Best posts made by R0CH3LL3
God I wish Ubi would release the mapmaking tools/prefabs for Division 2, as the game looks great and a fantastic library of objects to build environments with.
Have a sort of "workshop" for community made maps accesible through the helicopter, and these missions not awarding any loot nor drops if Ubi fears people using them to cheat equipment (like making corridors with just key lockers and faction chests). Have a voting/approval system in place, see which maps/missions that float to the top and put an intern on checking them for errors or usability, and if they pass this testing stage make them available for the general player base as new missions in seasons.
The game has quite neat algorithms for generating random opposition so map creators would just need to make maps and put entry points for enemies in them. The game would take care of the rest.
@FouzanQadeer Lol, apparently Ubislop's servers have spectacularly [censored] the bed... Good to know one's not the only one anyhow.
- Chem Launcher: Firestarter - Upgrade bonus: +1.0% Damage
The upgrade only affects the initial "blast", hitting enemies standing inside the launcher puddle when it detonates, and the damage from that. So lets see how much that is.
Here is the damage stats for Firestarter at skill tier 6 and having no skill damage- (apart from the 10% SHD lvl skill damage, which can't be disabled) nor status effect-stats on gear:
Not finding any official info on this but burn damage ticks for roughly 2 times per second, meaning that the baseline skill tier 6 Firestarter burn DoT damage does 175,196 x12 = 2,102,352 damage in total.
The 364,992 damage from the Firestarter detonation is ~17% of this. And a 1% upgrade of less than 1/5 seems quite underwhelming to be frank; the vast majority of the damage from Firestarter has always been the burn DoT. Especially considering the synergies the burn Dot has with the Elipse Phase gear set and the Creeping Death talent. All these things are probably obvious to the design team as well since they've made the Sticky Bomb: Burn upgrade centered around the burn DoT, as @d-a-r-n demonstrated. Which makes the focus of Firestarter Expertise upgrade on the miniscule detonation damage rather curious...
- Chem Launcher: Riot Foam - Upgrade bonus: +1.0% Ensnare Health
This upgrade doesn't begin to make sense as an upgrade, since AI enemies don't even shoot at your Riot Foam! So is it a PvP only-upgrade, meant exclusively for use in Conflict and on rogue agents in the DZ...? Yeah, if so it's an Expertise upgrade unfortunately made utterly useless to the vast majority of player base.
The matter of fact is these two skill upgrades are peculiarly out of sync with the usage of their skills and woefully underperforming with their output and the cost of upgrading. And would easily be remedied by making these upgrades in line with the main use of their skills: The Firestarter burn DoT and the Riot Foam ensnare duration.
@im_pine No. Just no.
Only a minority of the player base even has Expertise 10 yet, and not even a fraction of that minority have poopsocked their way to Exp 20.
Not only were 50+ Exotic Components given away in a cache, which will cover most everyone's need for months ahead, but the Expertise cap will keep those components from being used up all at once.
@ubi-perseids It's a very moody bug: I played for an hour or two, not seeing it at all and starting to believe it had been fixed, but then in another occasion it popped up regularly:
All these screenshots are from the same play session; all my Standard and Specialized resources are at 2k-4k, so none of them are close to being maxed, i.e. 'red'.
This one was strange because the Specialized Carbon Fiber displayed as blue when it first dropped, but changed to red when I killed another enemy close by (the Trophy/skill refresh stack further back)?
The general impression I got is this display error being caused by different loot stacks interacting with each other in some way. This is shown by another blue Carbon Fiber drop here...
...switching to red as the loot stack groups up with the Trophy/Armor Kit/specialization ammo drop from the True Son Rusher in the above screenshot:
@dagrommit It's a very fun and accessible game, so I certainly hope we'll see more of it. But I'd much, much rather have an additional expansion for TD2 than a another sequel.
WoNYC pretty much fixed/finished the game in many ways, and I'd say the gameplay is close to perfect as is. What's needed is additional content; areas and things to do. One thing I'd actually very much like to see is a return to DC campaign shorter missions; the NYC missions (and "new" ones right before WoNYC), while great, are like Stronghold+ levels of length and commitment. It'd also be nice to make this expansion a sort of extension of the DC (and NYC) area? Not having to leave your current session to play expansion content like you do when going to NYC (or back to DC): I very seldom go to NYC since it just feels more natural to move around in DC instead of load a new session into NYC, even though the NYC expansion has some great areas and fun locales.
It's such a shame Ubi is intent on splitting up the player base with the Heartland project, and it's a decision I really don't understand? Heartland would've been a be a great addition to TD2; Conflict in larger areas with more people involved and new scenery (DC suburbs with lots of parks/greenery) that would've been an interesting new feature for the game, revitalizing a somewhat overlooked area of it (pvp) and acted as a mix between DZs and Conflict? But instead you're supposed to stop playing TD2... in order to pick up a Battle Royale? That's some stale leftovers from yesteryear, if anything.
@FouzanQadeer Yeah, this is the sort of dumb-[censored] intern move that any half-relevant company should have seen fixed in a few hours. Account data (i.e. characters and their unlocks/equipment) doesn't seem affected at all, "only" our access to the games themselves.
Time to work on our Steam backlogs in the meanwhile... ¯\_(ツ)_/¯
EDIT: Lmao, yeah just killing and restarting the Ubi client fixes this crap.
@GnarlyAtol1793 When people mention items they can't find or have never seen before they're talking about DZ-only Named items, 95% of the time. Quite a few of the items you're mentioning are in this category (including the System Corruption gear set).
Savage Wolverine on the other hand is craftable at the Work Bench while Manic should be a standard LZ drop. Ruthless otoh was a pre-order bonus for the Ultimate edition of the game, same as the Lullaby or Enforcer shotguns iirc.
There are no Countdown-only items at this point in the game.
@GnarlyAtol1793 DZ-only Nameds are kinda rare and hard to find (not to mention succesfully extracting in the DZs...), but they can also be obtained in Named Caches, as well as sometimes showing up in the DZ vendors' weekly supply: The Harmony rifle is available for another ~18 hours at the vendor outside DZ West, for example.
Latest posts made by R0CH3LL3
@Sock_Monkey The strange thing to me is that we still have no way of Optimizing mods, neither Skill nor Gear ones. Maxed or close to maxed mods are the real end-game loot because they're so vanishingly rare, even playing on Heroic and Legendary difficulty (2000h+ played here, still haven't seen a 13% Protection From Elites...). And my Optimization materials have been sitting at maxed out for ages now, because at this time what am I supposed to spend them on? I've been wondering for years at this point why mods weren't included in the Optimization system.
always in PVP combat and with AR guns mostly
Would that explain why I've been seeing it so seldomly? Because I only play pve. Still sounds very strange a function error like this would make a difference between pve/pvp context, but if you're see this problem (much more) regularly that might be the case?
@Nerfed-Again Trying it out for grinding Proficiency actually opened my eyes to this skill and its usefulness.
It's a permanent pulse, not the ~8 seconds you get from Scanner. And having it following you rather than placing it at a location gives you permanent pulse on everything around you!
I would like the possibility of recalling it to 'follow-mode' by double-tapping the button though, like you can do with the Fixer drone?
why can't Kill XP mods be brought back for end game players who are farming levels, expertise
A bit OT but this is just factually incorrect: XP has no bearing on Proficiency at all. You manually get Proficiency, i.e. playing the game, just from killing enemies.
- Normal enemies (red) - 352 Proficiency
- Veterans (purple) - 422 Proficiency
- Elites (light orange) - 528 Proficiency
Neither difficulty nor directives have any effect on this: you get the same amount of Proficiency for killing a red enemy on Legendary as you do on Normal.
Worth noting is different equipment slots get different amounts of awarded Proficiency though: Your 'main' weapon used to kill an enemy gets 100%. Your other weapon, 'slot 2', gets 50% of this. Skills and armor (1 piece equipped) get ~66%. I can't answer for Pistols nor Specialization Weapons (I assume they get the unequipped 50%?) since I've already maxed out all of them.
Armor categories can be combined in order to multiply the awarded Proficiency to this category (I'm guessing this goes for equipping the same weapon in both slots as well).
This is just from some quick testing I did after discovering finishing activities gave no Proficiency whatsoever. There's still a lot information I can't answer for: Do you get the full 352 prof from a red enemy killed by a teammate, for example? Skill kills awarding full 100% to that skill in particular? Etc. etc.
What I'm trying to say is: No, +xp mods are are of such questionable use and marginal worth that having them in the loot pool would only serve to dilute it and make more worthwhile mods harder to get. If you need SHD levels quicker, activate some directives.
@Shadow_96 Proficiency grinding and testing new skills made me realize the Firefly (all of them, not just Demolisher) is a very moody skill to get working correctly: You can have it disappear even before reaching the first target if deployed from around corners, for example. I spoke to clanmates about this and they said it was an old problem, that the Firefly has a tendency to just vanish if it can't find a straight line from its current destination to its next target. Even though it's an UAV it will abort its route if it has any kind of terrain or objects in its path to the next target?
@UBiRod-M8 In the past month I've noticed a bug which makes your weapon unable to fire or the game not recognizing pressing MB1: It thankfully seems quite rare, I've only encountered it 2-3 times in quite a few hours played, and I have yet to notice any common denominators for it to occur? It is a quite irritating and debilitating bug though! Imagine having that while playing Hardcore...