Posts made by AngriusMaximus
Well said OP. Been really bugging the hell out of me. Even Kingbreaker is still using the PTS Black Market AKM Model instead of the correct model.
Just as an FYI, to make life easier for upgrading the Guerrilla Bases and for doing the Bandido Operations, use the Prisoner Shirt as your default torso piece.
If playing stealth, you should not really need that much protection from incoming fire, and the Prisoner Shirt means you loot 2x the camp upgrade items from the open world and resource trucks (Fuel / Medicine / Metal).
The camp upgrades tend to cost more Metal and Medicine based on my own experience but those are one-off costs, while the Bandido Ops actions require constant costs in the above resources.
Focus especially on Fuel as the Bandido Ops actions tend to skew towards high fuel costs per action. Metal tends to be used least on the Ops while Meds are middling.
I do not recall exactly which season was active when I bought the pass, but it was early on when WONY was first released and I was able to access the rest of the seasons.
As to the "Discover Pass" button, I did indeed press it on my Controller (I use a Xbox controller on my PC) to check if it would activate the pass.
However, I got an ERROR message on the screen, and after removing the message, It showed the Season Pass in the store for purchase, despite me having done so previously.
I previously purchased the season pass from the Division 2 ingame store in the past and received access to the premium content and daily missions across the previous seasons and their reruns.
However, after the relaunch of Season 2/8 today, 15th Feb 2022, I no longer have access to the premium content of the season pass (see attached screenshot).
Please advise if this is an error, and if it is can you please assist to rectify it. If possible, can you please assist in providing an explanation as to why this issue has occurred.
A little late I know, but here's what I discovered after getting the pack: the "tactical info" descriptor is basically there as flavor text and has no in-game effect.
However, at the very least the Echelon MP7 and FN5.7 Diplomat are worth the price, due to granting you access to essentially the best ingame default smg early, which has decent performance even early on with AP ammo. However, note that the other Black Market SMGs (e.g. MP5) can match it albeit at lower ROFs though.
Where the packreally shines is the FN5.7 Diplomat. The pistol is basically a mini-rifle due to the default 20-round magazine and has a default higher base damage than most of the other Black Market pistols with the exception of the Desert Eagles. Its slightly lower ROF actually benefits it due to essentially reducing muzzle climb as compared to higher ROF sidearms, and the 20 round base magazine size means missed shots are not penalised as much due to being able to shoot longer and also helps in active combat due to needing to reload less often. And unlike main weapons, sidearm ammo is plentiful, with ALL enemies basically carrying at least 7-9 rounds of sidearm ammo when you walk over their corpses.
The Sonar Goggles headgear is semi useful for tagging living objects (horses / allies / enemies) due to literally making them glow, but only at night, while there is no differentiation in glow color between the objects.
The gloves and torso pieces are semi-useful if you prefer to use gadgets to kill instead of shooting enemies, but it really depends on your playstyle.
The Pants and Boots on the otherhand are PERFECT for a sneaky character as the boots boost your crouch speed to faster than default walking speed, while the pants muffle the movement noise almost completely. Pair them with the Diplomat, AP Ammo, a Rectangular suppressor and a basic dot sight, and you can basically crouch shoot your way through an entire enemy camp.
However, if you don't mind an older pack, the Rainbow 6 Siege pack is also decent, with an M9 (10 rounds base, same mods as the 5.7 Diplomat) instead and a slower ROF SMG (better ammo conservation in combat though). The R6 gloves can sabotage alarms instead of merely turning them off, the pants drastically reduce movement noise even when running, when weapons are holstered, and the awesome Beret / facepaint headgear literally allows you to tag enemies through solid objects. The Siege M9 is actually slightly better for pure stealth than the Diplomat due to the higher ROF allowing for faster 'oh-crap where did he come from' Torso shots while the diplomat is better for headshots and open combat.
If you have BOTH the R6 Siege and Splinter Cell packs though, the Diplomat with the Echelon Pants, Boots and the Siege Beret are basically stealth gamebreakers due to you being able to basically scout entire bases by just being in range of the enemy spawns, instead of having to find clear lines of sight for tagging, and then being able to rapid sneak in and out while potting them with a high capacity sidearm, for which ammo tends to be plentiful on enemies. And if stealth goes pear-shaped, you STILL have a high capacity, heavy hitting pistol to cap incoming enemies with.
Hoped this helps
Unable to claim Ubisoft Connect rewards due to an error 'Rewards are unavailable at the moment' | POST HERE
Was able to claim the Min-Maxed AK47 at last. Thanks for the assist.
Unable to claim Ubisoft Connect rewards due to an error 'Rewards are unavailable at the moment' | POST HERE
Am also having the same problem when trying to unlock the Far Cry 6 Min-Maxed AK Reward on the Ubi-Connect Rewards page
we have been enduring the worst possible set of directives in the open world for over 6 months now , can at least this be changed until we get some more news about the pushed back content?
I agree concerning the need to swap out the current directives or at least bring back a few of the others.
They are still playable in missions, but trying to run solo exploration in the open world with the current directives setup is way too risky / crippling at higher difficulties given the lethality of the enemies and the sheer number of them (looking at you "Fragile Armor"...) unless you happen to have an insanely optimised build.
I would love for the "Ragers" and "No Regen" directives to be brought back as they offer some additional challenge whilst still being fairly reasonable post-combat; e.g.. healer skills can heal you AFTER the shooty shooty is done without having to run all the way back to safehouses to refill armor kits. Or enemies basically gaining a quick stimmie / adrenaline (HP) boost after getting [censored] off at you killing their buddies.
I can see the limitations in that, but I was actually wondering why not increase the personal CHARACTER inventory rather than the shared storage box inventory.
The shared inventory can currently store 300 items, so I was wondering if it would be impossible to increase character inventory to maybe 200?
I can accept the smaller caliber sniper rifles not being a 1-shot kill if they are using 7.62mm NATO or equivalents, at most up to .338 magnum. Anything else after that however is going to either blow a fist sized hole in you, or at the very least cause huge / lethal amounts of soft tissue damage from the kinetic energy behind the round, fancy body armor or not.
As to the lack of prone, unfortunately I don't think the engine can actually manage that...being basically a modified version of the CryEngine..
Those are indeed good guns to use due to their damage and ROF at CQB, but how exactly do you deal with that punishing recoil?
Also, the ammo pool, especially for the FN5.7, seems like an issue to me especially if you are using a 5.56mm primary. Unless you only use pistols?
Ooh yes, optical camo is a game changer in the main story mode.
Upgrade your Opti-camo to maximum and have fun. It really adds a new dimension to tactical flexibility in infiltration and stealth phases of gameplay.
It also means you no longer need to drop and cover yourself with crap to hide from Azrael drones as it works against them if not in combat.
Yep, and that's kinda the sad truth of the situation...
Honestly I agree with you concerning the stupidity of the raid in a mil-sim tactical shooter series. But you dont really need the Koblin, unless you are drone hunting. The Honey Badger more or less performs the same as it and the blueprints can be bought in Maria's store. Or you can do the Bodark storyline in the main game to unlock a custom skin version of it. As an added plus, since the Honey Badger is classified as an SMG (idiotic really since it basically uses an assault rifle equivalent cartridge IRL and full on 7.62mm NATO in-game), the Panther Class can retain full damage while shooting it with a suppressor.
Hope this helps.
While the whole 'high-risk-high-reward' concept may work for a pure looter shooter / rpg, it doesn't really work with a series like Ghost Recon, due to the premise of the series in the first place.
I personally feel that the main issue is that they tried to introduce pseudo looter-shooter and rpg-style mechanics into a series that has primarily been focused on near-future mil-sim and semi-tactical combat (for the later GR games that is. The OG GR games kicked [censored] in the tactics department). As a result the game basically came out half-baked with glitches that persist even today like enemy spawn issues (behemoths...) and REALLY crappy initial gameplay experience, and the backlash if you recall, basically caused Ubi stocks to tank after release.
The primary fanbase for Ghost Recon never really liked the raid that much in the first place, given the mechanics and difficulty with it, and the locking of content behind it while requiring a 4-player team, in a series previously known for an immersive SOLO tactical mil-sim experience. Furthermore, the sheer ludicrousness of the raid bosses as I mentioned (I.E. the "[censored]-of-a-weakpoint") in a previously semi-realistic series further breaks immersion.
Furthermore, while I do understand the devs (or maybe upper management / marketing etc...) at Ubi want to incentivize the raid, the original primary GR fanbase seemed to prefer a more decent and immersive solo storyline experience. Instead what was received was a half-baked attempt at basically cloning the Division series, but reskinned as ghost recon instead, with gameplay mechanics that were at times outright useless and weapon stats that made literally no sense (e.g. the damages for some weapons being inconsistent despite literally having the same calibers, arbitrary buffs / debuffs on attachments, etc). Furthermore, the original locking of many cosmetics behind the raid, which were previously free in prior games and also BASIC ISSUE in the military, did not make sense, and the locking of certain weapons behind it is basically a slap in the face to long time players / supporters of the franchise, who may view this move as a way to forcefully pad gameplay time.
All I will say is this concerning the stupidly useless and complex ammo system.
A headshot, regardless of ammo type, except perhaps the glass-cased poison rounds, if the target is helmetless / has had their helmet broken, should be an instakill..., unless you are saying that you can survive being shot in the head with an incendiary round / military grade FMJ...
Normal mil-grade ammo should be able to actually PENETRATE HELMETS, or at least take only 2 rounds to do so, as you would realistically be using FMJ rounds, which should definitely be able to penetrate helmets on a straight shot, unless the only ammo available in the entirety of Yara are non-jacketed rounds, i.e. pure lead (which would be bloody unlikely as automatic rifles would jam REALLY fast or not even load properly), or if the AI are wearing multiple anvils around their heads, which if it were the case may actually explain the games' stupidity sometimes...
Hi-Explosive / Blast ammo should be a 1-hit kill REGARDLESS of weapon type unless the enemy is perhaps like the FC3 / 4 heavy armor gunners / flamers, or are you telling me the FND has advanced light-weight blast / bulletproof armor for their basic infantry, which even countries with advanced armies are unlikely to have, which would be unrealistic seeing as they are supposedly stuck with bloody cold-war era / early 2000s gear. A human wearing basic body armor getting shot by a round containing an explosive charge would most definitely NOT be getting up again, not intact anyway.
This is should especially be the case in headshots if they are not wearing blast visored helmets, which I could possibly accept as detonating the round before it hits their faces, reducing the damage. The cheese that such a change would bring can perhaps be mitigated by restricting the Hi-ex ammo type to either shotguns, which can realistically chamber explosive slugs (FRAG-12), or the MBP .50, which should be able to chamber the Raufoss Mk211 12.7mm round.
And on that note for snipers... the [censored] MBP .50 (ANY .50 cal variant) should be 1-shot kill on ANY infantry, be it body or headshot, REGARDLESS OF AMMO TYPE unless they are perhaps like the above mentioned FC3 / 4 heavies, who even then should go down from at most 2 shots, or if using AP / Hi-ex, 1 round, seeing as it is FREAKING AP AMMO meant to penetrate ARMOR, on a round which even using basic FMJ can actually be used to SHOOT THROUGH ENGINE BLOCKS.
Armor Piercing ammunition doing slightly less damage to infantry I can buy into somewhat, given that a high-velocity round designed for penetrating armor would likely have a narrower wound channel and possibly less tumble than say, a hollow point or basic FMJ. But it should be able to do MORE damage to vehicles seeing as it should realistically, oh I dunno, PIERCE (the P, in ARMOR PIERCING?) the chassis and engine? ESPECIALLY if using the .50 Cal snipers, the basic FMJ round of which, even today, is able to disable vehicles and, when using AP rounds, even LIGHT ARMORED VEHICLES...
The RPG / RAT4 should ideally kill the basic helicopters and all cars in 1-shot, given that the helos themselves seem to be from the 1970s, the helicopters of which could potentially be brought down by RIFLE FIRE...I'll give a pass to the larger troop heli as it could plausibly, although unlikely be armored to withstand maybe 1-2 rocket hits, seemingly being a Mi-8.
I wouldn't mind the group Raids too much honestly if the bosses actually had BIGGER HIT SPOTS...
As it is the current bull-shittium invulnerable chassis armor plating and tiny-AF a**hole of a weak spot on the raid bosses is what gets me, oh, that and the fact that medics cannot self-revive (way to cripple us Ubi), and the fact that there is literally no way to refill ammo once inside the boss arenas.
So basically not only do we have to deal with AI-aimbot infantry shooting us, we also have to deal with what is essentially a super-guntank / super-sized daleks if they had dual 30mm autocannons, muli-missile systems, and the ability to flatten us while there is almost ZERO cover for the players, and no way to damage them aside from the tiny star-warsesque exhaust port in their super-duper-magic-fairy-metal armor plating, while we, the players, have VERY limited ammo, no armor, [censored] for health, no way to pick ourselves up, and did I mention this, ZERO EFFECTIVE COVER.
Just wish they would expand our storage capacities further.
I tend to be a hoarder but even minimizing this tendency by only keeping Guns / Gear with god-rolls, it STILL leaves me with a full shared storage crate and less than 5 slots free in all 4 of my characters after taking into account the gear I actively use in my builds.
And it's probably gonna get WORSE if they introduce new guns / gear / brands with the next update...
If the shared storage is an issue, why not just increase the personal character inventory?
Unless we are expected to get rid of our hard-farmed god-roll items that is? (although given how Ubi treats us, not just in Div2 but their other games, I wouldn't be surprised...)
My thanks for the reply concerning this issue.
Looking forward to when I can go back to using the Mk14A as part of my loadouts again.
Kinda necro at this time diff but yes, would LOVE to see some Vietnam war era guns in play besides the M1911 and AK47.
Or hell, just for laughs and fun, a lever-action Winchester Model 1894 (it's already in GR Wildlands while Division 2 had the Model 1886 and FC5 / 6 had the Marlin 1894) and a revolver besides Walkers' "Sharp Thunder" (NOT that event shotgun-pistol either) for those of us wanting some something other than purely modern weaponry.