Theres a part where you're upstairs and you can hear the ai trying to attack you from the floor below. The game is fun but only barely and I think the novelty is going to wear off quite quickly.
Then once you know who's hacking you, you either need to shoot them, or disable the camera (by hacking or shoot) they're using to hack you with (they can use cameras to scan, just like you can).
The whole quickhack, netrunner aspect of the game is completely lacking in tutorials or explanation. Which is a real shame, because it looks like a really interesting mechanic.
Not that I'm complaining much. There've been tons of bugs and wonkiness for me, but I've been enjoying the heck out of the game anyway (wonkiness is par for the course in a AAA open-world game anyway). But it definitely has lots of room for polish. Given how above and beyond they went on TW3, I have no concerns it'll receive it eventually (hopefully -after- a well-deserved Christmas break).
Really looking for something that helps better explain how to fit quick hacking into broader combat. I have really progressed beyond pings and optical reboots, which makes me feel like I’m leaving at lot on the table, but the games hasn’t really expressed what that is.
The skill gives you a yellow damage indicator and highlights the hacker in yellow outline.
My guess is this is similar to enemy sniper sometimes can see you through walls. If they're close enough to a wall, then their line of sight is calculated as if they were in front of a wall.
I wasn't even looking for them, but they managed to find me. I still enjoy the game a lot, but combat has been nothing but frustration.
[1]: https://www.polygon.com/2020/12/10/22167436/cyberpunk-2077-w...
[2]: https://www.reddit.com/r/cyberpunkgame/comments/kbwpps/retic...