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Tom Clancy's The Division 2

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  • Registered Users Posts: 4,147 ✭✭✭_CreeD_


    Finished the campaign proper earlier, was at level 40 for a few hours before. Firstly in case you haven't seen it yet there are no post 40 XP awards (specialist points, caches or new Shd levels) until you have finished the campaign so over-levelling will waste some XP along the way.

    I thought the Keener boss battle was underwhelming.
    The mission was quite simple and there wasn't much in the way dialogue to do the character and the final event justice. The fight itself can be effectively bypassed - My first run I tried to play fast and smart, hit and run taking down his skills and him slowly...which by the way I said 'my first run' obviously didn't work. The second time I just ran right to him and unloaded from the Gunner Specialist MiniGun point blank, done in less than a minute from when he dropped down. The ending sequence itself was really bad, so derivative and cliched 'oh just let me reach over here to my watch and press a button while you're watching and telling me not to move after a battle that showed I can terrorise a small planet with gadgets, righty now to mutter some vague portentious drivel before the 3rd act 'twist' that came out of absolutely nowhere'. That said I think there will be another twist with Faye essentially being undercover. While that would also be a bit cliched it would make more sense than her going completely over to the other side and add to the general destruction of everything achieved in Div1 that set this whole expansion up : your character is gone, presumed dead, all of the factions you fought came back stronger, the infrastructure broke down, even Faye's sister (that you saved in a side mission in Div1) bit the dust and now we are to believe Faye has been working with Black Tusk. Add to that how you repeatedly missed capturing the president in Div2 and they've gone too far into undermining any role-play sense of achievement imho. I know they need something hanging over the player for longevity but this is ridiculous

    Overall I've like the expansion content. Some very well designed missions and the landscape itself is great, but I'm still on the fence with gear 2.0, will have to see if we can grow into it.


  • Registered Users Posts: 2,449 ✭✭✭Rob2D




  • Registered Users Posts: 29,842 ✭✭✭✭Zero-Cool




  • Moderators, Computer Games Moderators Posts: 14,711 Mod ✭✭✭✭Dcully


    Cant believe im saying but i think ill pass on this, i know ill be done in a week or two.
    People already have all needed gear for any build in the game :(


  • Registered Users Posts: 9,004 ✭✭✭EoinMcLovin




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  • Registered Users Posts: 709 ✭✭✭goon_magee


    That Doyer Street side mission can **** right off.

    Stick me in a room where it basically isn't possible to escape the reach of the bosses flamethrower, that's fine. But don't make me have to defend a dumb as dog sh*t NPC who does nothing only stand directly in the line of sight of said f*cking flamethrower.


  • Registered Users Posts: 4,147 ✭✭✭_CreeD_


    I think the fatty-cleaner bosses are broken, hit detection on the weak points at least seems really inconsistent - and I've run deliberate tests repeatedly and easily hitting the same point, it was random whether it triggered a weak-point hit marker. I've found generic versions that are tougher than most mission bosses (on an earlier post I mentioned having to kite one for nearly 10 minutes, whereas the 2 actual bosses in the attached bounty were at most a minute each).


  • Registered Users Posts: 13,409 ✭✭✭✭gimli2112


    you just know the guy that created those little bomb drones thought "Man this is going to be really annoying" when he finished them


  • Registered Users Posts: 6,984 ✭✭✭Venom


    _CreeD_ wrote: »
    I think the fatty-cleaner bosses are broken, hit detection on the weak points at least seems really inconsistent - and I've run deliberate tests repeatedly and easily hitting the same point, it was random whether it triggered a weak-point hit marker. I've found generic versions that are tougher than most mission bosses (on an earlier post I mentioned having to kite one for nearly 10 minutes, whereas the 2 actual bosses in the attached bounty were at most a minute each).


    Another big part of the problem with all the mini boss mobs now is they are boring bullet sponges due to the removal of + elite damage mods along with said mobs being able to heal hp and armor back to full in seconds.


  • Registered Users Posts: 13,409 ✭✭✭✭gimli2112


    JHC has anyone got a re calibration for dummies video, sigh off to youtube I go


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  • Registered Users Posts: 20,558 ✭✭✭✭dreamers75


    Venom wrote: »
    Another big part of the problem with all the mini boss mobs now is they are boring bullet sponges due to the removal of + elite damage mods along with said mobs being able to heal hp and armor back to full in seconds.

    A lot of people whining about "bullet sponge" enemies, i assume they have never played D1 or D2 previously. its literally the point of the game.


  • Registered Users Posts: 13,409 ✭✭✭✭gimli2112


    I've flipped from "there's too much loot" to there's not enough, at least till I fill my recal library now that I'm starting to understand it.


  • Registered Users Posts: 853 ✭✭✭DeadlyByDesign


    gimli2112 wrote: »
    I've flipped from "there's too much loot" to there's not enough, at least till I fill my recal library now that I'm starting to understand it.

    Its mad isn't it? I KNOW it is meant to be simple but I am only now SLOWLY understanding it. Maybe im too old and things have to be spoonfed to me..


  • Registered Users Posts: 29,842 ✭✭✭✭Zero-Cool


    Good laugh last night, 3 of us tracked down the 'Washing Machine 23' Hunters, enjoyable investigation in itself, only to spawn 3 hunters who were level 40 over our 33,34 and 35 agents. We all got one shotted and quickly ran away with tails between our legs. Will be back for ye bastards in end game.

    I love the new loot, getting a steady stream and mostly very useful. I have no idea of recalibration station though so dumping everything in my cache and will figure out recalibration in end game.


  • Registered Users Posts: 13,409 ✭✭✭✭gimli2112


    yeah you don't need to recalibrate until you reach 40. I've 1500 of every resource but haven't enough decent loot to fuel a recalibration. I can't pick up any electronic, steel, polycarbonate etc it's annoying me more than it should.

    Just realized doesn't your gear go to level 515, I haven't noticed my level rising


  • Registered Users Posts: 3,307 ✭✭✭weiland79


    my gear score was over 600 on Wednesday


  • Registered Users Posts: 13,409 ✭✭✭✭gimli2112


    I'm looking in the wrong place or something. I haven't noticed the gear score at all. I've only just started picking up level 40 stuff. oh hang on I haven't finished the story ffs. I've been faffing about as usual I need to focus on this and get it done.


  • Registered Users Posts: 709 ✭✭✭goon_magee


    Finished the campaign last night. Enjoyable stuff overall, some great mission design, couple of good boss fights with the Parnell one in particular standing out for me.

    But christ did the final mission/boss drag. Nothing engaging mechanically, badly paced encounters, weakest setting of all the main missions and a final boss that is possibly a series low point for me as far as boss encounters go. I'm sure there are definitely worse if I think back, but that last battle just stinks of a team who had ran out of ideas creatively. It wasn't enough to sour the overall experience, but a definite blemish on what was otherwise a very solid campaign.

    Was having a look at the weekly projects last night as well; have they done away with the ones that give blueprints as rewards? I'm way behind on blueprints as I fell off quite soon after launch, think I only have around 70. I never really bother with level 4 control points so was hoping to pick up a couple as the weeks pass via projects, but looks like that isn't possible anymore?


  • Registered Users Posts: 29,842 ✭✭✭✭Zero-Cool


    Said I'd craft some mods for guns last night and noticed I had the Pistol Flashlight blueprint. I definitely didn't go looking for it as advised in the DC Underground Chansaw guy drop. Not sure if I got it for a control point, random drop or if they just added it to everyone maybe?

    It has not bonus stats so it's only use is to light the way which is a game changer for me in the pitch black areas. Worth checking if you have it at the crafting station.


  • Registered Users Posts: 4,331 ✭✭✭Keyzer


    Zero-Cool wrote: »
    Said I'd craft some mods for guns last night and noticed I had the Pistol Flashlight blueprint. I definitely didn't go looking for it as advised in the DC Underground Chansaw guy drop. Not sure if I got it for a control point, random drop or if they just added it to everyone maybe?

    It has not bonus stats so it's only use is to light the way which is a game changer for me in the pitch black areas. Worth checking if you have it at the crafting station.

    I'll have to do this - I can't see a thing in dark areas.


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  • Registered Users Posts: 423 ✭✭DarC_Kn1ght


    goon_magee wrote: »
    Finished the campaign last night. Enjoyable stuff overall, some great mission design, couple of good boss fights with the Parnell one in particular standing out for me.

    But christ did the final mission/boss drag. Nothing engaging mechanically, badly paced encounters, weakest setting of all the main missions and a final boss that is possibly a series low point for me as far as boss encounters go. I'm sure there are definitely worse if I think back, but that last battle just stinks of a team who had ran out of ideas creatively. It wasn't enough to sour the overall experience, but a definite blemish on what was otherwise a very solid campaign.

    Was having a look at the weekly projects last night as well; have they done away with the ones that give blueprints as rewards? I'm way behind on blueprints as I fell off quite soon after launch, think I only have around 70. I never really bother with level 4 control points so was hoping to pick up a couple as the weeks pass via projects, but looks like that isn't possible anymore?

    If you set global difficulty to challenging then all CP are level 3 and give blueprints


  • Registered Users Posts: 9,004 ✭✭✭EoinMcLovin




  • Registered Users Posts: 709 ✭✭✭goon_magee


    If you set global difficulty to challenging then all CP are level 3 and give blueprints

    Excellent, thanks for the guidance, most appreciated!!


  • Moderators, Computer Games Moderators Posts: 14,711 Mod ✭✭✭✭Dcully


    Seems the endgame is masks lol :D


  • Registered Users Posts: 4,147 ✭✭✭_CreeD_


    For what it's worth here are my recalibration tips so far:


    If you have the expansion then do not bother with the Lvl30 Bank. You won't really need to recalibrate for anything less than Level 40 items so it's a waste of time. Grab everything you have stashed under level 40 and break it down or sell it - Except exotics that you might want to upgrade (I had read they couldn't be upgraded and stupidly broke all of mine down without verifying, now I'm Nemesis-less and looking at a long slog to get it back when there was an actual upgrade path :( ).

    Wait until your inventory is nearly full - it's a timesink, at least for now in the early stages of building the library, so you only want to do this when you really need to and having a bigger sample set means you can waste less time choosing the best-in-class perks. if you tried ripping talents multiple times over smaller inventories you will likely have overlap and wasted time - say in session 1 you find something that has 8% weapon damage, you rip it and move on, 15 mins later you find something with 9%, then 10%...if you had all those pieces together when you went to recalibrate the system would auto-sort and you would only have to do it once. Also since you lose the item when ripping you've lost valuable mats and credits (which as we are back in major re-roll phase will be hit hard).

    Favourite marked items will not appear in the list for ripping, but will for recalibrating into.

    The main recalibration library screen shows a green up-arrow on any category where there is a potential update. Ditto for the sub-menus showing Talents, Core Attributes and Minor Attributes. So again to save time only bother with those marked sections.
    While it may seem pointless to rip one of those items that only adds a small amount the value in removing that green-marker in future sessions should not be underestimated, it makes sure that you do not waste time pointlessly scrolling through categories just to ignore that same small upgrade again.

    Each element (Talent/Attributes) is unique per gear type. So weapon damage on gloves does not transfer to the same on chest-pieces etc.

    When you start ripping prioritise as follows:
    - Talents (they are one-and-done so best to knock out early) but if you have multiple items do a quick scan to see if the item you are about to destroy has any really high attributes. Obviously if you have multiple choices choose the least valuable gear piece here, a talent ripped from a purple is exactly the same as from a high end.
    - Core Attributes. These are the most integral and important for any gear piece and are no-brainer choices.
    - Minor Attributes. The semi-random stuff with more usage scope that will help with build diversity beyond vanilla use.

    For the Attributes take a quick scan through the entire list per category. A single item may have multiple attributes that are improvements to the library so you will want to choose which one to rip from it. I had a marksman-rifle with max core-attribute (15% MR damage) that I accidentally ripped a high (but far less critical) stability minor-attribute from instead :(.

    Anything left. Break it down, stash it or sell it. Don't keep clutter in your backpack that can serve to interfere with your next session, at least until you're far enough along that useful elements become rarer and you have to hit the station less.


  • Registered Users Posts: 4,147 ✭✭✭_CreeD_


    Dcully wrote: »
    Seems the endgame is masks lol :D

    There's no escaping Fashion-Frame :)


  • Registered Users Posts: 6,984 ✭✭✭Venom


    goon_magee wrote: »
    Excellent, thanks for the guidance, most appreciated!!


    It seems once you go to New York you stop getting the daily blueprint missions but from what I've read if you create a new character, jump them to level 30 they still get those missions and buying the share BP perk from the vendor then allows your main character to have access :)


    Finished up my nemesis farm today and at level 40 it does 1.2 mil damage :D


  • Registered Users Posts: 709 ✭✭✭goon_magee


    Venom wrote: »
    It seems once you go to New York you stop getting the daily blueprint missions but from what I've read if you create a new character, jump them to level 30 they still get those missions and buying the share BP perk from the vendor then allows your main character to have access :)


    Finished up my nemesis farm today and at level 40 it does 1.2 mil damage :D

    Fantastic, cheers for the tip will put that to the test over the weekend :D


  • Registered Users Posts: 6,984 ✭✭✭Venom


    goon_magee wrote: »
    Fantastic, cheers for the tip will put that to the test over the weekend :D


    Just tried it and it 100% works. You just need to buy the share BP's and mat's perks from the crafting vendor.


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  • Registered Users Posts: 709 ✭✭✭goon_magee


    What are people finding the quickest route for drops since TU8? I'm trying to pull together a decent SMG crit build but have hit that wall I always hit with the Division where I can't even seem to get decent enough drops where recalibration becomes feasible as I don't seem to be getting anything worth bringing stat rolls over to.

    Not even sure how viable SMG builds are at the moment anyway with how hard enemies hit since the update and hoe much damage they are taking. Getting up close seems to be suicide on anything above hard difficulty. Loving the challenge though, elites finally feel elite again.

    Edit: Actually managed to get lucky with some drops after that and have a semi decent build going which at least has me at the point where I can solo level 3 checkpoints somewhat easily, whereas that wasn't happening earlier.

    Currently running a haphazard set that is giving me 50-55% crit chance, with 95-100% crit damage depending on whether I have The Grudge or Chatterbox equipped. 71% headshot damage, 70% all weapon damage and 22% SMG damage. Chuck in the 18% crit damage as well you get when Perfect Vindicitive procs on the Grudge, which is easy enough to get if you are using the seeker mine that inflicts bleed, and I'm finally throwing up decent numbers.

    Only problem is, I'm running with about 670k armour, so if an elite gets anywhere near me I'm down. Not a bad thing though, forcing me to actually play the game as a cover shooter as intended!

    Looking forward to fine tuning and enjoying the season once it unlocks, now that I have something (kinda) effective put together.


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