I don’t quite see the point of the timers if the missions don’t reset…
The idea is “finish this project before the timer expires so a new one will replace it, otherwise you’re stuck with this one for another week.” If anything, the timers slow you down and prevent you from rushing a series of projects for quick rewards. But overall, it’s silly–I think players should be free to rush or delay at their own pace without an artificial timer.
This is the one last game I’ll get some time in before my UPlay+ trial ends. I’m liking it much more than I expected since I don’t have any interest in the multiplayer part.
I chose the turret platform and man it takes off a lot of the heat while doing damage.
I just did the early mission of saving the daughter. Are the missions varied and does enemy variety grow?
This is the only game I’ve had a chance to play during the Uplay+ trial, and it’s definitely more Division for better and worse. They added a bunch of “stuff” to do out in the world, which is great but also means I get distracted and end up doing half a dozen activities on the way to a mission that was only 1000 ft away.
There’s a decent variety in the open world activities, but the general cadence of missions is roughly the same - escalating set piece arenas, ending in a confrontation with a named boss.There are multiple factions that all feel rather samey - until you unlock World Tiers and the Black Tusk faction invades.
My experience is that there’s a decent variety of missions, and they do a good job of introducing new activities as you make progress towards the endgame. For reference, I’ve put in about 275 hours.
In an apartment during a job move. Hooked up my PS4 and I find that the edges of the screen are cut off. I see no way to adjust this in the game (or on my TV.) Help!
Overscan is in your tv settings.
Unfortunately not on this tv
Then your gpu settings
Wait. Hidden deep in the settings. That did it thanks! (And realizing I’ve forgotten how to play lol)
Hefty patch just dropped to add a bunch of new content, including some quality of life stuff. I’m still annoyed that their loot philosophy is “more is better” but I’m happy to have additional story bits.
IKR? It’s like nobody learned from Diablo 3. I think that’s a problem with the game industry in general.
When it comes to loot, I like the mix-and-match approach, but really I dislike the RNG-based assignment of numbers. Just give me static numbers and let me optimize my mix-and-match combinations and I’d be happy.
Jumped back in after a pause due to “life stuff” and got my GS up to 499. I play mostly solo when not playing co-op with my brother. A question on solo play loadouts:
I’ve tried a lot of gun loadouts and always end back up with a MMR and a LMG. It works for me, as much as I want it to be a combo of an AR and something. For my skills, for solo, I use the healing chem and the assault turret. The assault turret makes a great companion when I am solo especially after they tweaked it to last longer and reset quickly. But I do wonder about whether the assault drone would be better? The one advantage I see with it is that it will seek out bad guys, vs. the turret which has to have a line of site.
Thoughts on the assault turret vs. drone?
For the most part, everything in the game is a tradeoff of some sort. Even the silly RNG-based gear stats are just different ways of dividing up some total number of available points. The math-nerd part of me appreciates that it’s numerically “balanced” that way, but the player experience is still pretty tedious because I have to swap screens and do a bunch of excess math to figure out if the RNG distributed the numbers in useful (to me) ways.
So more specifically, turret generally has more durability, duration, and damage output at the cost of mobility. Drone is fragile and short-lived, but it can flank and pursue. Turrets also have a tendency to draw more aggro, which is a plus or minus depending on your playstyle.
I see gear score added to attachments, for instance I have a turret attachment Which extend the duration and it has a gear score. However, I very much prefer the other “magnetic” attachment which has no gear score. Does the attachment score contributes to the general Gear Score?
I’ll probably just stick with the assault turret for my solo play, as I’ve learned how to optimally use it for my play style. For example, I was doing a mission solo, LMG and MMR. Can’t remember the mission name, but late in the mission there was a hall that opened up into what looked like a theater, with windows into the theater on my right. All the bad guys, including a boss, were in the theater. I put the turret in the hall, facing the door, at the end of the hall, and I got cover on the entry to the hall with shots through the window into the theater, using my MMR to pick them off. The turret did a great job of non stop firing into them, and if anyone tried to rush me, they had to go right at the turret, which would have them hurt bad enough I could easily put them down. When the boss tried to come after me, the turret harassed him the entire way as he made his way to enter the hall, then the turret and I both (switching to my LMG) finished him off in the hall. The turret seems to last forever and recharges in about 25 seconds.
I would be tempted to load out both the turret and the striker drone, but playing solo, I really rely on my chem launcher for healing (I rarely use up armor inventory unless it’s a really fast paced close in battle.)
I’m at 499. What’s the most effective way to get that last point? And I’ve never quite understood if a weapon that is high (or low) GS has the same impact on your score if it’s your selected weapon or just in your inventory - what’s the effect?
Skill mods (e.g. for the turret) do not contribute to your gear score, and really that score is meaningless. Actually, that’s not entirely true–it’s sometimes better to keep some low-score mods around, since they often have lower requirements to equip. (I think it’s a bad design choice.)
You gear score is an average of the other 9 items you have equipped (6 armor, 3 guns). Yes, this includes your sidearm slot.
Theoretically, anything above 490 Gear Score is effectively at its maximum value, so don’t worry too much about that last point. The score tells you how many “bonus” points are available to modify that gear, and at that point, it’s more about where the numbers are randomly allocated.
Of course, I have so much random gear now that I just deconstruct/sell anything that isn’t at 500.
So weapons not equipped don’t count toward the GS?