“I’d rather talk to people who do things than complain about other people who do things. I say they’re idiots.” —Tom Clancy
Since I last wrote about The Division, I’ve put in an additional forty hours into the end-game. The Division 2 was announced, and an unveiling will likely occur at this year’s E3; in the build-up to this, Ubisoft has held a month-long series of Global Events, which modify gameplay throughout The Division. There are four types of events: Outbreak, which focuses on headshots, the close-quarters Assault, the bombastic Strike, and Ambush, which favours tactical play. These events add a considerable amount of incentive to revisit The Division, and by my admission, I’ve spent the past month playing almost nothing but The Division: the modifiers introduced by Global Events have made it possible to pull off stunts that ordinarily would not be possible. I’ve managed to solo challenging missions on my own with these modifiers, and have even partied up with random players on legendary missions. These missions feature LMB forces that are far deadlier than standard enemies: for most players, solo play in legendary missions is not an option, and so, like Rin of Yuru Camp△, who learned the joys of camping with a group, I’ve come to experience a side of The Division that I might have otherwise skated over. The Global Events were a powerful motivator in leading me towards the Legendary missions; in these missions, I found a completely different side to The Division, facing enemies unlike anything I’d seen previously. Through basic teamwork, I managed to help out my groups in prevailing over foes of overwhelming calibre, earning new equipment and gear in the process to build an all-exotic loadout, something that I was looking to accomplish ever since reaching level thirty.
In the process, it would seem that I’ve more or less experienced the thematic elements of Yuru Camp△ from Rin’s perspective as a consequence of the Global Events. Although it’s take little persuasion beyond the possibility of exotic caches, playing with a group of randoms in The Division aligns very closely with Rin’s learnings in Yuru Camp△: much as how I went through a majority of The Division as a solo player, completing missions and counting on my own wits and resourcefulness to get by, Rin enjoys the solitude of camping on her own, calling on her experience to plan out a time that she enjoys. However, when she begins travelling further on her own, the unknown surprises her and leaves her uncertain of what to do next. Reaching higher world tiers in The Division was a similar experience: there comes a point when solo play in The Division breaks down: without that perfectly rolled gear set and weapon talents, in conjunction with the right skills and perks, players can be eliminated very easily, much as how Rin would require more experience before camping further on her own. However, with a party to work with, teamwork allows individuals to achieve together what would be very difficult to accomplish independently. Rin discovers this when camping with Nadeshiko, and I found this out in The Division during the Global Events, when I accidentally used matchmaking and joined a group of players doing a mission I could have soloed. The advantages of a team led me to wonder what legendary missions were like, and I decided to try the Time Square Relay mission; Rin similarly consents to camping with Nadeshiko, Chiaki, Aoi and Ena when remembering Chiaki’s assistance and the companionship that Nadeshiko provided when they camped at Lake Shibare. For her open-mindedness, Rin is rewarded with an unparalleled camping experience, and for my troubles in trying out group play in The Division, I now have an all-exotic loadout.
Screenshots and Commentary
- One of the challenges in the Dark Zone at world tier five is that unlike the other world tiers, which were largely empty, there are plenty of people in the tier five Dark Zone. Extracting gear solo is nigh-impossible not because of enemy NPCs, but other players looking to prey on solo players. As a result, I’ve largely stopped using the Dark Zone to get good gear, but the Dark Zone remains fine for just entering and testing one’s loadouts against the tougher enemies in here.
- I would suppose that it could be fun to collect gear for a good PvP build, then call in extractions and attach onto the chopper a single item of no value, then attack the players who’ve turned rogue for fun. A simpler method that wouldn’t involve any new gear on my part is to simply run around to every extraction site and request an extraction: besides saturating would-be-rogues with enough bogus extractions so they wouldn’t know where to run, calling in extractions would also spawn enemy NPCs that can be killed for Dark Zone experience. My journey to leveling up in the Dark Zone has slowed to a crawl ever since the Global Events went live, as I’ve been quite interested in seeing how the different modifiers impact gameplay.
- Today’s page quote is another Tom Clancy quote; as a bit of a stab against armchair experts and those believe virtue signalling has value, I similarly believe that the only people whose opinions are worth respecting are those who do something: it’s far easier to talk to someone who’s actually gone and done something, as opposed to people who while away their days on the internet and never end up putting in an effort to create or do something meaningful. A Place Further Than The Universe deals with taking this first step: like Yuru Camp△, the anime reminds viewers that these first steps can be easier with friends and well worth it. So for all the folks out there who count themselves as inadequate, I would argue that it’s never too late to start out on this journey and become people who do and make, rather than people who can only complain.
- Different players have different strategies for dealing with rogue agents; after being killed by a rogue on one occasion, I coordinated with another solo player to get some revenge. For my troubles, I got some Dark Zone funds and recovered all of my gear for extraction. On another occasion, I was killed by a group of rogues, tried coming back for revenge and got their leader down to around half health before he opened up his comms and apologised. I get that people are playing in the Dark Zone for fun, and I’ve accepted the risk of dying to rogues, so when rogue players happen, my inclination is to simply respond in kind for fun, so if a player no longer wishes to play the rogue game, I’ll leave them in peace.
- I’ve had a non-trivial number of exotics drop from Light Zone bosses: my first-ever drop was the Caduceus assault rifle, which was one of the two exotics featured during the open beta: the Cassidy was the other weapon. At the time, I did not have enough Dark Zone funds or rank to buy one, so one of my goals upon reaching thirty was to acquire some of these named weapons. Before one of the earlier patches, exotic weapons appeared as named high-end weapons, but named weapons eventually became exotics, with their own colour scheme. Light Zone bosses only dropped the Caduceus, Tenebrae and Skulls MC Gloves, but a patch will allow all exotics to drop from anywhere in The Division.
- The biggest advantage about being in a team is that I can run with skills that I might not otherwise use. For challenging missions, I’ve felt that the most useful skills are the life support variant of the support station and then a combination of tactical pulse and flame turrets (which set enemies ablaze and deal damage while preventing them from firing). Seeker mines are also useful for flushing opponents out, and the ballistic shield in conjunction with a four-piece D3-FNC set could also be useful in drawing fire away from teammates.
- For my part, I’ve been running with a 4-piece Striker set, with an extra piece from the D3-FNC and Lone Star set so I could gain an advantage while using automatic weapons. In conjunction with the Ninjabike backpack, I gain the D3-FNC’s 15% protection from elites and doubled ammo capacity from the Lone Star set. This is my preferred PvE build, allowing me to solo reasonably well. I’ve heard stories where players were kicked from groups for having low gear scores: gear scores are only a rough indicator of one’s actual performance, and one of the reasons why I remained at gear score 278 for the longest time was because the gear I was running with actually worked.
- I explore the northeastern side of Manhattan, just north of the General Assembly. By night, the area is quite beautiful, with all the blue Christmas lights aglow, and it is here that the more impressive-looking buildings are found. Of course, the area is populated by roaming LMB, so exploring is no walk in the park, but now that I’m properly outfitted, the NPCs roaming the Light Zone are no problem at all to deal with.
- The northern ends of the Dark Zone, from sectors seven onward, are supposed to be home to some of the Dark Zone’s toughest NPCs, and the mission to reach the sector nine safe house was a harrowing one. I found that running in the Dark Zone and killing groups of NPCs is a lot less stressful than attempting to extract gear from it: in my experience, would-be rogues tend to leave one alone if they do not have any gear.
- During the assault global event, I decided to give the legendary missions a whirl and spawned in with a group of well-equipped and coordinated players in the Times Square Relay mission. I typically run with survivor link for this mission so I can increase my resistance to damage and speed while carrying the fuse parts. This legendary mission is probably the most straightforward to complete; players fight against waves of LMB soldiers, but there’s enough cover and open spaces so that one can simply put down a support station and then slowly pick away at the enemies incoming.
- The items awarded for completing a legendary mission aren’t always impressive, but what does make legendary missions worth attempting is the fact that they award exotic caches, which contain a guaranteed exotic item and provide some Division Tech, as well. I’ve found that besides their illustrious nature, their performance in combat actually varies. There are some occasions where an exotic weapon or gear piece is useful – the first Caduceus I got wasn’t too bad spec-wise, and I ran with it in conjunction with the M700 Tactical.
- With my older loadout, I predominantly kept my distance and sniped enemies: the M700 was powerful enough to deal serious damage to enemies in Legendary missions, and I switched over to the Caduceus to finish off enemies at closer ranges. Here, I am partying with another group in the Warrengate Power Plant mission. We started off with a team of three, and another player joined the group later. Despite its close quarters environment, I was able to make use of my marksman rifle, picking off opponents from a distance while teammates did the remainder of the work.
- The main reason why running with a team in legendary missions works is primarily because a diverse array of skills increases survivability and damage output. As well, save for explosives and offensive skills, enemies can only focus on a single target at a time, so having teammates allows one player to run distraction while others finish an opponent off. After a harrowing twenty minutes, our team managed to complete the mission, earning me yet another exotic cache that put me one step closer to an all-exotic loadout. During this mission, I died and was revived by a support station more times than I cared to count.
- The Napalm Production Site mission on legendary really depends on the team one is running with: a coordinated team with properly configured weapons and skills can do quite well. On my first run, I succeeded in clearing the map to collect the mission rewards, but during one memorable attempt, our team continued to get wiped, and since it was getting late, I ended up leaving the group so I could catch some sleep.
- This was no fault of the group’s, but rather, the lateness of the hour: we had gotten to the very end and were wiped twice by the agents we were up against, but I had an early start the next day. One of the reasons why this mission had been more difficult was because of the Strike event, which sees enemies exploding when killed. While they deal minor damage to those around them, the effects overall are not particularly impactful, so players cannot count too much on them to help them. Assault was a fun global event: at close ranges, players deal increased damage.
- On missions where there is a need to slowly carry a heavy object to a target point for insertion, I always run survivor link. Almost all of the teammates I’ve matched with run recovery link: I cannot begin to state how useful this is, since I’ve been saved by a teammate’s recovery link more times than I’ve cared to count. When used in the right situation, a player can revive his entire group to keep their run going. Slow and steady wins the race in legendary missions, so I’m tempted to say that a team of four, running three recovery links and one survivor link is probably the way to go – tactical link boosts damage, but the number of enemies encountered means that the decreased time to kill ends up being less important than being able to keep teammates alive.
- I’ve heard statements dating back a year that state The Division was on its last legs, and this seems to vary at present: there are some instances where matchmaking is as simple as hitting the button and then joining another party, but I’ve also had situations where matchmaking was unsuccessful. Overall, I think that matchmaking is only really necessary once one gets close to the gear score limit; below that, acquiring new gear is reasonably quick.
- The ambush global event is by far my favourite: standing still, one can do considerably more damage against opponents. The effects were profound enough so that I could solo the Lexington Event Centre mission on challenging mode with my standard overheal and tactical pulse skills. The roof and basement segments of the mission are the most challenging, but with the ambush effects active, I was consistently hitting for 1.2 million points of damage with my SRS A1 rifle on critical headshots. Since finding one, I’ve made extensive use of it to great effect – in the absence of the global events, it hits for around three hundred thousand points of damage when landing a headshot, and can take out most Light Zone bosses in two shots.
- The M4 rifle was a weapon I did not use with any frequency while going levelling up in The Division – the damage was not quite there despite its accuracy. However, once I picked up the LVOA-C variant, the LVOA-C became my go-to assault rifle: I’ve recalibrated it so it has the destructive talent, which bolsters damage to enemy armour. In conjunction with the armour damage bonus that assault rifles have and its high rate of fire, I’ve found the LVOA-C to be the perfect weapon for solo missions against armoured opponents: I can melt through them without too much difficulty.
- My curiosity was piqued, and I decided to give the Rooftop Comm Relay mission another whirl: with my current setup, I walked through the mission and melted all in my path. Defending the engineer at the end, during which I had to fight Glass and one of his cronies, had been a considerable challenge when I first went through the mission, but having geared up, it turns out that Glass was no challenge. I’ve tried to focus on armour damage, and some of my gear pieces have bonus elite damage, so unlike my first run, this one ended very quickly.
- Curiosity led me to attempt the General Assembly mission on my own: for the most part, I was aware of the fact that at hard difficulty, the missions do not pose a significant challenge for me, so entering the mission, my main interest was to see how capable I was of dispatching Colonel Bliss’ helicopter without resorting to the automated turrets that I made use of when beating the game for the first time.
- As it turns out, eliminating Bliss’ helicopter turned out to be an exercise in patience. I would’ve liked to see more vehicular bosses in The Division, along with more anti-vehicular options in the game, as well. This is something that could be done for The Division 2: one of the things I mentioned back during the days of the beta was that travelling from point A to point B was quite slow, but this was before fast travel was unlocked. While going on foot has since proven to be okay in The Division, and vehicular combat is not strictly necessary, it would still add a bit more variety to engage enemies in vehicles.
- The main question now is whether or not I would pony up for The Division‘s DLC, once I’ve done everything in the endgame (I still need to give Resistance and Incursions a whirl, plus the HVT missions). The answer is going to be a no: while I greatly enjoy The Division, the fact is that The Division is a game that’s reaching the end of its life cycle, and there are other titles that I’ve neglected as a result. I still need to complete the “Behind Her Blue Flame” missions in Valkyria Chronicles, play more Skullgirls to gain a better idea of how I feel about the game, and go through Ori and the Blind Forest.
- With the Ambush event over and things returning to Strike for an encore, I decided to give Lexington Event Centre another whirl on challenging, but got my face kicked in at the roof. I predominantly snipe in The Division and only fall back on automatic fire when enemies begin closing the gap: by sniping, I pick enemies off at a more methodical pace, allowing me to control the engagement. As a result, when enemies get closer to me, I am no longer in control: this particular play-style means that I run with a Striker set, which confers damage bonuses for landing consecutive shots with automatic weapons.
- I enjoy being a marksman, and while one might say that having a Sentry’s Call or Hunter’s Faith set would let me capitalise on this, my reasoning for running a four-piece Striker set is so I increase my damage at closer ranges. I snipe to whittle numbers down, and then using the Striker set, in conjunction with a good assault rifle, I can tear through enemies quickly. Classified gear is hard to come by, so I decided to diversify, slotting in a single piece from the D3-FNC set to gain protection from elites, and a single Lone Star piece so I can increase my ammunition capacity.
- All of this is facilitated by the NinjaBike backpack, which acts as a wildcard for gear sets: rather than specialising in any one style, the NinjaBike backpack allows me to enjoy benefits from a variety of gear sets and I’ve attributed having this to helping improve my survivability in various situations. Apparently, the NinjaBike backpack was less valuable in earlier builds, helping players dampen their losses in the Dark Zone when they were killed.
- During one legendary mission at Times Square Power Rely over the past weekend, I joined a match where I was made leader. I switched over to a pulse turret and the recovery station: by now, I’d become reasonably familiar with the way enemies spawned, and so, did my best to keep the group alive. I must’ve done alright, if no one in the group quit out at any point, and while one guy disconnected, we were joined by another fellow who definitely carried their weight. I noticed that no one was running the recovery station, so I used it to help keep teammates alive at choke points, and the pulse turret helped me keep Sargent Wilbur busy: he’s immune to all damage except that dealt to a small plate on his backpack, but pulse turrets work on him. While my turret chipped at his health, a teammate snuck behind him and finished him off. With the other threats dealt with, our mission ended successfully.
- While we might be into April, I’m a bit surprised that winter has not left us yet: forecasts predict cooler weather for at least another week in my parts, and I’ll be looking forwards to when spring really returns to the world. In The Division, the perpetual winter weather is perfect for atmospherics, in-game, but in reality, winter weather is known to have a profoundly negative impact on one’s well-being. With this in mind, one of the things I’ve longed to do since buying The Division is to play this game, after work or on a lazy Sunday, during the hottest day of the year.
- Before I wrap up this post, I will show readers what my preferred PvE loadout looks like. The NinjaBike backpack acts as a wildcard, allowing me to run a four-piece striker set and gain two-piece bonuses from the Lone Star and D3-FNC set. I will mix things up depending on what I’m doing, but this loadout’s really worked well for me. As my primary weapon, I run the LVOA-C with the destructive perk, which allows me to rip through enemies with relative ease, and the SRS A1 acts as my secondary. I have deadly and destructive on it, which makes it great for longer range engagements. I admit that my setup was inspired by TheRadBrad’s, although he runs with a six-piece Classified Nomad set for survivability in the Dark Zone. Since I don’t PvP, I’ve opted to go with a damage-oriented build: if I could customise the naming for my loadouts, this one could probably be called “The Shimarin”.
- Here’s a setup I’d never thought I’d ever be able to collect: the all-exotic loadout. This loadout is made up of Barret’s bulletproof vest (increases damage while skills are on cooldown), Ferro’s oxygen mask (continue shooting even while on fire), Shortbow Championship pads (grenades explode slightly faster), Skull MC gloves (damage increase if one has no gear set bonuses active) and Colonel Bliss’s holster (sidearms hit harder the more consecutive shots one lands) in addition to the NinjaBike backpack. I’m running the Liberator and the Centurion. As well, I also happen to have The House SMG, which I got during a very lucky drop. It’d be awesome to have an Urban MDR and Bullfrog, but until the RNG favours me with these weapons, I’ll continue to run with what I’ve got.
Admittedly, I’ve perhaps played a little too much of The Division over the past month; the climb through the world tiers and corresponding increases in gear score have been a remarkably fun journey. The uncertain thrill of being in the Dark Zone at tier five means that I’ve largely kept to running around landmarks and supply drop events: extracting gear that I’ve found has typically resulted in my being attacked by groups of rogue agents. Since I’m geared for PvE rather than PvP play, such encounters usually end with my death, but a sign of The Division‘s maturity is that I don’t necessarily need to go into the Dark Zone to get Phoenix Credits and gear. Rogue players don’t tend to attack people without the contaminated loot bag, so I’ve had no difficulty in running around the Dark Zone, clearing out landmarks and occasionally going for supply drops. The short of it is that The Division‘s been great fun, and with the announcement for The Division 2 a reality, one can only wonder what the sequel will deal with: the first game left quite a bit of the narrative open, and with Aaron Keener still on the loose with the chemical makeup of the dollar flu, there’s plenty left to explore from a storytelling perspective. I’m personally hoping that The Division 2 will be set in Asia: Hong Kong or Tokyo would represent fantastic places to set The Division‘s gameplay, and beyond my own speculations, it’ll be very exciting to see just what lies in store for The Division. For now, however, purely for bragging rights, I can say two things: first, I’ve got an all-exotic loadout (practicality notwithstanding) and second, I’ve surpassed MeoTwister5 in terms of gear score.