Meilink Report post Posted March 22, 2019 Im enjoy it a lot Share this post Link to post Share on other sites
Muuman Report post Posted March 22, 2019 Yeah its great, and I didn't like the first. Looking forward to the big raids coming. Share this post Link to post Share on other sites
Kunasha Report post Posted March 22, 2019 I wear the heart on my sleeve Share this post Link to post Share on other sites
Rellic Report post Posted March 23, 2019 On 3/21/2019 at 7:08 PM, Cogency said: The game looks ALOT better than the first. Well come play with us then! Share this post Link to post Share on other sites
Kunasha Report post Posted March 23, 2019 Anyone know BM_DiLLE We have a join request from them Share this post Link to post Share on other sites
Kunasha Report post Posted March 24, 2019 https://division2map.com/ Share this post Link to post Share on other sites
Sammerkand Report post Posted March 25, 2019 This game has the Sammerkand seal of Old man Approval. Share this post Link to post Share on other sites
Rellic Report post Posted March 26, 2019 https://shd.technology/brandset-builder/ Pretty nice to check out for builds. Share this post Link to post Share on other sites
Sinful Report post Posted March 27, 2019 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: Share this post Link to post Share on other sites
Kunasha Report post Posted March 30, 2019 All sorts of links here Share this post Link to post Share on other sites
Muuman Report post Posted March 31, 2019 Super excited for tidal basin and later the 8 man raids. Gonna be fun. Share this post Link to post Share on other sites
Kunasha Report post Posted April 4, 2019 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 Share this post Link to post Share on other sites
Sammerkand Report post Posted April 4, 2019 i made lvl 20. I am awesome. I also have next week off work ) Share this post Link to post Share on other sites
Muuman Report post Posted April 4, 2019 Really looking forward to tomorrow Share this post Link to post Share on other sites
Kunasha Report post Posted April 4, 2019 First raid coming 25th April Share this post Link to post Share on other sites
Muuman Report post Posted April 5, 2019 Sheeeeeeeeeeit. Share this post Link to post Share on other sites
Tumble Report post Posted April 5, 2019 Looks awesome Share this post Link to post Share on other sites
Sammerkand Report post Posted April 5, 2019 sooooo is the yearly pass worth it then? Share this post Link to post Share on other sites
Kunasha Report post Posted April 5, 2019 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. Share this post Link to post Share on other sites
Kunasha Report post Posted April 5, 2019 1st episode is due in the summer, so still plenty of time to decide Share this post Link to post Share on other sites
Tumble Report post Posted April 5, 2019 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 Share this post Link to post Share on other sites
Kunasha Report post Posted April 5, 2019 Some butt hurt people complaining about mod nerfs now. Share this post Link to post Share on other sites
Tumble Report post Posted April 5, 2019 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. Share this post Link to post Share on other sites
Kunasha Report post Posted April 5, 2019 (edited) 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 April 5, 2019 by Kunasha Share this post Link to post Share on other sites
Kunasha Report post Posted April 7, 2019 anyone know Toste97? Share this post Link to post Share on other sites
Rellic Report post Posted April 8, 2019 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. Share this post Link to post Share on other sites
Sammerkand Report post Posted April 8, 2019 i was speaking with him for an hour or so, in between trolling Cupe and Gromk. Seemed ok Share this post Link to post Share on other sites
Kunasha Report post Posted April 8, 2019 (edited) Anyone know: ahlfi or mattiasmont ahlfi was a friend of Chimp's friend Edited April 8, 2019 by Kunasha Share this post Link to post Share on other sites
Kunasha Report post Posted April 11, 2019 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. Share this post Link to post Share on other sites