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  1. #1

    Two quick questions about the Iron Horse Raid

    Hi all!

    I just had two quick questions about the Iron Horse Raid, the control room phase in particular , because my teammates and I differ on this and ive seen videos that, too, differ on it

    1. The two people who cover the fuse boxes, are they supposed to go down as soon as Fieser smashes the glass in the control room or when the crucible reaches 100 ?
    2. For the water cannon to get activated, is the pressure range 80-85 or 85-100 ?

    TIA people
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  2. #2
    Our group ran a haz pro/healer hybrid, so it was only one person in the control room, and he stayed up the while time.

    The water MUST be at 80-85%. It use to be anything above 80, but they fixed that about 2 months or so after release.
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  3. #3
    Originally Posted by TxDieselKid Go to original post
    Our group ran a haz pro/healer hybrid, so it was only one person in the control room, and he stayed up the while time.

    The water MUST be at 80-85%. It use to be anything above 80, but they fixed that about 2 months or so after release.
    Wait, you guys dont have anyone covering the fuse boxes beside the control room ? im not talking about the person IN the control room, thats the healer who does the mechanics. im talking about the ones who stay just outside the control room to stop the purple enmies from hitting the fuse boxes
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  4. #4
    Originally Posted by Wraith_9z Go to original post
    Hi all!

    I just had two quick questions about the Iron Horse Raid, the control room phase in particular , because my teammates and I differ on this and ive seen videos that, too, differ on it

    1. The two people who cover the fuse boxes, are they supposed to go down as soon as Fieser smashes the glass in the control room or when the crucible reaches 100 ?
    2. For the water cannon to get activated, is the pressure range 80-85 or 85-100 ?

    TIA people
    I'm always in the oven never played control room.
    I do know that if the Glass breaks and the 1 or 2 players up there go downstairs and don't set foot on the stairs again, it will be alright.
    But really don't go on the stairs is what I hear in my chat. Lol
    Or they don't spawn anymore/or they come downstairs to you and ignore the fuse. 1 of the 2.

    Water Cannon is 85
    I always hear 3x 25 and 1x 15.
    The pressure goes down and at 85 the player at the cannon has to be there when you say go.

    Tip for the oven player.
    Use Fire wall
    The medkit effect is good to have there because sometimes you don't lose armor but immediately health. (Idk why)
    This way you get a 10sec heal for armor&health while shooting the cannon.

    And another tip:
    Start doing the pressure part after Fieser did his wipe move. (And you did the rockets)
    This way the oven player can't die in the middle of the moment.
    (Can still die ofcourse but doesn't get annihilated)
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  5. #5
    WrecK3rr's Avatar Senior Member
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    Originally Posted by Wraith_9z Go to original post
    Wait, you guys dont have anyone covering the fuse boxes beside the control room ? im not talking about the person IN the control room, thats the healer who does the mechanics. im talking about the ones who stay just outside the control room to stop the purple enmies from hitting the fuse boxes
    Once he breaks the glass for the Control Room and doors are locked.
    Yes, you can leave the fuse boxes and go down.
    Because the purple stops hitting the fuse box once that happens.

    Just FYI. It isn't intended though and they did fix it a few months after launch.
    But, the fix got reverted during another maintenance that happened a week after.
    And they didn't bother to touch it again since then.
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  6. #6
    vm4M9Tz4pB's Avatar Senior Member
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    Originally Posted by Wraith_9z Go to original post
    Hi all!

    I just had two quick questions about the Iron Horse Raid, the control room phase in particular , because my teammates and I differ on this and ive seen videos that, too, differ on it

    1. The two people who cover the fuse boxes, are they supposed to go down as soon as Fieser smashes the glass in the control room or when the crucible reaches 100 ?
    2. For the water cannon to get activated, is the pressure range 80-85 or 85-100 ?

    TIA people
    2. it can reach at 90%, but the water gun only work (in the control room, activate) is 80-85%
    1. if the purple still would turn off the power, they can't go down. but generally, they can all go down after the tank is destroyed. as all players are using red build, excerpt the one who use the water gun, i haven't see these two agents to go down and DPS the boss. as the boss isn't hard to kill after the tank is destroyed, he is no threat at all
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  7. #7
    80-85%. Dont go over 99 otherwise you have to wait about 30 seconds and do the "waters" again.

    When the healer in the control room reaches 100 stacks (just to be sure) the other guy(s) upstairs can go down. It will only go up to 100, if the glass is broken.
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  8. #8
    V4MPiR1's Avatar Senior Member
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    Originally Posted by Wraith_9z Go to original post
    1. The two people who cover the fuse boxes, are they supposed to go down as soon as Fieser smashes the glass in the control room or when the crucible reaches 100 ?
    Neither. Depending on how you execute this phase, and yes, there are significant variances in methods and builds (spec. Control Room Commander, and Forge 'Tank"), the glass may break early or not at all. Regardless, the purple will randomly spawn on either side at regular intervals and attempt to throw the respective safety disconnect switch, while the heavy grenadier covers him. Again, the method applied will dictate when the teammates assigned to killing the purple will move from those posts. For example, if you have the Forge 'Tank' verify that they have pressure to douse the molten iron with the water cannon, and then order everyone into one of the airlocks to kill Pfeiser, then any inbound purples succeeding in throwing one of the safety disconnect switches will only freeze open the airlock inner door, held under power until such time by the Control Room Commander, and allow the fire team to neutralize the threat. If the Control Room power is shut down, your team needs to be able to operate to neutralize the threat, or to restore power and then neutralize the threat.

    Originally Posted by Wraith_9z Go to original post
    2. For the water cannon to get activated, is the pressure range 80-85 or 85-100 ?
    Hmmmmmmm. Not sure about that one.



    Keep in mind that once any auxiliary valve is opened, the main pressure (Control Room) will continuously drop, magnified by the number of valves preselected for opening. The ideal target is the combination from Alpha, Bravo, and Charlie that yields 90 PSI. The reason for this is that when you give the GO command for water, by the time your teammates open the preselected valves for 90 PSI, the pressure should have fallen into the nominal 80-85 PSI range, allowing the Control Room Commander to open the main valve, and divert the water to the Forge water cannons.

    When you enter the Forge, you will already know that each of the three valves from Alpha, the two from Bravo, and the two from Charlie will randomly preset to either 15 or 25 PSI. As mentioned above, your target will be 90 PSI. If you cannot produce a combination under which the sum is 90 PSI, make the following adjustments; 95 PSI (add a 3-second delay to the final valve opening, or 100 PSI (add a 5-second delay to the final valve opening). Your teammates should be able to make those determinations mentally and safely land within the nominal range. You may also have to factor in your teammates' capabilities and assess their positions' threat levels when selecting which valves will be opened. Deliveries ≥ 95 PSI will overpressurize the main, forcing a cooldown and subsequent reattempt, increasing overall risk.
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  9. #9
    V4MPiR1's Avatar Senior Member
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    Originally Posted by Wraith_9z Go to original post
    Wait, you guys dont have anyone covering the fuse boxes beside the control room ? im not talking about the person IN the control room, thats the healer who does the mechanics. im talking about the ones who stay just outside the control room to stop the purple enmies from hitting the fuse boxes
    Yes and no, and factoring in capabilities of any potential raid virgins. However, your initial reaction is correct. The safety disconnect switches have priority. If the Control Room power is shut down, you can't complete objectives. If you can't complete objectives, your whole team dies. We typically task veteran 'floaters' that cover additional responsibilities and have means of detecting and stomping on the raisin upstairs before he can increase mission risk. Any raid virgins are default assigned Charlie Up, and the more experienced, Charlie Landing, to provide additional cover to Bravo and Charlie.

    Keep in mind that although the safety disconnect switches have priority, given the fact that there is only one purple running interference upstairs at any given moment in time, assigning two teammates to that single responsibility would be a poor allocation of resources.
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  10. #10
    V4MPiR1's Avatar Senior Member
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    Originally Posted by DutchLMB4ever Go to original post
    Tip for the oven player.
    Use Fire wall
    The medkit effect is good to have there because sometimes you don't lose armor but immediately health. (Idk why)
    This way you get a 10sec heal for armor&health while shooting the cannon.
    Little recognized phenomenon. The more code executions your team fks up, the greater the direct-to-health penalty stack is added to your Forge 'Tank' when they make the move for the water cannons.

    You need to employ better communications and/or knock the covers off of those with impulse control issues. LOL
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