I really want a stealth sim where I get to be the counter imperialist guerrilla for once.

Like, video games are best when you're fighting impossible odds. There's a perfect setup there.
 
was lucky enough to get into the private beta and i've played a few hours of it. so far my tl;dr is "Like Division 1, but better". gunplay is solid and satisfying, movement is less dodgy vs Div 1. time to kill is not cancer at all, shotguns are now actually fucking viable because enemy health is not stupidly high. UI needs rework, i am annoyed that it will not accept mouse inputs in the menu, they ned to fix that for launch.

will try out the endgame preview later, but so far it looks quite promisng, and is in a significantly better state than the anthem demo.

buddy of mine who was skepitical about the game has changed his mind and is now willing to put down money to get the game.i too would do that, but not at release, prolly wait for a sale or something, because i need to ace combat lol

also, after capping an enemy position, the feeling when an elite showed up and I hosed him down with the minigun emplacement that had been giving me so much problems earlier was very satofying. :D
 
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I guess since I might as well: here are my private beta thoughts in quick summary form before the full, open to everybody one starts:

1 to 30 experience (or well, the small snippet you get to try): it's basically the Division 1.5. Like if you played TD1 recently it's going come off really familiar, and honestly by now TD1's pretty good as a game so it's nice to have the sequel be like that from the get go. It tries being a bit too frenetic here and there with a couple combat encounters but it's not like, unbearable or though.

Endgame experience: Remember when I said about the 1 to 30 experience being a bit too frenetic here and there? Division 2 endgame, at least in the private beta honestly just came off like Massive had a whole lot of ideas how they wanted the game to look like at this point, with you being high speed low drag tactical operators fighting against a massively numerically and technologically superior mercenary force without considering how it would feel to play like.

Like to be a bit more precise I tried tackling this with @Cornuthaum and one instance of trying to do so with a full team of randoms. In no particular order of complaints:
  • Enemies being able to shit out multiple suicide bomber drones per second while your ability recharge rate can be summed up as "AFTER TEN THOUSAND YEARS, I CAN FINALLY DEPLOY MY TURRET AGAIN" relatively speaking absolutely sucks in terms of how it feels.
  • The robot shotgunners just feeling like near unstoppable walls of HP that actively punish you with seemingly no counter player if you get pre-occupied with the everything else that goes on with a long duration fight against the Black Tusks sucks. And it sucks a bit more when people say why don't you just shoot it when you've already elucidated that you were busy trying to shoot everything else in the encounter that are very good at trying to shoot at you.
  • The fact that the movement controls are relatively unchanged from TD1's relatively "submarine"-like controls, as Corn put it, when the Black Tusks seem set up for basically fast paced lightning relocating sucks when you try to do that because TD1's controls were way more appropriate for a more sedate cover shooter.
  • The realization that signature ammo drops as they currently work are completely dumb if you didn't take the big sniper rifle specialization option. like sniper rifles get a chance to drop their signature ammo every time you score a headshot kill without it. Grenade launchers? Gotta get a normal explosive kill (so you know just gotta manage to pin down the people already pinning you down so they don't move for the 5 seconds it takes for your grenades to finally explode), and the crossbow requires you killing an enemy afflicted by a status effect. Corn and I both took the grenade launcher option if you're wondering. :V

I don't really have an issue about the AI because the general map design letting them do their tactical operator thing, on its own, would actually be pretty great compared to the more dumber (by comparison) story factions and as a great enforcer of how just much harder the situation got for the city: it's just absolutely let down by the everything else that got added on top.

Now the good news is that contrary to all the many people going to me how the above was perfectly fine and me and my friend were just playing bad, Massive basically seemed to have agreed with all of the above and nerfed/buffed things accordingly, so I'll see how things will be like for the near launch version of the game.

And I mean worst case scenario me and Corn are both getting the game for free via AMD Rewards, so we'll probably be around to play with other SVers for a bit before we probably put in the bin of games that were eh ok to us.

And in case you're wondering, we did not try PVP at all because honestly I feel like I'm gonna run into all the people who've been playing WT5 Dark Zone for the past year and nothing else the second I do. :V
 
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I'm definitely aiming to get Division 2 this year, albeit later in the year, and i'm deffo gonna put more than a few hours into the public beta game over the weekend. Hopefully the Black Tusks will be less cancer now vs the Private Beta.
 
Division 2 endgame, at least in the private beta honestly just came off like Massive had a whole lot of ideas how they wanted the game to look like at this point, with you being high speed low drag tactical operators fighting against a massively numerically and technologically superior mercenary force without considering how it would feel to play like.
It really was let down by its movement system. A faster paced, low-drag movement system like, idunno, half Assassin's creed freeflow half Rainbow Six Siege verticality options - or even better yet, Literally Apex Legends Movement, would have served it much better than the bipedal bathtub with a 3-meter turning circle that are the Agents (not to mention that their stick-to-cover system still sucks and causes you to stick to the wrong surfaces, going around corners at the wrong time, and making dodging slow..)

Otherwise it's gonna be an updated and gussied-up Division 1, which was a passable looter-shooter. I wouldn't get hype over it, but it's gonna be fine.
 
And now for open beta thoughts:

...honestly it's pretty much the same as the private beta, except now my issues with pacing are more like:
  • Stuff on top of your cover having collision means that when it comes to the type of ability I particularly like (ie turrets), you have to actually care about where you place them and can't trust the automatic placement to properly set it down. This is ok with Div 1's slow pace, but in Div 2 trying to do that when you're being shot at from a bunch of different directions is...certainly a design choice Massive made. ALso those objects interrupting shots you make sucks when you forget about it when you have the grenade launcher out.
  • I don't know why but I felt way more aggravated by the shooting system this time around, and i have no idea why: it just felt way more slower and sluggish and missing shots because it did not physically feel possible for me to actually accurately target them compared to other games I've played like Apex Legends, where missing feels like I just missed of my own accord, felt incredibly bad. The weird thing is that I wasn't like, bad at the game in spite of this feeling: I managed a good 5 to 1 KDR in my first and only set of Conflict PVP matches, it just felt pretty bad to do so.
  • Seeker Mines being dodged by enemies doing a jog to their cover location blows. The worst part is that it's inconsistent: sometimes my mines can catch up in time, other times it's a complete miss.
  • Grenades exploding before the danger indicator appears is still in, and it still sucks when you have to hope you notice the sound cue in time in between everything else in a gun fight because of it.
Also, tried out the Dark Zone, and man it was such a vastly different experience from my first time in TD1: couldn't find anybody for 20 minutes, only found one piece of contaimiated gear by the end....

And then promptly got shot in the back by a full squad of Rogue agents for it.

Also weather effects still not affecting the AI while you're completely rendered blind is still dumb.

All in all, will probably just be up for playing with SVers until I finish the story and then probably end up peacing out unless Massive's got a surprise "now it feels like MGSV" update hidden in the roadmap.
 
Going on the back of reviews and other friends who've been playing it, I'll probably be getting the game sometime next week. If I can get 200+ hours of entertainment out of it, I'm fine with that. I can forsee myself playing a lot more than 200 hours, since I'm not looking at 3 weeks with a dead GPU that kinda killed all my motivation for gaming, like what happened in 2017. :V

Also it turns out you can make clans for free, which is nice.

I'll probably name mine Lewd Division. :V
 
Well, bit the bullet and started playing. Game runs smoother and better than it did in the betas, and with everything cranked all the way up, i can consistently get 60 FPS while exploring, though it tends to drop to 30-45 fps when combat happens. I think I might need more ram or a better cpu, because I've got a GTX 1060 3GB. Will fiddle with the graphical settings tonight.
 
Initial thoughts from the first few hours:

  • Gameplay still a hot 7/10 for me, especially with me noticing that they never really undid any of the "cheats" they gave the AI like superior accuracy with implausible weaponry when they reworked their general tactics logic for the sequel. This is also making me frustrated that the apparent hot take about it online is "it's like XCOM but real time cover shooting!". On multiple levels even. :V
  • Boy when people said the game didn't really have an overarching plot like the first game they weren't kidding. The protagonist still being a mute when the game doesn't even want to have a modern military shooter kind of plot anymore also pretty sucks now with what they try doing with it.
  • Matchmaking into a group with one level 12 for a mission, telling me Group Scaling is active, and then proceeding to get murked because scaling still has the limitations from Div 1 is...well I just wished Massive would acknowledge that sometimes high level people want to play with low level friends easily, even if that means telling them "yeah no your low level buddy can get fucked" instead of this weird halfway point that's non-satisfactory for everybody.
 
I have to say one thing, after this and the Farcry games I seriously wonder about the political ideology of those developers. Because at this point their message seems eerily similar to those of right-wing nutjobs and doomsday preppers. If it was a single game I would argue bad writing and miscommunication but at this point that excuse has long lost any believability (and the less said about their insane argument that their games aren't political the better. And to me at least the issue has become quite problematic and something I wish the game-journalists would discuss more.
 
I have to say one thing, after this and the Farcry games I seriously wonder about the political ideology of those developers. Because at this point their message seems eerily similar to those of right-wing nutjobs and doomsday preppers. If it was a single game I would argue bad writing and miscommunication but at this point that excuse has long lost any believability (and the less said about their insane argument that their games aren't political the better. And to me at least the issue has become quite problematic and something I wish the game-journalists would discuss more.

Something I believe is quite relevant to both the Division 2 and politics in games. In short it is cowardly to avoid politics the the Division 2's developers try to dodge yet invoke anyways.

 
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I have to say one thing, after this and the Farcry games I seriously wonder about the political ideology of those developers. Because at this point their message seems eerily similar to those of right-wing nutjobs and doomsday preppers. If it was a single game I would argue bad writing and miscommunication but at this point that excuse has long lost any believability (and the less said about their insane argument that their games aren't political the better. And to me at least the issue has become quite problematic and something I wish the game-journalists would discuss more.
You don't have to wonder too much about the far cry devs. In an interview one of them said that working on 5 helped convince him to start prepping.
 
The coding is weird with this game lol.

No matter whether I run it in Low, Medium, High or Ultra, my rig does 60 FPS in calm moments, 30 FPS at the absolute slowest (which I still fine playable, typically 45-50 odd FPS in combat, and typically about 50-60 FPS when navigating the open world.

The only difference in Low is that I get about 55-60 FPS in the Light Zone exploration, but that's marred by having to wait for everything to be rendered in every few seconds. Ubisoft coding, amirite?

Rig specs, btw: i5-2400, 8GB RAM, GTX 1060 3GB. Gaming resolution is 1280 x 720 windowed, 1366 x 768 fullscreen.

I guess I might as well play in Ultra if there's no real differene (but i'd probably turn down reflections since i won't be paying attention to all that).

memo to self, buy 1080p monitor when salary comes out.
 
With 3GB of VRAM I'd imagine the game's just hitting limitations trying to actually go beyond a a specific streaming distance: open world games generally expanded to wanting at least 4GB handy nowadays, and with even bigger ones you start considering going for 6GB/8GB depending on card manufacturer and the settings you want to use.

Of course then you want a card that's also capable of handling that much VRAM in usage, because I can see my game go from a near solid 60 FPS (and with some FreeSync magic, it effectively feels fully solid 60 FPS) to cratering to the low 30s if I let the game expand its streaming distance to maximum with my RX 570 since I got the 8GB model on sale at Christmas.
 
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Okay, with several hours of play (PS4) under my belt, here are some (unorganized and off the cuff) impressions...

Story is...if you're familiar with the first Division, the basic structure is the same, with the subtraction of the need to find a cure.

Enemies aren't as bullet absorbent as the first game, with the exception of Named Tank, who are pure bullshit. At least this time, you can shatter their armor, thus ending their BS.

As for other enemy subtypes to hate, my vote goes to the Controllers...especially the Outcasts. Hyena and True Sons can be counted on to send IED cars at you, I can blow them up with no problems. The Outcasts, on the other hand, like to use RC cars with sawblades mounted on the front, that like to sneak up on you and slice right through your armor.

Visually, it looks very nice, with day/night and various weather cycles done well. One time, I was caught in what looked like a major dust storm, and I couldn't see at all in front of me.

Haven't had much to do with the Dark Zones yet.
 
With 3GB of VRAM I'd imagine the game's just hitting limitations trying to actually go beyond a a specific streaming distance: open world games generally expanded to wanting at least 4GB handy nowadays, and with even bigger ones you start considering going for 6GB/8GB depending on card manufacturer and the settings you want to use.
Yeah, that would make sense. Oh well. I would have liked to get the 6GB version of the 1060 but I just couldn't afford it back in 2017, when my 780 suddenly died.

Been seeing some stuff online about setting adjustments so I'll give it a try tonight and see how.

I initially started out running the shield, but that was a mistake with my old worn out pistol lol :p Gonna swap to the chem launcher set for incendiary, and maybe run the armor repair drone instead.

Was accidentally matched, as a lvl 2, into a game with two lvl 15s, so it normalised the difficulty of Odessa Sawyer's rescue mission as lvl 13. Aside from generally getting shredded so long as people looked at me funny, it wasn't actually unplayable; time to kill didn't feel that bad, though that might have been because I was being reminded of Division 1 TTK and the need to dump a full mag into someone to kill them.

It's got its issues with using, but I'm starting to think the Chem launcher will be more useful when i'm accidentally matched with higher level players again; at least if i can't be shooting, i can set things on fire.
 
so i played with my buddy @ckk185 last night and he was an excellent battle buddy and sempai and hardcarried me through a few story missions. Sasuga ckk!

went from lvl 6 to lvl 13 in two hours and started trading in my green loot for blues.

Now I just need to get titanium to farm up and make the extended mag :V

Also it's been advised to me that apparently i should do all the BP side missions now, so that crafting costs for mods will be cheaper, before my bench upgrades and crafting costs go up.

also what the shit, i can slot mods into my skills now? Holy shit i like.

And man. I didn't really use the Turret in Div 1, but hot damn. Shreds people and draws aggro, it and healing chem launcher are now my go-to skills.

ALso i'm gonna replay the story missions i've cleared earlier, to look around and explore. The level design, i feel, is better than in Div 1; in Div 1 i just wanted to get from point A to point B, here I want to stop and explore everything.
 
Note that Task Force Black Jack is looking for members.

If y'all want to join just drop your uplay/div 2 name here and ill pop a invite. Mention myself or @Dirtnap
 
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And man. I didn't really use the Turret in Div 1, but hot damn. Shreds people and draws aggro, it and healing chem launcher are now my go-to skills.

Yeah, the turret has a permanent place in my skills list. :D Second skill is usually the seeker bomb, or if I know I'm facing a named boss, the firefly.

Doesn't always work, but then I get cheap and fall back. :)
 
My big grip is they need to cut down the cooldown rate for abilities. As it is you don't really have the ability to use them more than once, maybe twice in a fight. You either have won or died by the time most things recharge and that's pretty annoying.
 
My big grip is they need to cut down the cooldown rate for abilities. As it is you don't really have the ability to use them more than once, maybe twice in a fight. You either have won or died by the time most things recharge and that's pretty annoying.
There's cooldown reduction attributes, but I do agree that the base cooldown can be obnoxious.
There's nothing like being low level and having to literally stand outside of doors to new fights because god forbid you put down the turret 20 feet away for the previous fight.

Luckily it seems fairly balanced. Long duration skills have long cooldowns.

ie. Turret has long cooldown cause its sticks around for a while if it isnt destroyed

Contrast with mutliseeker mines that has a shorter cooldown.


Note that Task Force Black Jack is looking for members.

If y'all want to join just drop your uplay/div 2 name here and ill pop a invite. Mention myself or @Dirtnap
Mercsenary

so i played with my buddy @ckk185 last night and he was an excellent battle buddy and sempai and hardcarried me through a few story missions. Sasuga ckk!

went from lvl 6 to lvl 13 in two hours and started trading in my green loot for blues.

Now I just need to get titanium to farm up and make the extended mag :V

Also it's been advised to me that apparently i should do all the BP side missions now, so that crafting costs for mods will be cheaper, before my bench upgrades and crafting costs go up.

also what the shit, i can slot mods into my skills now? Holy shit i like.

And man. I didn't really use the Turret in Div 1, but hot damn. Shreds people and draws aggro, it and healing chem launcher are now my go-to skills.

ALso i'm gonna replay the story missions i've cleared earlier, to look around and explore. The level design, i feel, is better than in Div 1; in Div 1 i just wanted to get from point A to point B, here I want to stop and explore everything.
The assault turret is killer. Kills most reds and even purples. Healing Chemlauncher is great. 3 charges and just one will get you from no armor to half in my experience.

Great for team play too since you can launch it to where your group mate is hiding rather than having toss the heal hive or send a drone over.

Heal hive is nice but it seems more built for having to sit in one area.

Revive hive + Heal Launcher is my goto medic build.

probs going to be Electro-pulse + Heal Chem for Darkzone.


The mods though require skill power which you get from certain attributes I havent found much but I imagine there's more focus in the later stage/endgame.

I think I'll hold off on the last stronghold to go around and grab all the collectibles I can.

Cause afterwards it'll get tougher to just wander around.
 
There's cooldown reduction attributes, but I do agree that the base cooldown can be obnoxious.
There's nothing like being low level and having to literally stand outside of doors to new fights because god forbid you put down the turret 20 feet away for the previous fight.

Luckily it seems fairly balanced. Long duration skills have long cooldowns.

ie. Turret has long cooldown cause its sticks around for a while if it isnt destroyed

Contrast with mutliseeker mines that has a shorter cooldown.



Mercsenary


The assault turret is killer. Kills most reds and even purples. Healing Chemlauncher is great. 3 charges and just one will get you from no armor to half in my experience.

Great for team play too since you can launch it to where your group mate is hiding rather than having toss the heal hive or send a drone over.

Heal hive is nice but it seems more built for having to sit in one area.

Revive hive + Heal Launcher is my goto medic build.

probs going to be Electro-pulse + Heal Chem for Darkzone.


The mods though require skill power which you get from certain attributes I havent found much but I imagine there's more focus in the later stage/endgame.

I think I'll hold off on the last stronghold to go around and grab all the collectibles I can.

Cause afterwards it'll get tougher to just wander around.
sent.
 
I think it is interesting how popular series that tap into real world culture are recently. Not vague themes like space-France or space-America, but more direct things.

The Division for America, Metro Last Light for Russia, Sekiro for Japan, Kancolle, Girls Frontline, Fate Grand Order for a more global focus through a moe lens (some argue in-name-only focus but that's enough for many), and more. Even Pokemon Sword and Shield had a great popularity boost for taking place in not-Britain with British names and symbols like a slightly altered looking but still recognizable Big Ben.

I also find it interesting how Ubisoft, a French and French Canadian studio, often makes such patriotic Tom Clancy line games. I wonder if their writers are intending to portray some thing tongue in cheek or as a joke almost, because many fans take it absolutely seriously.

I guess since I might as well: here are my private beta thoughts in quick summary form before the full, open to everybody one starts:

1 to 30 experience (or well, the small snippet you get to try): it's basically the Division 1.5. Like if you played TD1 recently it's going come off really familiar, and honestly by now TD1's pretty good as a game so it's nice to have the sequel be like that from the get go. It tries being a bit too frenetic here and there with a couple combat encounters but it's not like, unbearable or though.

Endgame experience: Remember when I said about the 1 to 30 experience being a bit too frenetic here and there? Division 2 endgame, at least in the private beta honestly just came off like Massive had a whole lot of ideas how they wanted the game to look like at this point, with you being high speed low drag tactical operators fighting against a massively numerically and technologically superior mercenary force without considering how it would feel to play like.

Like to be a bit more precise I tried tackling this with @Cornuthaum and one instance of trying to do so with a full team of randoms. In no particular order of complaints:
  • Enemies being able to shit out multiple suicide bomber drones per second while your ability recharge rate can be summed up as "AFTER TEN THOUSAND YEARS, I CAN FINALLY DEPLOY MY TURRET AGAIN" relatively speaking absolutely sucks in terms of how it feels.
  • The robot shotgunners just feeling like near unstoppable walls of HP that actively punish you with seemingly no counter player if you get pre-occupied with the everything else that goes on with a long duration fight against the Black Tusks sucks. And it sucks a bit more when people say why don't you just shoot it when you've already elucidated that you were busy trying to shoot everything else in the encounter that are very good at trying to shoot at you.
  • The fact that the movement controls are relatively unchanged from TD1's relatively "submarine"-like controls, as Corn put it, when the Black Tusks seem set up for basically fast paced lightning relocating sucks when you try to do that because TD1's controls were way more appropriate for a more sedate cover shooter.
  • The realization that signature ammo drops as they currently work are completely dumb if you didn't take the big sniper rifle specialization option. like sniper rifles get a chance to drop their signature ammo every time you score a headshot kill without it. Grenade launchers? Gotta get a normal explosive kill (so you know just gotta manage to pin down the people already pinning you down so they don't move for the 5 seconds it takes for your grenades to finally explode), and the crossbow requires you killing an enemy afflicted by a status effect. Corn and I both took the grenade launcher option if you're wondering. :V

I don't really have an issue about the AI because the general map design letting them do their tactical operator thing, on its own, would actually be pretty great compared to the more dumber (by comparison) story factions and as a great enforcer of how just much harder the situation got for the city: it's just absolutely let down by the everything else that got added on top.

Now the good news is that contrary to all the many people going to me how the above was perfectly fine and me and my friend were just playing bad, Massive basically seemed to have agreed with all of the above and nerfed/buffed things accordingly, so I'll see how things will be like for the near launch version of the game.

And I mean worst case scenario me and Corn are both getting the game for free via AMD Rewards, so we'll probably be around to play with other SVers for a bit before we probably put in the bin of games that were eh ok to us.

And in case you're wondering, we did not try PVP at all because honestly I feel like I'm gonna run into all the people who've been playing WT5 Dark Zone for the past year and nothing else the second I do. :V
your ability recharge rate can be summed up as "AFTER TEN THOUSAND YEARS, I CAN FINALLY DEPLOY MY TURRET AGAIN" relatively speaking absolutely sucks in terms of how it feels.

I heard besides cooldown reduction items, the user can destroy the drone early to make the recharge time faster.
 
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