• Tom Clancy's The Division
    369 replies, posted
Same problem as the LMB from the first game: Black Tusk and True Sons are disciplined and trained. That means when they move, their heads are always level and their movement speed steady. Which means easy headshots. Their accuracy is no better than that of the Outcasts or Hyenas and neither is their damage output, but those two factions have significantly more erratic animations making them harder to hit.
I fucking hate this. The way spawns work severely limits your combat mobility as you have to constantly be on the lookout for doors - there's no indication that one or the other is a spawn door, so better sit tight in the corner somewhere.
They have Robot sniper dogs that explode with a EMP burst disabling skills. Explodie drones. Medics with revive drones. It's not their movement that'll throw you for a loop, it's their fancy smancy toys
hopped on after work and ended up farming out the last 2 pieces of chatterbox first try on the caches, upgrading my bench to wt4, and crafting chatterbox. good session.
Sent invite "arleitiss" Pls dont dissapoint, I left pretty active clan with 48 members for dis
Man, the clan bandanna looks terrible with our colours. For some reason the red becomes hot pink on it
I don't even think there's a red option when making the clan logo which seems like a HUGE oversight.
yeah there isnt, i chose the closest thing
Huh, really? On the actual clan logo it does look red to me, but it's not a very vibrant red.
https://www.gameinformer.com/2019/04/03/ubisoft-highlights-division-2-changes-coming-alongside-tidal-basin-update?fbclid=IwAR3quaQseKgUYCkNz7kl5iTCVWhorHGgrG-SREafhgrwCRkgzolSRl5RU3s The patch coming alongside the update makes some significant changes to how certain systems work in the game, most notably skill and weapon mods. Since The Division 2 launched, players have been getting skill mods that require impossible skill power ratings given their current overall level. To remedy this problem, Massive has rescaled the entire system to make sure the bonuses you get correlate with the skill power required to equip these mods for your turrets, drones, and other gadgets. When you log in on Friday your jaw may drop when you see how far your skill power rating has dropped, but Massive says when you look through your mod inventory you should be able to equip many more of them than you previously could.  Massive also revamped the weapon mods across the board, giving them new values that may not be as high, but that also offer way fewer negative drawbacks. Some skills have proven to be more useful than others, so Massive has already introduced some major revisions to how a couple of them work. Anyone who has equipped the sniper turret knows it's awkward to use, so Massive has tweaked its functionality. Now after you place the turret you will see button above the enemy you are targeting. If you press that activation button the turret will begin firing on that target regardless of where they are moving. You can also target the exact position your reticle is aiming, which allows you to pinpoint weak points or damage armor. The finicky chem launcher has also been reworked so when you press the button you equip it. From there, it operates just like any other weapon, allowing you to aim and fire.  It wouldn't be a patch without some weapon balance, and I'm sad to report that the fan favorite M700 and Mk17 are getting weapon-damage nerfs to bring them more in line with other weapons in their classes. Conversely, the lightweight M4, ACS-12, MG5 and LVOA-C are getting buffs. Those who chose the sniper specialization will be happy to learn Massive has fixed the accuracy issue causing players to miss with their special ammo.   These are only a few of the changes coming on Friday. Look for the full list of patch notes later this week. 
>The finicky chem launcher has also been reworked so when you press the button you equip it. From there, it operates just like any other weapon, allowing you to aim and fire. That was bugging so much.
Let's hope they also fixed the inverse recoil bug with that too.
Sent an application to the clan, IGN is Riterew
https://youtu.be/Po9HMZUozoU
Not much, but I've been having way too much fun with this LMG with Frenzy on it. Can't to actually use the minigun coming with the next specialization. https://files.facepunch.com/forum/upload/194269/578e0171-11e4-4216-bdf1-74a1aeb95ce3/Tom Clancy's The Division® 22019-4-4-21-4-25.jpg https://streamable.com/aquim
I'm sad about the MK17 nerf to 'Bring it in line with the other weapons of its class' Seeing as how the MK17 was balanced with weapons of other classes, and none of the other rifles were even CLOSE to viable compared to it or any weapon of any other class
not really looking forward to the constant gear tier upgrades, I hope that 500 is the max and the raids just give fancy exotics
I'd really love to see them buff/rework the M16. It feels like one of the worst weapons in the game.
I'm having dinner with some buddy's of mine tonight (All gaming nerds), and it was decided a mere few days before the news of the patch date broke. I'm still going, food, friends and drinks and all.. but i'm honest to em about how i'm itching to get back home to play.
Yeah, as soon as I picked up an M16 and saw it was a three round burst, I groaned.
From one of the fixes and changes highlights. Chem Launcher The handling of the Chem Launcher has been a bit awkward. Now when you activate the Chem Launcher, it will activate and you can use it like a weapon until you put it away. That should also give you more control about the skill https://files.facepunch.com/forum/upload/109723/a7d74e6a-0cbc-4978-a8c4-358be920348e/excellent.webm This was my main complaint on using chem launchers.
The new outfit is pretty neat. https://files.facepunch.com/forum/upload/1829/7994857e-5415-48c5-a795-931f45b9f67d/Tom Clancy's The Division 2_20190405_121350.png
So how much was added with this update? Is it just the new stronghold and increased gear score? I just wanna know how much more playtime this update offers, because after I reached gear score 462, I didn't really feel like playing anymore.
Two little things from D1 I really missed also make a comeback with this update: Neutral lighting option: https://files.facepunch.com/forum/upload/1195/2c31d5e4-f5b2-4225-8189-cb8a0737877c/Tom Clancy's The Division® 22019-4-5-17-46-54.jpg https://files.facepunch.com/forum/upload/1195/59affccf-6bb0-409c-a669-c7af33ce546e/Tom Clancy's The Division® 22019-4-5-17-47-8.jpg Underground routes on map: https://files.facepunch.com/forum/upload/1195/267d27aa-8e79-494d-8dc9-54e72ad51336/Tom Clancy's The Division® 22019-4-5-16-46-46.jpg
Along with the final stronghold and GS increase it also adds heroic difficulty the first three gear sets (Dunno how good they actually are) weekly invaded missions the first event caches (which offer unique cosmetics and will never give you duplicates. The stuff this first event gives you is mostly themed after the enemy factions).
I believe they implemented neutral lighting into the base game removing the need for an option. The game is plenty dark
Am I imagining things or was there a flashlight in the beta? I'm pretty sure I remember it automatically turning on in darker areas.
Officially no point in using any rifles now. LVOA-C and LWM4 still have the same damage, but can fire fast. The handling isn't great to fire at max rpm, either. The MK17 is just barely viable compared to AR's if you really spec into it
can you turn the pickup log back on? i cant find a option for it they really nerfed the extended 556 mag, i wonder if theres a bigger one to replace the original now
I thought massive said they fixed the China spam in 2
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