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re: Any of you guys getting The Division 2?

Posted on 3/18/19 at 11:14 am to
Posted by TennesseeFan25
Honolulu
Member since May 2016
8391 posts
Posted on 3/18/19 at 11:14 am to
quote:

Can't you adjust font size? I know I was initially prompted to adjust, but I'm sure you can probably change in settings. I'm on PC, but I assume it's the same


^
Posted by Broke
AKA Buttercup
Member since Sep 2006
65066 posts
Posted on 3/18/19 at 11:43 am to
This game has no campaign right?
Posted by illuminatic
Manipulating politicans&rappers
Member since Sep 2012
6963 posts
Posted on 3/18/19 at 11:46 am to
There is a main story line until you hit the level cap of 30. After that it's all multiplayer content.
Posted by Broke
AKA Buttercup
Member since Sep 2006
65066 posts
Posted on 3/18/19 at 11:51 am to
quote:

There is a main story line until you hit the level cap of 30. After that it's all multiplayer content.


Ok thanks brother
Posted by toosleaux
Stuck in Baton Rouge traffic
Member since Dec 2007
9244 posts
Posted on 3/18/19 at 12:51 pm to
quote:

Can't you adjust font size? I know I was initially prompted to adjust, but I'm sure you can probably change in settings. I'm on PC, but I assume it's the same across all.


There was a prompt for subtitle size but I do not recall being able to adjust the font for the HUD.
Posted by McCaigBro69
TigerDroppings Premium Member
Member since Oct 2014
45095 posts
Posted on 3/18/19 at 1:18 pm to
quote:

Up to level 18 and 35 dark zone. Dark zone loot drops are amazing, pulled my first 2 gold equipment items. I have about 10 hours into it now.


I could be wrong, but if it’s anyhing like Division 1 any equipment you get right now is pretty much worthless by the time you hit lvl 30. Maybe they added something that lets you bring it up with you though.

I also read to save side missions for endgame since the gear drops at your current level.
Posted by alabamabuckeye
Member since Jun 2010
22206 posts
Posted on 3/18/19 at 1:40 pm to
Yeah, side missions always give you 1/3rd of the XP needed to get to the next level, apparently. So a lot of people are saving them for the end when it’s harder to level up. I did do the side quest to get the Extended Mag blueprint though, definitely worth it.
Posted by Barstools
Atlanta
Member since Jan 2016
9519 posts
Posted on 3/18/19 at 5:41 pm to
Not to mention it was laggy a hell and everyone was skipping across the maps.
Posted by TennesseeFan25
Honolulu
Member since May 2016
8391 posts
Posted on 3/18/19 at 7:08 pm to
Yeah, gear 2-3 levels higher replace golds quickly, still exciting and interesting to understand the drop rate
Posted by ShoeBang
Member since May 2012
19378 posts
Posted on 3/19/19 at 8:53 am to
quote:

side missions always give you 1/3rd of the XP needed to get to the next level, apparently.


Confirmed.

quote:

saving them for the end when it’s harder to level up.


I hit level 29.5 last night after doing the 2nd stronghold. Still have like 7 side missions that are not done. Holding on to them is not as important as you think if you are liberating control points and doing side stuff along the way IMO. I'm going to do the last few that have mods in them before going to world tier 1.

quote:

I did do the side quest to get the Extended Mag blueprint though, definitely worth it.


Never skip a side mission that has an attachment or mod you want. Depriving yourself of the AR extended mag's benefits is not worth saving for 1/3 of a level of xp later when a few side activities will net the same xp as a side mission.

As for gear? Until they fix it, hold on to your low level skill mods because they are usable once you get up in levels. I now have an extra shot on my chem launcher which means either 4 heals or 2 oxidizer shots. Was also able to get my turret recharge down to 99 seconds with 148 seconds uptime with mods that I saved at level 12ish.
Posted by Scruffy
Kansas City
Member since Jul 2011
72394 posts
Posted on 3/19/19 at 8:59 am to
I picked the turret as my skill, but I’m finding it not nearly as effective as in the first game.

Either it’s defense isn’t very good at all, or it vanishes for no reason and resets my skill.

I can’t really tell.

I just notice that it up and disappears after I throw it sometimes and ends up resetting my skill recharge to something like 10s.

I was going to switch to the seeker mine because it was getting annoying.
Posted by ShoeBang
Member since May 2012
19378 posts
Posted on 3/19/19 at 9:07 am to
quote:

it vanishes for no reason and resets my skill

That is a bug that the supposedly fixed yesterday. I started using the turret again after and had no trouble while it would disappear before with the short cooldown.

It was affecting the drone, turret, seeker and shield for sure.

Solo recommendation is the chem launcher healer and assault turret, now that it is fixed.

When I matchmake I run flame turret for choke points and chem oxidizer (2 shots with mod) for bosses / tanks. Usually able to stay back enough where a self heal is not needed and armor kits suffice.
Posted by Scruffy
Kansas City
Member since Jul 2011
72394 posts
Posted on 3/19/19 at 9:15 am to
Awesome.

It was really getting annoying.

Thanks.
Posted by ShoeBang
Member since May 2012
19378 posts
Posted on 3/19/19 at 9:25 am to
NP, this game is awesome. I had the day off yesterday with no responsibilities. Went from 18 to 29 and 2/3 strongholds down. Can't get enough. Should be lvl 30 tonight and hopefully have enough time to get to do the last stronghold and into endgame. I have done this all "solo" too, only matchmaking for main missions and strongholds, with randoms.
Posted by toosleaux
Stuck in Baton Rouge traffic
Member since Dec 2007
9244 posts
Posted on 3/19/19 at 9:47 am to
I went with the mine ball and the drone, definitely regretting that decision. Hoping to progress enough to unlock more skill points quickly.
Posted by ShoeBang
Member since May 2012
19378 posts
Posted on 3/19/19 at 10:16 am to
quote:

Hoping to progress enough to unlock more skill points quickly.


Main missions with the yellow triangle give you new skill unlocks.

If you play solo, I would absolutely say the chem launcher healer is a must at lower levels, but you could spend 5 SHD tech to unlock the assault drone if you haven't already and it functions as a mobile version of the turret, just less damage and health as a trade off for mobility. It will spook dudes out of cover too. The cooldown hurts though.

Healer drone and chem launcher oxidizer is another good combo early on. Low cooldown on the oxidizer, will kill red bars if they sit in it, absolutely melts any armor off enemies, and will pop any enemy out of cover if aimed right. Great for snipers, purples, yellows / tanks / bosses and grenade chuckers that hide a lot. Healing drone is self explanatory. You have to watch your flanks more with this build because you have no mitigation except vigilance vs a drone or turret that will kind of handle it for you.

My end game build will be a CC build. Demolitionist gets incendiary grenades. Will pair that with flame turret and riot foam with 2 shots. The flamer is directed at placement and not going to be automatic, but it can be an area denial tool, choke point tool or a tool to CC multiple enemies caught in the fire. Tanks, rushers, and hammer / chainsaw dudes that usually don't stop advancing WILL stop moving when lit on fire. When they break out, hit them with the foam and they stop again. Best non heal support build I could think of. Anxious to see if it works out like I think it will
Posted by toosleaux
Stuck in Baton Rouge traffic
Member since Dec 2007
9244 posts
Posted on 3/19/19 at 10:19 am to
Great info, thanks. Loving this game.
Posted by jamsmiley
Zachary La
Member since Nov 2008
634 posts
Posted on 3/19/19 at 10:54 am to
Currently lvl 16 haven't modded any of skills how does it work
Posted by ShoeBang
Member since May 2012
19378 posts
Posted on 3/19/19 at 11:25 am to
quote:

Currently lvl 16 haven't modded any of skills how does it work


Skill power from armor is the "currency" that decides if your skill mod will work, augmenting your skills.

Every skill mod has a "skill power required" line on it. If your total overall skill power doesn't exceed that #, the mod will not activate.

The issue is right now, the lowest level mods have requirements that are higher than is possible to even use. It is literally impossible to focus on skill mods until you get closer to level 30. I was unable to slot any mods in skills until level 26. My lowest level mod is a chem launcher mod that is green and level 13, but requires 375ish SP to use.

Keep all your low level mods until they fix this issue, the devs have stated that it is an issue and they are working on it. "Over tuned" was the word.
Posted by emboslice
Member since Dec 2012
4519 posts
Posted on 3/19/19 at 12:34 pm to
quote:

I also read to save side missions for endgame since the gear drops at your current level.
same with control points.

As for the font being small, I agree! I’m on a smaller tv so I really can hardly read it.. don’t think there is a way to make that font bigger because it’s part of the actual game screen not a text form. If someone figures it out though, that’d be awesome
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