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Home / How to weapon inspect in Cyberpunk 2077

How to weapon inspect in Cyberpunk 2077

Cyberpunk 2077 has no button labelled "inspect weapon". What players mean by inspecting is the first-equip animation: the short flourish V performs when a gun comes out of the holster, where the slide gets racked, the cylinder gets checked or the magazine gets seated. Before the 2.0 update that animation only played the first time you drew a weapon in a fight. Since 2.0 you can trigger it whenever you like, and that is what every guide is actually describing.

Keyboard and mouse

Hold the holster key rather than tapping it. On a default layout that is B. Holding it while a gun is out replays the draw with the full animation instead of snapping the weapon up.

Holding a weapon slot key — 1, 2 or 3 — does the same thing for the gun in that slot, which is quicker if you want to look at something you are not currently holding.

The cycle-weapon key, left Alt by default, needs a double tap instead of a hold: a long press is already taken by the weapon wheel, so holding it opens the wheel rather than playing the animation.

Controller

The same rule applies — hold the holster button instead of tapping it. That isTriangle on a PlayStation pad and Y on an Xbox pad. Holding the d-pad direction bound to a weapon slot works the same way as holding 1, 2 or 3 on a keyboard.

When nothing happens

  • You need a weapon drawn. With empty hands there is nothing to animate.
  • Check what the holster action is actually bound to under Settings, then Bindings. Anyone who has remapped movement or interaction keys has often moved holster along with them.
  • Give it the full hold. A tap is read as a normal holster or draw and the animation is skipped.
  • Not every weapon has a long animation. Iconic weapons and the more theatrical handguns have the most to look at; plain rifles are quick by comparison.

Stats are a different screen

If what you wanted was the numbers rather than the animation, that lives in the backpack. Open your inventory and highlight the weapon: damage, fire rate, attachment slots and mod slots are listed there, and you can compare against whatever is equipped. The first-equip animation is cosmetic and shows no stats at all.

Why the guns look like that

The reason these animations are worth watching is that most of the game's ballistic weapons are drawn from real mechanisms. The slide-and-hammer sequence on a Cyberpunk handgun is the sequence on a service pistol; the tube-fed shotgun cycles the way a pump gun cycles. If looking at the animation is what sent you here, the working versions are on the shelves below.

Every firearm we ship goes to a licensed New Jersey dealer, who checks your card or permit and runs the background check. New Jersey gun laws covers what that takes, andbuying a gun in High Bridge walks through the order itself.

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