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.
I ran this again as a shepherd when another player running it called for backup (Hard difficulty).
The delta-03 happened as usual and we both got put back to the start location of the mission when we reconnected. However, the mission areas stayed clear of enemies, we were able to run through the whole set of areas to reach the final point. At the final area, there was no sign of the marauder or any other enemies, and we were unable to interact with the computer to start the download, so the mission was effectively uncompleteable.
Latest posts made by the_Kettle
@virtual-chris No, a ToTS sniper is still a decent build, the main advantage is that you can use that occasional TAC-50 ammo to build a decent HH stack off your first shot (meaning you can eg pick an elite with your first shot, rather than having to start with red enemies to build your stacks), and you've also got it as a quick damage boost if you have eg a named enemy or something that you'd otherwise struggle to one-shot. As long as you're landing one TAC-50 kill per 60 seconds to maintain the gear set damage bonus, it'll do about the same damage as a good high-end or Aces & Eights sniper build. The main downside is just the infuriatingly slow switch speed you get with specialisation weapons.
Regarding the automatic collecting of ammo, I think you're misremembering the old Ongoing Directive setup, which IIRC dropped bleed ammo in the field rather than sticking it straight in your gun, then the backpack talent auto-collected it in a radius.
@virtual-chris Without golden bullet you won't be able to sustain TAC-50 ammo (unless you're only firing twice every 60 seconds, or whatever the regen rate is) so think about your secondary sniper - if using Mantis, then decoy is the obvious skill choice, but of course with Nemesis or White Death you've got a bit more flexibility.
Do you experience this issue on any mission difficulty?
As far as I can tell, yes: changing open world or mission difficulty has no effect.
Do you encounter this behaviour when leaving any classified assignments? As this issue has already been reported previously
I don't have access to them (no Year One pass - it never goes on sale!) so am unable to test.
Do you experience this issue without having any directives enabled?
Yes, I tried turning them all off and the issue remained.
Another minor observation: I just testing it again with less than full ammo reserves and it seems to remove 338 bullets (the same number as from full ammo in my video) from my AR ammo reserves EXCEPT when doing so would drop me below 486 bullets (50% of max). I.E. if I had 487 in my ammo count (none of this is counting the bullets in the gun itself), I would only lose 1 bullet. If I lowered my ammo below 486, it would actually increase to that level upon travelling to the offsite location.
IIRC, once you make it around the second gate you have to open that gate to let the warhound through, there's a button on one side, then wait while it comes through and puts another healing trap down for the last gate.
It sounds like you accidentally hit the 'toggle mission mode' button when picking the difficulty at the start of the mission, so now you're playing the manhunt version of the mission. You can toggle it back if you just want the usual version.
As it stands, if I farm the Solar Farm area every day, which is tedious and boring as hell (so I don’t do it that often) I have enough resources to craft 5 SHD about every week.
As mentioned, the three resources needed for crafting the SHD Calibration bundles can all be obtained by deconstructing green (gear set) items, so farming for those can be a more varied approach (especially if there's an open world area with one of the gearsets as targeted loot).
On the whole though, I see farming directly for items as the primary way to get what you need for builds, with optimisation only to 'polish up' near-perfect items, and as a backup for when extensive farming has failed to produce a better item. It's definitely not worth optimising every piece of every half-baked build idea that occurs, save it for the builds that you keep on running over the course of months.
(It should be mentioned I'm one of those gamers with a quite a lot of spare time to put into this, and I find putting builds together to be one of the goals that keep me playing the game, without which I'd be struggling to find things to do in the game, so I prefer when it takes longer.)
@sr_0v3rk1ll Yeah, I remember struggling my first time on this mission too - IIRC, it's 5 waves (each side at the same time) then once you've destroyed at least one of the fuel tanks you get 2 or 3 more small waves from each side, but entering at a different point from the previous waves (plus a few enemies come from the boat, including a sledgehammer heavy).
It is definitely possible to speed it up by focusing on the objectives though - there's a mounted gun on each side you can use to bring down the fuel tanks a bit faster, but then you still need to shoot through an annoyingly tough engine hatch on the boat itself before you can blow it up. Any enemies remaining in the area when you blow the boat will stop fighting and make a run for it. Helps if you've got teammates to keep the enemies engaged if you want to do it that way.
See video for demonstration of the simplest way I found to cause it.
Further testing suggests the problem occurs with AR, Rifle, and SMG ammo, but not LMG, MMR or Shotguns. The bug occurs for those weapon types regardless of whether they are equipped at the time of fast travel or not. It appears to happen on visiting any of the offsite mission areas (as well as the pentagon, I tested Manning Zoo and Camp White Oak, with the same results).
The display bug I mentioned previously occurs when I travel BACK to the white house from one of those areas - the ammo looks like it's dropped even further (to 486 in the case of an AR), in the same way, but (presumably because entering the white house restores all lost ammo) the missing ammo 'reappears' once you reload.
@imagine_brata Ah, fair enough - I've been playing primarily with MMRs for the vast majority of my playtime, which may explain why I haven't noticed this until recently! I did have a quick look through this forum and the 'known issues' thread to see if it had already been mentioned.
(But then that 'known issues' list doesn't seem to include a lot of stuff we know about, like the broken armor glitches or the unusable rope at the construction site side mission).