Best posts made by the_Kettle
I've tried to run the Pentagon mission twice now for the weekly project, firstly on Heroic with a matchmade group of randoms (someone else was lead), then again solo on Hard (to speedrun and get it over with). Both times as soon as I/we got the marauder's health down by maybe 20-50%, the game threw a delta-03. Reconnecting put the whole group back at the start of the mission.
Looking on the discord, I see others complaining about the same thing in different circumstances - eg being unable to complete Liberty Island.
I have yet to test this more fully (eg, is it every marauder in every circumstance? I completed legendary Roosevelt last Tuesday without a hitch) but figured I'd post this now as it seems like a pretty major problem if it's blocking players from completing WONY, and I'll add as I do more research.
Frustratingly, research will be slow as I have to run the whole mission again to reach the drone (and having completed the weekly invasion, I won't have any 'aerial recon' marauders in DC to test on).
It sounds like you're a 'hoarder', trying to maintain a collection of every potentially-useful item in the game - obviously this game doesn't suit that approach (hence your post), but you're more likely to successfully change your approach than change the game. I'd advocate the following:
Firstly, instead of the 'one of everything' wish-list, limit yourself to items in builds you actually play or particularly want to play: you want a short enough list here that you can maintain a mental list of what particular items, secondary rolls & talents you need (instead of having to actually compare against your existing items). If you haven't already, I'd recommend taking a look at some recommended builds other people have put together to get an idea of what's most useful and what isn't.
Secondly, develop a habit of glancing at loot drops when you pick them up, quickly judging them against your mental wish-list, and marking as junk anything that doesn't fit - which is likely to be the vast majority of it. Once you get used to it, it takes barely a second per loot item to evaluate and grab, far quicker than manually going through everything later. This way, whenever your inventory gets full, you can simply hit the 'scrap everything marked as junk' key and it'll all go away.
You may potentially scrap some good item that would have been handy in a future build you haven't considered yet, but that's a risk worth taking for the time & effort it saves you, and there will always be more loot drops in the future.
On a side note, I suspect a 'bottomless stash' would turn out to be a terrible idea, without good discipline it would be far too easy to let it build up to an unmanageably huge task to sort & tidy!
Update: Upon re-running the mission in order to record the issue, I found that this time the game saved my progress after each disconnect, so I was able to complete the mission. I've attached the video for reference, the four disconnects occur at approximate timestamps of:
00:39, 02:46, 03:11 and 05:11.
The timing of the disconnects seemed to be pretty random, not linked to any specific event.
Have to disagree with some of the posters in this thread about the usefulness of snipers - I play sniper more than anything else, in open world and in missions, solo and grouped, and it works just fine even with all directives on (I don't generally lag behind on kills or damage in group missions, unless everyone else is full DPS and mow everything down before I can aim...) With a high-end build with Mantis and headhunter as the key elements, your decoy gets reset every time you get a headshot kill so it doesn't matter that it doesn't last very long, you can just keep throwing them out. I do usually run an AR as a secondary for situations where I need to put out some consistent damage and don't have any suitable enemies to build headhunter stacks from (eg to get the helmet off a heavy) or for the occasional rusher when I can't seem to line up a headshot fast enough.
Needless to say, you DO need consistently good aim, or you'll end up doing little to no damage. It's very much an all-or-nothing playstyle, and if I'm having an 'off day' I'll just switch to an AR or skill build instead. It's also worth noting that enemies generally make easier targets solo than when grouped - they tend to move a lot more erratically when being shot by others, when it's just you they don't appreciate the danger until its too late, and are much more likely to stand still or run in nice straight lines for you
I do agree that HF/sniper is not a particularly useful combo though, you're essentially picking two conflicting playstyles and will only ever get the use of half your gear - pretty much the opposite of synergy.
It won't bring back your lost time, but a note for future challenges: when you move the cursor over a mission in the map screen, it lists all the rewards for that mission, and also the named bosses that will appear, so you can check that against your target to make sure you're running the right mission (and the right mission mode). If it's invaded and you want to run the non-invaded mission, go into the options for the mission (where you choose difficulty and directives) and look for a 'toggle mission mode' option at the bottom of the screen.
On a side note: if you don't enjoy playing the game for its own sake, but only for the (in-game) rewards, why play at all? If you DO enjoy playing the game for its own sake, then time spent isn't really 'wasted', even if you don't get what you were aiming for!
@astahl45 It's not only you, I already made a thread about this only about an hour ago. I went back in to record the errors occurring, and this time it saved my progress so I was able to complete the mission, though I got 4 disconnects in the process. I'll post the video in the thread I created once it's done processing.
Here: https://discussions.ubisoft.com/category/679?lang=en-GB I agree these are a huge pain to navigate on mobile, everything's really slow and half the time when I tap on a thread link it takes me to a different thread, as if the engine hasn't caught up with the visible display.
Latest posts made by the_Kettle
How do you suppose explosive seeker mine damage is accounted? Skill damage? Explosive damage? Both?
Probably both, but I very rarely play explosive builds so I don't have any data to go on. If you run a major explosive-focused build it should be pretty obvious by looking at the various totals (explosive damage, skill damage & total damage).
I also had explosive damage to my credit, but didn’t use any explosives… is that likely weak point explosives?
Most likely yes - explosive weakpoints and explosive canisters.
What about fire damage when I shoot a gas can near an enemy? Where is that going to show?
I don't know, such figures are likely to be pretty minimal compared to your total damage output in a mission, I mostly just glance at the overall totals (eg damage, kills, headshot kills) to get an overall picture of my performance rather than try to analyse every stat.
If ND damage is skill damage, Is all talent damage going to be skill damage? Like the Sync Talent, where you get +15 skill and +15 weapon damage and then double that if both are active… is all that damage going into the skill damage in the report?
I highly doubt it, most talents just increase your weapon damage, which will feed the same stat as just shooting the enemy normally. ND is different because the damage isn't reaching the enemy from your weapons or skills, it's sort of jumping directly from another enemy.
What about kills… if I do 99% damage and my brother gets the kill shot, is that a kill in his column? If so, kills are a useless stat, especially for bragging rights.
Correct, I sometimes see one player with more kills when another has done more damage (especially as a sniper - my damage is enough to usually one-shot an enemy whether or not a teammate has already done them a load of damage, so my teammate might have more damage but I'll have more kills). There's usually a fair correlation between kills and damage though, I wouldn't really call them a 'useless' stat.
Why bother reporting CHC and CHD that don’t match with your stats/mods etc… useless as well.
Make of it what you will, you don't have to pay attention to all the stats. It can help when comparing two similar builds though.
Unless we really know what’s where, it’s all kinda useless.
Again, I'll usually just glance at the big stats to get an idea of numbers, and also to know which player's build might be worth copying. (EG my current favourite build for missions is a crit hybrid with almost no skill damage stats but 6 skill tiers, run with turret & drone, memento & glass cannon - it does less weapon damage than a pure red build and less skill damage than a pure yellow, but the combined damage is great so it's remarkably effective in most situations. Copied it off a random matchmade player who ended a run with twice the damage & kills of anyone else). Another takeaway from regularly checking stats at the end of matchmade heroic missions is that all-red crit builds (especially ND) most often out-damage all others (player skill dependent, of course).
Nope, me and my sons had DUA on farm status, we had the perfect setup so there was no need for resetting/switching or anything like that.
Then I guess it must have been a random glitch!
I'm of the (somewhat unpopular) belief that the stats are actually mostly fairly accurate, but have a limited number of specific issues:
Most obvious is the 'negative damage' total, which occurs when players pass about 2.15 billion damage and the 32-bit signed integer storage wraps around to negative.
Secondly, the way it calculates actual crit chance and actual crit damage often results in lower-than-expected values (I think it must calculate the % of crits out of all damage given - including skills, weakpoint explosions, etc). Crit damage is presumably also based as a % of total damage, so at least 40% lower than the expected stat (since max crit chance is 60%). Other methods of doing damage also mess up these stats - a full crit negotiators dilemma build will always report low CHC & CHD totals, I'd guess because the transferred damage isn't counted as crits (in fact, I think it appears as 'skill damage').
Thirdly, resetting a mission you're in by wiping or re-choosing the difficulty, or jumping from part-way into one mission directly into another (by eg answering a call for backup) will carry across all the kills, damage etc you've previously earned, so can show a higher kill total than the number of enemies in the mission - my guess would be that this is what happened to @Oatiecrumble, that he'd tried pure DPS and wiped once or more on that mission before switching to a CC build, and the stats carried those previous totals across.
Fourthly, the stats do sometimes appear mid-way through a mission or just not appear at all, no idea what causes that.
There's currently no way to limit the local area chat to just your language or region. You can mute the channels entirely by opening the chat, right-clicking (on PC at least) on the channel name and selecting 'mute' from the options. There's possibly another option though, if you don't want to mute them entirely: I noticed recently that the vast majority of the Chinese chat was actually just a few accounts repeatedly spamming the same messages every few seconds (presumably advertising hacks or something) - you can right-click on their names in the chat and mute them individually though, which will reduce the messages to a much better level.
I'm fairly sure that currently the only filter you can apply to calls for backup notifications is to choose between 'all players', 'friends and clanmates only' or 'noone at all'. You can visually filter using the SHD map as you've presumably noticed, which will show you where the player is calling from and if they're endgame (orange icon) or story mode (blue icon). It is perhaps worth noting that opening that SHD map when you get a call for backup will actually show all recent calls on your map, so if the first isn't your thing, scroll around a bit and see if there are any others. That map only refreshes every few minutes though, so calls can easily expire in that time. It will also only show you calls in your local area (eg if in DC,you'll see all in the main DC map but none in NY or offsite locations like the Summit). You can increase your chances of finding a call and the area it checks in by using the Matchmaking 'answer the call' option, but that will give you no choice over when or what calls you answer.
There's definitely a lot of room for improvement in both these systems and they do regularly appear in feature request threads, but only time will tell if those wishes will ever be granted.
Firstly, you can only move items to or from your stash if you're in a location that has access to the stash (safe houses, base of operations, summit lobby etc). You also need enough spare space in your stash or inventory to move the items.
Secondly, you can't move equipped items into the stash, so make sure you have a different loadout on before trying.
Then, selecting that option on a non-equipped loadout will move all the items in it into the stash. Note that any gear mods equipped on those items will also move to the stash, even if they are also part of other loadouts.
To move a loadout back from your stash to your inventory, just equip it while in a safehouse.
It's not just in Asian servers either, I see the same thing in EU servers. There's a fairly simple solution though:
You can just mute the 'local area' chat channels so you don't see any of it, you'll still be able to see messages from your group and clan (unless you mute those channels as well).
They unlock one at a time throughout the season. It ought to give you the time left there in the manhunt page, but it appears to be bugged: You can however see on the seasons menu when they'll unlock (one next Tuesday, the last three weeks later).
If you want to just do the manhunt missions, you can unlock them all directly through progressing the seasonal track. Once unlocked, simply go to the base mission location (it should tell you in the seasonal reward description, eg Faye Lau is at Camp White Oak) and use the 'toggle mission mode' option to activate the manhunt mission.
Regarding tactics for decoy, heavies and dogs, this video has quite a few useful tips (although I wouldn't bother copying the exact build unless you're trying to solo legendaries):
Basically, the legs on all warhounds are unarmored but take reduced damage from bullets, however headhunter bonus damage ignores that damage reduction, so if you've got a stack or two you can do far more damage or one-shot them. For heavies, use & lose your HH stacks to break their helmet, then shoot them in the head again to rebuild stacks for any other enemies. Where possible, leave a few red enemies around as emergency stack-fuel when dealing with a mixed group of enemies.