The Division 2 Title Update 6 Patch Notes Revealed Ahead of Release
Just last week, we posted that The Division 2’s next update is set to hit sometime in October. Today, Ubisoft Massive has released The Division 2 title update 6 patch notes that will be included in the October update!
Important things to note: This patch is now live on the PTS (Public Test Server), and according to Ubisoft, doesn’t include any narrative content of Episode 2 (also dropping with the patch), and The Division 2 title update 6 patch notes will not mention them. The patch notes below might not be final as well, so some stuff might be added or deleted once title update 6 is rolled out.
The Division 2 title update 6 patch notes:
Added a missing blueprint for the Aces & Eights kneepads.
Removed 3 blueprints from the blueprint collection as they were not obtainable in the game.
Dark Zone Gear Normalization
Player stats will no longer be normalized, and agents will receive their full recalibration bonuses at end game.
Players below Gear Score 500 will still receive stats boost to allow an easier entry into the Dark Zone.
Talents continue to have PvE and PvP versions.
The UI will now automatically change the talent text inside and outside normalized PvP.
We’re working on displaying all PvP modifiers in the UI.
Developers Notes:We heard player feedback that normalization can be too punishing, especially when you’re trying to min/max your agent as much as possible, just to learn that when entering a Dark Zone, the effort was not worth it.
Added more variety of the types and locations of supply drops.
Supply drops can now drop in inactive landmarks.
These encounters can have multiple bosses or faction fights.
Supply drops will occasionally drop in the Occupied Dark Zone.
Black Tusks will make sure to guard the precious drop.
Updated Thieves Den Vendor
The Thieves Den Vendor has now setup a proper store and accepts DZ resources.
The Thieves Den Vendor stock will rotate regularly – We’ll have more information on the stock and rotation at a later point.
Added an indicator on the World Map which displays the specific Dark Zone in which the Thieves Den Vendor is located.
At end game, the Thieves Den Vendor will move between the two non-occupied DZs.
Normal vendors outside each Dark Zone’s main gate now accepts DZ resources with reworked stocks.
Dark Zone matchmaking
We’ve made changes to matchmaking for Dark Zones which should ensure higher populations in all zones.
Developers Notes:In the past, one of our biggest goals with the DZ was for it to always feel like a fully seamless experience with the open world. This led players, depending on which server they were assigned to, going into empty DZ phases. In Episode 2, we now make an effort to place you onto a server that will help ensure you’re playing in a full zone. The server transfer can happen when players first walk into a DZ checkpoint.
Dark Zone extractions now have a chance to be ambushed by NPC’s.
Hacking a Dark Zone Terminal will temporarily highlight DZ resources around you.
Added new sound effects for the countdown in Conflict.
End of match rewards.
Players will now always earn a reward for playing a match.
Additional rewards will be given for ranking up and winning.
Added new loading screens.
Added new match start sequence.
Updated boost signs and feedback.
Updated Victory/Loss presentation.
Added new music for the winning team.
Reworked end of round screen
Will emphasize on each earned reward.
Added PvP projects in Conflict.
Daily DZ Projects now rotates between a Conflict project and a DZ project.
Added visibility of the area of effect range of Skills.
Only shows when players are in the affected area.
Control Point Officers will now revive all downed players, instead of only reviving the player that was downed last, in co-op sessions.
Added a bonus armor visualization on enemies.
Players can now choose loadouts from the map voting screen.
Loot targeting is a new feature introduced with Title Update 6 / Episode 2. When reaching World Tier 5 players will be able to see Named Zones and Main Missions now have icons to reflect a higher drop chance for specific items. This allows agents to target specific brands, weapons and mods in these missions and zones. A detailed article about this feature can be found here.
We have made several changes to recalibration for this update:
New recalibration interface.
Players are now able to recalibrate stat types over each other, for example Offensive (Red) attributes over Defensive (blue) attributes.
This still only applies to stats on gear pieces of the same category.
It is now possible to recalibrate items that are located in the Stash.
Brand sets now have an item available on every slot, Mask, Backpack, Vest, Gloves, Holster and Kneepads.
The only exception to this is the “511” brand, as the real-life version doesn’t cover all slots and we’re happy to stick with that.
Enemies will no longer drop crafting materials that the player is currently capped out on.
Deconstructing gear and weapons have a chance to provide Polycarbonate.
The chance to gain extra materials from deconstructing stays the same.
Lowered crafting costs. When crafting fewer grey and Brand materials will now be required.
At Gear Score 500 base materials required are now 60 (down from 85)
At Gear Score 500 Brand materials required are now 5 (down from 8).
Enemies will now drop higher amounts of crafting materials.
Green materials up to 12 (from 6).
Blue materials up to 9 (from 4).
Named enemies drop larger quantities than before.
Crafting material containers will now drop one green and one blue material, instead of just one of either.
Blueprints that haven’t been acquired yet will now be visible in the crafting bench interface with hints on how to acquire them.
Added a notification to the crafting interface that increases clarity when an upgrade to the Crafting Bench is available.
The crafting vendor Inaya now sells a perk that allows a player to share materials between all their characters.
Increased perks for upgrading the material inventory size:
Base materials cap with all perks unlocked now 2000 (up from 600).
Green and blue materials cap with all perks unlocked now 1500 (up from 400).
Increased material caps for rare materials:
Purple cap now 300 (up from 100).
Orange cap now 80 (up from 50).
Hard Wired base materials cap now 50 (up from 30).
Hard Wired components cap now 10 (up from 5).
Increased Stash space by 150.
Brand Sets Alps Summit Armament:
2-Piece set bonus is now +10% Skill Power (up from 5%).
China Light Industries Corporation:
3-Piece set bonus is now +20% Skill Haste (down from 30%).
Petrov Defense Group:
3-Piece set bonus is now +20% Skill Haste (down from 30%).
Rebalanced Hard, Challenging and Heroic difficulty.
Black Tusk War Hounds and Mini Tanks will now feature red, blinking lights before they perform their on-death explosion.
This is now consistent with how all other NPCs signal that they explode.
Black Tusk Mini Tank now has a short wind-up before its on-death explosion.
Fixed an issue that prevented the Black Tusk War Hound’s turret from not being able to rotate beyond a certain threshold when moving.
Developer comment:This means the War Hound will be able to hit a target more frequently when moving which was always intended.
Decreased effectiveness of the Black Tusk Mini Tank after its Controller has died.
Increased wind-up time of LMG greatly.
Decreased accuracy significantly.
Enabled friendly fire.
Removed Explosive Ammo from Elite Black Tusk War Hound and replaced it with “Triple Shot”—three successive shots after a short delay between each.
Developer comment: Bleed was too punishing when applied by the War Hound.
NPCs are now more aggressive when entering combat with the player.
Assaults now provide cover-fire for their allies when entering combat if a Heavy Weapons is not present in their fireteam.
Decreased Outcasts Tank and Underground Tank health by 12.5%.
Increased movement speed of Underground Tank slightly.
Decreased crowd-controlling effectiveness against Tank NPCs slightly and in a number of different ways:
Shock duration decreased by 50% for Tanks.
Ensnare duration decreased by 50% for Tanks.
Burn no longer staggers or affects the behavior of Tanks.
Blind causes Tank NPCs to stand still and shoot wildly (with friendly fire turned on).
Blinded Melee Tanks slowly move to the player’s last known position but will not attack.
Confuse causes Tank NPCs to walk around randomly while shooting wildly (with friendly fire turned on).
Confused Melee Tanks slowly move towards the player but with a decent amount of delay.
Player Turrets are now more likely to be targeted by enemy NPCs.
This is especially true if the player is hiding in cover or not doing anything particularly threatening.
The hitbox size has also been increased slightly and we fixed some issues so enemy NPCs will now hit turrets a bit more easily.
Skills Seeker Mine
Increased damage of Explosive Seeker Mine by 20%.
Now applies Bleed status effect.
Increased damage of Cluster Seeker Mines by +30%.
Increased cooldown of Cluster Seeker Mines from 40s to 60s.
Lowered quantity of Cluster Seeker Mines from 4 to 3.
Increase cooldown of Blinder Firefly from 60s to 90s.
Developer Notes: We’ve seen an overall positive reception from the community in regard to the improvements to skills and skill haste in TU5, and it’s been great to see players theory crafting and using their new and improved builds. With skill-based builds becoming more and more common at the end-game however, it was clear that some combination of skills had become overly disruptive to the intended experience. In particular, the generous increase to skill haste on gear coupled with the reduced base cooldown of Cluster Seekers meant achieving a very short cooldown was relatively easy. While we’re happy with the damage output of the Cluster Seeker itself, the skill does more than just blow things up, as it effectively causes NPCs to panic; frequently flushing them out of or away from cover, leading to even more damage received. For this reason, the Cluster Seeker can be seen as a significant force multiplier, especially in group content. Because encounter balance and cadence is important for creating not just challenging combat, but a satisfying overall experience, we felt it necessary to increase the cooldown of Cluster Seekers to 60s (still remaining 30s shorter than its TU4 counterpart) and lower the number of mines deployed by 1, while giving it a boost in damage to compensate; ensuring it remains your best choice when it comes to eliminating multiple spread-out targets at once. The increase in damage and the addition of the Bleed status effect to the Explosive Seeker Mine should also increase its attractiveness and make choosing between it and the Cluster variant a more meaningful choice.
All Firefly variants can now be quick-deployed and will rapidly seek out the nearest target(s).
Increased cooldown of Blinder Firefly from 60s to 90s
Developer Notes: Similar to what was outlined above, generous skill haste from gear and the addition of the exotic BTSU gloves meant players could achieve both very frequent and very long blind durations on NPCs. Coupled with something like an equally short cooldown on Cluster Seekers, it was possible to crowd-control an entire wave of 10+ enemies while simultaneously dealing tens of millions of damage with ease and at very little risk. We like seeing powerful combinations of skills being used together and want to encourage clever use of game mechanics, especially in terms of group synergy, but it should come at the cost of investing in highly specialized gear. With these changes, it is still possible to achieve a 10s or lower cooldown on both the Blinder Firefly and Cluster Seeker Mines, however it will require a more significant investment in Skill Haste to achieve such a powerful force-multiplier.
Assault Turret and Sniper Turret damage is now affected by the Damage to Elites attribute.
Increased drain on Incinerator Turret active duration when firing.
Striker Drone damage is now affected by the Damage to Elites attribute
Lowered Eagle Bearer Damage by 15%
Talents New talents:
Spark: Damaging enemies with skills or grenades grant +15% weapon damage for 15s.
Spark can be found on backpack items.
Vigilance: Gain +25% weapon damage. Receiving damage disables this buff for 5s.
Vigilance can be found on chest items.
Concussion: Headshots grant +20% headshot damage for 2 s, 5s with marksman rifles.
Concussion can be found on mask items.
Talent changes: Gear:
On The Ropes: Nerf
Weapon damage is increased by 15% (down from 25%) while all skills are on cooldown.
+15% (up from 5%) critical hit damage
Mad Bomber: Buff
Removed attributes requirements.
Riot Foam Grenade radius is now correctly modified.
Unstoppable Force: Nerf
Killing an enemy grants 1% (down from 2%) weapon damage for every 20.000 (down from 25.000) max armor.
Creeping Death: Buff
Status effects spread to the nearest enemy within 25m (up from 10m). Can occur every 5s (down from 15s).
Trauma: New functionality
PVE: Once every 30s, an enemy hit with a headshot is blinded for 5s.
PvP: Once every 40s, an enemy hit with a headshot is blinded for 2s.
Headshot kills grant status effect immunity for 30s (up from 10s).
Dialed In: New functionality
While Aiming, gain 15% weapon stability.
+15% (down from 20%) weapon damage to pulsed enemies.
Wicked: New functionality
Whenever you apply a status effect, gain +15% weapon damage for 20s.
Weapon damage is increased by 10% (down from 15%) when your critical hit chance is below 20%.
Now correctly removes the buff if critical hit chance is increased when the buff is active.
Depleting an enemy’s armor grants +30% (up from 25%) critical hit damage for 15s (up from 5s).
Opportunistic: New functionality
Enemies you damage take 10% more damage from all sources for 3s.
Kneecap: New functionality
Shooting an enemy in the legs applies bleed to them for 10s. This can occur once every 30s.
Bloodlust: New functionality
Swapping weapons grants +15% weapon damage for 5s. The buff is lost for 5s when you swap a weapon while the buff is active.
Swapping to your sidearm within 10s (up from 3s) of a kill refills the sidearm’s magazine and grants +30% (up from 20%) weapon damage for the entire magazine.
To Order: Added functionality
Grenades can now be “cooked” by holding the fire button, making them explode earlier. Gain +15% bonus armor while aiming grenades.
+10% (up from 5%) critical hit chance
Headshots from cover repair 15% (up from 10%) of your armor.
Naked: New functionality
Whenever your armor is depleted, gain +50% damage for 20s.
Landing body shots adds a stack of bonus +50% (up from 5%) headshot damage to the next headshot for 10s. Max stack is 3 (down from 10).
Critical hits have a 50% (up from 20%) chance to return the bullet to the magazine. If a bullet is returned to the magazine the next shot has +50% (up from 20%) increased damage.
Close & Personal: Buff
Killing a target within 7m grants +50% weapon damage for 10s (up from 5s).
Near Sighted: Adjustment
Receive a +80% (up from 35%) stability at the cost of -30% (up from 20%) critical strike range and -30% optimal range.
Finisher: Added functionality
Swapping from this weapon within 10s (up from 3s) of killing an enemy grants +30% Critical Hit Chance and +30% Critical Hit Damage for 15 (added).
For every 10 bullets in the magazine capacity, gain +3% (up from 2%) rate of fire and +3% (up from 2%) weapon damage for 5s when reloading from empty.
Killing an enemy with a critical hit grants +50% (up from 30%) critical hit damage for 15s (up from 5s).
Lucky Shot: Buff
Magazine capacity is increased by 20%. Missed shots from cover have a 100% (up from 25%) chance to return to the magazine.
Outsider: New functionality
After killing an enemy, gain +100% optimal range, +100% critical range and +100% accuracy for 10s.
Removed attributes requirements.
Unwavering: Modified functionality
Swapping to this weapon grants +200% weapon handling for 5s. Kills refresh this buff. Swapping away disables this buff from all weapons for 5s.
Sadist: Added functionality
Deal 30% weapon damage to bleeding enemies. After 3 kills, applies bleed to the next enemy you hit.
Eyeless: Added functionality
Deal 30% weapon damage to blinded enemies. After 3 kills, applies blind to the next enemy you hit.
Ignited: Added functionality
Deal 30% weapon damage to burning enemies. After 3 kills, applies burning to the next enemy you hit.
Suppressing an enemy grants +10% (up from 5%) weapon damage for 10 seconds. Max stack is 5.
Removed attributes requirements.
Headshot kills increase skill repair and healing by 150% (up from 50%) for 25s.
Stacks are no longer removed on missed shots and bodyshots.
Weapon damage is increased for every shell loaded to a maximum of +40% (up from 35%). If all shells are reloaded the weapon damage is increased by an additional 10% (down from 50%). Buff lasts for 10 seconds.
2 (down from 3) consecutive body shot kills refills the magazine and grants +50% weapon damage for 10s (up from 7s).
Vindictive: Added functionality
Killing an enemy with a status effect applied grants all group members within 15m +20% critical hit chance and +20% critical hit damage (added) for 20s (up from 10s)
Measured: Modified functionality
The top half of the magazine has +20% rate of fire and -15% weapon damage. The bottom half of the magazine has -20% rate of fire and +30% total weapon damage (modified).
Steady Handed: Buff
Landing a shot adds a stack of bonus 3% (up from 2%) weapon handling. Max stack is 10 (down from 15). At max stacks each shot landed has a 5% chance to consume the weapon handling bonus and refill the magazine.
Fast Hands: Buff
Critical Hits add a stack of 15% (up from 3%) reload speed bonus. Max stack is 10 (down from 20).
The order of mod slots has been rearranged on several gear items. Dye slots are now always shown at the bottom of the mod slot list.
Added Bleed status effect UI info to Explosive Seeker mine.
Added Bleed status effect UI info to Stinger Hive
Added Bleed status effect UI info to Artillery Turret.
Added a menu that shows all collected skins and dyes in one menu.
Added the option to add a dye to all armor pieces.
Added a menu that allows sorting of gear-mods in several ways.
Added grid view for mods to sort them by category.
Added more flags for items:
Mark for Donation
Mark for Recalibration
Added gear menu to sort all gear by brand, item type and several other options.
DMG, RPM and Skill Power is now visible and can be compared on the main inventory screen.
Added 12 Loadout slots
Bug fixes General
Fixed an issue where players were unable to speak to Manny after finishing Tidal Basin in a group.
Fixed an issue that caused some PC players to be unable to see items linked in chat when clicking / hovering on them.
Fixed an issue that caused chat to appear in an incorrect color after linking an item.
Fixed an issue that could allow players to pickup a Hunter’s mask in another player’s session without defeating the Hunter encounter.
Fixed an issue that caused character animations to be incorrect when aiming down sight against a wall.
Fixed an issue that could cause aiming down sight not working when aiming backwards in low cover.
Fixed an issue that could cause camera movement to be misaligned when spectating an agent and switching team member buttons too fast in spectator mode.
Fixed an issue where characters would float after performing a combat roll from the top of stairs. No more parkour!
Fixed an issue where trying to reload while an interaction prompt is available would cause the reload to fail.
Fixed a missing animation after reaching level 1 in the Shepherd system.
Fixed an issue that caused the FOV to change drastically after enabling Motion sickness mode on PS4.
Fixed wording on the “Extraction Completed” leaderboard to include “Contaminated Items Extracted”.
Fixed an issue where players would not receive a notification clarifying why they are unable to invite a player to Operation Dark Hours.
Fixed an issue where “Fast travel to Mission” would not work when matchmaking was successful for Kenly College.
Fixed an issue where the equalizer UI element for some audio collectables was missing.
Fixed an issue that caused the sensitivity feedback bar in the Microphone Input Threshold VOIP settings not to function.
Fixed an issue that caused an exclamation mark to not disappear from the Skills tab UI.
Fixed an issue that could cause the Spike talent to not properly function despite meeting the requirements on any weapon.
Fixed an issue where the “Commitment Distinction” and “Side Mission Merit” commendations tracked the Prologue, Skirmish and “Talk to The Quarter Master” objectives as missions and side missions.
Fixed an issue that caused the World Tier transition UI to overlap with other UI elements when opening menus while transitioning between Tiers.
Fixed an issue that could cause the Notifications to overlap with the chat window when using the Scaling Anchor UI down setting.
Fixed an issue that caused Skills to be highlighted when switching between team members in spectator mode.
Fixed an issue where the road displayed on the Megamap was higher than the buildings in the Camp White Oak area. President Ellis did definitely not take the high road…
Fixed an issue that caused the Double Barrel Sawed Off to have a progress bar as reload animation.
Fixed an issue that caused the “Discovery” tab to not correctly sort when choosing “Missions” as sorting method.
Fixed an issue on the Shooting Range that could cause damage numbers feedback to pop up on previous targets.
Fixed an issue that caused the Party Leader to be unable to ready up when having transferred the party leader status to another person who declined it while the ready up process was ongoing.
Fixed an issue where the description of the Riot Foam Grenade in the inventory UI showed the Concussion Grenade description.
Fixed an issue that caused the Activity Summary to award stars for Damage Done to Bosses and Damage Dealt to multiple players despite those players having different numbers.
Fixed an issue that could cause the UI to become empty when inspecting another player while voting for a map in Conflict.
Fixed an issue that caused HUD elements to get blocked by an invisible barrier when clicking and dragging.
Fixed an issue that caused the mission panel at the entrance of Viewpoint Museum to be missing when a Hard and Challenging Daily Project was active at the same time.
Fixed an issue that caused HUD elements to be displaced after being given a customized position when turning on Anchor UI.
Fixed an issue that caused the Mission Icon for the “Resume personal progress in the Social menu” notification to be missing when the host of the session disconnected or left the group.
Fixed an issue that caused the News section Ui to block the Social section. Back to being social!
Fixed an issue that could cause an abrupt transition between spinning and winding down the barrels of the Gunner’s Minigun.
Fixed an issue that caused Manny’s and ISAC’s VO to be too low when Mena language was selected.
Fixed several props in the world not having audio.
Fixed an issue that could cause a collected Recording to not automatically play when picked-up after fast-travelling or logging in to the game.
Modding, Crafting & Recalibration
Fixed an issue that caused the Laser Pointer mods to be misaligned on the Carbine 7.
Fixed an issue that caused Scope mods to be misaligned on the Stoner LMG.
Fixed an issue that caused the “Lullaby Upgrade” and “Ruthless Upgrade” blueprints to not count towards the Weapon Upgrade section in the Crafting bench.
Fixed an issue that caused some players to be unable to upgrade equipped exotic weapons.
Improved the Ui for upgrading the Crafting Bench to Gear Score 500.
Fixed an issue that caused the Random Brand Vest items to sometimes yield less armor than the description of the blueprint would suggest.
Fixed an issue that would cause some gear dyes not appearing properly on items when equipping them on a female character.
Fixed an issue that caused the Stats menu to display the “Armor Regeneration” as 0 when mods with “+ X Armor / s Regeneration” and “+X Armor on Kill” were equipped.
Fixed an issue that caused the Black Market RPK-74 E Replica to have odd properties.
Fixed an issue that could cause Pivot Pads to be crafted without stats and armor.
Fixed an issue that could cause NPCs to desync after being hit by a melee attack.
Fixed an issue that could cause the RPG NPC to lose the ability to use the RPG Launcher while under a status effect.
Fixed an issue that caused the bullets of the Tank Mini Gun to not be synced with the weapon.
Fixed an issue that caused NPCs looping the peek out animation when targeted by an agent.
Fixed an issue where NPCs would drop their Grenade Launcher when climbing a ladder in Kenly College.
Fixed an issue that could cause NPCs to pass through doors instead of opening them.
Fixed an issue that caused missing visual effects when the Defender Drone deflected incoming bullets.
Fixed an issue that could cause the Reviver Hive to not work when player health was low while in a down state.
Fixed an issue that could cause the Reviver Hive to trigger reviving a player while already being revived by a Control Point Officer.
Fixed an issue that caused the Artillery Turret’s cooldown to decrease faster than other Skills with the same base cooldown when having Skill Haste.
Fixed an issue that could cause the Firestarter Chem Launcher’s charges to be destroyed after the cooldown had already ended when the player had at least 100% Skill Haste.
Fixed an issue that caused the tutorial video for the Mender Seeker Mine to not be visible in the Skills mod menu.
Fixed an issue that caused the audio effects of the Incinerator Turret to not work properly.
Fixed an issue that caused the Restorer Hive to not affect other friendly Skills.
Fixed an issue that could cause Assault Rifle Damage to Health bonus to effect Skill damage when an Assault Rifle was drawn and equipped.
Fixed an issue that caused the Artillery Turret UI to not state that it applies the Bleed status effect on hit.
Weapons & Gear
Fixed an issue that caused the bipod to be visible on the KAC LAMG’s inventory picture model.
Fixed an issue that could cause a player being unable to acquire the Gunslinger Holster: Rind Exotic Holster when repeating the project.
Fixed an issue that could prevent players from re-playing the High Noon Saloon project if they failed to loot the named boss in a group.
Fixed an issue that caused the Sleight of Hand talent to be active inside safe zones if the player had the Dodge City Gunslinger’s Holster equipped and their pistol drawn.
Fixed an issue that caused sidearms to be misaligned when holstered in the Dodge City Gunslinger’s Holster.
Fixed an issue that caused the lever action animation to not trigger when firing the Diamondback.
Fixed an issue that would cause the 5 of 6 gearset bonus of Aces & Eights to break when it activated while the player was under ab EMP effect.
Improved Signature Ammunition pick-up when the spare ammunition is full.
Fixed an issue that could cause the “Protected Reload” and “Protected Deploy” talents to randomly grant 20% bonus armor.
Fixed an issue that caused the Military M60 to clip with the player model when reloading and moving side to side.
Fixed an issue that could cause skills thrown while having the BTSU Gloves equipped to damage or ensnare the player that used the skill.
Fixed an issue that caused the objective marker in the invaded Space Administration HQ to be misplaced in the final beat.
Fixed an issue that could cause streaming issues when wiping during the first part of the Space Administration HQ mission on Heroic difficulty.
Fixed an issue that caused a breadcrumb marker to misdirect during the “Reach the docks” objective in the Potomac Event Center mission.
Fixed an issue that caused NPCs to phase through the closed door during the objective “Upload Data” in the invaded Bank Headquarters mission.
Fixed an issue that could cause audio to not work when a player transferred back to Washington D.C. while standing inside the last ECHO in the Manning National Zoo mission.
Fixed an issue that caused the Grenade landing UI to be off-screen when attempting to throw a Grenade at Emeline Shaw inside the monorail in the Manning National Zoo mission.
Fixed an issue that caused players to not see the Monorail and surroundings if they were invited after the Monorail cinematic had finished in the Manning National Zoo mission.
Fixed an issue in which the crosshair incorrectly turned red when aiming at Emeline Shaw in the Monorail even though she can’t be shoot at that time in the Manning National Zoo mission.
Fixed missing smoke and fire effects during the Monorail encounter in the Manning National Zoo mission.
Fixed an issue that could cause a health bar to appear on the train under specific circumstances in the Manning National Zoo mission.
Fixed a missing interaction highlight for the Access Point room door in the Manning National Zoo mission.
Fixed incorrect collision with a prop in the Manning National Zoo mission.
Fixed an issue causing the Devourer boss to only attack an active Striker Drone and ignore all players in the Manning National Zoo mission.
Fixed an issue that could cause players to become stuck in a location in the Manning National Zoo mission.
Fixed an issue where no rain would be visible during a thunderstorm in the Camp White Oak mission.
Fixed a missing objective after the “Reach the Tunnel” objective in the Camp White Oak mission.
Improved the performance for the objective area “Reach the Tunnel” in the Camp White Oak mission on Challenging difficulty.
Fixed an issue causing players to be unable to leave the Camp White Oak mission when having bought the Year 1 Pass at the start of the mission and leaving a party.
Fixed an issue that could cause an infinite loading screen if the session owner would leave the group during the “En route to Manning National Zoo / Camp White Oak” screen.
Fixed an issue where NPCs would stop fighting when agents covered at a specific wall in the Grand Washington Hotel mission.
Fixed an issue where players could fall through the map when rolling over a prop in the Grand Washington Hotel mission on Challenging difficulty.
Fixed an issue where the elevator doors would not open after players fast travelled to the Grand Washington Hotel mission and had previously called the elevator.
Fixed an issue that could cause a player to take no damage when standing in a certain area in the Grand Washington Hotel mission.
Fixed an issue that would cause True Sons Heavy Weapon NPCs to go prone in their spawning area in the Lincoln Memorial mission.
Fixed missing water textures in the Roosevelt Island mission when playing on less than medium graphics settings on Xbox One.
Fixed an issue where NPCs would too aggressively flank players under certain circumstances in the invaded View Point Museum mission.
Fixed an issue that allowed players to pick up the “Relocation Order” collectible through the wall in the View Point Museum mission.
Fixed an issue that could make the rooftop encounter in the Invaded Capitol Building mission too easy when standing in certain areas of the map.
Fixed an issue where the sound effects of the mortar mine would be delayed in the Jefferson Plaza mission.
Fixed an issue where players would hear incorrect sound effects when collecting a laptop during the objective “Secure interrogation data” of the American History Museum mission.
Fixed an issue that allowed players to remain in an unintended position during the final beat of the Capitol Building mission on Heroic difficulty.
Fixed several lighting issues for several doorways.
Fixed several issues with covers.
Fixed several lighting issues.
Fixed several occlusion issues.
Fixed several props not being destructible even though they should.
Fixed a few breadcrumb issues. Hopefully you won’t get lost in the woods anymore…
Side Missions & Classified Assignments
Fixed an issue that could prevent players from collecting backpack trophies in Classified Assignment if the Year 1 Pass had been revoked and then was added again.
Fixed an issue that could spawn infinite enemy NPCs in the Drone Crash Site Side Mission.
Fixed an issue that could cause players to become stuck in a Classified Assignment when being kicked from another player’s session.
Fixed an issue that could cause a Classified Assignment to go on cooldown when being kicked out of another player’s session.
Fixed an issue that could cause NPCs to pass through doors in the Central Aquarium Classified Assignment.
Fixed an issue that caused the counter to incorrectly increase by 2 when picking up explosives in combat during the objective “Collect Explosives 0/4” in the Department of Justice Side Mission.
Fixed an issue that could cause the door menu for the Nelson Theatre Classified Assignment to not appear for players on PlayStation 4 despite meeting the requirements.
Fixed several collision issues for props in Classified Assignments.
Operation Dark Hours Raid
Improved performance during the final beat of the raid.
Improved performance while fighting the Weasel encounter.
Fixed a missing in-game notification when accepting an expired invite to a group.
Fixed an issue that caused Lucy’s “360° Chaingun Attack” to not have sound effects.
Fixed missing audio for the overloaded Mortars on the Razorback encounter.
Fixed an issue causing Black Tusk snipers to behave passively during the “Identify cargo delivery” objective.
Fixed an issue that could cause an encounter to unintentionally start when shooting at certain positions.
Fixes an issue that could cause the Aces & Eights six-piece group buff to not be received by all raid-group members.
Fixed an issue that caused Negotiator’s Dilemma gear set “Press Home the Advantage” talent to not apply the “+10% explosive damage” buff to all raid-group members.
Fixed an issue that could cause the spectator camera to shake in Synced View when spectating a moving agent.
Fixed an issue where text in the Activity Summary could overlap in several localizations.
Fixed an issue that could cause sub groups to be inconsistently displayed in the Activity Summary.
Fixed several issues with cover.
Fixed a placeholder text on the Kenly College Megamap.
Fixed an issue that could cause the arrival helicopter video sequence to play in reverse when leaving a group.
Fixed an issue that caused the countdown timer and “in progress” texts to flicker in the Kenly College progression tab.
Fixed an issue that could show an incorrect NPC level in the Kenly College progression tab.
Fixed an issue that would cause the activated panel lights to no longer appear if the game was restarted or the player disconnected during the “Disable power sources in correct order” objective in the Student Union Investigation Area of Kenly College.
Fixed an issue that could cause the remaining enemy NPCs to not follow the player when securing the area during the “Investigation: IED Terminals” mission in some locations of the Student Union Investigation Area of Kenly College.
Fixed an issue that would cause the Kenly College discovery Voice Over to play each time a player returned from the Expedition.
Fixed an issue that could prevent players from fast travelling to Kenly College if the party leader was already in the Expedition area.
Fixed objective indicators not correctly updating in some areas of the Metro Station Investigation Area of Kenly College.
Fixed an issue that could prevent players to interact with the terminals if they disconnected during the “Objective Failed” screen of the “Hack the terminal network” objective in the Library Investigation Area of Kenly College.
Fixed an issue that would cause the Minimap to remain highlighted even after the checkpoint marker for the “Search for more JTF casualties” objective had been activated for players on PlayStation 4 in the Student Union Investigation Area of Kenly College.
Fixed an issue that could cause several loading screens to appear when a group member left Kenly College to return to the Base of Operations.
Fixed an issue where player models could be floating in certain areas of the Metro Station Investigation Area of Kenly College.
Fixed an issue that would cause players in a Dark Zone to immediately be kicked out of the group when accepting the group invite from a friend in Kenly College.
Fixed an incorrect message being displayed when approaching the door of an offline Investigation Area while having another Investigation Area active in Kenly College.
Fixed several cover issues in Kenly College.
Fixed several collision issues with props in Kenly College.
Fixed some lighting issues in Kenly College.
Fixed the box carried by friendly NPCs returning from resource gatherings disappearing and reappearing at certain distances. No more magic boxes!
Improved streaming for walls at an Underground Entrance in the Open World.
Improved the light transition at noon time in the Theater Settlement.
Fixed several occlusion issues in the Open World.
Fixed an issue that allowed players to not take any damage when standing at a certain location in the Open World.
Fixed several cover issues in the Open World.
Fixed several collision issues with props in the Open World.
Fixed several lighting issues in the Open World.
Improved several streaming issues in the Open World.
Fixed some breadcrumb issues in the Open World. Yes, time for more Hänsel and Gretel references!
Dark Zone & PvP
Fixed an issue that could cause players to not be able to join a matchmaking server under certain circumstances.
Fixed an issue where Turrets could drop through the environment when being quick deployed in some Dark Zone areas.
Fixed an issue causing enemy NPCs to become stuck in certain areas of DZ West.
Fixed several props during the Intro Mission for DZ South.
Fixed an issue where player speed would briefly slowdown in Conflict when walking over a supply drop area.
Fixed occasions where a downed player name could appear multiple times inside a Checkpoint in the Dark Zone.
Fixed an issue that could cause a player to become immune to damage in certain areas of the Stadium map in Conflict.
Fixed several display errors that could occur when using multiple monitors in Conflict.
Fixed several audio issues in Dark Zones.
Fixed several props providing cover in Dark Zones.
Fixed several cover issues in Conflict.
Fixed several cover issues in Dark Zones.
Fixed an issue where chest skin particles would look low quality when wearing the Malibu Shirt on a male agent.
Fixed an issue that could cause several shirts to look too tucked in when wearing the Hawaiian pants on a female agent.
Fixed an issue that caused the Dallas necklace to clip through certain high-end vests.
Fixed several clipping issues for the Gunner uniform.
Fixed multiple missing textures between the Seattle Sneakers and multiple pants on a male agent.
Fixed an issue that caused an agent’s weapon to show when using the “Aerobic” emote.
Fixed props missing from the Band Dance and Impatient emotes.
Fixed the Bermuda gear dye to be applied incorrectly to some “Tay” Protective Pads.
Fixed an issue causing the agent’s face to twitch when performing and previewing the Facepalm and Mime emotes.
Fixed an issue causing the agent to freeze for a few seconds after performing the “Sassy” emote.
Fixed several clipping issues with Apparel.
Fixed an issue that could cause a player’s vision to be obscured by visual effects when shooting reed props with Specialization Ammunition.
Fixed an issue causing the “Roaming gunners” objective to not update when killing the heavy weapon NPC with a Skill.
Fixed an issue that would cause a player character to appear in the black screen when starting the Benchmark test.
Fixed an issue that would allow players to finish the Commendations “SHD Skill Merit”, “Demolitions Merit” and “Drone System Distinction” in the Shooting Range.
Fixed an issue that could cause Aim Assist to turn to ON each time the game is started no matter what settings had previously been used.
Fixed an issue where Notifications were incorrectly displayed on wide screen monitors.
Fixed an issue where the default layout for chat would clip outside the game window when using a wide screen monitor and having the “Anchor UI” option enabled.
Fixed several issues with incorrect menu narration.
That’s one insanely long list of patch notes, no? Once the patch is out, we’ll be sure to let our readers know.
Call of Duty: Modern Warfare ESRB Description revealed
09.16.2019 19:00:10 The ESRB, the ratings software board in the US, has officially released the ratings for Call of Duty: Modern Warfare. Call of Duty: Modern Warfare was officially rated M for MATURE with Blood and Gore, Intense Violence, Strong Language, Suggestive Themes, Use of Drugs, In-Game Content Purchases, and Users Interact. But beyond that overall rating, they have also posted a rating description.
Call of Duty: Modern Warfare Spawns Were Not That Good in the Beta, and Here
If you’ve played the Call of Duty: Modern Warfare beta, chances are you’ve been shot in the back quite a few times. Sure Infinity Ward bring the mini-map back, but that didn’t fix the Modern Warfare spawns, which weren’t that good, at least in the beta.
Want proof of it? Check out this video by FejSkaz, which shows him shooting people while they spawn!
It’s bad, right? Of course, this is a beta, so things will change, and Infinity Ward has already said that they’re looking into tweaking it, which I’m hoping we see implemented in the beta this coming weekend.
Speaking of the beta, Infinity Ward has announced that this weekend, we’ll see the 32 vs 32 Ground War mode.
Did you encounter any bad spawns in the Modern Warfare beta? Let us know your thoughts in the comments below.
Call of Duty: Modern Warfare Beta Weekend 2 Schedule
09.16.2019 17:00:10 With Weekend 1 of the Call of Duty: Modern Warfare Beta now offline, theres still one more weekend of the Beta to look forward too. The Call of Duty: Modern Warfare Beta Weekend 2 will be available on PlayStation 4, Xbox One, and PC. Heres the schedule to ensure youre ready to get in on the action the moment it begins.
Call of Duty: Modern Warfare 32 vs 32 Ground War Mode Set to Be Available Next Week in the Beta, Watch the New Trailer Now
Well, it’s a wrap for the Call of Duty: Modern Warfare beta’s first weekend of availability! Next week, Xbox One and PC players will be able to jump in on the fun as well! As for PS4 gamers, expect the Modern Warfare 32 vs 32 Ground War mode to become available during this upcoming weekend!
This was announced by Infinity Ward on the beta client’s messages of the day.
GROUND WAR COMING SOON
“Thank you for playing the Call of Duty: Modern Warfare Beta! We hope you’re enjoying everything we’ve shown you so far, but we aren’t done yet! On Saturday, September 21, during weekend two of the Beta, we’ll be taking your multiplayer experience to the next level. Taking place on a new map, Karst River Quarry, you’ll get your hands on 32v32 warfare in a new mode, Ground War.”
In addition to that, a new trailer hyping the second week of the beta has been released as well.
If you thought 10 vs 10 Domination was chaotic, we haven’t seen nothing yet it seems.
Do you think 32 vs 32 Ground War will work with Call of Duty’s fast time-to-kill (TTK) and killstreak-heavy gameplay? Stay tuned to our Modern Warfare beta impressions hitting the site soon.
Call of Duty: Modern Warfare's most controversial change lasted all of two days in the beta
09.16.2019 11:00:10 From VG247: "It is very clear the vocal members of the Call of Duty community did not appreciate Modern Warfares lack of minimap.
One of the biggest gameplay changes Infinity Ward revealed for Call of Duty: Modern Warfare has been dropping the minimap for a PUBG-style compass that sits at the top of the screen."
Call of Duty: Modern Warfare Open Beta will support a 32v32 warfare mode, called Ground War
09.16.2019 11:00:10 DSOGaming writes: "Infinity Ward announced that Call of Duty: Modern Warfare Open Beta will feature a brand new game mode. Ground War is a new warfare mode that will support up to 64 players (32v32)."
09.16.2019 09:00:10 Exclusively Games writes:
''The medium of video games is the most susceptible to the test of time. As technology progresses, older games are overshadowed by the graphical improvements and design niceties of future releases. Sometimes, they are left behind by outdated hardware or operating systems and need emulators or fan-made mods to function properly. Other times, they arent available for sale at all except for sketchy used sales on Ebay and the like. Whereas older films often hold up despite some dated effects and lower resolution cameras, older games are often overlooked by modern audiences.''
TKC servers are well run and every attempt is made to ensure a fun gaming environment. No racist or rude behavior is tolerated on any of our servers. TKC tries to have round the clock administration for it's servers but obviously sometimes a server will have no admin playing so if you witness any abuse for any game please attempt to report the offending players nickname, and if possible GUID here: "Server Vistors Complaint". Just give as many details as you can remember such as what the player was doing/saying. In addition cheating is not tolerated on our servers. We are protected by any of a number of different cheat tools at any given time including; VAC, steambans.com, pbbans.com, ggc-stream.com, metabans, pbscreens.com and punkbuster, depending on the game. If caught cheating your information will be submitted to the appropriate cheat tracker and you will be added to their database which will ban your Steam ID, PB GUID or EA GUID depending on the game and website.
When available we also offer ways for players, in-game, to contact admins to report bad behavior. These come in the form of game server plugins. Players will, if the server has the option available, have the option to report a player using, @report [player] [reason] or @admin [reason] to call an admin to the server. If an admin doesn't respond in a timely manner, please use the @report option so we can follow up on it later or use "Server Vistors Complaint" as mentioned above. If an admin is not available, we also try to give the players the opportunity to use @votekick [player] or @voteban [player] [reason]. This allows the guests to our server the ability to kick or temporarily ban a player who is breaking rules.
Profanity - Many of the games we play have very bad language, some don't, that should make a difference in how we enforce our rules. For that reason we are going to implement a new rule, which will seem strange at first, but there is reason behind it. Bad language will only be tolerated on Teamspeak channels for games where there is bad language in the game. In other words, since there is bad language in Bad Company 2, bad language will be acceptable in the Bad Company 2 Teamspeak channel and on the Bad Company 2 servers. On our Half-Life 2 DM Teamspeak channel and game server, bad language will not be allowed. Future games will also be handled in this manner. The reason, we do not want to exclude members with different beliefs. If I buy a game and one of the selling points for me was the fact that it did not have bad language, that should be respected. I do not want a father or grandfather having to explain bad language to their children or grandchildren because they heard profanity on a TKC Teamspeak channel they thought was free of such things.
How to deal with with Mic/Text spammers - No one wants to listen to a lot of unrelated chatter either on the game server, or Teamspeak. No one wants to see a lot of text spamming either. It's distracting to some, and in the case of Bad Company 2, causes lag problems when the text log gets too long. If someone is talking or typing too much, respectfully ask them to stop. If they continue, you may have to mute or kick them, and if they continue after that, a ban might be in order. When on Teamspeak, a certain amount of "visiting" is fine, but the gamers who want to communicate tactical information to others playing shouldn't have to constantly interrupt talk about the latest CPU, or talk of what's going on at school. If someone is talking too much and you don't feel like you want to address it, PM a clan leader and we can handle the situation.
Team Switching - In some games this is a big no-no and if you are admin for one of those games, ask the player to go back, if they don't and you have the ability, move them back manually. If you continue to have problems, kick/ban them. In other games, like Bad Company 2, team switching usually isn't as big a deal. Sometimes friends or clan members might want to play together, in that case, try to facilitate them and swap some people around. This will show you to be respectful of community and they will probably be very appreciative of your efforts. If there is a mass exodus of people from a bad team to a good team, you can mention in-game that people need to stop. If someone is ignoring you and continues to unbalance the teams, just kick them off the server. For a game like Half-Life 2, teams change after each round, so trying to put clan members together is just a waste of time, that is why team switching is considered bad.
Hacking/Cheating - This is the most overused excuse for kicking someone off of a server. Players are unjustly booted off servers all the time simply because they were too good. That is not fair. Do not base a decision on cheating on a single round, if it isn't really ridiculous score-wise, sometimes people just have great rounds. But if they continue to have an unbelievable K/D ratio, then you might need to ban them. Sometimes it might be necessary to ban someone just because they are killing the server. For me, this is the thing I hate to do the most. That person might be doing nothing wrong, other than being really good at a game. Try to put yourself in their shoes and only ban guys who are really obvious. I don't want to see anyone being banned for an aimbot because they went 29-0. I and many others have had a better score than that, it DOES happen. You have to consider how the person is playing the game. Are they playing as recon? Are they in the heli with a really good pilot? Sometimes, if you are unsure, it might be best to ask the opinion of a clan leader. Remember, visitors to our servers have the ability and a forum to complain about unjust behavior from our server admins. If someone complains about you, you want to know that you did everything by the book.
Soldier Names/Nicknames - We will not allow names that are offensive to anyone. I think we can all use our best judgement here, but if you are unsure, ask another admin what they think of the name and come to a consensus before taking action. Players using racist names should be perm banned immediately. It does no good talking to someone like that because they're only goal is to cause trouble.
Banter and Trash Talking - Now its okay to joke around, but if several players are going at it constantly on the mic or in chat just nicely ask them to stop. If it continues warn them again that if they don't stop they will be kicked, if for no other reason that mic/text spamming. If they ignore this warning then go ahead and kick them. A certain amount of this is fine as long as it's good natured, however sometimes this can lead to hard feelings so you have to use your best judgement of when something is going too far or things are starting to get out of hand.
Racist/intolerant behavior - This is a subject that we will show no mercy on. If someone is being a racist, and that means they are hating on blacks, whites, browns, yellows, whatever the case may be, they get perm banned. No warnings, no kicks, just ban them. We don't need that kind of intolerant behavior on our servers. I don't care if the person is joking, I don't care what his real intent was, if he's spewing hate speech, he's gone. This also applies to someone who is spewing hate speech against a group of people, like Muslims, Christians, agnostics, atheists whoever. We are a gaming clan. This is our hobby and it's supposed to be fun. Everyone who comes to a TKC server should be respected and able to play the game hassle free. Not everyone believes the same, and if someone can't get over it and comes to our server with an agenda that includes racist or intolerant speech, I expect you guys to bring the hammer down swiftly.
Metabans - We will use Metabans only for cheaters and will verify each ban using Cheat-O-Meter. This will ensure that we are not forcing our Metabans followers into banning players we have banned for breaking rules other than cheating. If we deem you are cheating and Cheat-O-Meter doesn't really indicate cheating and we can not find information about you or your clan tag, meaning there is no website or previous information on you as a player or clan that we can cross reference, we will ban you on our servers, but not Metabans. Clans must have a website that we can find and access to be considered legit, otherwise we will view your tags as hogwash and your suspect behavior will be deemed as cheating. Again, we will not add a ban that is not supported by Cheat-O-Meter to Metabans.
We want everyone to have the best time possible so do your best to maintain a good gaming atmosphere, then everyone can have a good time.
To join TKC you only have to read our "Code of Conduct" and then apply for membership by filling out an online application. After submitting your application you will become a "member candidate". You will be allowed to wear our tags but only as (tkc), all letters in lowercase. As you progress, as seen by our members, you will be advanced to (Tkc), then (TKc) and then finally (TKC). You will receive emails at each step with detailed instructions on what you need to do. To obtain your full membership and the right to wear the (TKC) tags, you will have to pass a vote by the TKC members. Only those members who have gotten to know you will vote. An 80% yes vote will be required for full admission. Please keep in mind that full membership takes 8 weeks.
For you to be accepted you will need to display good manners, sportsmanship, and the ability to follow our rules. This applies to all game server activitiy and forum participation. If you do not feel you can meet our requirements we respectfully ask that you not apply as we have many who want to join and we can not waste time on gamers who are not serious about membership.
So now you're a member of TKC congrats! It is important for you to note that membership in TKC is not a lifetime privilege. Only the clan founders Big Flem and Squidward have lifetime membership and can not be removed. Clan leaders expect it's members to participate in clan activites when they can, and to be an ACTIVE member in the clan. We consider active members to be members who regularly post on the forums, participate in clan activities when possible, and communicates and develops friendships inside the clan. We do NOT consider a member to be active if they only ever play on our servers and nothing more. The leaders of this clan work hard to organize events and if you can't support these activities, can't check and post on the forums at least once or twice a week, then you are not TKC material and eventually you will be kicked from the clan. If you do not think you can meet these requirements as a member of TKC, then please don't attempt to gain entry into the clan as you will only waste your time, and ours.
Beyond administration positions such as "Clan Leader", "Division Leader", etc, the answer is no. However we do have achievable military style ribbons and medals that can be won for various acts. You may see each members ribbon and medal "Display Case" by going to the "Members" tab and under each members profile clicking the "Awards" icon. Below is each award and how you obtain that award. Note that medals also have an associative ribbon:
Ribbons(Hover over information icon for description)
In the past TKC had too many admins on our servers and things got a little out of hand. We are not looking for any new admins, however if we feel you will make a good addition to that team we will ask you. Being a server admin is not fun and games. It requires you to WORK, and follow server administrator rules which are well defined once you become an admin. Our admins are forced to stop playing whatever game they might be playing, and work to secure and maintain server tranquility reguarly. If you are an admin that does not mean you will get to run willy nilly and ban, kick, and torture at will. Admins who do not follow our rules will be stripped of admin duties and power. In addition there are more requirements of admins such as, reguarly checking our server admins forum. Once you become an admin you will be given access to this forum and you must check and read it quite often. It is a way for admins to help one another by posting their thoughts on what is going on, who to watch closely, etc. Do not ask us constantly to be an admin, that is the surest way I know to never become an admin. Our leaders will identify the best candidates for admin duties if we think it necessary.
No. In order to have an official TKC server it must meet certain standards. In addition, we might not want a server for a particular game, and if you aren't an admin, then you shouldn't have admin authority on any server. Official TKC servers have to be setup as close to identical as possible. This means that the clan leaders must have all access to any of it's servers including the ability to restart that server, gain access via FTP and game panel. It means that the clan leaders can setup the server with it's normal settings and add the usual addons. In short, if you want to have your own server then that is fine, but don't try to name it "Boom Boom Room" or tie it in any way to TKC.
Clan TKC maintains several servers that are open to it's clan members and the public. In addition TKC has other expenses that require money. To pay the bills TKC relies on it's members and visitors to donate. Without these donations, TKC will cease to exist. Please consider donating money when you can. We do our best to use the money wisely, to invest in TKC, to invest in PC gaming.
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