The Infinite Zenith

Where insights on anime, games, academia and life dare to converge

Tag Archives: Tom Clancy’s The Division

Tom Clancy’s The Division 2: Soloing the Black Tusks in the Endgame Invaded Mission during the Private Beta

“Brave men rejoice in adversity, just as brave soldiers triumph in war.” –Lucius Annaeus Seneca

After taking back Washington D.C. from the Hyenas, Outcasts and True Sons, the Strategic Homeland Division appear to have regained their footing over the American capital. However, the arrival of Black Tusk, a private military organisation whose objectives are shrouded in enigma. With training and gear surpassing that of even the Division’s, Black Tusk are the toughest enemies players will face: after their arrival, they take back strongholds and settlements, armed with highly sophisticated weaponry and automaton. They are the equivalent of The Division‘s Last Man Battalion, but having likely benefitted from Aaron Keener’s betrayal, are counted as even more formidable enemies. This is the faction that players fight at the end of The Division 2, and the private beta offered a chance to square off against the most lethal enemies seen in The Division since the First Wave and Hunters – upon completing the Jefferson Trade Centre mission, players gained access to three level thirty characters, one for each specialisation, and had an opportunity to take a shot at Black Tusk. I decided to attempt this mission solo: I had, after all, gone through more or less the whole of The Division, save the Legendary missions, on my own, and at level thirty, access to a signature weapon would have offered some quarter even against overwhelming odds. At least, this is what I initially thought: shortly after spawning into the Invaded mission, I found myself wiped out after setting foot into the Jefferson Trade Centre’s first corridor, being blown to bits by the exceptionally tough enemies and their liberal use of explosive drones to flush me out of cover. I was thus stuck at the first hallway, unable to advance further.

However, The Division is not known for being forgiving, and I decided to look through my inventory to see if there was another way: besides the SR-1 rifle and PP-19 Bizon, I found that I had an L86A2 available to me. The PP-19 was woefully inadequate for close quarters combat, and against my enemies, was simply not dealing enough damage, so I switched over the the L86, and the mission suddenly played differently. The SR-1 remained useful, and with this setup, I approached the mission with greater caution, slowly picking away enemies from range with the SR-1 and luring them towards my position so that they could be dispatched, one at a time, with the L86. I thus fought through the Jefferson Trade Centre’s crumbling hallways and derelict parkade, reaching the ISAC terminal, which was guarded by a named elite. The time had come to use the McMillan TAC-50 anti-materiel rifle, and even though it was close quarters, I managed to line up a shot, decimating the elite and much of his armour. Finishing him and the automaton off, I managed to prevent shutdown of the ISAC terminal. I subsequently fought through an atrium, disabling jamming devices and fending off hordes of Black Tusk soldiers, before returning to the courtyard to square off against the stronghold lieutenant. Again, the TAC-50 found its place here: two headshots, and the named elite was downed, allowing me to finish the mission in its entirety. In the release version, a pile of awards would await players, but for now, the sense of accomplishment from having finished the mission solo is not a bad substitute at all.

Screenshots and Commentary

  • When I reached The Division‘s endgame a year ago, I had a gear score of 137, and so, my priority was collecting better gear. I was reasonably well-equipped to deal with most threats of my world tier, and so, entered expecting the endgame mission to be about as difficult as a challenging mission in The Division: quite manageable if played correctly. However, here in The Division 2, I have not spec’d out my character to my liking, and so, did not have a character that was tuned to my play-style.

  • The start of this mission, however, felt more like a legendary mission: I spent quite a while trying to figure out how to get past this hallway, and it was not until I switched over from the PP-19 to the L86A2 where things began turning around. Without another player to help me deal with threats that had flanked me, I was forced to retreat and make use of my armour-repairing drone to keep alive. However, the amount of hot lead the L86 could deliver was a much-needed asset in the narrow hallways of the Jefferson Trade Centre.

  • An automatic weapon dealing respectable damage is essential for The Division, and I admit that the PP-19 was never my choice of weapon, doing far too little damage to be useful at the endgame. I traditionally run with assault rifles and the extended magazines since they have bonus armour damage, and with the Destructive perk, plus the additional armour damage conferred by the Striker’s Battlegear, I am predominantly geared for PvE. In The Division 2, extended mags will no longer be as powerful, and this is where LMGs will shine: the L86 can hold 60 rounds and this proved to be useful, allowing me to take on more than one enemy at a time before reloading, and at close ranges, their recoil is more than manageable.

  • Every version of The Division has its frustrations: in The Division 2, the drones that enemies can deploy are an irritant. They deal a non-trivial amount of damage and force players out of cover. Because one is now made to deal with them, enemies can then flank players while they are distracted. This is especially tricky for solo players – in groups, players can coordinate attacks on the enemy. I ended up burst-firing the L86 to take out drones approaching me.

  • I’ve heard nothing but frustration for some players who attempted the Invaded mission: in teams, the challenge comes from a greater number of enemies to deal with, whereas solo, the difficulty stems from being flanked. The changes in The Division 2 meant that some players found it even more difficult than The Division‘s Legendary missions, but I disagree: I’ve never beaten a Legendary mission solo before, primarily because the end of each mission has players square off against First Wave Agents that are incredibly tough.

  • One of the biggest surprises in The Division 2‘s endgame is that Black Tusk medics can revive downed enemies, rather than just healing them. This was such a shock, and also impressive as a mechanic: it suddenly becomes all the more important to take out enemy medics, since they can bring heavily armoured forces back into play. Carelessness can quickly shift the tide of battle, so one’s priority should be dealing with medics – they are vulnerable while reviving, so this is the best time to take them out of the fight.

  • The TAC-50 is one of three signature weapons in The Division 2: for the marksman specialisation, the TAC-50 is a long-range weapon that can rip distant foes apart. Chambered for the .50 BMG, the TAC-50 is lighter and more accurate, but has a lower muzzle velocity than the Barrett M82. I’m guessing it was chosen for its lower ammunition capacity and bolt-operated action (in turn conferring balance): the M82 has a ten-round detachable box magazine and is semi-automatic, while the TAC-50 runs with a five-round magazine.

  • Even though it may not be an iconic Barrett rifle, it is powerful and can blow enemy elites away: on my lonesome, I managed to clear this part on short order and secured the ISAC terminal before it could be shut down. During The Division 2‘s Invaded mission, I found that a headshot with the SR-1 deals upwards of two hundred thousand points of damage, while the TAC-50 can hit for three hundred thousand. By comparison, my M700 Carbon from The Division hits for around six hundred and fifty thousand without any damage bonuses, but it can easily reach one million damage if I’m running with sniper-oriented gear.

  • The main downside about signature weapons is that ammunition for them is incredibly rare. I found that ammunition for the TAC-50 dropped frequently enough, since I was commonly using the SR-1 and dropping distant enemies with headshots. Headshots in The Division 2 aren’t quite as satisfying as they were in The Division, where kills from headshots made a whooshing sound. While an indoors mission, the open spaces of the parkade allowed me to make good use of the SR-1: from the looks of things, killing enemies a certain way will increase the likelihood of special ammunition dropping.

  • Games journalists for major sites found the Invaded mission to feature bullet sponge enemies, a common complaint with The Division: one article I read had the author recount nigh-invincible enemies that took, and I quote “400 light machine gun bullets … to the face and [were] still standing”. As well, the author found that skills were ineffectual, barely dealing any damage. I disagree – the automatic turret is effective for dispatching drones while holding down a location, and I could drop purple enemies with a thirty rounds from the L86.

  • Special ammunition is rare, but the drop rates aren’t abysmal, either. With this being said, I can see the higher difficulty missions as definitely requiring more than one player to complete; the Raids that will be coming in The Division 2 involve eight-player teams, attesting to their difficulty, and I wager that the rewards for completing those missions will rival the exotics and classified gear of The Division.

  • With this being said, I wonder if the signature weapons will be replacing the Exotic and Classified gear sets of The Division; a part of the joy in The Division was going on excursions to find the rarest gear, and on my part, I managed to complete the Marshall Shield, which entails collecting all twenty-five of the Exotic weapons and gear pieces in the game. The Golden Rhino, a special revolver, dropped for me, and since then, I’ve now got all of the Exotics available in the base version of The Division. This was no small feat, especially considering that I went through the entire game solo except for the occasional Legendary mission.

  • The selection of Exotics in The Division weren’t bad: I’m especially fond of the Urban MDR, The House, and the Bullfrog. I wish there was an exotic bolt-action rifle in the game that acted as an anti-materiel rifle, although I know full well that such a weapon would be difficult to balance. An exotic bolt-action rifle firing .50 BMG rounds would be devastating against named elites and would render some missions too easy. The Division 2 has signature weapons fulfilling this role, using ammunition capacity to ensure that players only use the weapons under certain conditions.

  • One nice feature to have in The Division 2 would be variations of the signature weapons, which would alter gameplay slightly. For instance, players would be able to swap out the TAC-50 for the M82, allowing them to deal damage faster, but it would also burn through special ammo more quickly. Similarly, the M32 MSGL could be exchanged for a RG-6, whose smaller dimensions make it faster to reload, but at the expense of range or firing rate. Finally, the crossbow could be exchange for a compound bow: a crossbow would hit harder and be more accurate, while a compound bow would have a faster firing rate and be stealthier.

  • I ended up having enough time to beat the Invaded mission once with the sharpshooter specialisation, and when I attempted the demolitions specialisation, I found that the total absence of special ammunition meant that I could not get enough rounds into the M32 MSGL to make it effective. I imagine that a grenade launcher would be more effective for crowd control than against a single target, and a team of players with varied specialisations could be far more effective in endgame missions compared to individual players.

  • The time has come to break out the TAC-50 again and wield it against the final wave of enemies to clear this mission. To convince readers that I was, in fact, able to solo this mission, all of the screenshots I’ve provided all have timestamps. I knew that I would be squaring off against a powerful named elite here, but before that can happen, waves of Black Tusk forces appear. For my solo play, I found that the automatic turret was most useful: it can automatically lock onto drones and destroy them, or else keep an enemy distracted long enough for me to waste them.

  • As such, unlike many of the gaming journalists who found the endgame pure frustration, I managed to complete the Invaded mission of the private beta in under an hour. One of my friends remarks that gaming journalists of late are probably more equipped to deal with low-skill games (like kinetic novels written in the Twine Engine) than games that involve spatial awareness, good reaction times and a reasonable understanding of mechanics, hence their miserable experiences in The Division 2‘s endgame.

  • Two shots from the TAC-50 were sufficient to utterly destroy the named elite: this is offset by the fact that the named elite is so powerful, he can one-shot careless players. Because of my setup, I simply engaged him from range, then peeked around a corner and fired a second shot to finish the job: there is a degree of satisfaction from firing the TAC-50 owing to its powerful report. The signature weapons prima facie seem more skill-driven than the signature skills of The Division: I ended up running purely with recovery link to instantly revive myself from lethal damage and in Legendary missions, save my entire team from being sent back. Here, no such abilities exist, forcing teams to be more careful about how they approach missions.

  • Just like that, I managed to complete the endgame mission alone, with no support. Many of the other folks I’ve seen, including Jusuchin, ended up joining a group in order to complete the mission: while squadding up gives the advantage of having more guns available to prevent flanks, and also allows for teammates to revive one another, enemy difficulty is also elevated in response. Both group and solo play have their own unique challenges.

  • I ended up getting a handful of high-end items, allowing me to replace the superior gear pieces in my loadout, and during the course of the mission, also got an improved L86A2 to replace the default one I started with. It looks like the gear scores have also been raised in The Division 2, going up to 350. For now, there’s no way to optimise gear or weapons, but once the full game comes out, I’m certain that once players are able to properly tune their loadouts, the endgame will become much more enjoyable. With this post on The Division 2‘s private beta in the books, I will be writing about Ace Combat 7 in the near future, and Penguin Highway. I’m sure that Penguin Highway will be a breath of fresh air for my readers, who doubtlessly grow tired of my endless posts on games.

I note that at this point, being handed a level thirty end-game character geared completely randomly mean that this mission was already quite tricky – under normal circumstances, I would pick the gear and loadout that matches the way I’d like to play. A good assault rifle and secondary weapon would be my choices in a given mission for The Division, but given that The Division 2 has a much more balanced weapon attachment system, it suddenly dawned on me that LMGs might also have their roles to play; with their larger capacities, they are capable of sustained fire, ideal for dealing consistent damage against the tough Black Tusk units. Even the standard “grunts” with red health bars are no pushovers. Between Black Tusk’s flanking and their liberal use of equipment, they are an incredibly challenging, nigh-frustrating foe to fight. In spite of this, patience and understanding of enemy patterns eventually allowed me to prevail. Overall, the mission took me about an hour to finish: after a quarter-hour of struggling against the first hallway, I eventually found my rhythm and made my way through the remainder of the mission at a more methodical pacing. It is immediately apparent that the endgame was designed for players to group together, even though Ubisoft has made it clear that The Division 2 is more solo-friendly than the first. I’m curious to see what directions The Division 2 will take, and while I’m presently undecided about the game, I could see myself picking this title up during a good sale – the campaign itself is supposed to last forty hours, and that alone could merit the price of admissions. The question, at that stage, becomes whether or not I would have time to sit down and experience The Division 2 in all of its glory.

Tom Clancy’s The Division 2: National Treasure, The House, Rogue Agents and a Reflection on the Private Beta

“Let’s see what the second wave is made of.” –Aaron Keener, The Division

Seven months after the events of The Division, where rogue First Wave Agent Aaron Keener abducted Russian scientist Vitaly Tchernenko, the Dollar Flu has spread around continental USA, and Strategic Homeland Division (The Division for brevity) are sent in to assist survivors and recapture Washington D.C., which has fallen to criminal organisations and vie for control of the American capitsl. After securing the White House as a base of operations, players head to the theatre district and assist a settlement in retrieving their compatriots, before reactivating the ISAC servers at the Jefferson Trade Centre. Along the way, players capture strategic locations to help survivors, can go recover the Declaration of Independence in The Division 2‘s take on National Treasure, and gain their first foray into Washington D.C.’s Dark Zone. Upon finishing the Jefferson Trade Centre mission, players also gain access to three pre-made level thirty characters, where they have the chance to take on the Black Tusks, an elite military unit with equipment that gives The Division’s a run for its money. Set in Washington D.C. during a sweltering summer, The Division 2 is a world apart from the frigid winters of Manhattan: snow and cold are displaced with overgrowth and foetid pools of stagnant water. The atmospherics are completely different, and where Manhattan offered a much more cold, desolate setting, Washington D.C. feels like Alan Weisman’s The World Without Us brought to life. The more vivid, colourful environment, and settlements that have developed now that the Dollar Flu is slowly starting to recede, give the impression of a world where people have adapted and endured despite the widespread damage that has occurred. However, while the new location is vividly rendered, I personally enjoyed the Manhattan setting to a much greater extent and felt that any sequel could’ve taken players to cities like Hong Kong or Tokyo, which would have really accentuated the consequences of allowing Keener to escape during the first game. Taking the game over to Asia would also have provided the opportunity to explore Asian cities: I would have thoroughly enjoyed having my Base of Operations at the Hong Kong Convention Center and fight through the skyscrapers of Central, or evade rouge Agents in MTR stations around Mong Kwok, for instance. The atmospherics for The Division 2 aren’t as memorable as those of The Division: a sweltering summer set in the Eastern Seaboard evokes imagery of basement-dwellers wasting away perfectly good summer days poring over TV Tropes’ forums or endless image macros, which is of course, no way to spend a summer.

Handling similarly to its predecessor, The Division 2 introduces some major changes into numerous aspects of the gameplay. Gone are the days of having to balance gear for firearms, toughness and electronics points, as well as concerns about blueprints yielding obsolete equipment and having to endlessly keep track of mods for gear. All of this has been streamlined so that things are easier to manage: with the right resources, players can continuously upgrade their gear as they level up without needing to fill their inventory with duplicates. The weapon modification system has also been improved, so that attachments offer side-grades for each weapon. Each optic, barrel, under barrel and magazine mod provides a benefit for a weapon that comes at a cost. In The Division, it was viable to attach a 15x rifle scope, suppressor and extended magazines for all of one’s weapons, since it would improve headshot damage, magazine capacity and accuracy consistently. The end result of this was that players would always run these attachments, leaving the others unused. With each attachment now providing one drawback in addition to its benefits, players will be made to consider what works best for them: certain barrel attachments reduce damage against elites in exchange for more headshot damage, for instance. The health system has also been redone; players now have an armour system covering their health, and medical kits are replaced by kits that repair damaged armour, forcing players to use their skills and consumables more wisely. Vaulting has seen dramatic improvement over its predecessor: in The Division 2, players can vault over smaller obstacles more quickly than large ones. Beyond some noticeable changes, however, The Division 2 is very similar to its predecessor and entering the game, I had no troubles at all familiarising myself with the gunplay and movement systems. While many of these changes benefit The Division 2, there are also some the movement system is not as responsive or crisp of the first – I was unable to walk properly after entering the Dark Zone, and occasionally felt as though my player was not going where I was asking. Modifying weapons was quite tricky, as clicking on a slot would always send me to the optics mods first. Visibility is also reduced, making it more difficult to see enemies and properly plan out one’s engagements. Random enemy encounters can also be frustrating: players generally feel a bit weaker in The Division 2, and getting flanked by unseen enemies can result in certain death. However, for its limitations, The Division 2 does feel to be a worthy sequel to The Division, being simultaneously familiar, while also introducing mechanics that show the developers have been mindful of community feedback.

Screenshots and Commentary

  • The last time I wrote about The Division, I was trying to push my post count to one thousand ahead of the blog’s seventh anniversary, and when I wrote about The Division‘s open beta, it was three years ago. According to that post, I spent most of that Saturday on campus attempting to fix my lab computer, which had failed for reasons I can’t remember. Three years later, I’m on the lawn of the White House, repelling hostile forces as twilight sets in. For this post, I’ve got thirty screenshots, and I’ll be writing about the endgame’s Invaded mission in a separate post.

  • I was fortunate to get into The Division 2‘s private beta; this was not open to everyone, and it was a stroke of luck I could experience things. After taking back the White House as the base of operations, I immediately began making my way to the Theatre to begin the campaign and side missions: the beta featured two stories and five side missions. My immediate impressions of Washington D.C. were that, while quite nice, it’s missing the same impressive atmospherics as Manhattan from The Division.

  • The first campaign mission takes players to the Grand Washington Hotel. I recall travelling to the Eastern Seaboard some eight years previously, and the hotels in this side of the world have that sense of grandeur from an older period to them. Compared to Madison Square Garden in The Division, I did find that some parts of the mission were a bit more sterile in nature in terms of lighting and colour.

  • As I fight deeper into the hotel, I entered what appears to be a banquet hall. Many hotels double as event venues for conferences, celebrations and other events, although at this point in The Division 2, it’s clear that the hotel’s seen better days. The Hyenas are among the first of the enemies encountered in The Division 2: along with the True Sons, they are the only enemies one will encounter during the private beta. The Division 2 seems to be missing an equivalent of the Cleaners, flamethrower-toting sanitation workers decked out in protective gear.

  • The cleaners were a unique and interesting enemy to fight, and their presence in The Division 2 is missed. I ended up finding an M16A2 rifle during the first mission: rifles in The Division 2 are a separate category from the assault rifles, being distinct in dealing more damage per round and having semi-automatic fire compared to assault rifles. The Division only had marksman rifles, which could either be slow-firing bolt-action rifles or the faster-firing designated marksman rifles.

  • Also absent from the private beta was the pulse: in The Division, the pulse is an indispensable tool that marks out enemy positions and when upgraded, allows players to deal additional damage against marked targets. Healing is also gone, replaced by a drone that can drop explosives on enemy positions or repair one’s armour over time. The armour repair is the preferred option, since armour is damaged very quickly. A particularly bothersome feature in The Division 2 is that players stagger whenever their armour is depleted, preventing one from ducking into cover and causing them to lose their orientation.

  • We’re now nearly halfway through February, and the month has been brutal as far as weather goes, with -20°C being the daily high and windchill of -40°C a part of each and every evening. The bitterly cold weather has not dissuaded some of my friends from gathering, and on the weekend of the private beta, I was invited to bowling and raclette. It’s been four years since I last went bowling, and this time, I got three more strikes than I did last time. The grilled meats of raclette were a welcome respite from the cold: we decide to mix things up this time, and I brought fondue beef, as well as prawns seasoned with garlic powder and black pepper, which, in conjunction with the usual sausage, pepper, mushroom and cheeses, was the perfect way to ward off the cold after bowling.

  • The evening concluded with two rounds of BANG!, a surprisingly fun card game. The next day, we went out for dim sum downtown amongst the still-frigid weather: the cold receded somewhat after har gao, deep-fried squid and beef chow fun, and I took the time to purchase some new sweaters. We also saw some ice sculptures at a park nestled amongst the skyscrapers,, but on account of how blistering the windchill was, could only stay for a few minutes. Considering how packed the weekend was, I’m surprised I managed to get as much out of the private beta as I did.

  • The side missions of The Division 2 are more varied than those of The Division, and the first one I went through entailed collecting SHD tech. In The Division, SHD tech was used to optimise gear and was used only in the endgame, but here, they act as skill points for unlocking mods and perks for the player. There are various SHD caches scattered around Washington D.C., and nearby are gear caches as well.

  • Because I have an entire post dedicated to the Jefferson Trade Center mission, I won’t be covering that in too great of detail. This mission entails reactivating the ISAC terminal before rescuing another Division agent. The summer setting does allow for some interesting phenomenon to be witnessed, such as partially flooded basements and parkades filled with disgusting algae water. It’s a very nice touch and brings to mind the writings of The World Without Us.

  • I ended up playing The Division 2 on medium-high settings, which struck a balance between maintaining a smooth sixty frames per second and preserving visual fidelity. From a graphics perspective, The Division 2 is similar to The Division in many ways. Some textures in The Division 2 are inferior, but on the flip-side, lighting in The Division 2 seems to have improved over its predecessor.

  • The parts of a narcotics lab can be seen here: during the intense firefight with the Hyenas, destroying the glassware will cause the chemicals to evaporate. The Division 2 features a new status effect: shooting at the Hyenas’s weak points releases a poison of sorts that disorients players and directly impacts their health without damaging their armour. It forces players to engage them at range, but when destroyed, it also slows the enemy down. The rushers are particularly bothersome, and so, I made it a point to have a good close-quarters weapon when dealing with enemies.

  • When I encountered my first named elite in The Division, the ensuing battle took upwards of a quarter hour, and I wondered why my weapons were so ineffective. I wished I had a marksman rifle, and looking back, it turns out that the trick to beating Madison Square Garden was to close the distance and use an assault rifle. By the time of The Division 2, I am more familiar with enemy archetypes and know that snipers have weaker armour, so I ended up closing the distance using cover and then proceeded to melt the boss. Having finished both campaign missions, I unlocked the Invaded mission.

  • One of the more amusing things about The Division 2 is that there’s frequently calls to assist other downed agents, and I invariably ended up helping no one. I get that dying during free roam is frustrating: in The Division, enemies are rare enough so that one is always prepared to handle them, even if they are a few levels higher. By comparison, reduced enemy visibility means that encounters with roaming enemies are not so straightforward, and it is possible to die from a bad flank.

  • At some point during the private beta, I came across the Urban MDR. In The Division, the Urban MDR was an exotic semi-automatic rifle that dealt bonus damage to enemies afflicted by a status effect. While handling more like a designated marksman rifle, the Urban MDR’s classification as an assault rifle allowed it to hold up to 45 rounds, and deal bonus armour damage. It was an interesting weapon to use. In The Division 2, it’s classified as a rifle and handles similarly as it once did. I immediately placed an ACOG sight on it to help with longer range engagements.

  • While recovering SHD tech from the Bureau Headquarters, modelled after the J. Edgar Hoover Building, I put the MDR to good use clearing away distant enemies. Two headshots were sufficient to down most opponents, and here, the Brutalist architectural style of the building can be seen. The Hoover Building resembles the Math Sciences Building at the University of Calgary, as well as Lakeview Square, a mixed use building I worked briefly out of during my time in Winnipeg.

  • An open beta will be running during the first week of March, and at this point, I’m wondering if it is in my interest to continue, having already obtained a reasonably comprehensive experience of what The Division 2 will entail. If my progress from the private beta carries over, then I will definitely be taking another look in more detail, since it would be a chance to see if I can improve my loadout before the open beta ends (I’ve seen players get superior items in the Dark Zone), as well as attempt the Invaded mission with the M32A1 MSGL. Otherwise, I will likely stick with Ace Combat 7.

  • Here, I arrive at the National Archives with the aim of recovering the Declaration of Independence. The mission felt distinctly like National Treasure, where treasure hunter Ben Gates (Nicholas Cage) plans out an elaborate heist to steal the Declaration of Independence with the aim of securing the next clue to a major treasure. My task is rather simpler in The Division 2: all of the immensely complex security systems have been disabled, and it was a simple matter of walking in, destroying anything that moved with the MDR and then picking it up.

  • After picking up the Declaration of Independence, it’s off to the main floor where the document is housed while on display. Players must fight a boss, but armed with the L86A2, I made short work of all enemies despite being surrounded the instant I joined the fight: here, I’ve equipped the seeker mines to act as a smart grenade of sorts. I note that The Division 2 has an impressive soundtrack: the music is well-done and rather suits the atmospherics, similarly to how The Division‘s incidental music accentuated the atmosphere in the game.

  • During control point capture events, players have the option of calling in support, which makes the fight considerably easier. The Division 2 also introduces stationary weapon emplacements: mounted M134 miniguns allow players to put an insane amount of hot lead downrange, and when used properly, can allow a player to tear enemies apart. Even named elites do not stand a chance. With this in mind, when players are at the receiving end of the weapon, they are pinned down and must move carefully – being exposed to its fire will eliminate players very quickly.

  • During my run in The Division 2, I only picked up one specialised weapon: the RPK. With extended magazines no longer quite as overpowered as they were, LMGs are modestly useful again even during the endgame, where their larger ammunition capacity means being able to deliver sustained, consistent damage against the exceptionally tough Black Tusks. Against ordinary enemies, I found that LMGs are best used at closer ranges – their recoil can be quite unruly. Shotguns have also been given a major improvement: the double-barreled shotgun I acquired was a one-shot kill, and I found a Saiga 12K that could consistently deliver two shot kills.

  • The first of the Dark Zone missions is a PvE introduction to mechanics in the Dark Zone. It was a breeze to complete, especially since I found an MPX prior to entering the Dark Zone. In The Division, the MPX was known as The House, an Exotic SMG whose special talent was dealing bonus damage with one half of the magazine. Without any downsides, this is easily the best Exotic in the game. I’ve gotten four of these over my time, and the weapon is beastly. Even though the MPX loses its Exotic status in The Division 2, it remains very powerful.

  • I encountered several players in the Dark Zone, and for the most part, everyone was friendly, preferring to work together to clear landmarks. I revived a few players who were downed in the tougher landmarks, and for the most part, found the Dark Zone to be surprisingly easy compared to its predecessor’s – my gear and weapons have been normalised, so everyone’s gear performs the same for PvP, but also allows players to hit harder against the enemies, which scale accordingly with players.

  • Once I familiarised myself with the Dark Zone, I was clearing landmarks on my own, but for the most part, I was hesitant to pick up any gear and call in an extraction: my experiences with The Division‘s Dark Zone was harrowing, and I was killed by groups of Rogues. Towards the end of The Division, however, I was powerful enough to melt individual players who had gone rogue, but I still prefer staying out of sight and away from groups, since four players could easily overpower me had they any semblance of skill.

  • I did end up focusing on clearing supply drops: for the most part, they are straightforward to finish, and armed with the MPX, I burned through enemy elites like a knife through butter. There was a strange bug during one of my attempts where the enemy elites threw grenades that staggered me, from incredible ranges, and I failed to reach the supply drop. In the chaos, another player got to it first, but because the drops don’t yield uncommonly good gear, coupled with the lack of incentive to go rogue, I let the player go.

  • The Dark Zone in The Division 2 lacks the same intimidation factor as The Division‘s: whereas The Division‘s Dark Zone had biohazard containers, hazmat equipment and coverings everywhere, plus deadly contaminated areas that evoked a terrifying feeling of dread, The Division 2‘s Dark Zone lacks the same sense of doubt and unease, acting more as a designated area for gear hunting and PvP.

  • This is why I remarked earlier that Washington D.C.’s Dark Zone, and general atmosphere, feels more like the conditions under which Tango-Victor-Tango’s original founder and co-founders discussed the formation of a site for cataloguing tropes in media: sweltering, muggy summers of the Eastern United States seem the perfect conditions to discuss creating a new website while sharing a few brewskis. I don’t drink, but I do remember walking the neighbourhood with a friend while discussing the progression of various turning points in Tango-Victor-Tango’s history years previously.

  • Unlike the beta for The Division, this time around, I did end up making the level cap for the Dark Zone: in this landmark marked “hard”, I soloed and blasted all enemies to reach Dark Zone rank ten, the cap for this private beta. The MPX served me very well against all manners of opponents, having a good firing rate, magazine capacity and damage output to handle both named elites and rushing enemies. At this point, I had a small collection of items, and I decided to give extraction a whirl to complete my Dark Zone experience.

  • Normally, when I call in extractions, hordes of enemies rush me: even with a Gear Score 289 character armed to the teeth with the six-piece Classified Striker’s Battle Gear, exotic weapons and two hundred hours of experience, the Dark Zone of The Division remains a harrowing experience. By comparison, The Division 2‘s Dark Zone feels less suspenseful: the scariest moment I had was when a player decided to hijack my extraction. I decided to fight back, knowing that I would likely die and lose items I weren’t worried about. We destroyed the first player, but then the second player, “Camobiwon”, decided to fight me. I blasted him with the MPX, his health melted away and he died nearly instantly. I ended up completing the extraction and was left to wonder if a normalised Dark Zone would lead to some more balanced PvP combat compared to The Division.

  • Here’s my final loadout for the private beta: I ended up collecting the same number of specialised items, although truth be told, the MPX handled like an exotic, with how much damage it was dealing. Subtle icons can be seen amongst the items, indicating that The Division 2 is likely taking the concept of gear sets and applying them to non-high end items, as well. Overall, this wasn’t a particularly bad run for the private beta, and having more or less done everything to be done, I would later go on to successfully solo the Invaded mission available. I will be writing about this in greater detail soon.

After reaching the level cap, I ventured into the Dark Zone to wrap up the introductory mission and also explore it: unlike the previous The Division beta, there was also the Invaded endgame mission to experience, so I did not linger. During my run of the Dark Zone, I ended up running around various landmarks and clearing them, helping the agents that I encountered. I decided to call in an extraction to see what the experience in The Division 2 was like, and found that unlike The Division, it’s not quite as harrowing, with fewer enemies rushing onto the capture point. However, I did run into two players who figured they could try and get some free stuff from me. One had already gone rogue trying to cut the rope – another player and I gunned them down. The surviving player then tried to kill me, and I subsequently ended up melting them somehow, successfully completing my extraction. With a reasonable idea of what the Dark Zone was like, I headed off into Invaded, which I will write about separately. Overall, The Division 2 looks to be a very entertaining game – Ubisoft has promised a smorgasbord of endgame activities to keep players excited, and aside from issues with movement, as well as grenade-staggering and some UI and UX issues, this sequel seems fairly solid. With this being said, even though The Division 2 has been stated to be quite doable for solo players like myself, I find that as a day-one purchase, The Division 2 is better suited for those who’ve got a few buddies they can squad up with; I can see this game as being very entertaining for players who can play with friends. As for myself, I see myself picking The Division 2 up, not immediately, but at some point in the future once I’ve seen a bit more footage of it, as well as after giving the game some time to see a few patches: by the time I joined The Division during its 1.8 patch, the game was practically flawless and remarkably enjoyable solo.

The Division: Six-Piece Classified Striker’s Battlegear, One Million Damage Sniper, and the Bullfrog at The Endgame

“We won’t get that lucky. We never do.” –Faye Lau

The combination of returning Global Events and their attendant incentive to return to the legendary missions has afforded with me an opportunity to acquire both a complete set of Classified Striker’s Battlegear, as well as the Bullfrog. The weapon compliments the Classified set very well, and in conjunction with a Showstopper, I’ve found myself with an inclination to return to The Division, which has certainly proved to be an enduring game despite my usual preference of playing it solo. Global events and a bit of luck have been instrumental towards helping me complete the Classified Striker’s Battlegear set: specialised for dealing damage with automatic weapons and providing a measure of self-healing, the Striker set is counted as one of the most versatile and effective sets in The Division. In practise, it means melting enemies and having the capability to prolong one’s durability in firefights: at the endgame, The Division provides the gear for players to perform in ways previously not possible, and the variety in Classified Sets allow for enough gameplay diversity so that there is plenty to do at the endgame for folks who’ve not yet collected everything. Of course, with The Division 2 coming out and offering an entirely restructured way to play, I am curious to see how the sequel plays out.

Screenshots and Commentary

  • Like the Nekopara Extra OVA post, this one’s a bit of a shorter one: I note that readers aren’t terribly interested in hearing how I’ve managed to more or less get all the best gear in The Division solo, so this time, I’ve kept the post and my bragging to be shorter. For a week back in July, The Division‘s Underground DLC was freely available to all players, so I took this opportunity to give it a go solo. The Underground consists of procedurally-generated missions similar to dungeon instances and there are several game types. On the whole, I found that The Division offered plenty to do even without the DLC, so I never ended up purchasing any of the expansions.

  • Back in late July, I was still running my LVOA-C, a fantastic assault rifle whose performance and accuracy make it one of the best general-purpose weapons in the game. As one advances in The Division, the extended magazines become the best weapon modifier available, offering upwards of 120 percent ammunition capacity to double one’s ability to deliver sustained damage.

  • To counteract this, The Division 2 will be balancing out attachments so that there will be pros and cons to equipping different setups: in particular, equipping extended magazines will come at the cost of reload speeds. This will force players to choose their attachments carefully, rather than lead everyone to gravitate towards the tremendously useful extended magazines.

  • Here, I play the first set of missions for the Underground and melt my way through the final named elite in the mission. While I felt that Underground might’ve been a DLC worth picking up, I eventually decided that considering how many other ways there were of acquiring gear in The Division, strictly speaking, it was not necessary to get DLCs for that purpose. This will preclude me from getting the DLC-exclusive Shield assignments done, but that’s fine.

  • By this point in time, my Striker Set allows me to be more effective against enemy Agents in the Dark Zone. During one manhunt, I managed to burn away a rogue Agent’s health down to around ten percent before they were finished off by other Agents. This is in spite of my gear being unoptimised and not yet fully calibrated to bring out the maximum performance from the Striker bonuses, as well as lacking dedicated PvP weapons; I am still heavily configured for PvE effectiveness, favouring armour destruction and headshot damage for the most part.

  • I vividly recall that, when the Madison Field Hospital mission came out in the Legendary difficulty, my group was devastated by the final fight with the First Wave Agents despite doing okay. Playing through my first Legendary mission with the six piece Striker set, I realised that I was much more fragile than before, and while the health regeneration bonus is useful, I will need to stack other talents and roll more stamina to fully capitalise on the build’s powers.

  • Besides the Striker’s Battlegear, I’ve also got a full Hunter’s Faith and Firecrest classified set, as well. With the Hunter’s Faith set, I am now able to hit for upwards of a million damage on each headshot using a bolt-action rifle without stacking any other skills on top. When a Global Event is on, damage bonuses continue to amplify the damage dealt: I have hit for up to three million damage per headshot during the Ambush event, during which bonus damage is given when one is standing still.

  • Ever since I got a Bullfrog in a very lucky drop while farming open world bosses for GE credits, I’ve found it to complement my playstyle. The Bullfrog is a FAMAS assault rifle with the “uncomplicated” talent, which deals bonus damage if no stability mods are added. The weapon is inherently unwieldy and has a high spread at longer ranges. My Bullfrog has destructive and responsive rolled, allowing me to deal bonus armour damage and also additional damage at closer ranges, which is the range I typically fight best at. The stability bonuses offered by the Striker gearset allows my weapon to become very effective at close range, replacing the House. To quickly build up stacks, I have a Showstopper AA-12 with accurate and predatory, which ensure that more pellets find their mark.

  • If there is a case where I need more range, I’ll swap over to my M700 Carbon. After learning that one of the First Wave Agents were running a healing station, players soon began to focus their fire on the medic first. Once the medic is down, this fight became considerably easier – during my first run, I ran very late and was forced to disengage to catch sleep ahead of the next day, but now that players are familiar with the mission, finishing Madison Field Hospital on Legendary was no different than the other missions. I will need to optimise my Striker build to improve survivability; at this point, I have too much electronics and not enough stamina.

  • Thus, after 170 hours in The Division, I have a build that seems to work very well for me. My remaining aspiration is to complete a Classified Path of the Nomad set and tune this for PvP; at this point in time, I’m only missing one piece in this set. I do not expect to write frequently about The Division from here on out: I am currently going through the game a second time with a new character with the goal of gaining an extra 120 slots for items. With this post in the books, I’m now well-positioned for a special post tomorrow. Doing these short posts also lead me to wonder if folks are okay with me writing more concise discussions.

In the meantime, leading up to The Division 2‘s launch, there have been more global events and in-game activities in The Division. The Shields have been especially interesting: players who complete certain assignments not only unlock rewards in The Division, but also will gain access to different tiers of rewards in The Division 2. These Shields have been quite fun to collect, although there are others that require a considerably greater degree of commitment and patience to acquire. Like Battlefield 1, The Division was launched with less content and progression, but over time, support for the game contributed to its continued replay value; in both cases, DICE and Ubisoft have managed to elevate the excitement for their upcoming titles by offering events in-game to encourage players to get more mileage out of them before their successors are launched, and the results of this is that I’ve been finding incentive to come back to both games and experience them anew. In the case of The Division, coming back means being able to collect the last of the exotic weapons I’ve been eyeing, and also finishing off my quest to collect a good Classified gearset. The replay value and longevity I’ve gotten out of The Division is very encouraging, and my interest in seeing what The Division 2 is about has increased: I will likely have a better idea of whether or not The Division 2 is my cup of tea following the open beta in early 2019, and this game might just be worth purchasing if it starts off strong and continues to improve further during its life-cycle.

The Division: Onslaught, Exploring the West Side Pier and The Urban MDR

“We choose to…do the other things, not because they are easy, but because they are hard; because that goal will serve to organise and measure the best of our energies and skills, because that challenge is one that we are willing to accept, one we are unwilling to postpone, and one we intend to win, and the others, too.” —John F. Kennedy

The Division‘s latest Global Event, Onslaught, allows players to deal one of burn, bleed or gas effects to enemies, and players may cycle through the different effects by reloading. The end effect is dealing additional status effects damage that can temporarily immobilise enemies and take them briefly out of the fight by lighting them on fire or disorienting them. By making use of the different effects, players can control fights in a manner of their choosing and engage enemies in a novel way that adds a bit of flair to the gameplay. While this global event was active, I decided to take advantage of the status effects to see if I could acquire more exotic caches, and also had the chance to explore the West Side Pier, a new area added to the game in the 1.8 patch. The northwestern side of mid-town Manhattan was previously inaccessible, but now, two new game modes and new places to explore have been added: I’ve not explored this area until now, but it is an intriguing place with a replica of the real New York’s Aircraft Carrier Intrepid museum. Here, the different enemy factions all work together against the players, and there are no civilians or allied JTF forces: it’s one of the most challenging areas of the game to be in outside of the Dark Zone, and offers the resistance game mode, where players square off against endless waves of enemies. It’s an entertaining mode that allows one to test their loadouts, and also offers an additional avenue of acquiring gear, although by this point in my experiences within The Division, the modes of acquiring gear have largely become irrelevant – high end pieces and gear set items have dropped with such frequency that they’re all I see in the game now.

With a reasonably viable setup in The Division, as well as the all-exotic loadout, my sights have been to acquire an Urban MDR. Modelled after the Desert Tech Micro Dynamic Rifle chambered for the 7.62mm rounds, the Urban MDR is a semi-automatic battle rifle with the Distracted talent, which allows the weapon to deal bonus damage on targets affected with status effects. It hits harder than other assault rifles and is comparable to the semi-automatic marksman rifles for damage, but in exchange, the vertical recoil on the weapon is stronger in the absence of a compensator, and the weapon can become unruly without a good under-barrel grip. The weapon is at its finest when used in conjunction with the Firecrest or Predator’s Mark builds with some Tactician’s Authority pieces, which allows the gun to almost always make use of the additional damage bonus, but in Onslaught, the extra status effects also allowed me to try the weapon out without needing to extensively modify my setup. The Urban MDR can be a fun weapon to use: it has the attributes of an assault rifle with the damage of some of the weaker marksman rifles. The end result is a weapon that has increased armour damage and a theoretical maximum magazine capacity of 44 rounds that fires slowly and hits like a truck: the Urban MDR is unique among the assault rifles in how it handles, and it looks beastly, as well. This is why I was looking to acquire an Urban MDR – the weapon has special attributes that add another, interesting way to playing The Division. However, up until now, my luck had not seen me find one. It was during the Onslaught event that I joined up with a team to take on the Warrengate Power Plant on legendary, and while we were wiped once during the boss fight, I managed to use another well-timed Recovery Link during our second attempt to help give my teammates a fighting chance. For my troubles, I got a weekly cache (having finished my quota of missions) and an exotic cache from completing the mission.

Screenshots and Commentary

  • Battlefield 4 does not have a pink weapon skin, and The Division lacks a P90. When the Onslaught event began, I was just getting caught up with Sword Art Online Alternative: Gun Gale Online. The closest I came to replicating the LLEN loadout is with any submachine gun with the pink camouflage: The House is an absolute beast, and is my favourite weapon for getting out of a tight spot. I normally go with grey or tan weapon camouflages to make myself more difficult to spot: the bright pink means I’m visible from a klick away and does not serve me well at all in places like the Dark Zone.

  • I engage rogue agents here on my own with the inevitable results. Because dying in the Dark Zone as a non-rogue no longer has any penalties to it, one of my favourite strategies is to bait rogue players into killing me repeatedly, increasing their rank and possibly trigger a manhunt. I’ve managed to do this on a few occasions: I’m completely geared towards PvE, having a maximum of a 70 percent boost to armour destruction, and so, when it comes to PvP, where critical chance and critical damage is more valuable, I’m much less equipped to do so with my main loadout.

  • I’ve found that the best way to enjoy the Dark Zone now is to simply not collect any item drops (unless they’re exceedingly rare). With no need to extract items (and the attendant stress that extractions bring), it is much easier to focus on simply clearing landmarks and evade any rogue agents that may be present. At this point in time, I’ve become geared enough towards PvE that I can burn through elites and named enemies without any effort: soloing landmarks in the higher sectors of the Dark Zone is very straightforwards now, and I’ve run into groups who’ve expressed surprise at encountering a lone player in a recently-cleared landmark that had moments before, been marked as available on the map.

  • Here, I make my way to a supply drop after helping out with a manhunt, conferring a small cut of the bounty. When I first began, I struggled to clear the elites guarding supply drops, and wondered if tactical link would be needed to deal with the enemies if I were going solo. This is no longer the case, as I’ve enough firepower to melt through the elites. I’ve heard stories of opportunists allowing other players to fight the elites while they engage survivor link and claim the supplies for themselves. My approach to supply drops is pretty blasé, and if another agent steals a supply drop I’m working on, so be it.

  • I admit that it’s become a bit more difficult as of late to match-make into legendary missions. I decided to give them a go for Onslaught, during which players have access to ammunition that deals burn, bleed and gas damage. Reloading allows one to switch the effect on the fly, and it is very effective to combine different effects together to control crowds of enemies. Here, I am fighting with three other players at Warrengate Power Plant. Notice that my weapon skins are quite plain compared to those of my teammates’: there’s a certain appeal about the desert tan colours, and for the most part, I run with simple skins to avoid standing out in the Dark Zone.

  • With this year’s E3 just a few days away, I look ahead into the future: The Division 2 was announced a few months ago, and a new trailer released earlier today, detailing the setting and showcasing the gameplay. When I first saw the footage for The Division from the 2013 E3, I was completely blown away by how beautiful everything looked. The launch version of The Division is vastly watered down, featuring fewer AR-type elements in its UI and also dialling back the visual fidelity to a considerable degree, but from a gameplay and content perspective, The Division was well worth playing through even though it may not look as impressive as what was shown in the E3. The new trailer for The Division 2 shows a very familiar game that looks like a straight upgrade from The Division. Things still look like they handle smoothly, but with a fresh coat of paint that hopefully will retain the AR-esque elements.

  • I can accept that this year’s E3 reveal for The Division 2 will might be light years ahead of the product that will be shipped to consumers from a graphics perspective. In today’s gameplay trailer, it is revealed that Washington DC will be the setting. The Division‘s Manhattan is beautifully rendered and highly authentic, but a sequel would become stale very quickly if it were to be set in New York again. I personally was hoping that The Division 2 would take us over to Asia: Hong Kong, Shanghai, Tokyo and Seoul would have provided an incredibly refreshing backdrop for a continuation. An Asian setting makes sense because at the end of The Division, Aaron Keener escaped with the means to continue manufacturing the Green Poison. However, DC is a logical choice: Keener had intended to bring the world to its knees, and taking out Washington would’ve been a very powerful move.

  • The Division 2 will be set in the summer, so I wonder if there will be more interesting outfits available for selection. Besides the fact that there’s a (mostly) new setting, what would get me excited about The Division 2 would be the immediate inclusion of the same end-game content we now have in The Division 1.8.1: having gear-sets and exotics to work towards through ridiculously difficult missions, world-tiers to incentivise collecting better gear, high value targets to hunt, resistance to provide waves of enemies for testing one’s mettle and Global Events, plus the thrills of a Dark Zone would provide plenty of content for a newly-launched The Division 2, such that the most dedicated of players would not run out of things to do after hitting the level cap.

  • If The Division 2 launched with the same content as what is available in The Division 1.8.1’s base game, was set in an East Asian city and handles as smoothly as The Division does now (both from a gameplay and connectivity standpoint), it would be an easy day-one purchase for me. Given my experience with The Division, I would not hesitate to buy The Division 2 at full price – I’ve put in 135 hours at the time of writing into The Division, so I’m sure to get the bang for my buck if things turn out well for The Division 2. Here in my legendary run, I square off against a Lieutenant Sasaki. Our team got wiped out on our first attempt, and we were close to being wiped a second time, but fortunately, I activated my recovery link, bringing everyone back to life.

  • During the Onslaught event, I played missions to unlock weekly caches, which have a guaranteed exotic. When I finished the legendary mission and the weekly assignment, I returned to the base of operations to open them. Opening the weekly cache was a bit disappointing, but opening exotic cache I got from playing the Warrengate mission landed me the MDR. I was thrilled: while the MDR does not line up with my preferred play-style (I run a four-piece Striker set with the Ninjabike backpack), I wanted to have an MDR so I could mix things up. The weapon also looks exceedingly sleek.

  • My first inclination was to give the MDR a whirl: with its slow firing rate and extended mags, the MDR can take out entire groups of enemies before needing a reload. While somewhat lacking in stability, having good weapon attachments can make the weapon’s recoil more manageable. The weapon is definitely fun to use: handling like a cross between a marksman rifle and assault rifle, it burns through armour and allows for headshots to be scored. Bonus damage from the status effects in Onslaught makes the MDR remarkably effective, although its lower rate of fire makes the MDR a decidedly inferior weapon for close-quarters combat.

  • For any serious engagement in a legendary mission, the Urban MDR would not be my choice of weapon: my LVOA-C and The House have proven effective beyond any other weapon combination, so I’ve not looked back. However, with the myriad of ways to play The Division, it’s always fun to equip different gear-sets and weapons to give them a go. Here, I run through a vividly-lit alley close to the Base of Operations after blowing apart the open-world named elite and his entourage here: the warm, golden light brings to mind the moods of the Christmas season.

  • I figured the time was high for me to try out the Camp Clinton area of Manhattan – this was an area that I had previously not explored, but now that I had a setup that worked for me, and all of the exotic weapons that I’d sought to collect, I was properly outfitted to deal with the enemies here. There are encounter-style missions known as Alerts; coming in five varieties, they give Division Tech, equipment and target intel when completed. They’re quite fun to complete, but one challenge about the West Side Piers are that there is no in-fighting among the enemies.

  • Consequently, random groups of standard-type enemies can lay waste to unsuspecting players: I’ve never died to NPCs outside of mission areas until now, and for this reason, exploring the West Side Piers offers a thrill that is absent from other parts of Manhattan. As an end-game section of The Division to explore, the Division Tech earned from doing Alerts here is immensely useful towards optimising gear. I’ve burned through my Division Tech trying to improve gear pieces with reasonable configurations on them, and the updates are quite noticeable: enemies melt slightly faster, and I recover more quickly.

  • The USS Intrepid Carrier Museum can be seen here; the original USS CV-11 Intrepid was commissioned in 1943 and participated in several battles in the Pacific Theatre. After the Second World War, Intrepid was decommissioned, modernised and then recommissioned. Among its most noteworthy operations were the recovery of space capsules from the fledgling American space programme and in 1974, was decommissioned once again. It became a museum ship in 1984, and today, is a well-known destination in New York: the museum ship featured in National Treasure as a location where Ben Gates evades the FBI with help from rogue treasure hunters.

  • When I travelled to New York in 2011, I had a chance to visit the USS Intrepid for myself; Manhattan is a very active and busy place that gives Hong Kong a run for its money, and the traffic jams here are legendary. The Division really succeeds in capturing the strange sense of quiet following the Dollar Flu pandemic, and this is one of the main reasons why I ended up getting The Division despite having sat on the decision for nearly two years. I was dissuaded by the fact that the game did not have much in the way of end-game content, but by the time Patch 1.8 was introduced, The Division had much more to do even in the absence of the additional DLC content.

  • Having a good amount of armour destruction allowed me to survive a ways into each of the resistance missions as a solo player. These endless missions are a fantastic test of one’s gear and setup: with my four-piece Striker set, augmented by the use of a Ninja Bike backpack that lets me gain the ammunition bonus of the Lone Star set and the improved resilience against elite enemies from the D3-FNC build, I’m balanced to deal damage, absorb it from tougher enemies and also can operate on my own for longer before running out of ammunition.

  • With the proper setup, one can reach the tier two resistance caches on their own. There was a bug where one could get tier five equipment from caches earned from playing resistance on tier one difficulty if one switched back to tier five before opening them, but this particular issue has been rectified now. I’ve still yet to learn the waves and patterns of the resistance mode, having only spent about an hour experimenting with the different maps and their layouts: there are some tricks to improve one’s performance and make the most of the SHD tech pickups, which are used to unlock new areas, supply crates and gear caches, but with The Division nearing the end of its lifespan, I’m not too sure if it’ll be worthwhile to put too much time into things.

  • My original interest in the resistance missions were that they were said to be a fantastic place to farm for classified and exotic gear. However, considering the amount of time it takes to get to them, I feel that for folks who do not have any of the DLC, playing through legendary missions, weekly assignments and entering the Dark Zone is the more efficient route for getting gear. When available, Global Events are unmatched for collecting classified gear items.

  • In fact, looking through old conversations out there about The Division, I’ve noted that in older patches, classified and exotics were extremely rare. They’re not easy to obtain for a reason, but in my experiences, I’ve managed to amass a sizeable collection of exotics and have made some progress in collecting classified gear pieces as a predominantly solo player who occasionally teams up with others to complete legendary missions. That I’ve managed to do so is no small feat, and I’m a bit surprised that I was able to get this much milage out of The Division. This is what motivates the page quote: I recall that early in The Division, players were having trouble getting their gear scores up.

  • Having now done everything within the base game for The Division (except for the Incursions), one wonders if I have any plans to buy the DLCs. The answer is no: while it would open up new game modes to explore, most of these are dependent on teamwork for an optimal experience. The only DLC that would work for me is Underground, since this can be soloed, but I’ve heard that it’s also very repetitive in nature. Rolling for 15 CAD at full price, I’ve seen sale prices bring it down to 4.50 CAD. If the next Steam Sale offers a comparable discount, I might just take the plunge and pick it up.

  • Of course, for the next Steam Summer Sale (which begins in eleven days), my eyes are on Far Cry 5. While the discounts won’t likely be too substantial, considering the strong sales numbers, if I can get a price reduction closer to forty percent off, then I will pick up the game. Otherwise, I can hold off: I’ve heard that Far Cry 5 handles similarly to its predecessors from a gameplay perspective, but my main interest in the game was its setting, and this isn’t something I feel like I’ll be missing out on too much should I decide to wait for a better sale. While Far Cry 5 might be a game I’m on the fence about, this past weekend has also seen the release of new Battlefield V trailers and gameplay footage from EA Play.

  • The resistance modes were the first place where I encountered drones, which come in two types. Standard types have a red targetting laser, and shock drones have a blue laser. I’m not particularly fond of the latter, as they can leave players exposed to other attacks. Fortunately, with their weak armour and health, they can be disposed of fairly quickly.

  • In the footage of Battlefield V, I’ve seen the new fortification and team play mechanics, new maps and weapons, as well as the new UI. Fortification will provide a new way to counteract destruction, and seeing destruction play such an instrumental role in a Battlefield title means an increased emphasis on teamwork and tactical play. The only maps we’ve seen so far are in Norway, but the snowy terrain and aurora look absolutely gorgeous. The War Stories will also be introduced over time, and without a premium model, the game looks like it will keep on giving after it is purchased. I expect that Battlefield V could perform very well even without Steam Summer Sale-type events, and having seen a proper bit of gameplay for it, my decision on Battlefield V will largely be determined by how smooth the netcode is at launch.

  • If Battlefield V‘s launch is at least as smooth as that of Battlefield 1‘s, then it will be a very easy decision as to whether I pick up the game shortly after launch. For now, we return to The Division, where I’ve been playing around with the MDR and my all-exotic loadout. Having had the chance to try out the all-exotic loadout, it is a satisfactory all-around setup where I sacrifice firearms damage for more skill power. While quite entertaining to use, with all of the different bonuses the pieces confer, it is not as specialised towards my personal play style, and so, I don’t use it for team-oriented missions. Conversely, running all exotics for hard main missions isn’t too bad: that the all-exotic loadout is balanced means that it’s versatile enough for one to handle most missions without too much difficulty.

  • At some point in the future, I aim to return to the West Side Pier by day to see what it looks like here. With a reasonably effective build and more or less, all the weapons that I was looking to acquire, I have a feeling that my days spent in The Division will be more exploration driven now: I’ve still to complete all of the encounters on the eastern side of Manhattan, for one, but now that my gear allows me some survivability, I’m not too worried about dying while running around and simply taking in the scenery, which looks fabulous. I’m running The Division at high settings at 1080p and have a consistent 60 FPS on my five-year-old setup (albeit a setup with an upgraded GPU from 2016), so one factor that will directly impact my decision to buy The Division 2 will simply be whether or not my machine can run it.

  • Here, I fight in the last of the resistance maps, set in an underground facility called the Powerhouse. So far, while I’m very excited about Battlefield V and look forwards to seeing just what The Division 2 entails, most of the anime community is completely disinterested in the innovation that these games have. Much like some are downright dismissing the titles I find noteworthy, I am of the opinion that Nintendo’s E3 showing is unlikely to be impressive for me: games like Super Smash Bros and Kingdom Hearts do not look to be pushing the envelope for the technology powering games.

  • I’ve noted that the posts here on The Division (or other gaming posts) are given a cooler reception relative to my anime posts. I’m rather aware that my entire reader base consists of fellow anime fans who may or may not share my interest in shooters, and I think that the average reader coming here is likely looking for analysis of themes, explanations of plot points and random remarks on various scenes for anime. However, while these posts seem to offer a limited return for the effort it takes to write them, I note that I write this blog for myself as well as for readers – this is an electronic journal of sorts for me, and I enjoy recalling my adventures in games as much as I do writing about anime. While we’re on the topic of this blog’s logistics, I’ve decided to disable comments for posts older than two years on the basis that 1) this reduces spam and 2) it would be somewhat disingenuous to discussing older posts with readers when I cannot fully recall the rationale for some of my thoughts.

  • With this being said, I’m more of an anime blog than a gaming blog, so the focus of things will always be more anime-oriented. We thus look ahead into remaining posts for June, which we are not even halfway through yet. I am certainly going to write about Amanchu! AdvanceComic Girls and Sword Art Online Alternative: Gun Gale Online. As well, I am planning a special set of posts for the summer solstice, and I am also considering doing another post for the Terrible Anime Challenge series. Finally, news has reached my ears that Harukana Receive is going to begin airing on Friday, July 6. I’m debating whether or not this series will get an episodic review for the present, but even if it does not get an episodic review, if there was one anime for the summer season I am writing about, it is this one: at the minimum, I will follow the same format for Amanchu! Advance for Harukana Receive.

  • With the MDR now in my arsenal, I’ve more or less collected all of the exotics that I’ve set out to acquire. This is the all-exotic loadout I’ve always dreamed of having, and with this done, I feel that I’ve gotten the fullest from my solo experience of The Division. I may occasionally return to mess around with the West Side Piers missions and Dark Zone, as well as to try my luck with weekly mission caches (getting a Bullfrog would be quite nice, even if it is extraneous), but I think for the present, I am in a position to take a bit of a break from farming for gear in The Division and focus my attention on other things. So, readers disappointed that I’m not writing more about anime will likely be less disappointed: besides the remaining shows of this season, and the other Terrible Anime Challenge on the table, I’ve finally finished AIR from Kyoto Animation. I will be writing about AIR, and as well, my copy of Kimi no Koe wo Todoketai has finally arrived: no promises yet, but I am going to try and watch this ahead of Canada Day.

When I returned to the terminal, I bought global event caches and got a Damascus, an exotic M9 pistol. Opening the weekly cache landed me Shortbow Championship pads, which I had a superior version of already and proceeded to scrap. I turned to the last item, the exotic cache I got from finishing Warrengate Power Plant, and opened it. Against all odds, I got the Urban MDR. Despite its low gear score of 258 and average talents (Focused and Commanding), I finally had an Urban MDR in my inventory. I re-calibrated it, replacing Commanding with Brutal. I subsequently optimised it so it would hit harder and then took the weapon out for a spin against the various open-world named elites, and the free-roaming enemies of the West Side Pier. With the effects from Onslaught active, it’s proven to be a fun romp: the weapon is very efficient with its ammunition, and when an extended magazine is equipped, one can go through multiple veterans or entire groups of standard enemies before needing a reload if their aim is true. While the MDR’s semi-automatic fire is not suitable for my preferred Striker setup (I run with the House and LVOA-C exclusively now for missions), and it is dependent on status effects to be at its most effective, the MDR is nonetheless a fun weapon to use even in the absence of a dedicated setup: it’s great for mixing things up and experiencing things a little differently. I’ve heard that this weapon is incredibly rare in The Division, and consequently, being able to get an Urban MDR on my last exotic cache was such a stroke of dumb luck that I can’t believe it. While I’m seemingly on a hot streak, maybe I ought to get into Kantai Collection, where I’m sure dumb luck will let me register for the game and maybe subsequently solo Kantai Collection‘s 6-5 events with the basic loadouts that would make veteran players salty.

The Division: Counting Cards, Blackout and New Legendary Missions

“No matter what you or anyone else does, there will be someone who says that there’s something bad about it.” —Tom Clancy

The Division‘s latest update brought to the table two new global events, modifications to the gear system and drop rates, added two new legendary missions and also introduced a host of bug fixes to improve the experience for players. With Division’s 1.8.1 patch live, this is a game that’s continued to keep on giving – a far cry from when it first released, there seems to be no shortage of things to do at the endgame to keep things interesting. The latest Global Event, Blackout, introduces the shock ammunition modifier, which allows players to stun enemies and deal increasing damage as one runs or fires. The stun from shock ammunition provides players with a few critical seconds to duck behind cover or reload, and additional damage makes it easier to tear through The Division‘s infamously tough enemies. The end result is non-stop entertainment in making use of shock ammunition to explore the two new legendary missions: 1.8.1 adds Amherst’s Apartment and Grand Central Station as missions with The Division‘s toughest difficulties, and these two missions are well-suited for the mode. Besides new legendary missions, changes to the caches available for purchase with GE credits have been made, allowing players to purchase caches that guarantee pieces of classified gear from a certain set. Exotics have also been modified: exotic weapons that can be purchased from the vendor will no longer drop, and all exotics are now added to the pool of items that can drop from light zone bosses. These changes indicate that The Division, contrary to claims otherwise, is still going strong: Ubisoft has made it clear that en route to the upcoming The Division 2, they will continue to motivate players to get the most of The Division.

Having spent all of March in global events, I managed to acquire an all-exotic loadout through the legendary missions that I’ve played through. These missions are no walk in the park and for the most part, simply cannot be soloed by a majority of the players. Having tried them, I can attest to their difficulty, but since my last post, I’d also had some time to tune my loadout more finely, replace some gear and also optimise my favourite weapons. As a result, I’ve noticed that as of late, I’ve been able to melt enemy elites and veterans without too much difficulty: while working on weekly assignments, I’ve returned to the Dark Zone and burned my way through supply drops and even finished my first-ever contamination event solo. In legendary missions, I’ve become much more useful to my team, dropping enemies in less than a single magazine. The improvements to my performance have made legendary missions less daunting: the new missions are much more manageable than the old ones in that can be finished more quickly. The narrow passages and corridors of Amherst’s Apartment and Grand Central Station funnel the LMB soldiers into chokepoints that make them vulnerable to concentrated fire; a reasonably well-coordinated team can easily hold out and triumph in firefights. I’ve also begun to run with recovery link now, which has proven useful far beyond the other signature skills for legendary missions. During one Grand Central Station run, I lost my entire team to the final wave of named elites in the mission’s final segment. I was the last individual alive, and because I had recovery link, I was able to revive my entire team. This gave us enough of a second wind to complete the mission, and as the Blackout global event draws to a close, I’ve had a chance to enjoy the new legendary missions and acquire some new exotic weapons.

Screenshots and Commentary

  • In order to complete the weekly assignments, I needed to return into the Dark Zone. It suddenly strikes me that beyond the fourth sector, I’ve not actually explored the Dark Zone in too much detail, and here, I clear a landmark in the third sector on my own during one memorable evening where a group of rogues were running around and eliminating anything that crossed their paths.

  • All of the group’s activities were showing up in the feed, so I made it a point to avoid them if they were powerful to shrug off repeated attempts from other players to take them out. Because I was mainly in the Dark Zone to hunt cleaners, we thankfully did not cross paths: besides cleaning out cleaners roaming the streets, I also descended into the contaminated zones to get at the cleaners down there.

  • In the Dark Zone, I’ve largely been unsuccessful with claiming supply crates because I was ill-equipped to deal with the elite enemies that spawn in, but with my current setup and the Blackout global event, I found that I was tearing through enemies like a hot knife through butter. I was able to claim several supply crates during my time spent in the Dark Zone, and these offer items that do not need to be extracted.

  • I’ve never soloed a contamination event up until now, and the only time I had done one of these previously was with a group that I randomly joined with. During that particular run, I managed to find a Big Alejandro, an exotic light machine gun, but lost it to a group of rogues. This time, however, I was able to clear a contamination event on my own and got a Medved for my troubles. Extracting it was an exhilarating experience, although since this wasn’t an MDR, I would not have been too bothered if I had lost the Medved – this is an exotic shotgun that fires slugs in place of buckshot.

  • While the Dark Zone might be the most lawless and desolate part of Manhattan available for players to explore in The Division, there are places that have a neat atmosphere to it. This street, brightly lit with its Christmas decorations, does not look anywhere nearly as intimidating as those parts of the Dark Zone dominated by biohazard markers, plastic coverings and endless garbage bags, for instance.

  • At the time of writing, I’m rank forty in the Dark Zone, and I believe that at rank fifty, I’ll have access to those high gear-score blueprints that would allow me to craft the weapons I most enjoy using. At this point, however, this seems a little unnecessary: I’ve more or less found all of my weapons through drops from regular combat, and I’ve found the setup that works best for me. I run with the LVOA-C with Destructive (increased armour damage), Unforgiving (increased damage output when low on health) and Accurate, and my House has Accurate and Deadly (increased critical hit damage).

  • These rolls seem to have worked exceptionally well for me, and so, I optimised my weapons to their maximum gear score of 286. I subsequently returned to the legendary missions to see how the weapons would perform, and The House truly shines. It is considered to be the best exotic weapon: its unique talent is “card counter”, which allows half of the magazine to do twenty percent more damage per shot. Coupled with a respectable firing rate of 850 RPM and the fact that the weapon can be fully customised, The House is an absolute beast of a weapon that makes it the exotic to have.

  • In practise, The House is obscenely powerful even without the Destructive talent: the weapon talent can be exploited by counting bullets, allowing a skilful user to consistently deal more damage with the weapon. I personally find the notion of card counting an amusing one: a fellow I know once declared that he would count cards in Poker, even though the method is intended for Blackjack and other card games in its family. We had a good laugh that game, and I ended up breaking even, winning back my buy-in.

  • I picked up my first house in a Superior Global Event Cache, and over the course of my time in The Division, found two more Houses. Neither of the new ones have as good of a talent roll as my first, but I’ll likely keep them around and see if I can roll better talents on them at a later date: as a firearms-oriented player, electronics-dependent talents are not my cup of tea. It really says something about a weapon when it is able to make even legendary missions more manageable – since I picked up a House, I’ve not failed a legendary mission yet.

  • In previous missions and events, I ran with the survivor link, which grants increased damage resistance and movement speed. While useful in some circumstances, it turns out that for legendary missions, the recovery link is superior in every way – being able to revive an entire team is beyond valuable. During one run at Grand Central Station, we’d cleared all of the LMB and were preparing to fight the four Agents that appeared. My teammates were probably still new to the Grand Central Station mission, and immediately, I found myself the only member of the team still alive. In the voice communication, one of my teammates shouted “T, T!”. The signature skill is by default, mapped to the “T” key.

  • I had been saving my recovery link exactly for such a moment: observant readers will note that I selfishly run with overheal and tactical pulse: I make extensive use of both talents in a given mission to stay alive, and having overheal allows me to get enough health to escape a pinch even if I’m out of med kits. I thus activated my recovery link, saved my entire team, and we regrouped to defeat the wave of agents. The map became littered with various items, and by this point in The Division, high end items drop with such a frequency that superiors have become utterly worthless.

  • With my experiences, I am now going to continue running recovery link as my signature skill for all legendary missions: while I initially figured that tactical link could be useful for boosting damage against bosses, and that survivor link could be great for escaping a difficult situation, being able to save one’s entire team makes the missions much more straightforward to complete. Why is there a random post on The Division, one might ask? The answer is two-fold: first, the Blackout event will be ending in a few hours, and second, this post was actually supposed to be a talk on Gundam: The Origin‘s sixth movie, but it seems that I underestimated how long some things take to become available on this side of the world.

  • Gundam: The Origin‘s sixth (and presumably, final) instalment screened in Japanese theatres yesterday. While the first to fourth instalments were available to watch very quickly after screening in Japan, this sixth movie has followed the fifth in release pattern. I believe that there will be a chance to see it later this month, so I will be writing about The Origin, just at a later date. Aside from The Origin‘s delay, yesterday was, by all counts, an ordinary Saturday on this side of the world. I ran a few legendary missions, and then stepped out to a pleasant spring afternoon to relax at a local bookstore, before heading off for dinner. It was steak night, so I ordered a medium-rare sirloin steak with sautéed prawns, asparagus and garlic mashed potatoes.

  • There’s nothing like a juicy, flavourful steak and tasty prawns to accompany some of the best weather we’ve had all year, and moreover, it’s great to see spring return to the world. Trees are starting to bud now, and grasses have become verdant with the warmer, pleasant weather. Spring has also returned to the world in my workplace: after a difficult year last year, it seems that things are turning around now. Of course, talking about it would mean going off topic, so I’ll leave this discussion of reality and return things back to The Division.

  • Here, I begin pushing into Amherst’s Apartment: the narrow confines of the mission means it’s actually quite difficult to get flanked, and despite the waves of well-equipped LMB soldiers, this legendary mission is also one of the quickest and most straightforward to complete. After some teammates set up a support station, it was a simple matter of switching over to the LVOA-C and firing until there were no more enemies left. In most games I’ve matched into, teammates have typically run with a support station, and when placed properly, these can be as useful as a well-timed recovery link: they automatically revive downed players.

  • If a nearby teammate is downed and I happen to be reasonably safe from fire, I will attempt to revive a teammate, as well. I have come to greatly enjoy legendary missions in The Division because, aside from incursions, these are the missions that really encourage team play. Because every member of a team is interested in the mission rewards, they will work together and help one another out even when they are not communicating by a microphone. It’s a far cry from the chaos of the Dark Zone, and seeing the cooperation in legendary missions have also made me appreciate the Dark Zone more.

  • I admit that it can sometimes be a bit irritating to matchmake and not find any groups available, or else match into a group with only one other player, then watching as the other player disbands the group because not enough people showed up to do a legendary mission. However, when things work out, they work out well. I’ve run into some interesting people during the course of my legendary mission runs in The Division, and I’m glad that by this point in time, people are not being kicked for having too low of a gear score.

  • Outside of The Division, DICE has made Battlefield 1‘s They Shall Not Pass DLC free for all players. I still recall buying the premium pass a year ago so I could play through the new French maps, and looking back, I have absolutely no regrets about my decision. Buying the DLC simply means paying to save time and play earlier. I will be doing a post in the near future on what it’s like to return to the French maps, which I’ve not played too extensively since the other DLCs came out: after more than a year of having bought the premium pass, I’ve finally had a chance to take the wheel of the Char 2C in a game of conquest, and the experience alone is meritorious of a blog post.

  • Over the past two weeks that Blackout was running, I’ve gotten more exotics than I’ve cared to count. While the Urban MDR continues to elude me (I’m looking for one simply because the gun looks cool; the MDR is best suited for a skills-oriented build), I’ve picked up a new Big Alejandro to replace the one I lost in the Dark Zone and it’s been a fun weapon. As well, I’ve also got a Heel now (an exotic DMR) and new shotguns, plus plenty of duplicates. Exotic weapons and gear can be useful, but for the most part, they serve a more illustrious role for me.

  • My loadout has not changed too dramatically since I last posted: I have an improved Strikers kneepads and a new M9 pistol that holds more rounds than my previous M1911. As well, The House has become a more regular part of my loadout since I learned of its exceptional performance. My gear score has also increased slightly, to 283. This pretty much brings my current post on The Division to an end, and looking ahead, I’ve actually got a bit of a surprise for readers: I have plans to do a mini-series for Yuru Camp△ this and maybe next month. I did mention that May looked a little sparse for anime, so as time allows, I will be doing something fun for Yuru Camp△. As for The Division, I will be returning when the Onslaught event kicks off in the future.

There is still one more new global event, titled “onslaught”, which will run at some point in the future. Similar to blackout, it is a damage modifier, and once it is live, I will likely take a look to see just how much of an impact the multiple damage effects have on gameplay. At this point in The Division, my quest to collect more gear pieces suited for my style continues, and while I originally thought it appropriate to stop here on account of repetitiveness, it turns out that playing through the endgame is much more entertaining than expected. While missions are repetitive to some extent, playing with a full squad of players against overwhelmingly powerful enemies have made each return to a legendary mission unique. Similarly, the uncertainty of ambush and betrayal in the Dark Zone adds a certain thrill to the game. In the fifth world tier, I’ve had reasonable success in matchmaking with other players to tackle legendary missions, and in the Dark Zone’s toughest tiers, the presence of manhunts and rogue agents continue to keep things exhilarating and fresh. My days in the Dark Zone now are largely PvE, although I also make a game out of evading rogue agents and, on good days, seeing if I can extract gear before rogue agents show up. The presence of other players makes it quite clear that The Division is certainly not barren or devoid of players: even now, there’s new content for players to enjoy. After blackout winds down, I’m going to take a short break and return to see what onslaught will be about. Perhaps, if my luck holds, I may even get an Urban MDR.