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The Division 2

The Division 2  

31 members have voted

  1. 1. Will you play the Division 2

    • Yes, on PC probably
    • Yes, on Console probably
    • No, It sucks.
    • No, I will probably play Anthem. Can you make a poll on that?
    • I have not decided, I will see if people are interested
    • What is this? Tell me more.
      0
    • ...


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Yeah its great, and I didn't like the first. Looking forward to the big raids coming. 

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On 3/21/2019 at 7:08 PM, Cogency said:

The game looks ALOT better than the first.

 

Well come play with us then!

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Anyone know BM_DiLLE 

We have a join request from them

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This game has the Sammerkand seal of Old man Approval.

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Tidal Basin and World Tier 5 coming April 5:

* New World Tier, new max GS.

* New Stronghold

* Three 6-piece gear sets

* New difficulty for missions/strongholds: Heroic. Nothing is locked behind difficulty, it's just more rewarding in terms of higher rarity, and tends to drop higher GS.

* In World Tier 5 ALL missions and Strongholds can be invaded by Black Tusk, will be some sort of weekly rotation.

 

Seems solid :)

State of the game video with the reveal and more info:

 

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Super excited for tidal basin and later the 8 man raids. Gonna be fun. 

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On Friday stuff happens to mods too. 

Skill mods get the skill power requirement curve lowered, but skill power we have now might be less after the patch too. Idea is to make all mods useful 

Weapon mods get their negative affects reduced, this might mean that the positive side is also reduced to balance in some cases. 

This isn't a balance pass, but feedback pass. Full balance pass is being held off until people have capped T5

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i made lvl 20. I am awesome.

 

I also have next week off work )

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sooooo

 

is the yearly pass worth it then?

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Only Kyle has it, but I don't think he currently sees much of a difference than us. You can look at my post in page 1 of this thread and make up your own mind. 

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1st episode is due in the summer, so still plenty of time to decide 

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Currently it gives me 1 extra daily challenge project (you get 1 challenge and 1 hard per normally) and an extra bounty. I guess if you're playing a lot then its a decent bonus but I wouldn't get it unless you are completing everything every day. I generally complete all the dailies each day but not massively bothered about completing everything quickly, so it's 'OK' for me.

It was nice to get the few days headstart and some extra exotic items when starting the game and i got a decent discount which is why I got it.  I don't think it's worth paying £34 for it right now if you are considering it.

That said, I'm really enjoying the game so pleased that I pre-purchased it the year 1 pass. Future early access and instant unlock of the next 3 specializations will be great and I think i'd be dissapointed now if I hadn't got it. Mainly as I would probably end up getting it later when the new specs/episodes were due and i would have missed out on the early benefits if only minor.

Conclusion: If you don't have it already it's probably not worth it at this timepoint, but you will probably end up with it later anyway provide the game continues to be awesome ;)

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Some butt hurt people complaining about mod nerfs now. 

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Was a bit dissapointed that the 7.62 extended mag went from 30 to 10 additional rounds given the length of time i was farming control points! But actually i think it makes more mod types viable on the whole. i.e. instead of +10 rounds, +20% reaload speed or +20% stability might work out better. I;'ve now changed most of my mods.

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Maintenance tomorrow morning.

Here are today's patch notes

https://forums.ubi.com/showthread.php/2032255-Patch-Notes-Invasion-Battle-for-D-C-April-5th-2019

 

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.
    • 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.


 

Weapon attachments
 
Name
Attribute (pos)
Attribute (neg)
Magazine
Belt
Nimble Link Belt
5% Fire rate
 
   
Tactical Small Pouch
20% Reload speed
 
   
Non-disruptive Link
   
   
Calibrated Link
15% Stability
 
   
Large Pouch
35 Extra rounds
 
 
5.56 Magazine
Light Extended 5.56 Mag
10 Extra Rounds
 
   
Sturdy Extended 5.56 Mag
20 Extra Rounds
10% Reload Speed
   
Tactical 5.56 Mag
10 % Crit Damage
 
   
Infantry 5.56 Mag
30% Optimal Range
 
   
Balanced Spring 5.56 Mag
20% Stability
 
 
7.62 Magazine
Light Extended 7.62 Mag
10 Extra Rounds
 
   
Sturdy Extended 7.62 Mag
20 Extra Rounds
10 %Reload Speed
   
Weighted 7.62 Mag
20% Stability
 
   
Precision 7.62 Mag
7% Headshot Damage
 
   
Thin 7.62 Mag
20% Reload Speed
 
 
9mm Magazine
Oversized 9mm Mag
10 Extra Rounds
 
    Extended 9mm Mag
20 Extra Rounds
 
   
Heavy Spring 9mm Mag
10% Crit Damage
 
   
Segmented 9mm Mag
20% Reload Speed
 
   
Special Forces 9mm Mag
10% Damage to Elites
 
 
.45 ACP Magazine
Extended .45 ACP Mag
10 Extra Rounds
 
 
 
Oversized .45 ACP Mag
20 Extra Rounds
10 % reload speed
   
Short Spring .45 ACP Mag
20% Reload Speed
 
   
Force Feed .45 ACP Mag
10% Damage to Elites
 
   
Precision Feeding .45 Mag
20% Stability
 
 
Marksman 7.62 Magazine
Tightly Packed Marksman Mag
5 Extra Rounds
 
   
Lightweight Marksman Mag
20% Reload Speed
 
   
Sturdy Marksman Mag
20% Stability
 
   
Compact Marksman Mag
10% Damage to Elites
 
   
Mended Marksman Mag
20% Optimal Range
 
 
7.62 Integrated
Compensated Integrated Spring
20% Reload Speed
 
   
Overbalanced Integrated Spring
20% Stability
 
   
Stiff Integrated Spring
5% Damage
 
   
Underbalanced Integrated Spring
10% Damage to Elites
 
 
Revolver drum
Speed Loading Revolver Drum
20% Reload Speed
 
 
Pistol mag
Extended Pistol Mag
11 Extra Rounds
 
   
Field Pistol Mag
30% Optimal Range
 
   
Police Pistol Mag
20% Reload Speed
 
 
Tubular
Hard Tubular Spring
5% Fire Rate
 
   
Counter-Clockwise Tubular Spring
10% Damage to Elites
 
   
Flexible Tubular Spring
20% Reload Speed
 
Muzzle
5.56 (5.7)
Loud Vent Brake 5.56
10% Optimal Range
 
   
Muzzle Brake 5.56
5% Damage to Elites
 
   
Compensator 5.56
10% Stability
 
   
Flash Hider 5.56
5% Crit Damage
 
   
Large Suppressor 5.56
10% Accuracy
 
   
Omega 5.56 Rifle Suppressor
20% Stability
10 % Optimal Range
 
7.62
Loud Vent Brake 7.62
10% Optimal Range
 
   
Muzzle Brake 7.62
5% Damage to Elites
 
   
Compensator 7.62
10 % Stability
 
   
Flash Hider 7.62
5% Crit Damage
 
   
Large Suppressor 7.62
10 % Accuracy
 
   
Omega 7.62 Rifle Suppressor
20% Stability
10% Optimal Range
 
9 mm
Loud Vent Brake 9mm
10% Optimal Range
 
   
Muzzle Brake 9mm
5% Damage to Elites
 
   
Compensator 9mm
10% Stability
 
   
Flash Hider 9mm
5% Crit Damage
 
   
Small Suppressor 9mm
10% Accuracy
 
   
Osprey 9 Suppressor
5% Crit Chance
 
 
.45 ACP
Loud Vent Brake .45
10% Optimal Range
 
   
Muzzle Brake .45
5% Damage to Elites
 
   
Compensator .45
10% Stability
 
   
Flash Hider .45
5% Crit Damage
 
   
Small Suppressor .45
10% Accuracy
 
   
Osprey 45 Suppressor
5% Crit Chance
 
Optics
Short
EXPS3 Holo sight
8% Damage to Elites
 
   
Russian Red Dot Sight
5% Crit Damage
 
   
T2 Micro Red Dot Sight
10% Accuracy
 
   
PRO Red Dot Sight
5% Stability
 
   
Small RDS Scope
15% Stability
5% Accuracy
   
Reflex Sight
20 % Crit Range
 
   
Low Reflex Sight
10% Damage to Elites
10% Optimal Range
   
Rugged Mini Reflex Sight
5% Crit Chance
 
 
Long
Acog Scope (4x)
20% Optimal Range
 
   
CQBSS Scope (8x)
30% Headshot Damage
 
   
Digital Scope
45% Headshot Damage
5% crit damage
   
C79 Scope (3.4x)
5% Damage to elites
 
   
552 Holo Sight
10% Accuracy
 
   
MK5 Scope (15x)
40% headshot damage
20% Reload Speed
   
VX1 Scope (12x)
35% Headshot Damage
10% Reload Speed
 
Iron Sights
Streamlined Iron Sights
10% Reload Speed
 
   
Weighted Iron Sights
10% Stability
 
   
Open Iron Sights
10% Accuracy
 
Underbarrel
Short
Angled Grip
10% Stability
 
   
Laser Pointer
5% Crit Chance
 
 
 
Small Laser Pointer
7% Crit Chance
 
   
Vertical Grip
10% Accuracy
 
 
Long
Short Grip
5% Crit Damage
 
   
Handstop
10% Reload Speed
 
 
  Gadget    
Compact Coupled Laser Pointer
10% headshot damage
 
   
Compact Coupled Small Laser Pointer
10% Crit Chance
Edited by Kunasha

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18 hours ago, Kunasha said:

anyone know Toste97?

Gromk knows him I think, he was in the channel yesterday with him, seems like a niuce guy.

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i was speaking with him for an hour or so, in between trolling Cupe and Gromk.

 

Seemed ok

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Anyone know: ahlfi or mattiasmont

 

ahlfi was a friend of Chimp's friend

Edited by Kunasha

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2 weeks until the raid releases now, so I'm starting to properly research and farm for a couple of PVE builds so I have choices. 

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