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Tom Clancy's: The Division 2 - Official Thread

'Enter the secret room.' –Uncle Florian
 


WOW!

The devs actually LISTEN!
 
Raided for the first time tonight and emerged victorious.

The final stage is tough/overwhelming and while one can prep beforehand, there is no greater teacher than experience (translation: dying over and over). Reckon it took us about 2+ hours; some of the early-stage boss 'tricks' demanded errors to get right and it can be deflating to get wiped with an all-eight KIA. Our original team lead bounced after an hour and of course, I get nominated.

Drats!, I think (because I hardly know what I'm doing), and then a tense silence befalls the group. But another and myself take charge, assigning roles and offering words of encouragement along the way; I'm bagging headshots, reviving, pulling guard at hotspots, running about like a headless chicken... Yeah, the RNG and build non-diversity suck but, bruhs, tonight took me back to my first campaign run where you just don't care about all that.

It was a rush and it was awesome. My hands hurt right now. I didn't even know a Silver trophy is awarded upon completion so that was a nice cherry on top. I was dropped to 97% completion ever since the raid was introduced. Now back at 100.

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Buffed AR-Rifle build myself with 80% DTE and tanky HP/Ar but paper-thin on skill deployment of any kind.^ LMG guys had a much-needed presence so if you run it, look for LMG-wielders and post them accordingly. Agents with grenade game (fast, accurate, cooking ability, and throw distance or radius buff) should be made known before starting; you'll need it. O, yeah, lastly squeeze and hold that trigger down, ma dudes… *pop, pop, pop, pop *crack
 
I sank hours last night into piecing together my first SMG build because…why not; AR fare for me at this stage is just played out. Recapping the evening, it didn't go well. Going to try again tonight. While my step-one is working with a best-case Sokolov roll, I have a mean Vector 9mm with 1200+ RPM that I want to be the sun in my new walk-him-down solar system.

Rumours on the incoming TU6 changes sound very good, not great – but good.

We're to have guaranteed brand drops as there's to be a loot rotation introduced (in addition to all brands introducing items for all slots; ergo, better build flexibility – an all-corners albeit simple change largely flying under the radar, IMO) and we're also getting greater inventory space. I've been drowning for ages now in this regard. 300, it is said. Hallelujah. 4-piece is moreover to be the new 6-piece for unlocking all exotic-set bonuses, which again speaks to flexibility because we'll be able to talent for two slots now (heaps better than none, currently). While optimising isn't pipelined, we're getting instead an ability to change out an attribute outright, I believe, so we will be able to transfer one red to one yellow, one blue to one red, and so on; straightforwardly, if you have a great piece you've been hoarding but it boasts to date a build-inoperative class of attribute, you'll be able to repurpose that real estate for a class more useful. Where I find this last change most exciting is in skill versus non-skill builds.
 


like you said @Valhoven ,those 4 piece kit bonuses are going to be amazing!
 
Been shepherding heaps lately and intend also today on getting the exotic holster's final blueprint. Pretty excited for that, TBH. My current holster is the only part of my build not carrying its weight.

Doing a new Firefly build in synergy with Murakami and China Light's explosive buff. I heard last night when the PTS went live they're nerfing Ff Blinder :mad: so I left the variant preemptively this morning – which was really only a minor inconvenience and a modding musical chairs; I had nonetheless architected a robust immobilisation effort by way of blind-duration buildup. jonescry.gif

My experimental SMG-Sokolov build was not viable, ultimately, and so I binned it. I went back to rifles in both primary and secondary slots, obviously scoped and unscoped to accommodate for mid-range but, yeah, it's a weakpoint of the build. My CQC and SHTF piece is an admirably-rolled sawn-off which I've also buffed courtesy of China Light set bonuses. Scavenged yesterday a 5% straight DMG buff (gear mod) to shotgun class which isn't something I've seen before, coupled with the 2% all-weapons buff and a breadcrumb addition to critical range, not bad. Also looted a vest boasting 16K Armor on Kill, highest I've ever seen in some 600 hours of play.

Audio drops are still stark in stretches; the game's been out too long now to excuse the lack of attention there. Gamer experience 101, to my thinking. They're slowly taking the legs out from under current exotics so when the next crop is released, we all are pushed again to play and grind for 'the best' – the going theory. They should instead be making sure the bedrock of the game is solid.
 
I've been using the multi-ball seeker mine and the firefly with the booby-trap trigger. With my current build the "reload" on those is around 28 for the mines and 21 for the firefly. I love zapping those flamethrowers and watching them go boom!
 
I've been working with Pulse and Healer mine, but if they're going to nerf Spotter, might look elsewhere. Might go to the shield. Shield with seeker healer could be tanky and lethal.
 
I've been working with Pulse and Healer mine, but if they're going to nerf Spotter, might look elsewhere. Might go to the shield. Shield with seeker healer could be tanky and lethal.
They'd done right by the shield with a previous TU – night and day, I tell you. You can have a lot of fun with it now as it's a proper bullet-eater and can really let you get kamikaze when everyone else is in cover.

Let me know if you ever run that and what you think. One piece of advice if I may if you want to go variant deflector (where you ricochet for DMG return): getting this to proc for a 'meaningful' bullet share will require specific mods. If you haven't the mods, scavenge and roam with an eye for them first, then build into it. Without them, it's not at all the same experience. My first DZ build was aptly called Operation Shield, lol.
 

Good stuff. Shooting Range 2.0 incoming.

Modifiers for mastery challenges are going to be a lot of fun; have fond memories of folly elsewhere where you'd hard-punish for fall DMG (kill) or then suspend gravity on jump mechanics so it's a deathmatch while in Matrix free-fall; it'll be more grounded here, I'm sure, but still cool – I reckon likes of no grenades, sidearm only, no skills, skills only, team healers (w/o weapons) and gunners (w/o medkits/heal) et cetera.

These Guardians are however shaping up to be a real thorn, IMO. Few things irritate me more than getting shocked and absolutely lit up from out of cover. The few mods I have to curb shock are meagre and shave likely 0.x seconds off of said status.
 
Combat roll after vaulting hit PTS. Apparently you hold sprint momentum after landing so it should keep that parkour energy going when moving about.

 
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