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  1. #11
    Originally Posted by Craig1405 Go to original post
    The problem wasn't so bad in TD1 when we had the D3-FNC gear set and it was possible to march straight to the support station and take it out with The House or any decent SMG especially when it was in a really inaccessible position. We really need that set or an equivalent to deal with the support stations because on higher difficulties with NPC's swarming all over the place with infinite health it's a real problem. Another thing I've noticed is that many players fail to prioritise taking the medic out asap which obviously really helps.
    Man I'd give my left arm for the D3-FNC set to be in this game. Loved using it with my high health shield, felt like an actual tank, not, whatever passes as a "tank" in this game.
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  2. #12
    Originally Posted by makerofthings Go to original post
    The Devs play tested this mechanic for months (or days) and gave it the thumbs up. Now for the price of admission, we too, can be an open beta tester (without the salary or credit).
    They haven't play tested $h!t and they haven't even played the game. Even on the last SoTG they got asked how much time they've spent playing wony, what followed was awkward silence because they haven't played or play tested anything.
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  3. #13
    is like a god mod NPCs when two med pots are deploring at the same time
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  4. #14
    Originally Posted by McR4v3n5 Go to original post
    is like a god mod NPCs when two med pots are deploring at the same time
    It feels like good old legendary missions in TD1. You cannot kill anything until you destroyed/jammed med stations. I like it.
    But they need to fix a bug with EMPed stations.
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  5. #15
    Originally Posted by Agent_Ares Go to original post
    CAN OVERHEAL GENERATORS

    This right here, sweet jesus it's pretty much impossible to pass the initial objective in the last area of the mission of Tidal Basin, when playing on Challenging or harder. The healing station IS NOT affected by emp based weapons & skills, it closes but still deploys healing charges. On top of that, it has alot of health. It heals faster than 1-2 players can take out the bonus health it keeps stacking on the 3 generators. The worst part is you cannot focus all 4 players to overcome that, due to all the npcs swarming the area.
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  6. #16
    Agent_Ares's Avatar Senior Member
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    I thought the situation with medkits couldn't get worse, Apparently, I was wrong.

    https://forums.ubisoft.com/showthrea...laced-in-Spawn
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  7. #17
    CptCombatGamer's Avatar Banned
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    FYI, stupid boxes 9/10 times are IMMUNE to fire grenades.....

    So you're forced to leave cover and die to get at it....

    Or wipe and retry hoping the ahole comes forward enough to be shot...
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  8. #18
    Originally Posted by makerofthings Go to original post
    The Devs play tested this mechanic for months (or days) and gave it the thumbs up. Now for the price of admission, we too, can be an open beta tester (without the salary or credit).
    I am a player, and not a tester. They should have had a PTS to see if people liked this update. Although again I will not become a beta tester for there mishaps. Never!
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  9. #19
    I failed the 2nd mission on Coney Island where you're fighting Dolores 5 times in a row because of having to deal with Dolores, The Chaingun Heavy and the Medic. All that on the story difficulty playing solo and I had 580K armor that just went in the blink of an eye.

    I'd rather deal with three Heavy Cleaner bosses than one BT Chain Heavy + a Medic.
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  10. #20
    Agent_Ares's Avatar Senior Member
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    The problem is the HP is just too high and there are no Crit spots to disable the medkit.
    This is a 100% Pure Bullet Sponge Mechanic.
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