I would have liked to have seen the "Slaught-O-Matic" just to see what he thought of a single-use gun made of plastic injection and that comes out of a vending machine on the street
You can decide two different firemodes for SKIPPY. Either target heads exclusively or knees exclusively. After killing certain amount of people, SKIPPY tells you that you are a monster (either because you're a psychotic mass murderer, or because you enjoy crippling people) and permanently changes it's fire mode.
Correct, this is important to know. If you were to pick Stone Cold Killer, you will eventually lose that. Which is why it's preferred to pick Puppy Loving Pacifist first, as Skippy will change to Stone Cold Killer after you get about 50 kills with it. There is also a small quest to return Skippy if you want, but it's not recommended. The reward you get for doing that is small, and you lose Skippy as well. Edit: Not less important to know, but if you refuse to take Skippy back to its original owner, all it’s dialogue changes to “BAD USER”. This can be avoided by agreeing to give Skippy back, but leaving the quest as incomplete.
@@basvanheumen4231 Depends on your character build. My first and third playthroughs, Skippy was near useless because I wasn't specced for it (first playthrough I specced into assault weapons, third into shotguns/LMGs. Didn't even have a smartlink that time) so I was happy to get rid of Skippy for any reward- plus, as Johnny S said, happy Regina. My second playthrough on the other hand, I was primarily focused on stealth and quickhacking and used pistols almost exclusively when I did have to fight, so Skippy was GREAT.
@@nihtgengalastnamegoeshere7526 I always return Skippy. I just use respector to spawn in skippy without a quest marker to put him on my weapon wall in the stash.
It would be cool to see Jonathan react to Wolfenstein guns. Throughout the games the guns evolve and change appearance to reflect the setting, mirror how firearms evolve and change to adapt to their environment.
@@GoodTato And the Old Blood guns too! They definitely took the New Order guns, demade them for Old Blood and then improved the New Order guns for Colossus! Great designs all around imho. Love the sci-fi Luger especially
There’s multiple iterations of Johnny’s Malorian Arms 3516 throughout the lore, even one that would shoot rounds that are equivalent to .577 Nitro Express. Not sure which version of the Malorian we’re seeing in the game but it’s certainly not shooting anything nearly that large.
@@mr.nobody2191 is that the in-universe term for someone who's as cybernetically altered, enhanced or otherwise, as you can get without becoming a full robot?
Also, its ammo is little birdshot pellets according to the in game tv show where they discuss the gun. I think that would explain why the angle of the cylinder doesn’t interfere with feeding the shots through the barrel, but the fact that a little round pellet can get sent through solid walls means the ammo is really carrying a lot of force when it gets charged.
A nice touch is that you can see the gun is made of stamped aluminum halves like a WW2 mass production gun. Despite being high tech it's very cheaply made.
You may (may not) be interested to know that some of the “functional” weapons were designed and concepted by Rmory Studios in Germany. They are lead by a ex-military guys and pride themselves on designing weapons that have an air of “believable” to them.
It worth saying that the malorian, Johnny’s one, is at least 60 years old, Johnny was using it in 2013, and I think fires 14mm caseless in the role playing game
@Chenath I know, they already had cybernetics and mechs etc, but i think it’s a lot more understandable to have older iron sights etc in a time in the cyberpunk world where holographic sights don’t seem to be common, also the abbreviation you used threw me off, has to read the comment a few times
Hey, I know something Jonathan apparently doesn't know/remember. The Chiappa Rhino was the last design of one Emilio Ghisoni, a.k.a. the man who designed all of Matebas strange revolvers. It didn't inspire the Rhino, the Rhino is technically the final Mateba design!
@@londonjolly9174 Yeah I know, but for some reason people put anyone who knows a bit about guns on a pedestal and go over the top claiming they must know everything.
For that weird backwards slanted revolver, if I remember correctly it's supposed to be a rail gun of some sort, so it's possible that the angle doesn't matter too much because the rounds are magnetically pulled out of the cylinder.
Funny thing about that car analogy, there are cars in this game without any windows. They have a dome inside that projects everything captured by exterior cameras, giving you a pretty clear view.
The Liberty pistol, the Hudson H9 looking one, actually has an iconic version called Plan B that uses your character’s money as ammunition instead of your actual bullets. Don’t ask me how THAT works. 🤣
No wonder when Dex shoots you in the head you don't even properly die. Aside from the biochip instantly using nanomachines to rebuild your brain and bring you back to life, he was also using NFT bullets
Plan B sounds like a great way to get rid of eddies in-game once you get to the point where buying things becomes absurdly easy. It isn’t too hard to get easy money if you level up your crafting
Petition for a video about Bioshock: Infinite weapons Please, mr. Jonathan, take a look at it, and hopefuly have some fun figuring out how does all of that weaponry work in 1907
I'm pretty sure they have guns that don't have a safety. As in, guns ancient enough to not have any kind of fire modes other than just not loading the gun or loading it with fakes
@@estherstreet4582 >crater in the middle of Leeds *laughs in American* That's not how guns work. But I would rather have the UK firearms regulations here in the US.
With all his talk about where he expects gun technology to be in the future, you ought to get him together with an artist to show them. Better yet, work with one of the games and make them a dlc weapons pack, with a portion of proceeds going to the Royal Armouries.
Honestly, it seems if they'd give him some more prep materials, such as capabilities and specs as they work in the game, he might be able to do even better. He seems to not get the Cyberpunk's Tech and Smart weapons
Jonathan's mention of logical probability really nails my sentiment on video game guns. Sometimes its nice to kind of see the train of thought for their operation.
Problem is that'd only work for indie devs and b studios like cdpr where the ground level devs actually have input on the design. If he asked the future dev of battlefield 6 or far cry 7 about anything it'd be mostly dead, depressed stares and "marketing said it had to be like that".
He would be pleased with the reflex sights, with how his comments on it here is. I want to hear his comment on the pistol's extended magazine more, though. That's more exciting
14:00 that pistol reads to me (as someone who has not played cyberpunk) as something akin to a swappable revolver cylinder rather than a magazine. It rotates to position the next round to the barrel and the angle they're at is consistent around the circle so that the "cylinder" can be more compact overall by having a chambered edge along the front thus decreasing the amount of cutaway needed from the gun frame to allow this unique operation while maintaining as much firearm rigidity as possible
Its a joy to watch this man's reactions and learn from his firearms knowledge. Its also satisfying to see him laugh at hilarious being known as Skippy.
I'd love to see a reaction to Borderlands guns and their evolution throughout the series, their designs and functions become nothing short of ludicrous.
Borderlands 1 was pretty reasonable, but 2, prequel, and that other one went off the deep end. Oddly the Torgue is the least weird because the GyroJet was a thing.
Jonathan: THAT'S AMAZING A GUN THAT HAS A TALKING BULLET THAT WEAR SHADES! Jonathan's Brain: *Maintain you composure, professionalism* Love the way he try to find a way of non realistic guns to work in our world. It's very nice.
I'd love to see Jonathan's opinion on some of the new coil gun technology being created, and if he thinks it could ever reach the popularity of conventional explosive ammunition weapons.
It isn't new at all, it just took a long time to have the ability to deliver enough power and they will equal and surpass current firearms eventually, once we have batteries that can hold enough power... that is quite literally the only thing holding us back... energy storage, because they require a LOT of power.
The DR-12 Quasar seesm to be a railgun. The reloading only adds new projectiles, but have no propellant. This makes sense with its name "Quasar" that ist an event that produces a lot of electromagnetic radiation, and makes sense in gameplay, as you can "charge" it to make it shoot faster.
As far as i understand it, Budget Arms guns are designed to be completed by a 3d printer in a Budget Arms Vending Machine. So they are probably all using weird hybrid parts for interchangeability.
I think this has been my favourite episode of Jonathan reacting to videogame guns - the weapons were both creative and thought-through enough for him to appreciate while even providing some unique ideas and humour he liked
Speaking from memory the Quasar is supposed to be magnetic - with an action more in common with cylinder mag airguns than a conventional firearm. Also, there *is* a series of bullpup pistols that were marketed - see Ian's video on the Boberg XR9S and XR45S (also apparently rebranded the Bond Arms Bullpup Pistol after a company sale). Also on the Malorian Arms gun, I found the rotating action interesting - I thought it might imply another semi-bullpup action where it would have 2 chambers, pulling a round off the mag on one part of the cycle, and loading it on the other.
I was hoping John would've mentioned the fact the Guillotine has an HK slap even though the latch goes down and V somehow hits it on the top and sets it back in place.
I would absolutely love to see his reaction to how both the games in the "Receiver" series mimic the real thing as both games were made to simulate as close as possible to realism
One of the first things I do when I load up a new save is go and get Skippy. That's how you level up reflexes and pistol capabilities fast and easy. Turning him in is the last thing I do before meeting Hanako for the final main story mission.
If they do cyberpunk again they should have a look at the single-use disposable plastic pistols that you can buy out of vending machines. I thought they were useless in game, but really cool for world-building and not too far off from a current budget gun like a hi-point or something.
Fun fact about Johnny's gun: the Malorian Arms 3516 was custom built specifically for him by the owner & founder of Malorian Arms and was machined in Outer Space so that there were no imperfections in its creation. In CP2020 its described as a 14mm "very heavy pistol", but by CP2077 it can supposedly change ammo type on the fly.
The last gun shown in the video is what the game calls a Tech Precision Rifle, powerful, mid ranged weapon whose best feature they didn't show you, which is that its sight allows the user to see heat through solid objects, so you can see if enemies are on the other sides of walls or behind obstacles and the rifle shoots (supposedly) with such force it can shoot through those objects. From a game standpoint its a cool weapon :)
I wonder if Johnathon ever gets to shoot any of the cool firearms they have, cause he’s got to be a gun guy, so he’s gotta really want to take some of them to the range.
It blows my mind how i have more than 100 hours to this game and ive actually seen less than half of the guns you have showed, this game has a ton of guns and each one feels unique and along with the massive world they have created
An honorable mention in relation to the holographic type sights. In the games universe if you will, you have a robotic eye that links to the sights on your weapons so to others they can’t even see that you have an attachment really at all.
I loved SKIPPY!!! When I played through a second time, I got Skippy, Satori, Divided We Stand, nanowire, and Overwatch. Add Mantis Blades and an Arm Launcher and you’re basically unstoppable.
"In the future we probably won't need the protective framing around the glass" very true, they've already discovered how to make clear aluminum that's as transparent as glass with an aluminum silicon mixture, I bet we'll be seeing them one day soon
The Masamune kinda gives me a sort of Vector vibe with the way that the magazine is in front, so its action could be similar to that, but it also gives me a P90 vibe with its top rail
I see the future of red dots differently than Jonathan. I see them more as video game style reticles project on a set of glasses the shooter wears from a camera on the weapon . That way you don't have to get the gun up in a shooting position. And the camera would allow you to stick just your hand around a corner and make an accurate shoot from safety.
As a side note with Johnny's pistol in particular. It isn't actually an attachment for the "flamethrower" effect. The flames are actually caused by the cartridges themselves according to in-game lore.
I think Jonathan would really like Titanfall 2's weapons. They're really unique, especially the grenadier and titan weapons. I know he already did Apex, but it doesn't have nearly enough cool weapons compared to Titanfall 2.
That gun with the 45-degree drum mag... I have an idea how it MIGHT work. Imagine you've got caseless, possibly rocket-assisted ammo. One problem you'll have is that a hot breech will cause a runaway discharge -- that's why caseless guns irl have complicated/wacky cycling mechanisms. Now, what if the magazine *also is the breech* at the same time? Each bullet would sit at an oblique angle in the disc, pointing inward so that it lines up with the barrel when it reaches the top position. This would mean that the breech has plenty of time to cool down before another round is loaded in, and it's a very simple mechanism that takes just a small amount of blowback gas to unlock and operate. If the rounds are rocket-assisted, the disc doesn't even need to deal with much recoil. A couple of problems I can see rightaway: - The discs would be quite expensive - The discs would be susceptible to dirt & mud problems - They would also be an absolute pain to load with bullets - The lore of CP77 says there's only one ammo type for pistols, and vendors only offer one. Although this is a plot hole that affects the entire game I guess.
You're close. It is caseless, but it is actually what's called a "tech weapon" in game, as is the last multi-shot rifle. Tech weapon in the game universe are coil/railguns.
If you haven’t been to Royal Armouries DO IT. I am from Castleford and go regularly….there is so much to see, it’s absolutely awesome and a brilliant full day out.
Please could Mr Ferguson react to some of the more unusual guns in Warframe, with seperate videos for Tenno and Grineer firearms if possible. Think Jonathan will have a blast trying to get his head around the strange guns in that game XD
The Quasar, if you check the schematic for it the bullets in the drum are loaded at an angle so when it lines up with the chamber it’s straight on. If you held the drum in you hand flat side down all the bullets would point up at about 90° and would intersect at a conical meeting point.
The Cyberpunk 2020 pin and paper game actually makes a lot of references to what was cutting edge at the time but have been abandoned. Like flechettes, gyrojets, and caseless ammo.
I appreciate the fact that he still tries to understand the mechanics and appreciate "Sci-fi magic" rather than picking the guns apart as "not realistic" when they wouldn't realistically work well in practice. It's fun sci-fi jargon, we didn't come here for realism.
See the rectangle shaped targeting display (chamfered at the corners) when you select a smart weapon? As long as you keep your target inside that, bullets home in even behind obstacles. That display comes not only with the weapon but a special cyberware implant inside your palm, called the "smart link", enabling the use of auto-targeting system in smart weapons. A similar system called "ballistic coprocessor" is also used with power weapons' projectiles for increased chance of ricocheting from surfaces, doing possible splash damage in an area.
Randomly finding Skippy while exploring the city is probably my favorite part in all of Cyberpunk 2077. Skippy is like a messed up Clippy that gets off on you killing people with it, and it's hilarious. I refused to use any other gun for the longest time, though it sadly becomes obsolete fairly soon when you find guns with much higher DPS.
his description of the DA8 as having " the air of a girder" fills me with so much pure joy. Cyberpunk's relationship with hyper-industrialism shows through the artstyle CONSTANTLY, love to see it noticed. Cheers, Ferguson. EDIT : Seeing you consider the mid design choices of the Guillotine from the perspective of the in-universe company, again, makes me incredibly happy. The attention to detail is excellent.
I can see Arasaka (for the Masamune) having a biometric lock on the magazine well for employees only and the versions on the street are jailbroken versions that still keep the feature just making it universally availiable.
Those clips 6:23 were required for the MTR to fire properly as well. Without the clip, the bullets could slide forward in the chamber and potentially sit out of reach of the firing pin. That gap was necessary to facilitate the clam-shell clip and thus when you ran out of loaded clips, you would have to open and empty a clip to refill before reloading since you could not load the chambers one by one like a traditional revolver.
Cyberpunk did an insanely great job with world building. Another thing to remember too. In cyberpunk, in that universe, everyone has become ULTRA vein. Kinda like we are starting to see now. It was more important to LOOK scary or cool or whatever, than it was to actually be that. So if you had a choice between an easy win in a gun fight, or a risky flashy one where you could come out looking like a badass, they'd choose the second option. It's why a lot of the street weapons look so flashy, and why they still use swords and bladed weapons. They know the swords aren't exactly practical, other than when it comes to specialized blades to take out heavily armored cybernetics while actually being able to carry the weapon needed to deal with that. They have big over the top.weapons for that, but most guys can't easily carry them around or afford them. But yeah, mostly just to look cool. It's all about getting your name out there, being perceived as important in some way.
I just had a thought: A standard, high-caliber projectile weapon, but that has magnesium charges as secondary fire. The magnesium charges can blind the target, allowing stunning for close-quarters silent takedown, especially if they're using NV. May not work IRL, but could be useful in game combat.
There's a new commercial in the game that addresses Johnathan's comments about the DR12 Quasar. Apparently the ammunition is bird shot and the stopping power of the gun is so good, lethal rounds are not required
IRC from Mike Pondsmith, Johnny’s Malorian was a more or less custom build but was so powerful (nitro express I think?) that it was designed around the requirement the user has specific implants to absorb the recoil
I think the DR-12 is an EM driven weapon. The electrical trail is sci-fi for magnets. Especially because you can fire single rounds, but charge up and dump the clip in an auto burst. Plus you hear a slight humm just before each single shot, which is again; sci-fi for magnets. As for how it fires; I believe the rounds are pushed from the bottom of the cylinder by some kind of piston. They then travel up the slight angle under the barrel and a moved into the path of the now charged electromagnets. And once in the field, they are forced down the barrel. Holding down the trigger for the automatic function gives the capacitors enough time to gain the required charge.
Jonathan: You should know for this that all firearms in Cypberpunk 2077 fall into one of three categories: 'Power', 'Tech' and 'Smart'. Power weapons are conventional weapons with conventional rounds. (And can take a silencer.) Tech weapons are gauss or railgun weapons, and have two fire modes: Normal, or charged shot. (Which deals more damage, but you have to wait between shots.) Smart weapons are firing rocket-powered self-guided projectiles. Some of your comments on whether you can see how a specific weapon works it would be helpful to you to know which type of weapon you're dealing with - that bullpup revolver for instance is a Tech weapon, so it doesn't need a case in the ammunition. (It's also worth noting that there's basically two levels of Smart weapons, at least design-wise: weapons designed for that in mind, and those that were quickly converted to compete with the former. The smart shotgun for instance is an example of the latter, with the smart targeting system basically bolted on the outside of the gun.)
After doing a little digging [and as a gun smith trying to figure out a reasonable analog to the Malorian pistol] I came across the Gabbett-Fairfax Mars Pistol which has some striking similarities mechanically. Given the chamber is directly above the magazine on the Malorian it has to pull the cartridge backwards, lever it up, and then feed it [Like a Bond Arms Bullpup, or some belt fed machineguns that use fabric belts and/or rimmed cartridge] It also has a rotating bolt for the locking, COULD be recoil or gas operated, and fires a magnum pistol cartridge [in the lore its noted as being 14mm capable of stopping a chromed up cyberpsycho at 100 paces]. The Mars actually has MANY of those characteristics as well as a couple of the cosmetics [the rotating bolt spins a couple levers at the back of the bolt carrier on the Mars, similar to the spinny bit on the back of Johnny's gun].