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True Patriot looks powerful! 


And they're obviously not being too constrained by 'real world' settting :D

 

Hit me up Rikku tonight

 

Had a good roll last night. Unlocked last DZ (still haven't played in here beyond opening). 

 

Then went to a control point to restock...hadn't spotted the enemy had retaken it. So kicked them out. Now realizing enemy take over is a thing, hop around the map defending CP's under attack...but then notice little green dudes are assaulting a base of their own will down the road - so potter off to help.

Ended up by a nice side mission where you attack and defend buildings/roofs in order.

 

And now spec means my armor pack heals nearby people :D

 

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Had an hour bash with my crew last night and went from a gear score of 250 to 385 in one mission (playing with them on WT4). Then went to do some WT1 things on my own and I'm so OP now I hardly need to use cover to clear a room of BT! 

 

My plan is to high tail it through the WTs as quickly as possibly up to 5 now it's out and then settle down for the gear grind.

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So what’s the point of the different DZ zones in this? Are they for players of different levels, like the way D1’s DZ was portioned out? Is one solely for PVP, as I occasionally see a ‘conflict’ mode mentioned? The game is pretty bad at explaining this, or I missed a pop-up somewhere. 

 

Btw, if any of you are wondering (like I was) where you’re supposed to get dye for the dye slot on armour, it’s contained in orange chests that are suspended by parachutes. I seldom look up in the game, so I hadn’t noticed these until I saw them mentioned online. You’ll find them either hanging off buildings, or in trees. Shoot the crate and it’ll drop a dye along with a couple of other random goodies. 

 

Apparently there’s ten of them dotted across the PVE map, and ten across the different dark zones. Found three on the main map so far. 

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I think one is PVE. One is PVP/PVE with level/gear normalised and one is like the first game where you keep all your stats and will probably get ganked by some twat with an SMG with the power of the Death Star the second you walk out the door.

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Just now, Garibaldi said:

So what’s the point of the different DZ zones in this? Are they for players of different levels, like the way D1’s DZ was portioned out? Is one solely for PVP, as I occasionally see a ‘conflict’ mode mentioned? The game is pretty bad at explaining this, or I missed a pop-up somewhere. 

 

Once you hit level 30 a DZ can become "occupied" (hover over it on the map and it should tell you).

 

When occupied the defence turrets stop, rogue status are now shown, friendly fire is permanently on and, importantly, normalization is switched off so your build really comes into play more.

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12 hours ago, metallicfrodo said:

However those fucking bladed rc cars can do one, they are cheap as fuck. Also yellow bars that just walk towards you regardless are still as shit as they were in the first game.

 

Agree 100%

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Loads of little QoL and UI tweaks in this update. Skill mod requirements are actually feasible now and weapon mods no longer have negative values, although the positive values have been reduced to compensate. Menus and inventory a bit clearer to read now too.

 

Real endgame and maxing out those builds begins now. :sherlock:

 

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How the hell do you disable the rocket launchers at the end of Tidal Basin. You can destroy the radar dishes on top (it’s the only bit that seems to have an energy bar). But doesn’t seem to make objective go away.

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6 hours ago, Rikku said:

 

I have side stuff to do too! Only done the side missions that i’ve done with you. :D  not sure what my gear score is, but I know it’s high enough to love from WT 2 to 3 as the stronghold is doable now. 

 

Just been sucked in to Borderlands but have some annual leave this afternoon and Monday so am sure I can spare some Division 2 time. :wub: 

 

Just jump in if you see any of us about. :)

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6 hours ago, Hitcher said:

Oh and the sandstorms are amazing.

 

Amazing! Only had one for the first time after hitting WT1 or 2 the other night. Was like, wtf?! The weather is so so good and the storms still make me jump out of my skin when the thunder rumbles about then turns up...LOUDLY! :lol:

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3 hours ago, FiveFootNinja said:

 

Once you hit level 30 a DZ can become "occupied" (hover over it on the map and it should tell you).

 

When occupied the defence turrets stop, rogue status are now shown, friendly fire is permanently on and, importantly, normalization is switched off so your build really comes into play more.

 

Isn't this the one with the big fuck off knife over it (changes between the three)? I'm guessing so.

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1 hour ago, pinholestar said:

Loads of little QoL and UI tweaks in this update. Skill mod requirements are actually feasible now and weapon mods no longer have negative values, although the positive values have been reduced to compensate. Menus and inventory a bit clearer to read now too.

 

Real endgame and maxing out those builds begins now. :sherlock:

 

 

I can't wait to get there! Hurry up weekend (looking like Sunday for our next group expedition). :)

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16 minutes ago, Harsin said:

 

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How the hell do you disable the rocket launchers at the end of Tidal Basin. You can destroy the radar dishes on top (it’s the only bit that seems to have an energy bar). But doesn’t seem to make objective go away.

 

 

Shooting the radar panel thing did it for our group,  as you say the only part with a health bar but it it did clear the objective for us.

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UI does indeed look a bit nicer, the larger text is very welcome.

 

Thought the Chem Launcher was broken at first but it works more like a weapon now, you have to use the skill button to equip it, aim with L2 and fire with R2, remember to switch back to weapon after. But fiddly at first but makes sense.

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1 hour ago, Len said:

 

The weather is so so good and the storms still make me jump out of my skin when the thunder rumbles about then turns up...LOUDLY! :lol:

 

What impressed me about a storm I encountered last night, is that I could see it in the distance, and hear muted thunder, a few minutes before the downpour actually reached me. Very nice attention to detail. 

 

As to the sandstorms, they are very nice but where the fuck are they coming from? :lol: 

 

I suppose being dust or ash storms would make more sense, like you get when there’s a huge fire, but nothing like that is happening in the area. Maybe it’s the anti-virus that killed off the DZ, but your agent doesn’t stick a mask on when they encounter it. /overthinking

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I see they've added Neutral Lighting to the graphics options. Can't wait to try it later. :wub:

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2 hours ago, Harsin said:

 

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How the hell do you disable the rocket launchers at the end of Tidal Basin. You can destroy the radar dishes on top (it’s the only bit that seems to have an energy bar). But doesn’t seem to make objective go away.

 

 

There's a thing to shoot on the front and back from what I remember.

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New content:

  • Invasion: Battle for D.C. is now live. You can find a content overview in this article.


 
Weapons, Mods and Gear:

  • Overhauled the Weapon mod system, see the table at the end of the patch notes for detailed information.
  • Fixed a wrong long-range damage value for M4 (super 90) and P416. Previously, they could sometimes increase damage over longer ranges instead of the other way around.
  • Rifles:
    • Damage on the MK17 rifle reduced by 14%, also corrected this weapon not having a damage falloff over distance.
    • LW M4 damage increased by 5%, RPM increased from 240 to 360.
    • LVOA-C RPM increased from 240 to 380.

  • Marksman Rifles


  • Model 700 damage reduced by 13%.

  • Shotguns


  • AA12 damage increased by 16%.

  • LMGs


  • MG5 damage increased by 12% and fixed reversed falloff, causing the weapon to do more damage over a longer range.

  • Updated initial accuracy on the Sig Sniper MCmillan T1. It should now be much more reliable to shoot as soon as it’s shouldered and the transition to scoped view is over.

  • Reduced the amount of Critical Damage and Headshot Damage that can roll on Gear, including the amount on existing Gear. The actual values will differ depending on the level and quality of the gear it occurs on. This is partially in preparation for another world tier, where we felt these values were already at the limit of what was healthy in WT4.

  • Complete overhaul of skill mods to give more achievable requirements and more reasonable bonuses.


  • A closer equivalence between required skill power and the bonuses granted.

  • Changed the amount of skill power on gear to not increase exponentially with level, but instead more linearly. This results in most skill power values on gear being lower, but in accordance with the lowered requirements.

  • Tweaked the ranges of bonuses to be within acceptable bounds where they had extreme values before due to scaling errors. Most notably radius and ammo/charges values.

  • Players will see both the bonuses and the requirements of almost all skill mods change as a result of this overhaul.

  • In end game, both Superior and High-End skill mods exist to cover the different needs of different builds. They can overlap in power, but High-End mods have a higher maximum roll potential.

  • We are looking at ways to provide lower value/quality mods in end game world tiers in the future to provide a solution to the fact that on very low skill power builds, there would be room for those mods, and currently we are aware that means you have to save mods from your leveling experience.

Player Skills:

  • Fixed an issue which caused the Bombardier Drone to get destroyed while climbing up/down a ladder or rope.
  • Improved feedback of Bombardier Drone crashing into obstacles during the bombing phase.
  • Fixed an issue with Firefly payload sometimes failing to activate when reaching its target.
  • Fixed an issue where Revive hive would not self-deploy if the agent was busy performing a different action such as using different skill when it triggered.
  • Revamped the Sniper Turret version of the turret skill.
    • It now will automatically target the hostile nearest to the players’ center-of-screen (the same method it uses to pick other turret targets) and will fire at that target when the button is pressed, without a lock-on order needed.
    • If a player aims at a hostile, the sniper turret will attempt to match their aim, allowing precision shots using the sniper turret.
    • An issue where the sniper turret wasn’t correctly getting bonus damage when hitting headshots has been fixed.

  • Revamped the Chem launcher skill platform.


  • Pressing the skill button will now equip the chem launcher similar to swapping to a weapon. The player can aim and shoot with normal weapon controls, as well as run with the skill and blindfire it.

  • Quick deploy at the agents own position is still available for the repair version of the chem launcher, using the same controls as before.

  • Unequipping the Chem launcher can be done using the skill button, the B (XBOX) / Circle (PS4) button or just using the weapon swap controls.

Loot & Rewards:

  • Control Point reward containers are giving the correct number of items for the corresponding Control Point's defense level. Defense level 4 now awards 5 items instead of 3.
  • Reduced DZ XP gain from Landmarks in Dark Zones.
  • Reduced the quality and power for items dropped in Propaganda Broadcast and one drop of Settlement Blockade activities to be more in line with other open world enemies and activities.
  • Updated XP rewards for low-level player playing in World Tiers to scale with player level.
  • Supply Drop activity loot container items now scale with every consecutive container you open. This includes lowering the reward of the first crate, but results in similar rewards for the activity as a whole.
  • Added 5 Specialized Apparel Cache Keys, awarded with levels 2 – 4.
    • As a thank you for playing, all players that played before April 4 get 5 Specialized Apparel Keys, regardless of their level.

  • Faction Key loot drops from Bounties are now guaranteed and are displayed in the loot preview.

  • Adjusted bounty credit rewards to use scaling values in World Tiers instead of flat values so if a lower level player is playing with a higher-level player, they will receive an amount of credits more appropriate for their level.

  • Changed Skill Unlock rewards to be non-invaded only so that players who co-op with a higher-level friend to play invaded before playing on story won't receive the rewards.

  • Added Apparel cache key fragments to the PvP reward caches.

  • Adjusted the rewards for the street execution activity to give slightly lower quality/source level gear so the rewards are more in line with the difficulty of the activity.

  • Reduced the quality and source level charts used for item drops from the living world activities settlement blockade and Propaganda broadcast to be more in line with other open world drops and the difficulty of the activities.

  • Updated Collectibles set XP reward to scale with player level.

  • Fixed an issue which caused the Drone Helicopter to not use the correct loot table.

Crafting:

  • Increased Material cap for Standard and Specialized crafting materials to 400 (with all perks).
  • Increased Material cap for High-End crafting materials to 50.
  • Materials required for crafting weapon mods does not scale as aggressively and has much lower values in endgame.
  • Removed a small increase on materials required for crafting weapon mods after upgrading the crafting bench quality.
  • Changed the upgrade blueprints for exotic weapons Lullaby and Ruthless to not show up on the vendor until you are level 30.
  • Increased the power for the wandering vendor so her inventory has a narrower Gear Score range closer to the top of the World Tier Gear Score Range.
  • Set all exotic upgrade blueprints to award you the upgraded weapon on the max gear score of the current tier.
  • Removed a tiny increase on materials required for crafting weapon mods after upgrading the crafting bench quality.
  • Exotic weapons are now pre-equipped with lore text mods. These mods do not have stats and cannot be equipped elsewhere.

Talents:

  • Blind Justice – Modified the Buff that increases damage to your next shot now expires at end of combat and when out of combat
  • First Blood -  Updated Normalized MMR Talent First Blood Text to correctly explain that the first shot after reloading from empty is the enhanced bullet.

NPCs:

  • Decreased damage of all NPC Automatic Shotguns
  • Decreased damage of all NPC SMGs
  • Hey agent! Staff in the Base of Operation will now shout at the player less frequently than before.


Main Missions Difficulty:

  • World Bank – Invaded – Server Room
    • Increased the time which the Black Tusks needs to complete the download in the Server Room from 200 seconds to 250 seconds.
    • Increased the time which the Black Tusks needs to complete the download in the Server Room from 200 seconds to 250 seconds.
    • Reduced the difficulty in the Server Room by setting the Enemy group composition to light, light, medium - Instead of medium, heavy, medium.

  • DCD Headquarters


  • Mission level has been changed from 17 to 18.

  • Roosevelt Island – Invaded – Quarantine Docks


  • Reduced the difficulty of the first wave of enemies encountered in the last beat of the mission by lowering the amount of Elite and Veteran enemies.

  • Enemies in this part of the mission can only use mounted weapons if there are 2 players or more.


  • This should make it less punishing for solo-players attempting this mission.


Open World:

  • Removed death of civilian squad as a failure condition for Control Point takeover.
    • The Officer will now remain in downed state until players complete the takeover or wipe.

  • Black Tusk presence has been increased in invaded Open World zones.

  • New Ambusher NPCs now roam the streets of DC.

Social:

  • Added a “Friends & Clan” option for Call for Backup that only shows calls from friends and clan members.
  • Added a “Do Not Disturb” group privacy option that blocks all incoming invites.

PC:
UI

  • Added a Field of View slider

PlayStation 4

  • Fixed an issue that could cause players to be stuck in the Specialization tutorial


Bug Fixes:

  • Fixed an issue that could cause undesired appearance changes to agents after login in or using the barber.
    • Players that have been permanently affected by an appearance change will unfortunately not be changed back with this fix. We want to apologize for any inconvenienced caused by this and we’re looking into options to allow players to fully customize their agent in the future, but we do not have a timeline for this feature.

  • Fixed an issue where the Cluster Seeker Mine could split up more often than intended.

  • Fixed an issue where the Defender Drone could have unlimited uptime.

  • Fixed an issue which prevented players from finishing the Unite cypher riddle.


  • We're confident this is not bugged anymore.

  • Fixed an issue that would cause the Stronghold activation animation to always play when entering the Base of Operations.

  • Fixed several instances of Audio logs not playing automatically when picked up.

  • Fixed an issue that could cause players being unable to finish the Side Mission Worksite Community.

  • Fixed an issue where players were unable to update their crafting bench after reaching a new World Tier.

  • Fixed an issue with NPCs sometimes not reacting properly to cooked grenades

  • Fixed an issue with Hunters not always appropriately despawning if a player flees a combat space

  • Fixed rare issue where NPCs could get stuck when attempting to melee a player in cover

  • Fixed issue with the Explosive Seeker Mine occasionally failing to path to its target

  • Fixed bug where players could fast travel to non-friendly Control Points

  • Fixed bug that made encounters with friendly NPCs requesting resources too rare

  • Fixed bug where underground enemies would come to the surface during the day

  • Fixed an issue where players were able to obtain gear with a higher gear score than intended


  • Any owned High-End items will be lowered to Gear Score 500.

  • Any owned Superior items will be lowered to Gear Score 490.

  • Clan caches no longer award items higher than the maximum loot Gear Score.

  • Recalibration still allows Gear Score to increase slightly past the maximum loot Gear Score.

  • Fixed a bunch of weird stairs and invisible walls.

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3 hours ago, Len said:

 

Isn't this the one with the big fuck off knife over it (changes between the three)? I'm guessing so.

 

Ha, probably. I hadn't noticed that but it would certainly be easier than reading all the tiny text! :blah:

 

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These new Chem Launcher controls are the worst for a solo player trying to self-heal. <_<

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12 minutes ago, Curtis said:

These new Chem Launcher controls are the worst for a solo player trying to self-heal. <_<

 

You don't need heals in this game anyway man, trust me. I've gone all the way to WT5 without healing once. Armour kits give you all the buffer you need and you can use that skill slot for another damage-dealing toy instead.

 

I may well be forced to eat my words when heroic difficulty and the raid drop of course but for now I laugh in the face of the scum that have invaded DC and declare that healing is for pussies.

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15 minutes ago, Nosejam said:

Not sure about this new feature where no signature weapon ammo drops, anyone else?

 

Yup, seems to be rocking horse shit rarity now :( 

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Tidal basin was piss easy. Except the bit where I couldn't find the backup power on the rocket launcher :p 

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5 hours ago, Hitcher said:

Double tap LB/RB - what's so hard about that?

My bad. I complained prematurely without checking, and yes double RB drops it with me behind cover. 

 

4 hours ago, pinholestar said:

 

You don't need heals in this game anyway man, trust me. I've gone all the way to WT5 without healing once. Armour kits give you all the buffer you need and you can use that skill slot for another damage-dealing toy instead.

 

I may well be forced to eat my words when heroic difficulty and the raid drop of course but for now I laugh in the face of the scum that have invaded DC and declare that healing is for pussies.

Since i discovered the healing ring you can drop on yourself, and the revive Hive for a free 1UP credit, my play-style has been soooooo lame! Sit back in safety, and pop heads with a sniper. Thats probably why i've not been enjoying it as much.

 

Skills aside, i had a wonderful session this evening with one of our clan members. I assume he's off here or knows one of our usual lot. Anyway, thanks, because i needed a kick up the arse with this game, and tonight was enjoyable.  :) 

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8 hours ago, Nosejam said:

Not sure about this new feature where no signature weapon ammo drops, anyone else?

 

At least they’ve made the sniper rifle for the sharpshooter actually have some chance of hitting with a pad. It was basically pointless in comparison to any marksman rifle modded for stability and accuracy before...

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