The Division 2: Φρέσκο endgame περιεχόμενο με το νέο update 

Δείτε αναλυτικά τι έφερε το νέο patch

The Division 2: Φρέσκο endgame περιεχόμενο με το νέο update

Το The Division 2 κυκλοφορεί από τις 15 Μαρτίου σε κονσόλες και PC. Φαίνεται πως η Ubisoft δούλεψε αρκετά για να δώσει το νέο περιεχόμενο στον τίτλο, διότι φέρνει αρκετές αλλαγές στο endgame και όχι μόνο με το νέο update που κυκλοφόρησε.

Η Massive Entertainment θέλει με αυτό το update να βελτιώσει όσο το δυνατόν περισσότερο τον τίτλο και ανανεώνει τα mods στα όπλα, την απόσταση, την βασική τους λειτουργικότητα και το damage. Επίσης, βελτιώθηκε το crafting, το XP και το loot. Τέλος το Tidal Basin είναι μέρος του update και πρόκειται για μια ολοκαίνουργια αποστολή.

Παρακάτω θα δείτε αναλυτικά όλες τις αλλαγές που φέρνει το patch στο The Division 2:

Weapons, Mods and Gear:

  • Overhauled the Weapon mod system, see the table at the end of the patch notes for detailed information.
  • Fixed a wrong long-range damage value for M4 (super 90) and P416. Previously, they could sometimes increase damage over longer ranges instead of the other way around.
  • Rifles:
    • Damage on the MK17 rifle reduced by 14%, also corrected this weapon not having a damage falloff over distance.
    • LW M4 damage increased by 5%, RPM increased from 240 to 360.
    • LVOA-C RPM increased from 240 to 380.
  • Marksman Rifles
    • Model 700 damage reduced by 13%.
  • Shotguns
    • AA12 damage increased by 16%.
  • LMGs
    • MG5 damage increased by 12% and fixed reversed falloff, causing the weapon to do more damage over a longer range.
  • Updated initial accuracy on the Sig Sniper MCmillan T1. It should now be much more reliable to shoot as soon as it’s shouldered and the transition to scoped view is over.
  • Reduced the amount of Critical Damage and Headshot Damage that can roll on Gear, including the amount on existing Gear. The actual values will differ depending on the level and quality of the gear it occurs on. This is partially in preparation for another world tier, where we felt these values were already at the limit of what was healthy in WT4.
  • Complete overhaul of skill mods to give more achievable requirements and more reasonable bonuses.
    • A closer equivalence between required skill power and the bonuses granted.
    • Changed the amount of skill power on gear to not increase exponentially with level, but instead more linearly. This results in most skill power values on gear being lower, but in accordance with the lowered requirements.
    • Tweaked the ranges of bonuses to be within acceptable bounds where they had extreme values before due to scaling errors. Most notably radius and ammo/charges values.
    • Players will see both the bonuses and the requirements of almost all skill mods change as a result of this overhaul.
    • In end game, both Superior and High-End skill mods exist to cover the different needs of different builds. They can overlap in power, but High-End mods have a higher maximum roll potential.
    • We are looking at ways to provide lower value/quality mods in end game world tiers in the future to provide a solution to the fact that on very low skill power builds, there would be room for those mods, and currently we are aware that means you have to save mods from your leveling experience.

Player Skills:

  • Fixed an issue which caused the Bombardier Drone to get destroyed while climbing up/down a ladder or rope.
  • Improved feedback of Bombardier Drone crashing into obstacles during the bombing phase.
  • Fixed an issue with Firefly payload sometimes failing to activate when reaching its target.
  • Fixed an issue where Revive hive would not self-deploy if the agent was busy performing a different action such as using different skill when it triggered.
  • Revamped the Sniper Turret version of the turret skill.
    • It now will automatically target the hostile nearest to the players’ center-of-screen (the same method it uses to pick other turret targets) and will fire at that target when the button is pressed, without a lock-on order needed.
    • If a player aims at a hostile, the sniper turret will attempt to match their aim, allowing precision shots using the sniper turret.
    • An issue where the sniper turret wasn’t correctly getting bonus damage when hitting headshots has been fixed.
  • Revamped the Chem launcher skill platform.
    • Pressing the skill button will now equip the chem launcher similar to swapping to a weapon. The player can aim and shoot with normal weapon controls, as well as run with the skill and blindfire it.
    • Quick deploy at the agents own position is still available for the repair version of the chem launcher, using the same controls as before.
    • Unequipping the Chem launcher can be done using the skill button, the B (XBOX) / Circle (PS4) button or just using the weapon swap controls.

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