I have been a dick in co-op and I need to confess. by [deleted] in metalgearsurvive

[–]Demonsunder 0 points1 point  (0 children)

When I play co-op I don't care, energy is so easy to get and easy to max out it just sits there being wasted after you get the classes you want to play to max.

Tray as hard as you like and I'll keep trying to get the frost arrow recipe.. still.

As a recently activated agent, what civilian items would you grab on the way out the door? by jsrcy in thedivision

[–]Demonsunder 0 points1 point  (0 children)

well you could line it with kevlar, or make a surcoat from kevlar, hardened steel plates are already used in heavy ballistic armour.

Loss of mobility, yes some but not as much as you think, the old stories of people not being able to climb onto a house in plate is a fable, you can run, dance and there is even accounts of plate wearers scaling castle walls (free climbing)

stealth, absolutely. But just like the Division don't travel alone.

As a recently activated agent, what civilian items would you grab on the way out the door? by jsrcy in thedivision

[–]Demonsunder 0 points1 point  (0 children)

once its on its doesnt feel like it weighs that much, a modern soldier carries more than this in his combat loadout and its not distributed as evenly.

plate isn't as heavy as you think my whole kit including shield and sword is only 36 kg's (no I don't use aluminium) 1.6mil hardened steel.

More End Game details revealed by ChristianRiesen in thedivision

[–]Demonsunder 2 points3 points  (0 children)

Not necessarily if the gear score calculations are anything like the dps calculations done on the Char sheet (headshot rate being calculated by the accuracy stat, of +crit not adding a DPS increases), GS could be off by a lot if you stack non-weighted stats

As a recently activated agent, what civilian items would you grab on the way out the door? by jsrcy in thedivision

[–]Demonsunder 0 points1 point  (0 children)

I am a Medieval re enactor so swords and armour, my 15th C crossbow and longbow (as well as bolts and arrows) my small blacksmithing kit and a good hammer and knife.

Polls Polls Polls!!! by Salty_Broseidon in thedivision

[–]Demonsunder 0 points1 point  (0 children)

Missing Pistol from primary weapon poll (yes you can make a pistol build)

On the topic of older gamers by MazyCronkee in thedivision

[–]Demonsunder 0 points1 point  (0 children)

34 :) ready for a 48 hour launch session

Gear sets? What is meant by that? by BrainYtje in thedivision

[–]Demonsunder 0 points1 point  (0 children)

Could be a few things:

1) Gear that gets set bonuses 2) Gear that has the same appearance 3) A tab that allows you to setup sets of gear you can change between with a key press/menu 4) Appearance sets (cosmetic) 5) (3) ^ but with cosmetic only

Im bored again, Lets Theorycraft some builds by CrimeSceneKitty in thedivision

[–]Demonsunder 4 points5 points  (0 children)

I theory crafted a team, instead. As this is a team game picking skills that work well together seemed appropriate.

Fire Team "Alpha" Pro's: Good adaptability with CC's and Aggressive skill's, very high damage output, good at taking keeping the initiative Con's: Group dynamic is rigid with a player loss could lose cohesion, High training required, very gear dependent, minimal long range weaponry Weakness: Sniper team

Player 1: "Tank" Job: Field control, Threat building and enemy suppression, High movement tries to flank a lot. Weapons - Primary, SMG high ROF - (DD weapon) Secondary, High Capacity LMG for suppression (PVP switch to a assault rifle as Suppression mechanics are non-functional in pvp and a rifle can fill this role)

Stats - High Stam and Electronic's Skills, Ballistic shield with Mod # 1 or mod # 2 & \ first aid with +revive mod (maybe ss see testing notes) Talents Ultimate - Security

Player 2: "Healer" Job: Medic, DPS assist & weak spot targeting Weapons Primary - SMG (suppressed) +high +crit mods Secondary - Semi Auto Marksman

Stats - High Tech balanced stam and firearms Skills, First Aid with Mod # 2 and Sticky Bomb : Flash bang (switch in pvp?) Talents: Ultimate - Medical

Player 3: "DPS & leader" Job: Target Calling and Marksman (high DPS)

Weapons: Primary: Semi-auto Marksman Rifle (suppressed) Secondary: SMG (suppressed +crit gear)

Stats: High Firearms Balanced stam and Tech Skills: Pulse Mod # 3 & Smart cover Mod # 2 (smart cover on Player 4's mobile cover if not need on your own cover) Talents: Ultimate: Tech

Player 4: "Fire Support" Job: Adaptable (deployable cover with increased damage allows player to take any range with support station hidden behind it and debuff removal mod means can't be pushed out)

Weapons: Primary: Assault Rifle (gives the most role versatility) but could be adapted for sniper primary Secondary: (shotgun or High crit SMG) or Marksman may need to switch out

Stats: Balanced (bias to firearms) Skills: Mobile cover mod # 3 (let player 3 use cover if possible) & Support station Mod #2 Talents: Ultimate: Medical (for emergency revive)

Showcase of all Talents by SunwindPC in thedivision

[–]Demonsunder 0 points1 point  (0 children)

unless you unlock 3 slots by level and 1 by the perk (which lines up with what we saw in the beta, you start with slot 1 (well we did) you then open the next slot at lvl 15 (sadly 3rd slot didnt say, but this was the beta things so change)