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The Division

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

  1. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay
    The problem with most 4 piece sets is that you've giving up some nice talents. I think most people are still running regular HE gear or a hybrid. 6 red HE (1 sombra 1 ceska, 3 providence) is pretty popular.

    The Coyote mask only really helps if you're building a Crit build. The way I have mine set up, I'm getting 46% on my M1A and hitting 60% on my SMG. With the Coyote, I'm getting 56% at 15-25m and 75% at +25. The hard cap is at 60% so I'm wasting 15% at the longer distance so I can have it higher at closer distances. SMG's just for up close so the 0-15 25% Damage buff is more important. Since I have so much crit chance I only need one weapon mod to be chance and the rest are dmg. Damage should then be around 120% or more. With the M1A I've squeezer out another 300K by not hitting the 60% cap. This is pretty much what people built in TD1 with the striker set and Vector/MP5. Then you try to get Perfect Glass Cannon and Vindictive on your chest piece and backpack. The only downside to the DPS Crit build is armor. I have over 700 with nothing spec'ed into blue. When you start off it will probably be below 600 but you can get it over 700 just by spec'ing SHD points into armor. Then I run with a revive Hive and a repair drone. I still haven't maxed everything out because of the RNG and could get 3-4% more CritD with better mod rolls.

    Glory Days can be hit or miss depending on the RNG. Most of the Assault Rifle class aren't that great compared to the LMG though. Problem with the LMG is stability not accuracy. You can fix that with the 20% stability/-10 Reload. Then run a +10 reload to counter that. For my Skill Build I use an MG5 which has the highest RPM but the lowest mag size. It's a META gun for sure. If you add the larger mag you can get it up to 85 rnds which is pretty good and still higher than any AR. Not to mention the higher RPM as well. The Dmg Out of Cover is a lot better than Health Damage on the AR's, too. Then throw on 6% Dmg to Armor and you'll have a pretty strong LMG. The only downside then is reload speeds. I bump mine up by putting all m SHD points into Reload Speed for now. Eventually you'll end up maxing out all of the SHD stuff. To take full advantage of Striker you want high RPM. An LMG with Boomerang, Lucky Shor ot Salvage are what you want. I think Salvage is probably the best. That's what Jim runs on his LMG. Salvage gives you a 50% chance of refilling the magazine when you kill a target. Tie that to The Bullet King and you'll never had to reload. I've never seen the Bullet King though. There's also the Stoner LMG. The named one is pretty good too but you can't get Salvage on it.
  2. MN_Smurf

    MN_Smurf Capt_Confusion

    Joined:
    Nov 5, 2010
    Oddometer:
    4,267
    Location:
    Oxford, MI
    Managed to pick up a fairly good rolled Acosta Go-bag this morning, so now I have a passable, but by no means perfect crowd control build.
  3. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay
    I played around with an all blue shield build. I can see why people like these. As long as you're not being flanked, the shield sucks up all the damage and regen is instant. The only thing is the pistol is pretty week. I have a Level 40 Liberty that rolled kinda crap but it gets the job done. I mean a shield build is supposed to aggro so the DPS and Skill builds can do their job. Mine wasn't anywhere near optimized so I was only getting 1.6M Armor and 14M on the shield.

    Oh and I also tweaked my skill build since I hadn't updated it since going DPS. It's kinda boring but fun in it's own way. Tested it on a Level 4 Heroic CP and had 2 Rogue Agents come out at the end and was still able to clear it. Skills still suck though, even after the update. My seaker mines werne't tracking them fast enough as they were running and rolling out of the way. Same goes for the sniper turret. The one thing they can't get away from is the Stinger hive. For teh most part HW backpack is working properly and there's only a 10s cooldown between sending out mines. I like to use the Hive since I can drop it and pick it back up and it has no cooldown. My turret has a 13s cooldown but with everything being so hectic on Heroic, I find it less useful.

    I'm also kinda curious about the Tip of the Spear builds people are doing but I'd really like a status effect build but you can't solo. I already have the Everlasting Gaze which is great for skill builds. I've heard it's great for DARPA and Heroic and Legendary missions. Stops the turret and warhounds in their tracks with the EMP pulse.
  4. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay
    I finally got a Heroic Bounty! I guess the Bounty guy gives them out now instead of having to build up bounties on the map. While more difficult than Challenging, they weren't that hard. At least for this one I had some room to fall back to. If they were in one of the building, I think it would have been harder. I'd rather deal with Elite's than a bunch of Veterans though.

    [​IMG]
    [​IMG]
    [​IMG]

    Got another one. I wiped on the Potomac Event Center then got this new area underground. I also got some Contractor's Gloves but they aren't as good as my current gloves which give me 10% CHC and 11% CHD vs 11% Armor Damage. (I lose an additional 20% CHD because I have to switch mods to get my CHC to 45%) I lose around 100K DMG when it's all said and done. Doesn't seem worth it. Also, I could get a better backpack and gloves as neither are God rolls. Both could have CritC on them. I think one has Skill haste and the other Armor regen. Then there's all the CHD mods that are less than 11%... I wish we had the optimization workbench like in TD1.

    [​IMG]
  5. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay


    Summary
    Title Update 9
    Release Date: April 21, 2020

    Patch Notes: Monday, April 20

    Patch Notes Preview: Link

    Client Patch
    • This will be a client patch, that needs to be downloaded once it is ready on Tuesday.
    • A client patch is needed because there are changes to exotics and also Skill descriptions and that can only be changed with a client patch.
    Change Overview
    • Balance pass on exotics (examples in the Patch Notes Preview) plus some more changes on top of that.
    • Fixed an issue causing players to be unable to reach The Angel of Mercy contaminated area.
    • Fixed an issue causing the Nemesis Exotic to not trigger the Focus Gear Talent while scoped.
    • Focused Talent is triggered when using Crusader Shield is fixed (it should not) you can also zoom in now.
    • Replaced the Thieves Den PS4 trophy that was unobtainable since the expansion launch. It’s currently planned to be replaced by entering the Dark Zone.
    • More fixes to Gear Sets, fixing Aces & Eights’ Poker Face not working properly, for example.
    • Booster Hive description will be fixed to correctly state that the hive delivers a stimulant to nearby allies that increases their weapon damage and handling.
    Balance changes in Title Update 9:
    • “Best in slot” items like Hollow Man Yaahl mask are receiving minor changes.
    • Buffs and performance improvements to underperforming talents and weapons.
    New Exotic Minimum Rolls
    The loot system is implemented in a way that there are tiers of content based on difficulty. “Normal” is Tier 1 and “Legendary” is Tier 5. The rolls of the dropped items scale in relation to the content Tier. So basically the Tiers define what the minimum rolls are and the distribution between the minimum roll and the max roll.

    Exotics are implemented in the same way. If you play on normal difficulty, an Exotic can roll very well, but it can also roll very badly because normal has a low minimum roll.

    With TU9 Exotics will drop at least with the minimum-roll of each content Tier. So when you play Challenging Difficulty, you will get better minimum-rolls in comparison to normal or hard difficulty.

    Reconfiguring Exotics
    TU9 will introduce the ability to reconfigure Exotics. This feature will allow you to bring up your lower level Exotics to your current level and improve current Exotics that are already at your current level, providing a continuous purpose for Exotic Components.

    Blueprints
    => Image

    Reconfigure Blueprints will become available for all Exotics in the game, including the Exotics introduced in the Warlords of New York expansion. As soon as you own a specific Exotic, you can purchase the Reconfigure Blueprint from the crafting Vendor, Inaya. Existing upgrade blueprints you already owned prior to TU9 will be converted into Reconfigure Blueprints automatically and will be available in the Reconfigure section of your crafting bench.

    How does it work
    => before
    => after

    The ability to reconfigure an exotic will do 2 things:
    1. The Exotic selected will be brought up to the level of your crafting bench, up to level 40.
    2. The attributes of the Exotic you reconfigure will get new stat values assigned which are appropriate for the Exotic’s level. The overall new power of a reconfigured Exotic will be at a guaranteed minimum and can go all the way up to a god-rolled item.
    The basic idea is, that you have the ability to reroll the entire Exotic and they also guarantee that it will also have pretty high minimum rolls.

    So it will still be a range of rolls but it will be at the upper end.

    There is of course also the risk, that if you already have a very good roll, that the rolls will be lower after the Reconfiguration.

    Costs
    => Image

    Reconfiguring an Exotic will cost 1 Exotic Component, in addition to the generic crafting materials required for that particular Exotic.

    Deconstructing an Exotic will now yield 1 Exotic Component, down from 2 prior to TU9.

    You can do it with level 30 and level 40 Exotics
    When you reconfigure a level 30 Exotic it will become a level 40 Exotic with new rolls and when you do it with a level 40 Exotic, it will just get new rolls.

    Reconfigure multiple Times
    You can Reconfigure an Exotic as many times as you want, there are no restrictions.

    Works with Exotics Gear Items and Exotics Weapons
    The Reconfiguration works with all Exotic items, also the crafted ones.

    Old Values have no impact
    If you have a god-rolled level 30 Exotic, it does not have an impact on what rolls it will get at level 40. You basically get a new item.

    That is also the same when you have a max-rolled stat on an Exotic, it is not guaranteed, that this specific stat will also be maxed out after the Reconfiguration.

    Pre-Order Exotics are excluded
    The Exotics like the Lullaby are excluded from that system because they need an existing Exotic as a baseline to be crafted. You will also be able to get a level 40 Lullaby now

    Season Update
    The Northeast League is still running.
    • There are 10 rewards for participating, including the unique “Hyena Tagger” Backpack trophy.
    • League UI improvements were implemented in last week’s update, Title Update 8.5, making the UI clearer when transitioning to a new week.
    The Urban Jungle Apparel Event continues.
    • This is the last full week during which players can earn keys through gameplay.
    • After April 21, keys can still be purchased. Players with unspent keys should make sure to use them before the event closes on April 28.
    • The Purifier Mask can also only be obtained until this period ends.
    • After April 28, the Urban Jungle Apparel Cache will no longer be live, but event items will be available for direct purchase via the in-game store in the near future.
    Season 1 Manhunt
    • Two targets are available now: Neptune and Venus.
    • A new target will arrive later in April.
    • Once a target is available, players have the duration of the Season to hunt them down.
    • Hunt down all five Seasonal Manhunt targets to unlock the unique skill variant, EMP sticky.
    => Summary

    Roadmap
    • You can check out The Division 2 Roadmap here: Link
  6. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay
    The Division 2 - Title Update 9 Patch Notes
    Massive
    Title Update 9 will release during the maintenance on April 21st. Below you will find the changes and bug fixes coming in this patch

    Patch size
    Updating from 8.5 to 9 > approximately 10 GB
    Fresh installation > 70-80 GB (depending from the platform)

    New features
    Exotic Reconfiguration

    You will now be able to upgrade Exotic items to level 40, as well as re-roll their attributes with the new Reconfiguration system available in the Crafting bench. Find out more in our dedicated article here.

    Game Balance
    Exotics, Talent, Named items
    Exotics
    • Sawyer’s Kneepads – Reworked
      Image
      • Cannot be staggered by explosions.
      • Increase total weapon damage by 3% each second you are not moving. Stacks up to 10x and stacks are lost when moving
      • This exotic only provides defensive attributes and no brand bonus, so now has potential for high damage and makes it appealing to both red and blue builds.
      Developer comment: The o__ld version didn’t provide enough engaging gameplay; this change should help with that.

    • Imperial Dynasty - Buff
      • Reduced cooldown to 35s (down from 40)
      Developer comment: This buff is to better compensate for the lack of brand bonus_._

    • Dodge City Gunslinger
      • Reduced charge up time 30s (from 50s)
      Developer comment: This buff is to better compensate for the lack of brand bonus_._

    • Diamondback – Reworked
      • Now Grants all shots guaranteed crits for 5s after hitting a mark
      Developer comment: The Diamondback is underperforming, and this change should make the bonus a bit more exciting.

    • Merciless/Ruthless – Buff
      • Explosion damage increased to 1200% (up from 900%)
      Developer comment: Explosion Damage doesn’t scale with crit stats, so boosted to compensate.

    • Lady Death
      • No longer enhances Turret Skills.
    • Bullet King
      • Base damage is now the same as the non-exotic LMG version.
    • Exotic attribute roll quality
      • All exotics will now roll at the highest possible minimum roll regardless of the difficulty they are obtained in.
        • Exotic items can still roll higher than the minimum but minimum rolls are now higher.
    Talents
    • Tag Team - Reworked
      • The last enemy you have damaged with a skill is marked.
      • Dealing weapon damage to that enemy consumes the mark to reduce active cooldowns by 6s.
      • Cooldown: 4s
      • Does not consume mark if no skill is on cooldown.
    • Reassigned – Buff
      • Killing an enemy adds 1 round of a random special ammo into your sidearm.
      • Reduced cooldown to 15s (down from 20s).
    • Tamper Proof – Reworked
      • Enemies that walk within 3m of your hive, turret, or remote pulse are shocked.
      • Arm time: 2s.
      • Increased cooldown per skill to 10s (up from 5s).
    • Empathic Resolve - Buff
      • Repairing an ally, increases their total weapon and skill damage by 3-15% for 20s (up from 10s). 1-7% if self.
      Developer comment: Currently it is difficult to keep a high uptime in 4-man content as non-tank players try to be as safe as possible and NPCs have higher lethality, so chip damage is less frequent.
    Creeping Death
    • When you apply a status effect, it is also applied to all enemies within 8m (up from 5m) of your target.
    • Reduced cooldown to 15s (down from 20s).
    • Overcharge talents now properly state they don’t work in PVP.
    Named Items
    • Contractor's Gloves
      • Damage to Armor lowered to 8%.
    • Firm Handshake
      • Status Effects increased to 15%.
    • Ammo Dump
      • Now correctly rolls 2 additional attributes.
    • Claws Out
      • Now correctly has a skill tier core attribute roll.
      • Now correctly rolls an attribute in addition to pistol damage and melee damage.
      • Melee damage increased to 400%.
    • Fox's Prayer
      • Damage to out of cover lowered to 8%.
    • The Hollow Man
      • Damage to Health lowered to 10%.
    • Punch Drunk
      • Headshot Damage increased to 20%.
    • Send-Off
      • Removed Perfectly Rooted Talent.
    Weapons
    • Assault Rifles:
      • Increased maximum roll of Damage to Health to 21%.
        • Players on Stadia will not see this be displayed correctly and instead see an increase to Damage to Health on other weapon types. This is an UI issue only and will be fixed with the next client update.
    Gear Sets
    • True Patriot
      • White buff armor repair lowered to 2%/3% once every second.
    Main Missions
    • Pentagon & Darpa Research Lab
      • Lowered difficulty to be more on par with other missions.
    • Liberty Island
      • Lowered difficulty to be more on par with other missions.
    • Wall Street
      • Reduced health and damage of the APC.
    • Stranded Tanker
      • NPC composition has been adjusted.
    AI & NPCs
    • Signature Weapons Against Named NPCs
      • Slightly increased damage signature weapons deal to named enemies
    • Elite NPCs Damage Against Player Skills
      • Reduced damage elite NPCs deal to player skills.
    • Tank Sprint Speed
      • Reduced sprint speed of Tank archetype from all hostile factions
    • NPC Shotguns
      • Reduced damage of all NPC shotguns
      • Adjusted range of some NPC shotguns (including shotguns used by Black Tusk Rusher)
    • Status Effects
      • Reduced duration of Poison and Cleaners' Napalm Ensnare (when applied to players)
    • Special Ammo Signaling
      • Any NPC with special ammo has the same UI indication as from the Special Ammo Directive.
      • Examples of who this affects:
        • Outcasts who pick up special ammo from boxes deployed by their Support archetype.
        • Bounties who spawn with special ammo.
    • Rogue Agents
      • Significantly reduced the armor of dynamically spawning Rogue Agents.
        • To prevent this from being too large of a nerf in 3-4-player co-op a Rogue Agent can spawn with an armor kit which can repair their armor up to 70%.
      • Slightly reduced the damage output of dynamically spawning Rogue Agents.
    • NPC Buff Allies Ability Changed
      • Previously, certain bosses and bounties would magically overheal themselves and their fireteam. This “buff allies” ability lacked clear messaging, so it has been replaced with a “leader overheal” ability. This is the same ability that the Rikers’ Leader archetype has. Once the boss (leader) is killed, all their friendlies lose their overheal. The UI indicator of pulsating circles inward/outward in their nameplate signals when this ability is active. 
    Loot/Rewards
    • Increased power of dropped Exotics to always be of the highest tier, giving the highest minimum rolls.
    • Added Operation Dark Hours raid gear set Chest and Backpack items to the general loot pool, making them available outside of Operation Dark Hours.
    • Lowered number of Exotic Components awarded from Exotic deconstruction to match the cost of Exotic reconfiguring.
    • Lowered Conflict XP amount from PVP weekly projects to match the required XP for 1 Conflict level.
    Blueprints
    • Combined all Skill Mod blueprints of different qualities into a single blueprint per Skill, scaling quality with that of the Crafting Bench.
    • Added Skill Mod Blueprints for the Skills introduced in Warlords of New York.
    • Added Blueprints from the general Blueprints pool to first-time weekly completion rewards of Invaded Missions.
    • Added Blueprints from the general Blueprints pool to the rewards of Daily Projects.
    Skills
    • The Sharpshooter’s Tactician Skill base radius has been increased to 50m.
    • Scoping is now enabled when using a Shield Skill.
    Bug fixes
    Gear and Skills
    • Fixed several magazine attachments not matching their weapons and/or clipping with their models.
    • Fixed several Scopes being offset on multiple weapons.
    • Fixed a missing animation when picking up the Skill variant after defeating the final boss in The Tombs Main Mission.
    • Fixed an issue causing deployable Skills to not refresh their duration when receiving the Artificer Hive buff.
    • Fixed an issue causing some items created before Warlords of New York to have wrong attribute values.
    • Fixed an issue causing the "Glass Cannon" gear talent to amplify all healing received.
    • Fixed the text of the "Perfect Overflowing" talent to correctly state that it increases the base magazine capacity at the 3rd reload from empty.
    • Fixed the text of the Acosta’s Go-Bag talent "One in Hand…" to correctly state that the buff triggers when the grenade is thrown.
    • Fixed an issue causing cards to not correctly flip when having the "Poker Face" backpack talent of "Aces & Eights" Gear Set equipped.
    • Fixed an issue causing the Nemesis Exotic to not trigger the Focus Gear Talent while scoped.
    • Fixed an issue causing the muzzle flash VFX to be missing for the Lady Death Exotic submachine gun.
    • Fixed an issue causing agent to get stuck on slopes and stairs when having a shield equipped and moving diagonally.
    • Fixed an issue causing the Demolisher Firefly to sometimes target and destroy friendly decoys.
    • Fixed an issue causing the Sniper Turret to have odd behaviour when shooting at enemy NPCs with shields.
    • Fixed several issues causing attachments being misplaced on the Carnage and IWI NEGEV weapons.
    • Fixed the text for the Booster Hive to now correctly state that it delivers a stimulant to nearby allies that increases their weapon damage and handling.
    • Fixed an issue causing players to be unable to purchase the “Holster Intel: Go West, Young Agent” at Inaya.
    • Fixed an issue causing the “Plague of the Outcasts” debuff of the Pestilence to transfer the lower amount of stacks under certain circumstances.
    • Fixed an issue that allowed wild life to count towards the Technician and Flamethrower Special Field Research. Be nice to the animals, y’all!
    Gameplay
    • Fixed an issue causing players to be unable to progress to a higher World Tier when completing any required Stronghold in another player’s session and leaving that session.
    • Fixed an issue causing The Violent Delights bounty to not be completable when it spawns at certain locations.
    • Fixed an issue that could cause players to not gain any Seasonal XP when disconnecting or crashing, requiring an additional restart of the game.
    • Fixed an issue causing players to be unable to reach The Angel of Mercy contaminated area.
    • Fixed an issue causing low level agents to deal higher than intended melee damage while in co-op with a player at Level 40.
    • Fixed an issue causing players to be able to change Global Difficulty when in a party with players without Warlords of New York or below Level 40.
    • Fixed an issue that allowed a party leader to invite crossplay players into the group while other party members had crossplay turned off.
      • This would cause the non-crossplay players to be kicked off the group. You will now no longer be able to invite crossplay players into the group if any group member has deactivated crossplay.
    • Fixed an issue that could cause odd grouping behaviour when a non-Warlords of New York player interacted with the helicopter pilot in Washington to transfer to New York.
    • Fixed an issue causing Specialization Skill Mods to not scale correctly at level 40.
    • Fixed an issue causing Global Event NPC challenges to only count for the player landing the killing blow.
    • Fixed an issue causing players to be unable to gain the Armor Breaker Distinction commendation under certain circumstances.
    UI
    • Fixed misleading GPS pointing towards a SHD Tech position in the Civic Center area.
    • Fixed an issue causing Control Point Alert Level to remain after a player captured a Control Point in New York.
    • Fixed an issue causing Gear Score to be displayed when creating a raid group at Warlords of New York maximum level.
    • Fixed an issue causing the Directives tutorial to not trigger after finishing the Liberty Island Main Mission and activating Keener's watch.
    • Fixed an issue causing the "Opt in to participate" message to show in the "Rewards" and "Challenges" menu when performing a server transfer despite the event being already activated.
    • Fixed an issue causing the "League activity started" celebration and "League activity: Time trial" objective to appear when starting a Time trial Mission on any difficulty.
    • Fixed an issue causing the buff icon after using an armor kit with the System Corruption Gear Set to disappear before its visual timer was finished.
    • Fixed an issue causing the Keener’s Watch tutorial to trigger on subsequent characters.
    • Fixed an issue causing the UI to enlarge when pressing the "I" key while browsing an inventory section through an item.
    • Fixed an issue causing non-functional apparel menu to remain on screen when exiting Apparel, Emotes or Weapon Skins while holding option button on any controller.
    • Fixed an issue causing non-functional inventory UI to remain On-Screen when accessing and then exiting the store menu through a lootable item.
    • Fixed missing VFX for completing a Rogue Agent Encounter.
    • Fixed an issue causing the Expedition matchmaking UI element to be available for Warlords of New York players that have not reached level 40 yet.
    • Fixed visuals for some modding icons in the weapon modding screen.
    • Fixed an issue causing the incorrect message "You left the group" to repeat when trying to invite a player on another platform when you have Crossplay disabled on Stadia or PC.
    • Fixed the text of the Shield Skills to correctly reflect that they also scale with the Blue / Defensive Core attributes.
    • Fixed an issue causing the "Please wait" message to remain on screen when the player quickly sells and buys back any item from the vendor menu.
    • Fixed an issue causing Warlords of New York skills to have placeholder render and missing stats on the Skills overview page of the Quartermaster menu.
    Audio
    • Fixed an issue causing the voice over to overlap if the player goes through the Keener’s Watch tutorial too quickly.
    Missions
    • Fixed an issue causing the Outcast Support NPC to remain stuck in the spawn area in the Federal Emergency Bunker Main Mission on Challenging difficulty.
    • Fixed an issue causing too many Outcast Tanks to spawn at the same time during the Stranded Tanker Main Mission.
    • Fixed an issue causing the mission objective to not update if the agent did not interact with the already open elevator doors when entering the Pentagon Main Mission a second time.
    • Fixed an issue making it possible to destroy the fuse box before raising the shutter in the New York Federal Reserve Side Mission causing progress to be blocked.
    • Fixed an issue causing the interaction with a door look weird after respawning during the Stranded Tanker Main Mission. Yes, technically this is a weird door.
    • Fixed a missing interaction highlight on a prop blocking the way during the Pathway Park Main Mission.
    • Fixed an issue causing too few Rogue Agents to be spawned for 4-player group in the Stranded Tanker Main Mission.
    • Fixed an issue causing the error message "Outside playable area" to appear when walking against sandbag props in the City Hall Side Mission.
    • Fixed an issue causing the Razorback generator hacking to not start when a player is inside the radius before it activates during the Liberty Island Main Mission.
    • Fixed an issue causing the objective "Meet with Faye and Rhodes" to not update after a Delta disconnect during cinematic during the City Hall Side Mission.
    • Fixed an issue causing the player character to not correctly be placed back in the mission area when disconnecting or quitting during the New York helicopter cinematic for the City Hall Side Mission.
    • Fixed an issue causing players to not receive any damage from airburst seeker while sitting behind a specific cover piece during the Liberty Island Main Mission.
    • Fixed an issue causing players on PC and Stadia to become stuck after climing a metal prop during the Pathway Park Main Mission when being in a 2-player group.
    • Fixed an issue causing players to be unable to fast travel to a group member when that group member was in a Classified Assignment entrance.
    • Fixed several issues with props in Missions.
    • Fixed collision issues in Missions.
    • Fixed a number of cover issues.
    • Fixed several occlusion issues.
    Operation Dark Hours
    • Fixed an issue causing Razorback to not drop any subsequent keys after defeating it once.
    Open World
    • Fixed an issue causing players to become stuck in a container after freeing a hostage.
    • Fixed an issue causing Black Tusks to take over too many activities in New York. They also need some time to relax.
    • Fixed some weird stairs.
    • Fixed an issue causing players to be able to loot a weapon container through a wall.
    • Fixed an invisible loot crate. You will ask yourself if there ever was an invisible crate or not…
    • Fixed several doors not opening when doing Bounties.
    • Fixed an issue causing players to be unable to re-spawn a Hunter encounter when they die to it.
    • Fixed an issue causing players to be unable to open a door after taking the appropriate key for a Hunter encounter.
    • Fixed an issue causing NPCs to spawn from a manhole and then become stuck in a wall.
    • Fixed some lighting issues in the Open World.
    • Fixed some issues with buildings.
    • Fixed occlusion issues in the Open World.
    Dark Zone & PvP
    • Fixed an issue causing Agent nameplates to be visible at incorrect distances.
      • SHD Agent name plates are now visible at 15m.
      • Rogue Agent name plates are now visible at 30m.
      • Manhunt name plates are now visible at 50m.
      • These values can change depending on Dark Zone perks.
    • Fixed several props.
    • Fixed a prop that could cause players to become stuck and immune when dropping from a certain location.
    Vanity & Store
    • Fixed some animation errors when a player uses the "Gunslinger" emote.
    AI & NPC
    • Fixed an issue that could cause players to become immobilized by the Riot Foam of enemy NPCs through cover.
    • Fixed several issues where enemy NPCs would not shoot at the decoy.
    Performance
    • Fixed several issues causing low FPS in various Side Missions.
    • Fixed a streaming issue in Haven at the beginning of the cinematic after the objective "Meet Faye and Rhodes".
    • Fixed a streaming issue players could encounter when starting the Pathway Park Main Mission.
    • Fixed several streaming issues in the Open World.
    • Fixed several performance issues during the Operation Dark Hours Raid.
  7. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
    8,493
    Location:
    SF - East Bay
    Did some Level 4 CP. I did 4 before I got a bug where I couldn't launch a flare. I ended up doing a Bounty and it too was bugged. Had to switch to my skill build and use seeker mines and the stinger hive since they were behind a door. Went back to the CP and ended up force quitting so the game would reset from the current state rather then reset the CP. Had two Rogue Agents come in at one point. They're tough but as long as there are friendly NPC's they will get distracted which helps a lot. Not sure how people are clearing them all as Level 4's to get the Trophy. It's a lot of work solo. I did 9 in total and lost 1.

    I'm not happy about losing 3% Damage out of Cover as it was tough enough to get it in the frist place. They also nerfed the Contractor gloves the same amount. Luckily I don't use them. They better have made the NPC's softer. No mention of Manning Zoo. DARPA and the Pentagon are supposed to have been adjusted. They really need to buff skill builds as they suck compared to all red DPS. NPC's are running and jumping past seeker mines, drones and sniper turrets still.

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  8. MN_Smurf

    MN_Smurf Capt_Confusion

    Joined:
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    According to reports I'm seeing, the classic M1A was hit with about a 40% damage nerf that was not documented in the patch notes.
  9. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
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    Yeah, it was expected but I haven't checked it out. If it's true then that really will suck. Nothing hits as hard as fast. Honestly the other rifles should have been buffed. I think The Darkness and a few others would have been much better with a 10% boost. They really should give the guns all similar stats as long as they're in the same class. Then let RNG do it's thing. I mean the M1A should have a 20 rnd magazine instead of a 10 rnd. Then if they nerf it it wouldn't be so bad. The named one has 3% magazine size and then you add the +5, then you reload and you're at 20. The MK17 was the best rifle till TU8, IIRC. Then there was a last minute server maintenance to fix some fixes.
  10. MN_Smurf

    MN_Smurf Capt_Confusion

    Joined:
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    It ended up being missed and a late add to the patch notes.....40% nerf confirmed. The server maintenance was to fix everybody's missing Striker kneepads.
  11. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
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    Well, that really sucks!

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  12. MN_Smurf

    MN_Smurf Capt_Confusion

    Joined:
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    But you know they didn't adjust the NPC ability to one shot you through cover from 50 meters away.....
  13. Jeffy

    Jeffy Hmm...

    Joined:
    Feb 17, 2006
    Oddometer:
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    Location:
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    That's okay, I'm usually running away from the red NPC with the pistol that hits as hard as a shotgun from 500 yrds out. Or their ability to throw a grenade from the same distance right into your back pocket...

    Then there's all the NPC's who shrug off a 1.4M shot to the face now.

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    Workrking on getting all of the CP's done on Heroic. I have 14 CP's with another 14 to go. There's a backpack Trophy I want. Anyone who joins my game at the end will also get one.

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  14. Jeffy

    Jeffy Hmm...

    Joined:
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    Ugh, I got tired. I think I lost two from yesterday. I have 6 more left. I think I did 9 today. It's a lot of work, especially when I'm down +40%

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  15. Jeffy

    Jeffy Hmm...

    Joined:
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    So the M1A wasn't supposed to be nerfed. They were playing around with the idea but it wasn't supposed to go out. They said in a week's time they will revert it. PvP will get a 20% nerf though. Striker Knee pads are bugged. Lots of turret bugs where they immediately go on cooldown and are never placed... Apparently there's a bug in Kenley College that stops progression but no one's playing it.

  16. MN_Smurf

    MN_Smurf Capt_Confusion

    Joined:
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    AKA, go play something else for a week, maybe longer......
  17. Jeffy

    Jeffy Hmm...

    Joined:
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    There are other guns that work. I've used a NEV and M44 and they work. The M1A isn't that bad if you're already hitting hard. If you're not then, switch it up and use something else. I still use the Vector as well.

    I'll still be playing since I want that backpack trophy.
  18. Jeffy

    Jeffy Hmm...

    Joined:
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    No one was around so I burned through the last 6. So that's 29 Level 4 CP's. Took 3 days and I only had 2 that I had to retake. This is supposed to be the hardest Trophy to get.

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  19. Jeffy

    Jeffy Hmm...

    Joined:
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    I have to say that after playing on Global Difficulty Heroic and turning it back down to Hard, the M1A feels a lot stronger. Looks like the next Manhunt is up and they're all in NY which is a nice change.
  20. MN_Smurf

    MN_Smurf Capt_Confusion

    Joined:
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    Yeah, and at least one of the Coney Island missions that's required for the manhunt currently has a progress bug.