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Tom Clancy's The Division |OT2| The Wolves of Wall Street

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valkyre

Member
The guy had stolen it from a group of 4 who were extracting. He couldn't get out with it, so instead of letting them have it, he destroyed it himself. Epic.

This makes it even more epic!! So the other dudes were after the weapon and were left with nothing! haha damn this is legendary status!
 
I wish there was a way to turn off Proximity chat, like in real life if i was talking to my people on the radio, unless you were really close you wouldnt hear me. Now i have to get a program outside the game for when we want to pvp.
 

Vitor711

Member
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the current deployable if I my CD isn't reset. Awful design.
 
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the current deployable if I my CD isn't reset. Awful design.

Some have mods like the turret will explode and damage enemies. And in the case when your turret gets hacked you can still blow it up instead of trying to shoot it.
 

Klyka

Banned
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the existing instance if I my CD isn't reset. Awful design.

because:

1) manually exploding your turret will give it a strong AOE damage explosion that bleeds.
2) manually exploding your support station with the master mod active will instantly heal anyone in it's range AND overheal them as well
3) you can detonate your mobile cover if you have the explosive cover mod equipped
4) you can stop your seeker mine from going for a target you do not want it to attack

probably some other stuff as well
i use the support station manual detonation constantly. before it runs out, i give everyone an overheal with it.
seems someone hasn't read his tooltips :p
 

valkyre

Member
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the current deployable if I my CD isn't reset. Awful design.

If you hold the button, then you cancel the skill you have already deployed. And its not useless.
 
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the current deployable if I my CD isn't reset. Awful design.
blowing up the Master version of the health station grants an instant health boost. With certain gear talents it can also overheal

So yes, it can be useful
 
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the current deployable if I my CD isn't reset. Awful design.

It speeds up the cooldown if all the enemies in an area are dead and your turret is useless
 

Chucker

Member
Thanks for the assists. Using Strings at the Hell's Kitchen rail yard to farm now. About 30 seconds from Dante's Run and has two mobs with him.
 

EL CUCO

Member
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the current deployable if I my CD isn't reset. Awful design.
If you deployed it in a bad spot or enemies are dead, couldn't you destroy it and have it cool down quicker as opposed to waiting for the time that its up to expire before the cool down starts again?
 
If you deployed it in a bad spot or enemies are dead, couldn't you destroy it and have it cool down quicker as opposed to waiting for the time that its up to expire before the cool down starts again?

Perhaps having you hold it for a few seconds instead of a simple press would be better
 

Ted

Member
At level 14, how would I know I have solid gear combined with competition.

Not much data on this, most people seem to have pushed through to 30 before doing much DZ stuff.

At level 13 (PvE) my stats were:

PrimaryDPS/Health/Skill Power = 6,413 / 7,814 / 1,070

And this seemed OK for the AI enemies in DZ01, pretty much one clipping the purples. I didn't have much trouble one on one with most agents but it's hard to ever be entirely sure.

I could have upped the DPS a little (to about 7,400) but the trade off was health and I generally find tank type buids to be more viable for my way of playing in PvP.

Primary gun was a lightweight M4 and secondary was a SCAR-L (slightly less DPS but only by a couple of hundred). Bit of a pain running two AR due to shared ammo but I never found an SMG at that level that hit as hard as either of those so just dealt with it.

For reference my now level 19 (just) is running at 13,311 / 18,420 / 2,420:

I8vcxco.jpg

Best DZ advice though is always going to be:

 

commish

Jason Kidd murdered my dog in cold blood!
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the current deployable if I my CD isn't reset. Awful design.

I had no idea this was a thing. Explains so much.
 

Kickz

Member
So I am at level 12 with most of the side missions done, but the next couple of missions require leveling up.. If I run out of side missions am I supposed to do some of these missions again to level up??
 

shermas

Member
Technically 1 drops when you complete all the missions (Damascus handgun). The rest people are buying from the Tech wing special vendor or the DZ vendor

Okay. I have the handgun... Wasn't sure if you could pick them up in the wild or if you had to buy them. Thanks.
 
OK - Why the flip does pressing your skill button again destroy the currently active skill?

And how is this useful in any way? I've sometimes had my character take a second or two to pull our a smart cover/health station due to lag and then press the button again because I assume the game didn't register the input. Only, by doing so, I destroy the health station/smart cover I just wanted to use.

WHY WOULD I EVER WANT TO DO THIS? Even if I'm replacing an existing one, it should absolutely not destroy the current deployable if I my CD isn't reset. Awful design.

Because canceling it early makes it recharge faster to be used again, I think. I cancel my support station and smart cover early all the time. I really like that you can do that on the fly.
 

commish

Jason Kidd murdered my dog in cold blood!
wait there is a patch coming out today?

Tomorrow.

I think they'll fix some bugs, lower the penalty for going rogue, and maybe add an incentive for going rogue - maybe something like 15 PXC for surviving the timer, 30 for surviving a manhunt.
 

Klyka

Banned
Tomorrow.

I think they'll fix some bugs, lower the penalty for going rogue, and maybe add an incentive for going rogue - maybe something like 15 PXC for surviving the timer, 30 for surviving a manhunt.

if they do that, then there will never be a non rogue in the game and the dark zone will be DayZ levels of dumb and has no reason to ever go in without a group of 3 people you can trust
 
if they do that, then there will never be a non rogue in the game and the dark zone will be DayZ levels of dumb and has no reason to ever go in without a group of 3 people you can trust

They dont even need to add an incentive just decrease the exp loss it is insane how much you lose even at level 1 rogue.
 

Matush

Member
HE weapons are dropping for me like crazy today. Got two Cadeceuses and First Wave M1A from bosses at end of story missions.
 

commish

Jason Kidd murdered my dog in cold blood!
They dont even need to add an incentive just decrease the exp loss it is insane how much you lose even at level 1 rogue.

It's really crazy how much XP you lose. I am scared to go rogue just for that reason. Yesterday someone walked into my line of fire and got me flagged, perhaps by accident, but I freaked out, killed him and his buddy in about 3 seconds, then hid in a building until my timer was out, scared that I was going to lose thousands of XP. It's so dumb. And when I survived, I got something like 700 credits. Seriously? 700 credits?
 

Anung

Un Rama
Man this platinum trophy is both easy and annoying. Got everything apart from Dark Zone trophies because I never see any rogue players unless they are walking around in packs.
 
uhh... are these the new notes? posted date looks wrong but mentions bk fix etc...

http://tomclancy-thedivision.ubi.co....aspx?c=tcm:154-242994-16&ct=tcm:148-76770-32

omg I hope this is real, so guuud

Players killed in the Dark Zone will lose less Dark Zone Funds and Experience (Rogue and non-Rogue)
Dark Zone Funds and Experience rewards for surviving Rogue status have been improved
Dark Zone Funds and Experience rewards for killing Rogue agents have been improved
Phoenix Credits drop have been increased on lvl 31 and 32 enemies in the Dark Zone:
Lvl 30: 1-3 Phoenix Credits
Lvl 31: 2-4 Phoenix Credits
Lvl 32: 3-5 Phoenix Credits
Increased drop rate of High-End items from lvl 31 and 32 named NPCs in the Dark Zone.
Increased drop rate of High-End Division Tech Material from lvl 32 named NPCs in the Dark Zone
.
Improved Dark Zone Chests items quality:
Rank 30 chests will now drop Superior (Purple) items instead of Specialized (Blue)
Keys chests now have a chance to drop High-End (Gold) items
 

Makikou

Member
Here’s the list of changes that will be implemented during the server maintenance on March 22nd, 2016


GAMEPLAY

Named enemies. will now drop better loot in Challenge mode than in Hard mode.
Added a cooldown period for the Static Turret stun attack in order to avoid a stunlock in PvP and PvE game modes.
Named NPCs will no longer respawn after being killed in the Open World. This will prevent situations where players were able to kill a same named NPC over and over again.
Modifications to the weapon talent: Trained.
It can now only be rolled on Shotgun, Marksman rifles and Pistols
Its bonus has been reduced from 1%-5% to a constant 0.1%
For the Midas SMGs, Trained Talent has been replaced with Responsive Talent which increases damage when getting closer to the target. This applies to existing weapons as well as newly acquired ones
For all SMGs, LMGs, and Assault Rifles, it will be replaced with another randomly picked weapon talent. This applies to existing weapons as well as newly acquired ones
Fixed a speed run exploit for the Rooftop Comm Relay mission
Fixed an issue where weapons dealt no damage if the reload animation was interrupted by an agent’s skill
Fixed an issue where players became stuck in an emote animation if activated via chat while auto running
Fixed a bug where skill power would be increased permanently while using the Death by Proxy talent
Fixed a bug where experience was not being awarded for completing all side-missions in the Midtown East safe house
Fixed instances where the Seeker Mine with Airburst / Multi-mine mod would detonate too soon, miss targets or cause no damage
Fixed a bug where grenades would sometimes not display the blast radius warning before detonating
Fixed an issue where some NPCs in low cover would not react to being shot by the player
Fixed issues where emotes would cause the player model to behave oddly (missing guns, player stuck in emote animation, etc)
Fixed a bug where weapon mods and weapon skins would not show up on other players in the game world
Fixed an issue where DPS would not be calculated properly when purchasing a new weapon mod

DARK ZONE

Players can now heal other neutral players in the Dark zone, by using First Aid and Support Station skills
Players are now able to fast travel to Dark Zone checkpoints, but only when coming from outside the Dark Zone
The Dark Zone disconnect timer has been increased to 30 seconds, meaning players will remain in the game world longer when logging out while in the Dark Zone (this applies while not in combat)
Items extracted from the Dark Zone are now properly marked as "new" items when moved to the players inventory
Players killed in the Dark Zone now drop ammo, medkits and grenades. This loot is generated and not taken from the dying players’ inventory
Players killed in the Dark Zone will lose less Dark Zone Funds and Experience (Rogue and non-Rogue)
Dark Zone Funds and Experience rewards for surviving Rogue status have been improved
Dark Zone Funds and Experience rewards for killing Rogue agents have been improved
Phoenix Credits drop have been increased on lvl 31 and 32 enemies in the Dark Zone:
Lvl 30: 1-3 Phoenix Credits
Lvl 31: 2-4 Phoenix Credits
Lvl 32: 3-5 Phoenix Credits
Increased drop rate of High-End items from lvl 31 and 32 named NPCs in the Dark Zone.
Increased drop rate of High-End Division Tech Material from lvl 32 named NPCs in the Dark Zone.
Improved Dark Zone Chests items quality:
Rank 30 chests will now drop Superior (Purple) items instead of Specialized (Blue)
Keys chests now have a chance to drop High-End (Gold) items
Dark Zone Funds drop rates and quantity on NPCs has been reduced.
Fixed a bug where the Wildfire and Fear Tactics talents were affecting neutral players in the Dark Zone.
Fixed instances where players would receive a DELTA error message when entering the Dark Zone
Fixed a bug where sometimes players could not loot anything after returning to the game following a network disconnection
Fixed Stage 1 Rogue timers not displaying correctly when Rogue players receive damage from another player

GRAPHICS

Fixed a few lights that did not cast global illumination

UI

Added more information for Daily missions on the Map
Tutorials have received some UI polish
The Matchmaking menu now displays the mission difficulty rating more prominently
The mini-map mission tracker has been optimized to be less confusing to players
Fixed a bug where some of the attributes for high-end equipment were cut-off in the recalibration menu
Fixed a bug where the Matchmaking menu for a mission would not display correctly or kept disappearing
Fixed missing item icons in the Reward Claim Vendor's inventory
Fixed incorrect side-missions being displayed in the Map legend

AUDIO

Fixed a bug where the helicopter crash SFX would be missing from the Brooklyn end cinematic
Fixed a bug where the Zapper Turret mod had no sound
Fixed a bug where the audio for entering a contaminated area would be cut-off
Fixed a bug where audio would not play when scrolling through vanity items

LOCALIZATION

Fixed Ubisoft CLUB reward descriptions in Korean and Traditional Chinese
In-game localization bug fixes

PC

Tobii Eye Tracking bug fixes and improvements
On launch, the PC client now monitors PC graphic settings and applies the best settings for the user’s configuration. This is unless the user has custom settings.
Fixed an issue where the Map was sometimes difficult to navigate with a mouse
Fixed issues with Hungarian, Korean, and Russian localizations
Fixed an issue that prevented matchmaking while on the Map
Removed the Store button from the Character Selection screen on PC versions of the game. Players can find the store page in the Ubisoft CLUB app directly
Fixed increment number on Day 1 Patch Notes (was 1.1, now correctly states 1.01)

XBOX ONE

Fixed a bug where players could not reconnect to the servers after suspending the game on Xbox One
Fixed a bug on Xbox One where unblocking a player would not be reflected in-game until title reboot

PLAYSTATION 4

Added an option to disable the PlayStation 4 controller speaker
Improved textures and models streaming speed
Fixed an issue where ISAC volume could get too loud when playing with headsets

Sounds pretty good to me.
 

FeD.nL

Member
uhh... are these the new notes? posted date looks wrong but mentions bk fix etc...

http://tomclancy-thedivision.ubi.co....aspx?c=tcm:154-242994-16&ct=tcm:148-76770-32

Players killed in the Dark Zone will lose less Dark Zone Funds and Experience (Rogue and non-Rogue)
Dark Zone Funds and Experience rewards for surviving Rogue status have been improved
Dark Zone Funds and Experience rewards for killing Rogue agents have been improved
Phoenix Credits drop have been increased on lvl 31 and 32 enemies in the Dark Zone:
Lvl 30: 1-3 Phoenix Credits
Lvl 31: 2-4 Phoenix Credits
Lvl 32: 3-5 Phoenix Credits
Increased drop rate of High-End items from lvl 31 and 32 named NPCs in the Dark Zone.
Increased drop rate of High-End Division Tech Material from lvl 32 named NPCs in the Dark Zone.
Improved Dark Zone Chests items quality:
Rank 30 chests will now drop Superior (Purple) items instead of Specialized (Blue)
Keys chests now have a chance to drop High-End (Gold) items

Nice!
 

spyder_ur

Member
Does anyone know what affects Dark Zone XP? It's a stat, but I can't seem to find any gear that can roll it or anything.

The DZ past 40 grind is terrible - just want to get to 50 and buy some blueprints.
 

commish

Jason Kidd murdered my dog in cold blood!
I'm good with the changes to DZ. Nothing too drastic, and the increased rewards for killing level 31 and level 32 mobs is welcome (right now, no reason to kill anything but level 30s). Happy with the decrease in lost XP, but not sure how much that loss is. Hopefully half.
 
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