
Division 2 Content Creator | 11K+ on tha toobs! - https://nitter.gq/t.co/3w6FYa4vuW | Developing @DwnpourProtocol | @ATKGear š±ļø
Joined November 2025
- Tweets1.6K
- Following70
- Followers428
- Likes1.7K
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Putting this here so I can come back to it on 17 June 2027.
Current ā One-year goal:
YouTube: 6K ā 25K
TikTok: 2K ā 10K
Twitch: Just started ā 500
X: 111 ā 1K
Instagram: 33 ā 1K
Ambitious but realistic. No excusesātime to work. š
nice update @InfinityWard @CallofDuty @CODUpdates @CallofDutyCM i cant even load the game its stuck after i click multiplayer on MW4
Nice one @InfinityWard @gawdgriggs @CallofDuty youve ruined FFA its riddled with boosters.
You might want to add a 'Boosting' option in the report menu as it in everygame.
@CallofDutyCM Ban these losers.
Albus#1199947
Amilac#7956260
Le Kebabier#9064472
I really hope the developers over at infinity ward fix this RPG spam on MW4... not being able to have ninja and bomb squad in SND means you have to choose between being heard from across the map or RPG'd across the map...
@CallofDutyCM
Never put it past the division 2 community to act elitist and be insufferable. Then say 'im using striker proto echo and im doing fine' after acting that way.
Damn, never knew using the same boring meta would clear the most difficult content.
This tweet was about variety building and the event making it a chore to play and enjoy if you arnt running meta for the duration of it.
Iām just going to say it: The Division 2ās Red Moon Unleashed event is a good concept implemented in one of the most infuriating ways possible for solo players.
I understand why the enemy spawns are so aggressive.
Players complained that previous events didnāt spawn enough enemies, which meant fewer keys and far too much time spent running around looking for something to fight. Red Moon Unleashed attempts to fix that, and on paper, having more enemies constantly appearing sounds brilliant.
The problem is that āmore enemiesā has become āabsolutely no breathing room whatsoever.ā
You canāt even finish one encounter before another group spawns. They appear in front of you, behind you and from seemingly every direction at once. Before youāve killed that group, another one arrivesāand then the boss spawns on top of everything else.
Iām trying to complete bounties, but the event repeatedly hijacks them.
Iāve genuinely had five or six separate groups spawn within roughly three minutes, followed by a boss. Eventually, you run out of ammunition because there simply isnāt enough time to finish the encounter, loot, reload and move on before the next wave appears.
The enemies sit behind cover until you try to flank them. The moment you move, another group spawns behind you. If youāre near a control point, you can end up fighting the control-point enemies, an event group and a boss simultaneously.
Call me bad at the game if you want, but this isnāt about whether the enemies are individually difficult.
Itās about the event creating the same relentless spawn pressure for one solo player that it creates for an entire four-player squad.
The spawn frequency needs to scale with the number of players.
If a four-player group receives seven enemy groups within five minutes, a solo player should perhaps receive three or four. That would still provide plenty of enemies and keys without constantly destroying bounties, control points and every other open-world activity.
Right now, solo play feels like a reset simulator.
You start a bounty, multiple event groups spawn, your ammunition disappears, you get surrounded, the bounty is lost and youāre sent back to a safe houseāonly to repeat the exact same process again.
Red Moon Unleashed is a genuinely good idea. The problem is that the spawn system has gone from one extreme to the other.
Not enough enemies was frustrating.
Endless enemies spawning before you can finish the previous encounter is just as frustrating.
Solo players: are you actually enjoying the current Red Moon Unleashed spawn rate, or does it desperately need player-count scaling and a proper cooldown between groups?
#TheDivision2 #Division2 #RedMoonUnleashed
Excuse me @CallofDuty @CallofDutyCM I have the Xbox version of MW4 but my inner circuit isnāt the Xbox edition? šš¤ š
Anyone who wants inviting or to join session to play Modern Warfare 4 leave your Activision ID in the comments below.
Releases in 3 hours with the New Zealand Xbox Method.
Iām just going to say it: The Division 2ās Red Moon Unleashed event is a good concept implemented in one of the most infuriating ways possible for solo players.
I understand why the enemy spawns are so aggressive.
Players complained that previous events didnāt spawn enough enemies, which meant fewer keys and far too much time spent running around looking for something to fight. Red Moon Unleashed attempts to fix that, and on paper, having more enemies constantly appearing sounds brilliant.
The problem is that āmore enemiesā has become āabsolutely no breathing room whatsoever.ā
You canāt even finish one encounter before another group spawns. They appear in front of you, behind you and from seemingly every direction at once. Before youāve killed that group, another one arrivesāand then the boss spawns on top of everything else.
Iām trying to complete bounties, but the event repeatedly hijacks them.
Iāve genuinely had five or six separate groups spawn within roughly three minutes, followed by a boss. Eventually, you run out of ammunition because there simply isnāt enough time to finish the encounter, loot, reload and move on before the next wave appears.
The enemies sit behind cover until you try to flank them. The moment you move, another group spawns behind you. If youāre near a control point, you can end up fighting the control-point enemies, an event group and a boss simultaneously.
Call me bad at the game if you want, but this isnāt about whether the enemies are individually difficult.
Itās about the event creating the same relentless spawn pressure for one solo player that it creates for an entire four-player squad.
The spawn frequency needs to scale with the number of players.
If a four-player group receives seven enemy groups within five minutes, a solo player should perhaps receive three or four. That would still provide plenty of enemies and keys without constantly destroying bounties, control points and every other open-world activity.
Right now, solo play feels like a reset simulator.
You start a bounty, multiple event groups spawn, your ammunition disappears, you get surrounded, the bounty is lost and youāre sent back to a safe houseāonly to repeat the exact same process again.
Red Moon Unleashed is a genuinely good idea. The problem is that the spawn system has gone from one extreme to the other.
Not enough enemies was frustrating.
Endless enemies spawning before you can finish the previous encounter is just as frustrating.
Solo players: are you actually enjoying the current Red Moon Unleashed spawn rate, or does it desperately need player-count scaling and a proper cooldown between groups?
#TheDivision2 #Division2 #RedMoonUnleashed
Seeing a lot of Chinese division 2 players on the timeline having to completely start over or will need to when it shuts down⦠they should find a way to migrate the gear over.. @Orkanos anything in the pipeline for this? Seems so unfair
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