmaker used often as well. Buzzsaw was great for car based stuff (specially during the car chases for the Cap'n) and blunt melee temporarily for the boxing (which was brutal... no armour or blood pump). Was hard... but fun. Fight smart. And I know that V could be just as effective played that way, using walls as cover, and railshotting enemies when stealth failed. Heck even went LMG for a while. Makes that gonk KOing V just because they don't have chrome a load of drek.
Protip: The purple reinforced Tendons or fortified angles don't really do much between different tiers. Higher tiers only gives you a little bit more armor and that is about it. So you can keep the green (tier 2) cyberware if you like and save some money (tough you probabbly want T5++ leg cyberware at some point).
The charged jump can actually be triggered right after you step off any ledge. This makes it OP for parkour, as you can scale any building with balconies or stacked rooftops.
Despite knowing which stuff is clearly better, I love the idea of rolling the dice and choosing a random build, then just slowly and surely become the mantis blade edgerunner I was meant to be lol. It's like how in Skyrim that no matter what build you start as, the stealth archer will always become the most OP build. And I know the cyberdeck netrunner is more powerful, but at least for me nothing will beat becoming a cyberpsycho and slashing Maxtac into pieces lol
same idk why but after using double jump for an entire play through it was pretty fun to have one big jump that i only used sometimes i felt like bap from ow
8:14 reinforced tendons do have air burst propulsion, if you look down at the ground while double jumping you can see your legs releasing a burst of air on the ground
RIP hover legs - it was double jump with a hover for a few seconds, longer if you aimed down your sights while floating. I LOVED it. They literally removed it from my characters after 1.6 but you can get it again with a CET command so log live the floating netrunner goddess!
you dont need double jump for teh dash combo. In fact, it is actually faster not to, because you can dash twice as often. With the right perks, it can also be done without a stamina cost, actually refunding you stamina with each dash. Just for speed, id actually pick the leeroy ligaments over double jump, as you can better retain your momentum and start off faster. The double jump is way more versatile though.
I haven't played post-1.16 yet, so I'm not sure if this is still a thing. However, if it is, the fortified ankles can perform a sort of long jump by barely holding the jump button then releasing while sprinting. It takes a bit of practice, but once you get the hang of it, the long jump is pretty reliable
while you can't air dash at max height of the high jump, you can do a dash immediately after using the charged jump which sends you absolutely flying. feels just as fast as the double jump dashing to me and much cooler IMO. plus the added benefits of getting to high places makes me always go for the high jump legs.
I ran my entire playthrough with the Fortified Ankles and never felt the need to change them, especially after they easily got me to otherwise hard to reach spots, on top of that they give decent amount of armor, however for Kerenzikov built the Tendons are better and for overall mobility.
Leeroy ligaments average bonus speed after any amount of time is always +20%. The Jenkins tendons average speed bonus at the 5 second mark is +42% but at the 6⅔ second mark it levels off at a +20% average and becomes an +18% average at the 7 second mark. Note that by average, I mean average speed since the start of the run. If you plan on running for more than 7 seconds, it's better to use the iconic but if you're just using it for bursts of speed then use the Jenkins.
I ran Lynx Paws on my first run, which was stealth heavy, and after working with some of the other legs, I believe the LPs really need a buff. The weakpoint damage bonus should be 3x what it is, or something. Or fall damage should be eliminated or reduced by 90%. That would be kind of interesting. Or heck, the stealth bonus should be 100%.
My problem with the reinforced ankles is that if you are trying to mantle into a second story window or a higher spot, it is very finicky and you have to jump very specifically to the correct height for the mantle to kick in.
I love having all of them together via mods. Once you get super-jump + double jump, you can never go back! You'll want to adjust fall damage animation trigger heights if you do this tho though another mod.
The "double sandy shotgun" build goes hard. The build uses the Appoge, the Amstaff, double jump, adrenaline converter, heal-on-kill, axolotl, and isometric stabilizer.
Everyone loves double jump, it seems. And that's big fair. But I've played with all the leg setups and I just like them all. I like the lynx paws, even. Def see their ranking here tho. A little extra forgiveness in stealth isn't huge but it was fun to have. The ones I feel like I underestimated were both of the ones that upped your speed. With Melee/Berserk, I love it.
i use the lynx paws mostly due to the fact that they still reduce hearing while walking around, which lets me get away with stealth in a much less specced build (optical camo, sandevistan, some generic cyberware) but if i was gonna pick a non gimmick leg cyberware id probably pick fortified ankles specifically because back in 1.6 i had this weird thing where they'd give me like a full 1.5 seconds of coyote time, making for a pseudo-double jump if i just walk off the ledge of an object rather than jump off it (which lets me get more horizontal distance) and with less input heavy jumping otherwise
It really goes to show how good the double jump is when the charge jump gives a massive boost to armor AND costs less cyberware, yet is still used less.
double jumps without a doubt have the best practical usage, but personally I still prefer the improved sprint. My build is very heavily focused around getting right up in the enemy's face and staggering them with shotguns and blunt melees, and jenkin's tendon fits in perfectly for that. I don't need the best long term speed for exploration, that's what I use vehicles for, but short bursts of speed to close distance in the middle of combat? that's exactly what I want.
8:13 Know what causes the noise of knuckle cracking? Nitrogen accumulated. Giving the advance tech in 2077, it's rational to accept ppl can use "fart" to jump in air
My vote goes to fortified ankles. The reason is that at level 10 when I can acquire legs, I have Dash perks at lvl 8 (9 in Reflexes) and can do a psuedo air dash, without having airdash (15 in Relexes). Holding down space bar (PC) to charge the jump, then hitting dash (to get accerleration)and releasing space bar milisecond later propels V forward (Dash) and jumps the highest (charged jump) WHILE V"S FEET ARE STILL ON THE GROUND (Doesn't work if bunny jumping or jump occurs before Dash). In the early game airdashing is impossible with Double Jump and Dash Double jump doesn't work as well (you do get some better forward distance, just nothing like Fortified Ankles gets you). TBH I have never acquired the skill to float like a butterfly with Double jump, but I have seen others do it for years. What is interesting is that I could only find 1 video on using double jump and air dash to Parkore around and explain how to do it, but it didn't really help me get the process down. So its a learning curve much like learning how to use Fortified ankles and Dash to perfect it (and I'll admit its not as absolute (sometimes it fails to work right) as Double Jump but...Since i can start using it at lvl 10 and am forced to use it till lvl 25 (when I get 15 in Reflexes) that is a long time of using, and perfecting its use, whlle getting the benefit. So...in conclusion, I give up 70 armor, add 2 CWC, and dont get any true benefit other than having more garuntee of its benefit ( fortified ankles sometimes fails) if I pick Double Jump.
With the reinforced tendons, you can actually see some sort of propulsion pushing the air around your legs on the 2nd jump if your graphics are high enough
1:10 will always love stealth in cb... but i cleared that first section in a second flat thanks to two double jumps, a corner of a builing floor and a sandy
The 20% flat speed boost means that you spend less time out of cover, and when you are, you take less hits because enemies can’t track you as quickly. Max Tac was easier. After finishing a playthrough with this mod, I found there aren’t many places you actually *need* double jump. Felt annoying for a while and took some getting used to for sure though.
If you like to shoot, try the Jenkins! It can get you to cover or any position safely. And you can use them pretty early before you have air-dash. And yes, I've also used the reinforced ones. Though they are also fun to use, it takes away a bit of the game-play for me and you have to be less strategic on the cover options. At least, buy both and try them out!
I have been using Jenkins since I bought the DLC and they are fun as hell to use. I know reinforced is better but I always used though. Running around at the speed of sound is just fun.
I use fortified ankles for my tanky Solo/Netrunner build. Reaching enemies on higher positions with one extremely strong jump before unleashing hell feels really powerfull. But if it comes to movement nothing beats the Reinforced Tendons/Charge combo.
My head cannon is the double jump legs are using a weaker more compact version the anti gravity tech that was in Edgerunners and thats used in the AVs we see throughout the game.
Has anyone ever talked about the slide dash glitch? I was playing around practicing variations and noticed that if you dash during a certain window in the slide animation then jump while wholding forward youll perform another slide. With another decently timed dash jump you can chain it without pressing crouch.
You can actually keep it going with dash jump or jump dash and the window is bigger than I thought. I think it's success depends on your height from the ground.
Objectively DJ is the best. It comes down to utility in both traversal and combat so DJ is better because its much more useful in combat while both are equally as useful in traversal. Add on charge jump being much less intuitive and its a clear winner.
Early game, combo dodge+charge jump= a poor man’s Dash/Air Dash 😎 I really want to prefer Fortified Ankles over Reinforced Tendons, based on 1) poor man’s Dash. 2) Extra Verticality. 3) Jump while falling. 😊 I used FA for 100hrs during a recent run, before switching to RT, and what became immediately apparent was how much easier parkour is to mantle up ledges below max jump height. FAs would overshoot, or miss, a lot. RT can’t jump quite as high, but reaching _everything_ else in between is _so_ much easier. Also worth noting is that you are vulnerable while you charge a jump.
I’ve heard… that reinforced tendons are also effective in the bedroom, assuming a suitable surface from which to launch from. Recommend your partner and yourself are also reinforced in other ways.
With a mod like CyberwareEX it would be possible to equip more than 1 leg cyberware which could make the lower entries in the list interesting but realistically in a vanilla experience you have to go with the reinforced tendons or, if that breaks your immersion for some reason, the fortified ankles.
I wish we had levitation legs. Im playing Control atm and the levitation ability feels oh so good. Being able to rain fire from above on your enemies is so satisfying
Hey nice video! I’ve been wondering if some of these new legs are worth it but for the life of me I can’t find any use in the Leroy ligament system. Maybe in conjunction with some other speed buff perks relating to cool skills it’s noticeable but 14% boost for such an iconic expensive item like that is crazy when air dashing is already just SO much faster.
Fortified Ankles used to be able to be combined with Kerenzikov to allow you to dash midair but that got removed in 2.0 so I moved to Reinforced Tendons
There's a perk under reflexes called air kerenzikov. It says keeps you suspended in AIR and extends it's duration. It's that what you were talking about, or before they let you do that and dash again?
@@Mr.F-U it was like the slide dash but midair. It used to be that you could launch yourself on the air then press b and it'll push you forward but you'll be crouched when you land.
@@PrinceK0mali huh, i missed out on that back when CP launched. I might take some perk points off netrunning just to see whatever it is now just to try it out though
Yeah it is a little too one-sided. There is a mod that gives the lynx paws a wall jump to try to make them more unique, but honestly even with that they would not be as good as the Reinforced tendons. I think they should give similar mobility options to all the high tier versions of legs but have each one specialize in a different field, like one for movement and melee attack speed, one for armor and resistances etc. Currently you have to choose between picking the objectively best legs or the one that has small passive buffs for your playstyle but are otherwise not very useful.
Reinforced tendons are so strong, that CDPR literally had to nerf its protection to the bottom, just so that you would even consider using anything BUT them.
At this point mans final thoughts before he dies of old age where which dolls where the hottest(ranked worst to best) in cyberpunk
Fast travel terminals ranked (worst to best)
@@bloodmoonangel8925Individual text messages ranked (worst to best)
@@bloodmoonangel8925😂😂😂
pets ranked (worst to best)
The ranking is whatever. What's important is how in depth he goes on every entry, I love his videos for this.
Obtain Prime Gaming guns by "simply looting airdrops in Dogtown"
*cries in 84 muzzle brakes*
84 of the same muzzle brakes too. It won't even give me the good one that increases stealth damage but doesn't reduce damage in combat. 😮
The drop rate is 1/7 by default, but it drops to nothing in late game. Past lvl 50, I believe.
Free crafting materials and eddies
1% chance on the foxhound :c
Panam rocking the only legs im looking to equip
Lewd. But accurate.
YOU'RE GONNA STEAL HER LEGS?
100
Panams face is grim tho
@@BlindingSun_you must have hit that pipe hard af today 😂
Call me a pervert, but i prefer the big jump over the double jump. If you start charging it immediately after you jump, you can super jump again as soon as you hit the ground. This combined with the air dash makes movement about as fast as with the double jump, lets you jump even higher, and gives a lot more armor. Sometimes ill still prefer the double jump, but in general i go with fortified ankles over reinforced tendons.
PS: it also repels ankle biters
why would I call you a pervert? lmao
@@Myggdreper because only absolute masochists would pick a big jump with almost no mid air maneuverability over the easy to use double jump lol
i use mostly melee weapons and big jump is more useful catching opponents on upper floors.
Honestly for the comparison to be even KIND OF fair, lynx paws needs to make you FULLY silent and the ligament system needs to make you permanently way faster
Even if Lynx Paws made you fully silent, let you survive falls from 2x the height, added a permanent 20% to all movement speed, and gave you enhanced jumps [your normal jumps are just higher & further] they still probably wouldn't be OP but I may consider using them as I do really like mostly stealth playthroughs.
@@RicochetForce Seeing that cats [Lynx] can climb & jump well adding in those factors certainly wouldn't hurt to make them somewhat viable.
Lynx Paws should make you totally silent and allow you to wall run.
Leeroy and Jenkins legs should be combined and have the hover jump that was removed for some reason.
The charge jump legs should go a little higher.
After those changes, then all the other legs will be on the level of the double jump legs.
There's a point that every Cyberpunk player comes to sooner or later... And that point is the realizing that you need to watch all your videos.
Perfect editing, perfect voice, perfect delivery of great information. This channel is a must... Thank you
I do my best haha. Much appreciated mate!
Fortified ankles are great for heroic slams with a gorilla arms build, the increased max height results in a slam that one shots most enemies.
Max jump from behind cover, air dash to enemies, hero slam down, pick up and throw anyone who dared to survived at anyone outside of the slam range
Edit: I've achieved slightly less destructive results but with greater utility using the Reinforced Tendons, they will always be the goat
So it’s literally a Saxon Hale build, nice
There is only one ranking tier list:
1. Reinforced Tendons
2. Everything else
Pretty much this. I messed around with the others but ALWAYS come back to this😂
Double jump is just SO useful and intuitive (muscle memory from other games) that it's not really a contest.
I've played no less than 6 playthroughs. After my first playthrough, when I got reinforced tendons, I have never played past The Heist without them.
bro is speaking my language here
🗣🗣🗣🗣
Fun fact about the Reinforced Tendons, with a bit of practice you don't actually need to boost Reflexes all the way up to 15 for the Air Dash to get the extreme range jumps. With the ground dash (reflexes 9 needed), if you dash and then immediately jump mid-dash, then double jump, the two jumps are at dash speed so you do get the extreme horizontal distance (and the same vertical distance). Air dash definitely makes it easier, but if you don't like the Reflexes tree otherwise (which is likely for anyone liking long range combat) that's 6 attribute points you can save.
Do people not do this already? It’s faster than default cars on the road lol. Super easy if you can do a little claw action on controller too
@@DrBusiness9 No, my point contradicts what he said in his video a bit and what I did on my first playthrough (now doing it again on the highest difficulty)...he specifically mentioned needing the Air Dash to make the long range jumps work. I'm saying with practice you can skip the Air Dash and use ONLY the Ground dash if you get the timing down, which can save you 6 attribute points in Reflex (you get the ground dash at 9, but need 15 for the Air Dash).
@@Kiljaedenasyou don't need any dash at all if you just want the fast horizontal speed. You can do it with the default dodge with zero points invested into reflexes. It is a tighter timing, but not too hard to do with the default dodge
@@eeromarttinen5372 I disagree. The basic dodge isn't as fast, you don't get as much distance because you don't launch the first jump at as high a speed. Plus the basic dash is very useful in general, especially for dodging grenades and close rushers (boy do the baddies love grenades at the highest difficulty setting...)
EDIT: Since perk swapping is free I decided to directly test your point...oh yeah, Dash is better. The double jump range when launched with a proper ground Dash is about 80% longer than the baseline hop.
Great advice!!
The Jenkins Tendons charge actually recharges while sliding. This means if you unlock power slide, you can have a fun build where you slide towards enemies (I usually use shotguns), unload, sprint towards the next guy, unload, reload and repeat. I found this to be quite fun.
Used to use reinforced tendons, gotta admit though i prefer fortified ankles, charge jumps just feel so much more satisfying. (Plus if you hold down the jump button and walk off a ledge, letting go will allow you to jump in the air anyway.)
And that Panam sports these as well makes them very tempting
Legends say that Hanako is still waiting at Embers... Go forth and greet her, traveler
I'm new to Cyberpunk - this video couldn't have come at a better time for me as I'm specing out a Stealth Netrunner build. Thanks so much!
*_Scooby-Doo Night's of 100 Frights?!_* This is why I've binged you the past week, Sam!
The surprising bonus of falling in love with a game. Some other people will too. And those other people make such excellent videos of it.
So excited for 100k on this channel!
awesome video as always choom! taking the time to elaborate on each leg tech is always appreciated!
I like the iconic Pistorius leg cyberware, increased criticals when shooting through cover....
Damn, internet never forgets...
Those red rings on the reinforced tendons kinda look like the edgerunners cyber skeleton’s gravity manipulation system, which also look like rings and glow red. This could be a weaker implementation of them in a smaller form factor considering the game takes place after the anime
Another classic from the Bram!
U are amazing! Thanks choom
Nothing says so well : I'm doing it out of passion . Like a 9.46 min long videos just 14 seconds bevor the extra adds .That deserves respect
I would not be surprised if Reinforced Tendons had some kind of antigrav since that is a technology in setting. Also don't forget the sweet convenience of being able to double jump over traffic in City Center and Heywood.
I have noticed that with the sound design of the reinforced tendons that it sounds like a thruster boost.
The only thing I like more than this game is watching it, so thanks for that Sam
I really like that you mentioned the double jump being a bit more unrealistic than the rest of the game. I use the fortified ancles because the reinforced tendons break my immersion a bit. It's still really fun to do a high jump in combat and fall down on an enemy with a charged order shot or with my mono wire!
Right. They could have made some propulsion system for suspension of disbelief.
they could have just named it pneumatic tendons and no one would have batted an eye. But for my first playthrough i used the fortified ankles for lore reasons. It just seemed more cyberpunk.
8:22 I love moving horizontically
😂
Leg Cyberwear Concepts.
The Phoon System.
Simply put, holding down the space button while airborne makes you jump immediately after making contact with the ground, and gives you a bit of velocity, you can turn suprisingly well. Given, you can only change direction on the bounce. It also increases your jump height and movement Speed passively.
Smith's Workaround.
These Iconic Leg mods systems have a unique gimmick, explosions apply an accelerative force to you based on the damage of the explosion, the more damage, the faster you go. They also decrease the damage you receive from explosions by 60%. So even if you aren't interesting in rock jumping, you'll still probably get some mileage out of it!
The Lynx paws grant so many more benefits than just the flat movement speed boost of the leeroys, they definitely deserve to be above it
I love the videos man keep up the good work❤️
Dude I’ve been trying to remember the scooby doo game my uncle rented me like almost 20 years ago and you finally reminded me thank you dude! 😂😂
With the fortified ankles + guts superjump, you can actually charge and release another jump after firing guts to go even higher
Preciate it Choom! Always happy to see your uploads
7:32 double jump is a certified classic arcade game feature.
Reinforced Tendons are always my go to along with that good ol' airdash! 😋
New to your channel and thanks to your videos I found out about the blackwall cyberdeck! Thanks choom ❤
One issue I have always noticed in Cyberpunk is that unless some very specific cases, the "options" that you're giving are usually not truly reliable ones in the way they're designed. The legs is the best example. People always default to the Reinforced Tendons cause even for roleplay porpouses they tend to outclass astronomically their competitors even on the uses that other V character builds could use for. Say a Hulk like character. You would default to Fortified Ankles for having a jump boost, but in game the jump is so minimal that the double jump even if out of character delivers the same height boost with some increased mobility. Lynx Paws should be making you a literal BatV but instead is just a noiseless boost that still allows you to be detected by noise when it should muffle it entirely. Haven't checked the other two Leroy Jenkins related ones but for the quick review I did of them, they follow the same problem; one should turn you essentially into a Sonic of sorts. While the other should give you another horizontal movement speed unique buff instead of being a silly deviation of the former. Maybe allowing you to do an extra dash so you could chain dashes forever until you run out of stamina and/or the cooldown of that leg cyberware triggers. Again, RELIABLE options that could give you a reason to not say. Yeeeeeeaah.... The others are nice, but I can get with the Reinforced Tendons what the others do pretty much just fine.
Again, all this could be solved if CDPR simply tested their stuff before putting them out blindly and hoping people would like them, but I guess game studios no longer care about things like balancings or utility on the things they add in their games. Yet they're quick to announce that "in their games you can be everything you want".... Except that they always fail to mention how being anything else but the very specific XYZ kind of character would make you being a "unique"....ly underpowered version of what it could be.
Ok, but does anyone remember the legs that let you float in mid air? What ever happened to those?
Yep. They were the best.
They got reworked into the charge jump legs. The theory is they would have been too good with the sandys and other OS's that give bonuses when used in the air. Although I think a cyberpsycho flying around mowing down Maxtac to test out new builds would fit in the game perfectly
There's a few mods to add the hover legs back in. Some are silly/OP. But I understand if you'd rather not mod your game.
@@homidahroun8486 I play on PlayStation, I wish I could mod 😆
Yup. Thought I was going crazy and misremembering things when they weren't included in the list. 😅
I played through the game three or four times back in 2022, then stopped playing it for a while until last week when I finally got around to getting Phantom Liberty. All the changes are taking a bit to get used to.
Its been updated.. you can now dash and slide to recover the charge. The run slide jump dash might be a smidget faster then the double jump dash just do to the speed boost.
If you really wanna feel like David zooming around with Sandevistan the Jenkins charge is affected by Sandys slow effect, so during slow down it will hardly drain
Once upon a time I'd never give up my double jumps.
However, after having done a full "no cyberware" run, you get used to finding the climbing paths CDPR left available.
Leaving leg options open, for other weirder choices.
Owww.... please go into more detail, how is a "no cyberware run"? What difficulty and build did you use?
@Casey093 The idea I had was to thumb my nose at "V gets bitchslapped by a gonk cause V lost their cyberware" in the new ending. Skill vs being a tank, ya know?
Very hard difficulty, and I went mostly stealth/guns blazing. Since perks don't actually *do* a lot for many things (cyberware certainly does do more!), and armour was an issue, I tried to avoid open combat when possible.
Final stats were Body and Tech at 20 (doors are important, m'kay?) Cool at 16, Reflexes at 20, Int at 3.
Since the ending I was debunking for my own headcanon mentioned "military cyberware" the basic stuff you start with felt fine. S for cyberware I left in the eye you get at Vik's, the already slotted deck, and the tattoo you get from Wakako (It's a zero cyber capacity tattoo and allowed me to use weapons that were nearly useless at 3 Int... pretty much figured it fell into the concept I had set myself.)
Weapons/perks I spec'd for were of course dashing, stealth and body stuff at first. No armour aside from a vest so a bigger health pool helped.
Shotguns, especially a tech one with the Kneel (and Wallpunch when I got it) were my go-to weapons. Actually any tech ones... Breakthrough and Widowmaker used often as well. Buzzsaw was great for car based stuff (specially during the car chases for the Cap'n) and blunt melee temporarily for the boxing (which was brutal... no armour or blood pump).
Was hard... but fun. Fight smart. And I know that V could be just as effective played that way, using walls as cover, and railshotting enemies when stealth failed. Heck even went LMG for a while.
Makes that gonk KOing V just because they don't have chrome a load of drek.
@@corwyncorey3703 I love the idea, and I'll have to try this some time! Thanks for sharing. :)
Protip: The purple reinforced Tendons or fortified angles don't really do much between different tiers. Higher tiers only gives you a little bit more armor and that is about it. So you can keep the green (tier 2) cyberware if you like and save some money (tough you probabbly want T5++ leg cyberware at some point).
The charged jump can actually be triggered right after you step off any ledge. This makes it OP for parkour, as you can scale any building with balconies or stacked rooftops.
Despite knowing which stuff is clearly better, I love the idea of rolling the dice and choosing a random build, then just slowly and surely become the mantis blade edgerunner I was meant to be lol. It's like how in Skyrim that no matter what build you start as, the stealth archer will always become the most OP build.
And I know the cyberdeck netrunner is more powerful, but at least for me nothing will beat becoming a cyberpsycho and slashing Maxtac into pieces lol
I prefer Fortified Ankles over Reinforced Tendons.
same idk why but after using double jump for an entire play through it was pretty fun to have one big jump that i only used sometimes i felt like bap from ow
@@tysonb2844 To me, double-jump doesn’t make sense. That’s why I chose it. And I have to be tactical where and when to use it.
8:14 reinforced tendons do have air burst propulsion, if you look down at the ground while double jumping you can see your legs releasing a burst of air on the ground
"Horizontically" lol, lovely word.
RIP hover legs - it was double jump with a hover for a few seconds, longer if you aimed down your sights while floating. I LOVED it. They literally removed it from my characters after 1.6 but you can get it again with a CET command so log live the floating netrunner goddess!
you dont need double jump for teh dash combo. In fact, it is actually faster not to, because you can dash twice as often. With the right perks, it can also be done without a stamina cost, actually refunding you stamina with each dash. Just for speed, id actually pick the leeroy ligaments over double jump, as you can better retain your momentum and start off faster. The double jump is way more versatile though.
Thank you Sam, 👍👍👍
Thanks John!
I haven't played post-1.16 yet, so I'm not sure if this is still a thing. However, if it is, the fortified ankles can perform a sort of long jump by barely holding the jump button then releasing while sprinting. It takes a bit of practice, but once you get the hang of it, the long jump is pretty reliable
I love the super jump to superhero landing it’s my go to in blunt combat
while you can't air dash at max height of the high jump, you can do a dash immediately after using the charged jump which sends you absolutely flying. feels just as fast as the double jump dashing to me and much cooler IMO. plus the added benefits of getting to high places makes me always go for the high jump legs.
I use the reinforced tendons to roleplay as mario
I ran my entire playthrough with the Fortified Ankles and never felt the need to change them, especially after they easily got me to otherwise hard to reach spots, on top of that they give decent amount of armor, however for Kerenzikov built the Tendons are better and for overall mobility.
One thing I'd like to point out is fortified ankles can actually be charged while you're jumping so you can basically bunny hop everywhere
Leeroy ligaments average bonus speed after any amount of time is always +20%. The Jenkins tendons average speed bonus at the 5 second mark is +42% but at the 6⅔ second mark it levels off at a +20% average and becomes an +18% average at the 7 second mark. Note that by average, I mean average speed since the start of the run. If you plan on running for more than 7 seconds, it's better to use the iconic but if you're just using it for bursts of speed then use the Jenkins.
I ran Lynx Paws on my first run, which was stealth heavy, and after working with some of the other legs, I believe the LPs really need a buff. The weakpoint damage bonus should be 3x what it is, or something. Or fall damage should be eliminated or reduced by 90%. That would be kind of interesting. Or heck, the stealth bonus should be 100%.
My problem with the reinforced ankles is that if you are trying to mantle into a second story window or a higher spot, it is very finicky and you have to jump very specifically to the correct height for the mantle to kick in.
I've found that using air dash before the double jump makes sor a super speedy and satisfying skip movement, like I am a stone skipping across a pond.
If you spam the zhau while double jumping you can basically go up infinitely and even have time to reload to keep on climbing
I love having all of them together via mods. Once you get super-jump + double jump, you can never go back!
You'll want to adjust fall damage animation trigger heights if you do this tho though another mod.
The "double sandy shotgun" build goes hard. The build uses the Appoge, the Amstaff, double jump, adrenaline converter, heal-on-kill, axolotl, and isometric stabilizer.
Everyone loves double jump, it seems. And that's big fair. But I've played with all the leg setups and I just like them all.
I like the lynx paws, even. Def see their ranking here tho. A little extra forgiveness in stealth isn't huge but it was fun to have. The ones I feel like I underestimated were both of the ones that upped your speed. With Melee/Berserk, I love it.
Double jump is just extremely practical to use. Everything else just doesn't cut it, no matter the stats.
i use the lynx paws mostly due to the fact that they still reduce hearing while walking around, which lets me get away with stealth in a much less specced build (optical camo, sandevistan, some generic cyberware)
but if i was gonna pick a non gimmick leg cyberware id probably pick fortified ankles specifically because back in 1.6 i had this weird thing where they'd give me like a full 1.5 seconds of coyote time, making for a pseudo-double jump if i just walk off the ledge of an object rather than jump off it (which lets me get more horizontal distance) and with less input heavy jumping otherwise
It really goes to show how good the double jump is when the charge jump gives a massive boost to armor AND costs less cyberware, yet is still used less.
double jumps without a doubt have the best practical usage, but personally I still prefer the improved sprint. My build is very heavily focused around getting right up in the enemy's face and staggering them with shotguns and blunt melees, and jenkin's tendon fits in perfectly for that. I don't need the best long term speed for exploration, that's what I use vehicles for, but short bursts of speed to close distance in the middle of combat? that's exactly what I want.
I have not watched this video, but the answer is "the ones that let you double jump" and I would literally bet my car on that
8:13 Know what causes the noise of knuckle cracking? Nitrogen accumulated. Giving the advance tech in 2077, it's rational to accept ppl can use "fart" to jump in air
I had lynx paws in early game and it helped me a lot with my stealthier build. Then got them jumpy tendons and never looked back.
My vote goes to fortified ankles. The reason is that at level 10 when I can acquire legs, I have Dash perks at lvl 8 (9 in Reflexes) and can do a psuedo air dash, without having airdash (15 in Relexes). Holding down space bar (PC) to charge the jump, then hitting dash (to get accerleration)and releasing space bar milisecond later propels V forward (Dash) and jumps the highest (charged jump) WHILE V"S FEET ARE STILL ON THE GROUND (Doesn't work if bunny jumping or jump occurs before Dash). In the early game airdashing is impossible with Double Jump and Dash Double jump doesn't work as well (you do get some better forward distance, just nothing like Fortified Ankles gets you). TBH I have never acquired the skill to float like a butterfly with Double jump, but I have seen others do it for years. What is interesting is that I could only find 1 video on using double jump and air dash to Parkore around and explain how to do it, but it didn't really help me get the process down. So its a learning curve much like learning how to use Fortified ankles and Dash to perfect it (and I'll admit its not as absolute (sometimes it fails to work right) as Double Jump but...Since i can start using it at lvl 10 and am forced to use it till lvl 25 (when I get 15 in Reflexes) that is a long time of using, and perfecting its use, whlle getting the benefit. So...in conclusion, I give up 70 armor, add 2 CWC, and dont get any true benefit other than having more garuntee of its benefit ( fortified ankles sometimes fails) if I pick Double Jump.
The Leroy Jenkins Ligma System went over my head 😂
Must’ve not had double jump yet 🥁
With the reinforced tendons, you can actually see some sort of propulsion pushing the air around your legs on the 2nd jump if your graphics are high enough
playing with fortified ankles reminds me of playing AvP 2010 jumping across trees, platforms, and roofs with the see through camo
1:10
will always love stealth in cb... but i cleared that first section in a second flat thanks to two double jumps, a corner of a builing floor and a sandy
The 20% flat speed boost means that you spend less time out of cover, and when you are, you take less hits because enemies can’t track you as quickly. Max Tac was easier.
After finishing a playthrough with this mod, I found there aren’t many places you actually *need* double jump. Felt annoying for a while and took some getting used to for sure though.
fortified ankles have a huge problem were it delays your normal jumps, in some cases its fucks parkour were you have to be very precise
If you like to shoot, try the Jenkins! It can get you to cover or any position safely. And you can use them pretty early before you have air-dash. And yes, I've also used the reinforced ones. Though they are also fun to use, it takes away a bit of the game-play for me and you have to be less strategic on the cover options. At least, buy both and try them out!
I have been using Jenkins since I bought the DLC and they are fun as hell to use. I know reinforced is better but I always used though. Running around at the speed of sound is just fun.
I use fortified ankles for my tanky Solo/Netrunner build. Reaching enemies on higher positions with one extremely strong jump before unleashing hell feels really powerfull.
But if it comes to movement nothing beats the Reinforced Tendons/Charge combo.
My head cannon is the double jump legs are using a weaker more compact version the anti gravity tech that was in Edgerunners and thats used in the AVs we see throughout the game.
Before 2.0 I actually preferred the fortified ankles combined with the airdash cyberware, but now I use the reinforced tendons
Has anyone ever talked about the slide dash glitch? I was playing around practicing variations and noticed that if you dash during a certain window in the slide animation then jump while wholding forward youll perform another slide. With another decently timed dash jump you can chain it without pressing crouch.
You can actually keep it going with dash jump or jump dash and the window is bigger than I thought. I think it's success depends on your height from the ground.
Turns out you can shoot and throw knives with this tech as well
Underrated comment
Objectively DJ is the best. It comes down to utility in both traversal and combat so DJ is better because its much more useful in combat while both are equally as useful in traversal. Add on charge jump being much less intuitive and its a clear winner.
Early game, combo dodge+charge jump= a poor man’s Dash/Air Dash 😎 I really want to prefer Fortified Ankles over Reinforced Tendons, based on 1) poor man’s Dash. 2) Extra Verticality. 3) Jump while falling. 😊 I used FA for 100hrs during a recent run, before switching to RT, and what became immediately apparent was how much easier parkour is to mantle up ledges below max jump height. FAs would overshoot, or miss, a lot. RT can’t jump quite as high, but reaching _everything_ else in between is _so_ much easier. Also worth noting is that you are vulnerable while you charge a jump.
I’ve heard… that reinforced tendons are also effective in the bedroom, assuming a suitable surface from which to launch from.
Recommend your partner and yourself are also reinforced in other ways.
Since iconic Tendons used to have a hover mode... yeah. They have mini jets in.
With a mod like CyberwareEX it would be possible to equip more than 1 leg cyberware which could make the lower entries in the list interesting but realistically in a vanilla experience you have to go with the reinforced tendons or, if that breaks your immersion for some reason, the fortified ankles.
I wish we had levitation legs. Im playing Control atm and the levitation ability feels oh so good. Being able to rain fire from above on your enemies is so satisfying
There used to be before 2.0
Hey nice video! I’ve been wondering if some of these new legs are worth it but for the life of me I can’t find any use in the Leroy ligament system. Maybe in conjunction with some other speed buff perks relating to cool skills it’s noticeable but 14% boost for such an iconic expensive item like that is crazy when air dashing is already just SO much faster.
6:28 Sorry Sam, love you buddy, but who is Trebecca? 😂
I wish the legs that increased speed maybe granted you a tackle. Sounds fun
Combo with Blunt Melee perk that does that.
the double jump one has an air burst vfx if you look look at it
Cool video
Sam Bran: First comparison for reinfocred Tendons is Cal
Scout and TF2 Fans: Am I a joke to you?
I've preferred fortified ankles since 1.0 and I don't think that's about to change. I just spam jump air dash to get around now.
Fortified Ankles used to be able to be combined with Kerenzikov to allow you to dash midair but that got removed in 2.0 so I moved to Reinforced Tendons
There's a perk under reflexes called air kerenzikov. It says keeps you suspended in AIR and extends it's duration.
It's that what you were talking about, or before they let you do that and dash again?
@@Mr.F-U it was like the slide dash but midair.
It used to be that you could launch yourself on the air then press b and it'll push you forward but you'll be crouched when you land.
@@PrinceK0mali huh, i missed out on that back when CP launched. I might take some perk points off netrunning just to see whatever it is now just to try it out though
Yeah it is a little too one-sided. There is a mod that gives the lynx paws a wall jump to try to make them more unique, but honestly even with that they would not be as good as the Reinforced tendons. I think they should give similar mobility options to all the high tier versions of legs but have each one specialize in a different field, like one for movement and melee attack speed, one for armor and resistances etc. Currently you have to choose between picking the objectively best legs or the one that has small passive buffs for your playstyle but are otherwise not very useful.
Reinforced tendons are so strong, that CDPR literally had to nerf its protection to the bottom, just so that you would even consider using anything BUT them.