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  1. #11
    Originally Posted by V4MPiR1 Go to original post
    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
    Oooooooh oke thanks!!
    And makes a lot of sense now, we have a multi cultural group.
    Italian,Polish,French,Turkish,Belgium,British,Amer ican,Norwegian,Dutch.
    The first 5 sometimes misunderstand what is called out.

    But most times it happens when new people join.
    They f/ck up because they're panic shooting. lol
    They see 2 cups on a belt, and shoot.
    But forget about if it's black,white or broken cup.

    Does this mean that if you shoot the wrong picture you get more lava in the room?
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  2. #12
    V4MPiR1's Avatar Senior Member
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    Originally Posted by DutchLMB4ever Go to original post
    Oooooooh oke thanks!!
    And makes a lot of sense now, we have a multi cultural group.
    Italian,Polish,French,Turkish,Belgium,British,Amer ican,Norwegian,Dutch.
    The first 5 sometimes misunderstand what is called out.

    But most times it happens when new people join.
    They f/ck up because they're panic shooting. lol
    They see 2 cups on a belt, and shoot.
    But forget about if it's black,white or broken cup.

    Does this mean that if you shoot the wrong picture you get more lava in the room?
    LOL. Reminds me of the Alpha through Papa valves in the Furnace (Williams). One of our guys is Brazilian (nonfluent ESL), and he wisely ops not to volunteer that responsibility when we change up roles; so he doesn't get confused when Diagnostics makes the calls. I personally love doing the valves when someone who doesn't know the phonetic alphabet runs Diagnostics and also unnecessarily calls the letter first. So I'll be ready, taking fire, and hear, "Ay for An-Tee-Dis-Ess-Tab-Lish-Min-Ter-Ee-Uhn-Ism... Bee for Bee-El-Zuh-Bub... See for Kor-New-Koh-Pee-Uh... Eye for Ik-Uh-Bod-Krayn". It takes discipline not to roll one's eyes. LOL.

    LOL. Yeah. Full versus empty. Some have difficulties interpreting signage as well. So, you'll get the, "Is full white or black?.. because I drink my coffee black", to which the reply is, "This isn't some Breakfast At Tiffany's two-tone coffee cup, mofo! Get it right!"

    Or the impulse control ones, as I mentioned. "Empty Cup On A Hook..." [BANG], "...Moo <pause> Ving". <eye roll>

    Or, "Empty Cup On A Hook", "Moving?", "Did I say moving?", "No", "Well that's because it isn't fn moving!".

    The code failure penalty isn't lava/fire/burn. We know we can't rely on quadrant pit observation for that assessment, since its respective displaying has been glitched (unreliable and predominantly nonexistent) since release [Aside: For the Hoot Foot Commendation, we rely on time -- 150 seconds (actual), 180 seconds (target, compensating for potential visual bugs, etc.) per quadrant filling.]. However, two key bits of evidence suggest otherwise. First, when I confirmed the phenomenon, my build had 100% Burn Resistance and I began experiencing it while still on the cannon deck. Second, the lack of a Burn Status Effect.

    How it is actually realized is hidden in code. Given that it is uncounterable and most consistent with carbon monoxide exposure, my working hypothesis is that the penalty is the equivalent of 'permeable' armor.

    BTW, tell your guys to refrain from using shotguns to destroy the junction boxes on code executions. It registers as a false negative (red) on the display screens in Alpha through Charlie and can lead to unnecessary chatter.
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  3. #13
    Sorry, but that's wrong. I've had the power go out after the control room doors have closed.
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  4. #14
    I use to send the power guy(s) downstairs once the control room windows broke until the power went out after that a few times. Then I had others tell me you had to wait to 50% or 75% or 100%. I think the definitive answer is once two purples and one tank are killed upstairs, then it's safe to go down. Otherwise you would need to wait to 100%.
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  5. #15
    V4MPiR1's Avatar Senior Member
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    Originally Posted by DadKev Go to original post
    Sorry, but that's wrong. I've had the power go out after the control room doors have closed.
    Confirmed:
    Originally Posted by V4MPiR1 Go to original post
    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.



    Originally Posted by DadKev Go to original post
    I use to send the power guy(s) downstairs once the control room windows broke until the power went out after that a few times. Then I had others tell me you had to wait to 50% or 75% or 100%. I think the definitive answer is once two purples and one tank are killed upstairs, then it's safe to go down. Otherwise you would need to wait to 100%.
    I'd advise against having two static posts on Alpha Up and Charlie Up. As I've already stated:
    Originally Posted by V4MPiR1 Go to original post
    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.
    This is why we post the raid virgin on Charlie Up. It is the most innocuous position in the phase; their primary is to kill any Charlie Up Purples, secondary is to coordinate potential power restorations with Alpha Up, and tertiary is to resuscitate the Control Room Commander in the event that they are downed or otherwise incapacitated under any applied approach (inc. Control Room Lockout). They should be most effective in this capacity. If anyone is going to have both thumbs up their colon (spec. when new contact Alpha Up Purple), it should be just this one. At least they can become conditioned to the sounds and other complexities of the environment. We task a single veteran on Bravo and only have them cover Alpha Up as required (ie. new contact Alpha Up Purple, coordinated power restorations with Charlie Up, etc.). Having two potential shooters up translates into unnecessarily heavy contact in Alpha, Bravo, and Charlie, and thereby unnecessary additional risk on Alpha and Charlie positions in doing their jobs, which is to effectively execute codes, secure and send rockets through Alpha and Charlie Airlocks, destroy the three trolley brakes, and deliver water, before the final kill command on Pfeiser. If Alpha and Charlie fail in this capacity (esp. securing and sending rockets), everyone dies.

    I've personally killed two Alpha Up Purples and had successive ones still attempt to buttstrike the safety lockout padlocks on the safety disconnect switches.

    Tactically, the definitive answer is the one that I've already stated:
    Originally Posted by V4MPiR1 Go to original post
    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 [Pfeiser]. If the Control Room power is shut down, your team needs to be able to operate to neutralize the threat [Pfeiser], or to restore power and then neutralize the threat [Pfeiser].
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