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  1. #11
    Originally Posted by christiancorbs Go to original post
    1500+ hours here primarily spent in DZ and I agree. Go run around in this and go try TD1 and it will be night and day. Movement is a step in the wrong direction. Not being able to heal while moving is going to cripple PvP and whoever has more people on their squad wins. Really disappointing.
    Totally agree going back to TD1 after playing this you can notice how different the movements and general graphics are better
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  2. #12
    Also, there seems to be an issue when taking cover, you basically "fall inside", so half of your body is under ground when you are in the cover. Must be fixed, it looks horrible.
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  3. #13
    i gotta disagree for pvp.where D1 was chicken dance+smashing the medkit button at the right time, d2 is slower and favors using cover, especially the right cover, and situational awareness more.
    as for winnig just by having a larger group this isn't the case either. you just need a good position and you can still easily defend yourself with 4 man against 6-7 other players. in this case the group with the better position/communication wins.

    in the end it comes down to what you prefer: using tactics, positioning and coommunicating that to your team, or learning the ins and outs of game mechanics(when to pop a heal/skill) and chicken dancing.

    both require the same amount of skill, it is just different skill.
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  4. #14
    Noxious81's Avatar Senior Member
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    Concerning the PvP- and rogue gameplay in TD2 I have to admit, that I really like the changes they made to healing mechanics. But it is a pity that they completely crippled the perfect movement from TD1 in order to cater PvP (preventing the chickendancing). It feels so slow and clunky - and with all the rushing enemies in PvE, such slow animations and actions (not talking about healing, I also like this mechanic in PvE - I rather talk about running/falling back and using skills) can give you quite some hard times.

    Also, I missed the highlightinh/marking of rogue players, which alerted me ingame, whether a rogue or a friendly player approaches me. When encountering rogue agents in the beta, they did not have their names, red marks (e. g. red health bars or skulls) above their heads. TD1 did a better job here. And while they slowed down so many actions and animations, going rogue is still so fast, that you are often already dead before the game tells you, that a nearby agent went rogue.
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  5. #15
    322 hour on D1 and mostly spent on DZ (solo), after hours of D2 (mostly spent on DZ as well) this is my conclusion for the beta.

    Movement in General: Looks weird at first time, but i could get use to it since it resemble how ppl run normaly. The main problem is that you are suposed to carry heavy loadout (gun, gadget, other stuff) in a conflict zone that make current running animation somewhat awkward.

    Combat: Also love the current healing system that force people to go tactical instead of stacking heal & overheal. I hope there won't be a overheal+instant heal+signature heal+nomad+run-in-a-circle-with-smg/AR build in this sequel since everyone and their mom use it and it make every gunfight last forever. TTK in general (both PvP and PvE) currently are in good shape, and i hope the signature weapon won't affect it that much.

    On the other hand, the current combat tactic make non automatic gun like marksman and rifle an actual viable weapon. I took out many ppl with SCR/MK17 last night and it was awesome since it's near impossible to that in div 1 without using per-nerfed Deadeye gear.

    PvP & DZ: Really love the current rogue status since it encourage every single DZ inhabitant to go nuts since it give you reward for doing that (thieves den, also extra reward for getting neutral). On the other hand, maintaning rogue status are way harder due to smaller zone and dense NPC spawn point and number.

    AI Behavior & Difficulty: If any of you tester realize, Division 2 trade TTK to enemy number. Yes the enemy are less spongy (even the yellow one) but now it's very easy for you to get swarmed. In aditional, every single person will unload their magazine if you are out of cover or if they flanked you.

    Weapon: Adding Rifle for semi auto/ burst is a great choice. Currently there are 3 categories for this type of weapon, high damage single shot with high bloom (SCAR,etc), medium damage single shot with medium bloom (SCR, .45CP SMG -_-) and burst weapon.

    In general, Division 2 is definetly a major improvement....on the begining yet i hope it'll stay this way
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  6. #16
    For everyone saying the graphics are ****e...I'm curious about your setup...are you running a One X and a 4K TV? TD2, visually, is much more impressive than anything in TD1.

    I completely agree with the character movement gripes, but the devs also heard everyone complain about cronus max scripting where players hit a button and dance around like mouse and keyboard on steroids...so perhaps this is their solution to that. I think speeding up the time for changing out an armor plate, as well as only needing to hit the button Vs. holding it is a great idea. The menus are a little over complicated, however the menus aren't that difficult to figure out once you spend some time familiarizing yourself with them; I have over 4,100 hours playing TD1 and the muscle memory is difficult to forget, but not impossible.

    The devs need to polish up some stuff and fix the bugs that originated in TD1, and are still present in TD2. They also need to work on the rogue function in the DZ, half the time other players don't even know you're rogue until you're already shooting them or you happen to spark up right in front of them. Personally I really dislike the new weapon mod system, I think we should be able to obtain blueprints that boost both attributes instead of a give this and take that approach; maybe in the beginning their take is fine, but endgame PvE and PvP should reward better weapon mods for achieving certain in game accomplishments.

    I know this game isn't going to be everyone's cup of tea, especially if you're looking for the same PvP mechanics as TD1, but I haven't had any lag or frame rate drop in the new DZ, I haven't experienced players shooting me through concrete walls, I haven't watched someone running in place or sliding on the ground while stuck in restock animation, I haven't killed a player repeatedly just to watch them get 7 Nomad procs in a row, I haven't been bled to death by Predator's Mark while standing in an immune station knowing full well my adrenaline talent is still active...all this still exists in TD1. People complained about lack of skill and noobs being able to kill you because of OP gear, but they try and give us a PvP where it's mostly about "whoever lands more bullets" wins, and yet people complain and say they want the old Division PvP.

    The potential for true build diversity in TD2 looks far more promising than TD1, between specializations and the way your gear attributes are set up, I think it positions everything to be a potential meta build...and it will take brains to figure out how things synergize with eachother. If you just want to shoot stuff and win, go play fortnite or apex legends, but hey, that's just my 2 cents.
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  7. #17
    - Healing should be possible to apply while running not stationary, im fine with the amount of time it takes to heal up / armour up.
    - Feels clunky yes.
    - Hate the "sticky cover" when u go into cover and you cant leave your cover because it feels like the game has put superglue to the object.
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  8. #18
    UbiInsulin's Avatar Community Manager
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    Originally Posted by paulk56 Go to original post
    Hi all,

    I spent more than 2,000 hours in TD1 and I was really looking forward to TD2, however, it feels boring, and I'm trying to figure out why.

    Anyway, here are the major points of what I don't like:

    1. Running animation - unrealistic, clunky, and feels like a step back compared to TD1. Just play TD1 yourself right after you close TD2 Beta and you will see what I mean. The running animation in TD1 feels and looks much better.

    2. Lighting/Shadows/Colors - I don't know if it's because of the beta but something is wrong with the lighting in this game. The contrast/brightness is almost impossible to balance, sometimes the colors look washed out, sometimes it looks like there are no shadows, it feels weird and needs to be improved in the final version.

    3. Healing - I understand what they wanted to achieve here but it shouldn't take so long to replace the armor plate. It's just annoying, especially when we cannot move while doing this (which is fine, just speed it up). I would also appreciate to just press the button to replace the armor plate, without the need to hold down the button.

    4. Characters (hair, eyes..) - what is this? I mean, it's 2019, "triple A" game, and my character looks like a zombie with ugly hair. Please go back in time and change that.

    5. Cover bug - when taking cover behind different objects, you sometimes "fall down", so that half of your body is under ground while sitting in cover.

    That's all I have for now.
    I've passed on variants of all the feedback in 1-4. Thank you!

    Do you happen to recall any of the exact spots for #5? I can pass on any specific locations.
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  9. #19
    Originally Posted by UbiInsulin Go to original post
    I've passed on variants of all the feedback in 1-4. Thank you!

    Do you happen to recall any of the exact spots for #5? I can pass on any specific locations.
    Hey UbiInsulin,

    I had to search for a random video on YT to find the exact spot, here it is (roof of the Grand Washington Hotel):


    I was taking cover there and suddenly my character was half-way in the ground (you can move out when that happens though, it's just weird).

    However, it also happened to me on some other places at least twice, but I don't remember where it was.

    Thanks!
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  10. #20
    I think I am gonna wait for a few weeks post release
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