- #Tom clancy the division pc system requirements upgrade
- #Tom clancy the division pc system requirements full
- #Tom clancy the division pc system requirements Pc
With settings maxed out, otherwise minute details stand out. My attire might have been lacking, but Division’s Manhattan is gorgeous. Our optimization guide has more details on the settings, with detailed benchmarks.
#Tom clancy the division pc system requirements Pc
The Division is a well optimized PC game, with the right hardware. There were some notable dips when the more expansive vistas came into view, or when multiple objects (or people) exploded at once, but nothing catastrophic.
#Tom clancy the division pc system requirements full
And there's plenty to tinker with in its full suite of customization, graphics, and control settings. After some tinkering, my GTX 960 at home could run it on medium to high settings at 1920x1080. My GTX 980 Ti had zero problems running The Division at 2560x1440 with settings cranked up.
I’d say we were lucky to find the autorun key, but the implication that we’d need it at all wasn’t exactly a relief. Even with teammates, no amount of shooting could spare us from the monotony.
#Tom clancy the division pc system requirements upgrade
They take five to ten minutes to complete, running between locations included, which meant I had to dedicate hours to them in order to upgrade my perks and abilities. Most boil down to defending a point from enemy waves or infiltrating a warehouse to kill an elite enemy. Some side missions feed reward points that feed into upgrading your base of operations, a repurposed post office full of repetitive NPCs and visual reward that coincides with newly unlocked perks, combat abilities, and passive abilities. Collectibles and killing enemies give out even less XP, which leaves the side missions as the primary gate between you and the best parts of The Division. There’s no way to just power through the campaign-where the best level design and encounters are-since they don’t reward enough XP to prep you for the next.
Leave that group, and I’m kicked back to the nearest safe house, which is a two-minute sprint back to the mission starting point. Conversely, when matchmaking for some of the later missions, I was often thrown into a team of antsy players who were one-hit-and-dead underleveled. All it took was one teammate a few levels higher than our own to turn a balanced combat experience into their own personal shooting gallery. However, incentive to play with one another faded as our levels grew apart. If I had the turret and cover buff equipped for flanking, a teammate would spec out a medic class on the fly. We depended on one another to fill out blind spots: I was a shotgunner, so we knew a sniper would be a necessary. When my teammates and I were around the same level, and played missions at or just below the recommended starting point, the combat was usually a good challenge. I looked like every other bundled up, sniffly-nosed player out there. One of the fights went so long the music ended. Elites don’t employ especially erratic behaviors, or complex patterns: they just swallow magazine after magazine while talking smack. The Division punishes bad decisions well enough (stay out of cover too long, get shot, or stay in one place too long, get flanked), so it’s disappointing that the elite enemies are just prolonged versions of regular encounters and that they’re used so often. If only more of the combat had the same strategic construction. I threw out my turret to distract the shielded enemies, my teammates told me they’d suppress, and I took off to the other end of the corridor to get behind their line of defense, take out the medic, and open up the shielded enemies to fire.
In my favorite scenario, two tanky shielded enemies paired with a medic walked up a tight corridor toward our cover. I ran with a semiautomatic shotgun, a cover reinforcing buff, and a turret. That simple movement meant I didn’t have to maneuver around a tangle of obstacles, allowing space for more improvisational thinking.ĭuring intense firefights conversations with teammates fell into a natural rhythm based on abilities and weapons equipped. Highlight the cover you want to move to with the camera and hold a key to go there. Under that kind of pressure, I changed cover a lot, and with ease. I rarely had time to dig in, as enemies flanked or sent explosives my direction with reckless abandon. From cover, you can blind fire, take aim, toss grenades, or use one of your class abilities, like throwing out an automated turret that suppresses nearby enemies or a med station that heals everyone in a visible radius. Press a key to take cover on corners or highlighted chest-high objects. Combat can be tense and challenging, especially with teammates.