The Division

Discussion in 'Shiny Things' started by Jeffy, Mar 14, 2016.

  1. Jeffy

    Jeffy Hmm...

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  2. Yard Sale

    Yard Sale let's be bad guys

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    I checked in with the helicopter pilot and it said I need a gear score of 490 or above. So I did the daily mission on Challenging, and got some loot, none of which was an improvement, so my gear score stayed at 482. I tweaked some things to get it to 484.
  3. Jeffy

    Jeffy Hmm...

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    While there's a GS check, it's really about a DPS check. You have to really get your DPS up from what I've seen. No one's sniping, no rifles, no ones using signature weapons... Looks like having a high DtE is good as well as straight up WD.

  4. Jeffy

    Jeffy Hmm...

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    Yesterday, I heard a group on PS4 finished the raid and it took them 20 hrs!
  5. Jeffy

    Jeffy Hmm...

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  6. Jeffy

    Jeffy Hmm...

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    THE DIVISION 2 – STATE OF THE GAME RECAP: WORLD-FIRST RAID SQUADS, TU3 UPDATES, AND BUG FIXES (5/22)
    by Youssef Maguid / May 22, 2019 / 5 minute read

    This week, The Division 2 State of the Game spotlighted the first three squads to complete the Operation Dark Hours raid, and addressed known and upcoming bug fixes. State of the Game streams every Wednesday at 8:00AM PDT on Twitch, Mixer, and YouTube. (To find out what was covered last week, make sure to check out the previous State of the Game Recap.) Check out the stream below for details, or read on for a quick recap of the topics discussed this week.

    [​IMG]
    World-First Raid Squads
    • The first squads have completed the Operation Dark Hours raid on each of the three platforms (PC, PS4, and Xbox One). They will have their names and portraits featured at the White House Base of Operations.
    • The squad that completed the raid first on your platform will be featured in your Base of Operations.
    Raid Updates
    • There are currently no plans to change the difficulty level of the raid.
    Maintenance
    Bug Fixes and Updates
    • For a detailed list of known issues, as well as their current status, head over to the known issues list on the tech forums.
    • Roosevelt Island progression blocker: There was an issue with ropes not deploying when playing the mission on hard. This was resolved with the server patch on Thursday during maintenance.
    • There's some confusion about the C4 not working properly in Roosevelt Island. The containers with the C4 are random, so it's not always the same container that you have to open. Some containers also have a door on each side, so make sure you check both sides. It is not currently believed to be bugged.
    • Black Tusk Commander Masks, and some other masks, appear to be smaller and offset. This is going to be fixed in Patch TU3.1.
    • Loot as Junk option not available anymore. This was removed by mistake and will be fixed in Patch TU3.1.
    • Enemy NPCs rushing behavior bug that causes NPCs to move too fast or with broken animations has returned. The team is looking at what is causing this to appear again and will try to fix it as soon as possible.
    • Weapons going invisible.
      • This bug has been reproduced in internal tests and should be fixed soon.
      • Workaround: Swapping between weapons can sometimes help, unequipping and re-equipping the weapon can also resolve this.
    • Weapons seemingly not doing damage.
      • This seems to happen if players try reloading and switching weapons at the same time.
      • A fix has not yet been found.
      • Workaround: Reloading the weapon again should resolve this.
    • Some players in Asia are stuck in a loop when starting the game and not being able to download/start the patch process.
      • The issue is currently being investigated with high priority.
      • This may be caused by non-Latin lettering on the installation folders.
      • Workaround: Players can try to rename their The Division 2 folder(s) to only include Latin letters.
    • Semi-automatic weapons have decreased fire rate since TU3. This is not intended and will be fixed in TU3.1.
    • Not being able to progress to World Tier 5
      • Some players are not able to progress to WT5 despite having successfully finished Tidal Basin and all other requirements.
      • This issue has been fixed and will be implemented as soon as possible.
    • Sound issues
      • Reports about sound issues have been a little less detailed. In order to properly address them, the development team needs players experiencing these issues to report them on the tech support forums with as much information about the issue as possible (including things like headset make and model).
      • One known issue is that sound stops working for a few seconds, and then all sound is played back immediately, causing an overlap of sound. A fix is currently being investigated.
    • Some players have not yet received their in-game arm patch for completing the raid, the issue should be fixed during the maintenance update on Thursday (5/23).
    • TU3.1 does not have a set date yet, but the team is working on adding as many bug fixes as possible.
  7. MN_Smurf

    MN_Smurf Capt_Confusion

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    I'll just leave this here.....
    Sweet Dreams.JPG

    Attached Files:

  8. Jeffy

    Jeffy Hmm...

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    Just wait till you try to turn it into a Lullaby or make it a GS500. My Nemesis rolled really low when I built it, lower than what the chart suggested and it's a PITA to get. I haven't tried to farm it since I'm running 2 lower characters now. I have a level 30 and a Level 20. I've noticed a lot of GS500 drops are worse off than my GS497's. I still haven't had a Sweet Dreams, Ruthless or Merciless drop.

    Also if this is yet another sign of how Ubi's going to make games then I'm probably going to wait on Breakout till after launch. That leaves Borderlands 3.

    [​IMG]
  9. MN_Smurf

    MN_Smurf Capt_Confusion

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    Yeah, I rolled it to a Lullaby and it came out at GS 467. Upgraded that to GS 500 and it came out ok. Pisses me off, however, that there is a bug keeping it from showing up on the wall in the firing range.
  10. Jeffy

    Jeffy Hmm...

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    NEW SPECIALIZATION - GUNNER
    3 June 2019

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    Joining the fight together with the other Specialists, The Gunner is equipped with the powerful Minigun, which will be a force to be reckoned with on the streets of Washington, D.C. With an emphasis on sustained damage output and damage resilience, the Gunner will serve as the vanguard of SHD Agents in the ongoing fight to reclaim the city.

    [​IMG]

    When activated, The Gunner receive bonus armour based on the amount of Specialization ammunition they are carrying and can easily tank incoming damage for short periods of time while using their Minigun to suppress their enemies. There's a catch though – when the weapon is drawn, the Gunner can't enter cover, vault or roll.

    To get enemies out in the open, the Gunner comes with the Banshee Signature Skill, which ignores cover and causes its targets to become confused. When an enemy stumble out of cover is the perfect opportunity for the Gunner to use their special grenade – the Riot Foam grenade – trapping the enemy in place.

    The specialization comes with a new skill tree and the P320 XCompact sidearm.

    The Gunner will be available to test on the Public Test Server, opening on June 4th, in order get as much feedback on it before it is released on the Live servers in Title Update 4, coming in June 2019. Please join us on the official forums and tell us about your experiences with it.

    SPECIAL FIELD RESEARCH
    While the three previous Specializations are automatically available to you when reaching level 30, to unlock Gunner you need to take on Special Field Research: five stages of in-game challenges, each with their own set of objectives and rewards. By completing all five stages, you will gain access to the Gunner Specialization and the newest signature weapon in the SHD arsenal.

    If you have the Year 1 Pass, you will instantly unlock the Gunner Specialization. You can still take on the Special Field Research, but as you progress through the stages you will unlock additional, exclusive cosmetic rewards; the Fisticuffs and Front Flex emotes, Charcoal and Detritus gear dyes, Rosethorn and Pineapple weapon skins, the Gunner mask and the Gunner specialization uniform.

    The Special Field Research will be available on the Public Test Server, but on the PTS you will not have to complete it to give the Gunner a go.

    [​IMG]
    FAQ:

    • Since Pass players get immediate access to the specialization, doesn't this create a gameplay advantage?
      • Specializations have abilities and specialized weapons tailored to specific playstyles. Though Year 1 Pass owners will have the benefit of instant access to new Specializations, all players will be able to unlock them through gameplay. All Specializations have different strengths and weaknesses, and appeal to different playstyles and tactical situations. The new Specializations will offer the same tier of power as other Specializations.
    • Is Year 1 Pass the only option to instantly access the specialization and earning the cosmetic rewards?
      • Players interested in the Gunner specialization access and earnable cosmetic rewards, can either secure it through the Year 1 Pass, or purchase a Gunner ‘Specialization Pack' for Premium Credits on the in-game store, which will entitle them to the same benefits for the Gunner specialization.
      • Note that Year 1 Pass comes with similar benefits for the remaining 2 specializations coming later in Year 1, as well as host of other content & perks. Discover what Pass has to offer here.
    • Can I still get the cosmetic rewards if I start the Specialization Field Research without the Pass?
      • Yes. You can upgrade to Year 1 Pass at any point. The moment you get Year 1 Pass, you will immediately unlock Gunner (if you have not finished the research just yet), as well as get the cosmetic rewards you have earned, depending on which stage you are at.
      • Even if you unlocked the Specialization without the Pass, once you purchase it, you will immediately unlock all cosmetic rewards, including the uniform.
  11. MN_Smurf

    MN_Smurf Capt_Confusion

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    If they don't fix the ammo drop rate for single players, it won't be viable.
  12. Jeffy

    Jeffy Hmm...

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    For solo, you'd be better off just killing them instead of suppressing them in cover.
  13. Jeffy

    Jeffy Hmm...

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  14. Jeffy

    Jeffy Hmm...

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    Skip ahead so you don't have to sit around waiting for the countdown.
  15. Jeffy

    Jeffy Hmm...

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  16. Jeffy

    Jeffy Hmm...

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    Patch Notes: Gunner - June 18th, 2019
    New specialization: Gunner
    Introducing the first post-launch Specialization! The Gunner is equipped with a powerful minigun and will serve as the vanguard for SHD agents.

    Special Field Research
    • To unlock the Specialization when Title Update 4 hits the live servers, you’ll be tasked to complete five stages of in-game challenges!
    • Year One Pass owners will unlock the Specialization immediately but will also be able to go on a Special Field Research, unlocking unique cosmetic rewards!


    Clans
    • Changed Clan Weekly Projects to be easier to complete for smaller clans.
    • Reduced CXP requirements for each tier of Clan Cache.
    • Invites and join requests that have not been responded to within 28 days will automatically be removed from the clan inbox.
    • Added last online status to show when clan members were last active.
    • Added a weekly reset timer the clan progression menu, giving a clear indicator on when you will be able to collect your cache.
    • Added indicators for members already in a group, and how many free spaces are available on the clan roster page.
    • Added a new “Keyword” section in the clan details, allowing players to choose from a list of predefined words to describe their clan.
    • Added “Keyword” search functionality when looking for a clan.
    • The clan member who earns the top distinction of the week will receive a medal icon over their name in the clan roster.
    • Clan insignia is now visible when using photo mode


    Mods
    • Generic Protocol Mod and Generic System Mod can no longer be equipped in High-End, Gear Set and Exotic items.
      • You will still be able to equip them in lower quality items.
      • All other mods can be equipped in slots matching their type (Offense, Defense, Utility).


    Developer comment: Generic mods could be stacked in unhealthy ways and the gear mod eco system has not been in a place we are happy with and it had led to some unwanted behavior such as low-level farming for generic mods.

    Missions
    • Roosevelt Island
      • Shipping containers containing virus samples will now be easier to spot.


    Projects
    • Specific talents requirements for project donations has been removed.
    • Replica/crafted items requirement for project donations has been removed.
    • Added World Tier 5 requirements for some projects.
    • Increased rewards for most projects.


    Specializations
    • All Specializations have received a talent tree rework.


    NPCs
    • Removed “bulletproof” backpacks from NPCs that would block all incoming damage.
    • Decreased acceleration of NPCs when repositioning in cover.
    • Enabled Engineer archetype NPCs to setup Turrets on the ground if no valid cover position exists.
    • Fixed various issues with Controller archetype NPCs getting stuck or being unresponsive in certain situations.
    • NPCs can’t be suppressed when deploying a Drone.


    UI
    • Removed redundant “!” for new items shown in Cache Content in Proficiency Caches.
    • Apparel Caches should now only display a “!” in the UI when a key is acquired and once the key has been seen should disappear.
    • There’s now a timer that shows the cooldown before being able to kick a player from a group.


    Skills
    • Further improved the Reviver Hive which should result in it more reliably reviving downed agents.
    • Assault Drone
      • After killing its current target, the Assault Drone will now attack the enemy the player is currently shooting. If no target is being shot, it will attack the closest enemy to its owner instead.
    • Firefly
      • Pathing of all Firefly mods has been improved
      • Aiming improvements on all Firefly mods.
      • Base cooldown durations for all Firefly mods have been reduced
        • Blinder 60 seconds (previously 120 seconds).
        • Demolisher and Burster 90 seconds (previously 120 seconds).
      • All Firefly mods have incremental cooldowns based on number of targets payload successfully deploys against (this however does not apply if the Firefly was destroyed by an enemy)
      • Blind status effect applied by the Blinder Firefly now lasts 8 seconds (previously 5 seconds).


    Exotics
    • New Exotic Holster: Dodgy City Gunslinger’s Holster


    Talents
    • Rooted
      • The talent description now states the intended cooldown of 60 seconds.

    Commendations
    • Further improved Discovery Merits to allow loot boxes opened by other players count towards every group member’s progress.


    Dark Zone
    • Players can now go Rogue in the Occupied Dark Zone. Dealing damage to other Agents (outside of your group) will cause the player to disavow The Division.
    • There is no grey Rogue in the ODZ. Damaging other Agents is the only way to go Rogue in the ODZ.
    • Additional Manhunt ranks have been added to the ODZ. Players still have to clear their bounties at SHD terminals, but additional rewards are available to players who clear (or claim) a high rank bounty.
    • Manhunt ranks are now infinite in the ODZ. Killing other Agents increases the player’s Manhunt rank, along with their Dark Zone XP rewards on a successful bounty clear. Compete on a new leaderboard for the highest ODZ Manhunt rank!

    PvP
    • Rifle PvP damage modifier increased to 1.7.
    • Shotgun PvP damage modifier increased to 1.65.


    Bug fixes
    • Fixed weird lighting in some tunnels.
    • Fixed an issue where grouped players could disconnect after leaving a Classified Assignment.
    • Fixed an issue where enemy NPCs could lose track of players in Operation Dark Hours.
    • Fixed an issue where players would be unable to claim the weekly Clan Cache.
    • Fixed an issue where rails in DZ West did not appear on barriers surrounding a checkpoint.
    • Fixed an issue where Master Sergeant Quiroz in the Space Administration HQ would jump down earlier than intended. He was a bit to eager.
    • Fixed an issue where an explosion was missing in the Space Administration HQ before Master Sergeant Quiroz appears.
    • Fixed an issue where Weasel’s weapon could fly out of his hand. Sweaty palms can be a real issue for some people.
    • Fixed an issue where players could not be attacked at a certain spot in the Stadium map.
    • Fixed an issue where several collectibles would not automatically play when picked up.
    • Fixed an issue where the accuracy of a player in the Activity Summary could be negative.
    • Fixed an issue where opening the Top CXP Clan menu could cause frame drops.
    • Fixed an issue where the objective for “Return to the White House” would not complete if you skipped the cinematic.
    • Fixed an issue where players could get stuck when being revived by another player and the Control Point Officer at the same time.
    • Fixed an issue which would prevent players from opening the Strategic info when downed in Operation Dark Hours.
    • Fixed an issue which could prevent the Call for Help animation to be visible for other players.
    • Fixed an issue where inspecting a player through the social menu after being downed could cause the menu UI to persist during gameplay.
    • Fixed an issue where the “Open Cache” and “Back” buttons on the Apparel Event Cache UI would disappear, when pressing both buttons at the same time.
    • Fixed an issue where Hunters could be revived outside the radius of their Reviver Hive, as well as being revived an unlimited amount of time.
    • Fixed an issue where enemy NPC faces would not correctly target players while strafing.
    • Fixed an issue where NPCs could get stuck while spawning in DZ East.
    • Fixed an issue where players could stare into the void.
    • Fixed an issue where players could jump into a patio they should not have access to. No trespassing!
    • Fixed an exploit that allowed the Hive skill to become un-targetable and shoot at enemy players at a specific location on Fort McNair.
    • Fixed an issue where setting the difficulty level for a mission from within a Classified Assignment did not apply that difficulty level and did not reset the mission.
    • Fixed an issue where players could receive multiple Ivory Keys from the same Hunter.
    • Fixed an issue where NPC speed after turning would be incorrect.
    • Fixed an issue where NPCs would skip animations after jumping.
    • Fixed an issue where the Call for Backup would not be received by players having the option activated.
    • Fixed an issue where players could spawn below the map when teleporting to a reconnecting player.
    • Fixed an issue where the audio could get corrupted when playing a cinematic.
    • Fixed an issue where Lucy and Buddy could become permanently invulnerable in Operation Dark Hours.
    • Fixed an issue where audio for collectibles could become corrupted after prolonged gameplay.
    • Fixed an issue where players could become unable to interact with the agent’s note in the “Investigate the Safe House” side mission.
    • Fixed an issue where players were unable to interact with the laptop and liberate a Safe House.
    • Fixed an issue where players could get stuck in the map overview after completing the Dark Zone South intro mission.
    • Fixed an issue where a player could revive multiple agents at the same time with the Reviver Hive.
    • Fixed an issue where the difficulty of a bounty would be different in the Bounties tab and the Mega Map.
    • Fixed an issue where players could be revived by the Reviver Hive after the Razorback encounter ended when the whole team was downed.
    • Fixed an issue where when placing a turret on a car the Turret would drop down to the floor.
    • Fixed an issue where players could sometimes not be able to move around circular cover.
    • Fixed an issue where players would be able to see through the map when looking at a window on the Stadium map.
    • Fixed several issues where the turrets in DZ-West would fire at Rogue Agents beyond the intended range.
    • Fixed an issue where a turret in the DZ-West could fire through a fence at Checkpoint Delta.
    • Fixed an issue where Turrets could fall through the floor, roof and other objects.
    • Fixed an issue where players would be able to see through the map when looking at a window in DZ-West.
    • Fixed an issue where the dialogue audio could switch to English when playing with a different language setting.
    • Fixed an issue that could cause FPS drops on PC when opening the Ubisoft Club Rewards.
    • Fixed an issue where random Open World encounters would not spawn.
    • Fixed an issue where several parts of the Specialization UI were missing localization.
    • Fixed some weird doors.
    • Fixed an issue where some Assault Rifles would not hinge correctly on the Crusader Shield.
    • Fixed an issue where players would be unable to inspect apparel within the Apparel Event Cache UI.
    • Fixed an issue where pressing the “Inspect” and “View Stats” buttons at the same time would cause the text from the two pages to overlap in the UI.
    • Fixed some weird stairs.
    • Fixed an issue where extra ammunition from mods would not properly be added to Skills.
    • Fixed an issue where Manny would repeatedly thank agents for saving hostages in a Classified Assignment. He’s really thankful, ok?
    • Fixed an issue where Conflict Caches could reward loot below the player’s World Tier when playing with lower level agents in a party.
    • Fixed an issue that didn’t allow player to see previous Distinctions of the Week in the Clan Quarters.
    • Fixed an issue where killed NPCs could clip through objects they fell on.
    • Fixed an issue where notifications toasts were missing when completing an activity, after abandoning several projects in a row.
    • Fixed an issue where Inaya al-Khaliq would stay in an A-Pose after being recruited. She has now relaxed.
    • Fixed an issue where inspecting a player would show the inspecting player’s stats instead.
    • Fixed an issue where reloading while using a Shield would play the wrong animation.
    • Fixed an issue where the debriefing audio after completing a mission could play several times.
    • Fixed icons on Auxiliary Skill Mods which should now show the icon of the Skill they can be equipped in
  17. Jeffy

    Jeffy Hmm...

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    I have to say, while the minigun is cool, but wow, it's going to be a PITA to keep fed. It has a crazy reload speed and if you tie it to the Chatterbox, it's going to have crazy burst damage. That said, you're standing and while it's drawn, you can't go to cover, roll, etc...

    They really need to buff some of the unused weapons. A WT5 shotgun is fun when you're still Level 30. It actually has some punch. Same goes for the rifles. Makes them a lot more usable but playing this way, you cannot use any of the drops as they will drop at regular stats but it's great for farming. I have 7/8 Ivory keys. The only one left is the hunter on the container that you need to one shot. I might be able to do it with the Nemesis, maybe.

    I did run into the elevator bug where you can't open them for the first time in a long time.
  18. MN_Smurf

    MN_Smurf Capt_Confusion

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    I still need to finish 3 of the 4 Christmas tree hunters.....
  19. Jeffy

    Jeffy Hmm...

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    I'm missing a key and I killed all the hunters. I might have to resort to killing Ghost a second time as he's easiest to find up on the container near the CP NW of the monument but I don't really want to get to Tier 1 to do it. You need the Demolitionist specialization to one shot him. Although, I might try the booster hive and the Nemesis.

    The Death, Cross, Diamond and Phantom hunters aren't that bad It best if there's some scavengers nearby. Or else if you can kite them to the CP that helps. Just getting them out of that area is a big help actually. Kill the drone first. That thing will get you every time even when you're in cover. The others are pretty easy. I usually trigger them and back up to the treeline so I can see them better. Hopefully if there's a scavenger neay by he will preoccupy them so they're not all concentrating fire onto you. Also, you might want to bump up your games brightness. It's a lot harder playing with Neutral lighting but is doable. Not to mention trying to kill them while at the same level. That's one of the reason why I play a Level 30 with WT5 gear. You basically get a 4x buff on everything. Armor, weapon Damage, etc. Makes using shotguns and rifles actually fun to use. I did have to kill those hunters twice as my game crashed after I got 3 of the 4. Had to wait a whole day cycle which was more of a PITA.

    Have you done the Classified Assignments? I ended up doing the bank which wasn't bad. It's interesting since they aren't using the buildings interior to make the maps. The door pulls you into a new mini map of the interior of the building so they can build new maps for the interiors and call them whatever they want. The first one was a bank. It's kind of a PITA is you have to reset the mission though, since you can't just fans travel out anymore.
  20. Jeffy

    Jeffy Hmm...

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    He's not wrong. I've been in a holding pattern farming for my lower character's. My WT5 is looking kinda sad since I haven't done anything since before the raid.