Cyberpunk 2077 – Getting Started: Guns in Your First Hour

Cyberpunk 20778 views1 favorites2 min readby Sephiroth4954View on Steam ↗

In your first hour, guns matter more than perks or cyberware.

Cyberpunk 2077 – Getting Started: Guns in Your First Hour

In your first hour, guns matter more than perks or cyberware. Your stats are low, enemies can hit hard, and survivability comes down to how a weapon behaves in your hands. Damage numbers matter less than control, reload speed, and consistency. A gun that feels reliable will carry you further than one with higher damage that you struggle to use.

Power weapons are the best starting point for most players. They fire normally, hit hard, and do not require special setups. Assault rifles and pistols in this category are forgiving and flexible. Power weapons also have the advantage of ricochets when paired with the right optics, letting you hit enemies behind cover without needing perfect positioning. They reward basic shooter fundamentals and work well with almost any playstyle.

Tech weapons are extremely strong early if you learn their rhythm. These guns can charge shots and fire through walls and cover, which completely changes how fights play out. You can thin out enemies before they ever see you or finish them while staying safe. Tech weapons encourage patience and positioning, and even without perks they provide strong utility (yes, cover often stops working against you too).

Smart weapons are the weakest option in the opening hours. While the idea of bullets tracking enemies sounds powerful, these weapons rely heavily on specific cyberware to function well. Without it, damage feels low and targeting can be unreliable. Smart weapons become much better later, but early on they tend to slow you down and underperform compared to simpler options.

Pistols are one of the strongest early weapon types overall. They reload quickly, handle well, and allow constant movement. A good pistol can outperform heavier weapons simply because you stay alive longer while using it. Revolvers hit much harder but punish missed shots and long reloads, making them higher risk early on.

Assault rifles are consistent and easy to recommend. They offer good range, manageable recoil, and steady damage. They work well in almost every encounter and pair nicely with cautious play. Submachine guns deal strong close range damage but burn through ammo fast and require aggressive positioning, which can be risky early.

Shotguns hit hard but are situational in the early game. Closing distance without mobility perks or armor can be dangerous, especially against groups. They work best in tight spaces but can struggle in open areas. Sniper rifles are powerful but slow, and early encounters rarely give you the space to use them effectively.

Loot often and replace guns frequently. Early weapons fall off quickly, and holding onto a favorite for too long can hurt you. If a new gun feels better to shoot, it probably is better. Pay attention to handling and reload speed as much as damage. Some iconic weapons show up earlier than expected, and if one clicks with you, it can quietly shape your entire playthrough.

This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.