The Division Guide: Base Of Operations Guide

The Division Guide: Base Of Operations Guide
In Tom Clancy’s The Division you will be upgrading your base of operations as you go through the game. The upgrades start off simple to get but get more difficult as you progress. Check out this The Division Guide to help you upgrade them fast!

The Division Base Of Operations Guide

The best way to get points for these is to beat the zones 100% and do the story missions. They are not meant to be quick, but if you spend points properly it can really help you early on.

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Medical Wing Upgrades

Clinic
This upgrade is forced onto you pretty early on. It is the basic Med Wing upgrade and it gives you the first aid skill and lets you carry an extra med kit. The heal is actually very good and can save you from stick situations. You can also shoot it at an ally or use it next to an ally to heal them as well.
Virus Lab
The Virus Lab is 500 and gives you another AoE heal and a Perk that increases you Virus Protection by one. The heal is really slow and would only be useful IF you didn’t move around. The Virus Protection isn’t a big deal early game unless you going into the Dark Zone. You will want to get the Virus Protection upgrades around level 10 to access higher level contamination zones.
Disaster Aid
This is how you unlock the Signature Skill for the Medical Tree and coast 1000. This is your ultimate move and can really change the tide of battle. This will heal and revive anyone that is close to you. Be careful though, it has a long cooldown so you can’t always rely on it. You will also receive canned food, water, an energy bar and a soda once per hour. Canned food will also buff you for 10 more seconds.
Quarantine
This is how you upgrade your Pulse move with mods. Using mods on Pulse will make the move stronger. You can make it go further and locate chests with it, you can jam enemy pulses with it or you can weaken enemies that get caught in the pulse. As a bonus you will also be able to see contaminated zones on your map.
Intensive Care
Intensive Care is how you upgrade your First Aid heal. You can make it increase damage, heal more or revive. As a bonus you will also be able to bring an extra med kit out with you. The more med kits you have the better off you are. Think about it, you are in a battle in the dark zone with one extra med kit.
Hazmat Unit
The Hazmat Unit will be locked until you unlock the Virus Lab. The Hazmat Unit is to mod the Support Station. I haven’t used it yet but it makes the bot more of utility bot instead of a healing bot. With the upgrades the bot can revive people near it, remove status effects of people around it or give out ammo and cooldown reduction. I’m going to be trying this soon.
Decontamination Unit
The Decontamination Unit is all about buffing you. It will give you the talent to over heal and reduce your cooldowns every time you heal an ally with a skill (bots or first aid heal). This will also increase your back pack in the Dark Zone by 1.
Pharmacy
The Pharmacy is another way to get yourself some talents to play with. Shock and Awe will increase your speed anytime you suppress an enemy and Battle Buddy which gives you bonus defense when you revive someone. The Perks are aren’t really needed early game. The Increase Virus Protection is really only for later game and the Dark Zone and Fabrics is SUPER easy to get.
Counseling
Here you will be able to get some more Talents. You can get Critical Save which will increase your defense by 40% when you use a medkit during low health or Shrapnel that will give you a 30% chance to make any bleed and AoE attack. You will also get a perk that increases you credit gains by 10%. For most of the early and mid game the Vendors will have good upgrades for gear so getting this early is useful.
Pediatric Care
The last set of Talents can be found here. This one is super nice for those of you playing healers. The Combat Medic Skill will make your Medkits an AoE (heals allies) and Strike back reduces you cooldowns by 20% when you enter low health. The low health cooldown thing can actually save you if you have a lot of heals.

Tech Wing Upgrades

Control Room
You have to get this one when you unlock the Tech Wing. This will get you the Turret skill and increase your bag slots by 10.
Communications
The Communications unlocks you the Seeker Mine which is fun and increases your Dark Zone Back Pack by 1. The Mine will literally find its way to the opponent and explode. You don’t NEED it early but it is something you will atleast want to try sooner or later.
Division Tech
You will need to unlock the Communications before you can get Division Tech. This is how you get the Signature Skill for the Tech Tree.
Generators
The Generators will add mods to your Sticky Bombs. You will be able to make it do more damage, add a flash to it or make it a proximity mine. This is a must for anyone who wants to go as a demolition man. You also get a buff to Soda that increases its duration you get from drinking Soda.
Water Purification
For whatever reason you get turret mods out of the Water Purification upgrade. You can make your turret do more damage, shoot fire or should electrical darts that hit multiple targets. You also get a buff to any water bottles you drink.
Field Engineering
This is where you go to get the Seeker Mine mods. The Cluster Mine turns into a few little mines that chase down a target. The Gas mine will move between targets and release gas which will disorient them. The Airburst mine is basically like a mobile bouncing Betty. You will also be able to collect some Tools here once an hour.
Central Heating
Odd thing to thing about when making a base but whatever works. This is where you start to get the Tech Wing Talents. Tactical Advance will increase your damage whenever you move from cover to more cover, useful against AI. Demolition Expert will increase you explosive damage by 40% for 15 seconds when you kill someone with an explosive. I like the Demo Expert perk but it is very limited. You can only bring so many explosives on a character and a 15 second buff isn’t long. You also get a buff to energy bars as well.
SatComms
More Talents come from SatComms. Police Up gives you a 25% chance for any kill you get with a skill to give you your ammo back. Fear Tactics gives you a chance to make any shock technique an AoE. The Police Up one can be great if you have two damaging skills, if not I would skip it. This will also reveal all Division Tech on the Dark Zone Map
Recalibration
Some more skills come from Recalibration. Evasive Action reduces the amount of damage you take when moving from cover to cover. Tech Support will increase the duration of any of your deployed skills if you get a kill while one is out. Stat Switch is the perk you get and this is great. With Stat Switch you can literally design a weapon or armor to your liking but it aint cheap.
Recharge Center
The Recharge center is the last one you can get in the Tech Tree. It will give you the talents Wildfire and Death by Proxy. Wildfire will give you a 30% chance to create and AoE attack when you use a fire skill. Death By Proxy will give you a buff anytime you destroy an enemies deployable skill. Both of these are kinda Meh to me but the Perk uis great for PvPers. Dark Zone Funds increased by 10% if you get this one and trust me you will need it.

Security Wing Upgrades

Situation Room
The Situation Room is the upgrade you have to buy when you get the Security Wing. It will give you the skill Smart Cover and a perk that increases you XP by 10%.
Armory
The Armory is how you get your Mobile Cover skill. This is great for an “Oh No” moment or to help set up an ambush. You will also get to carry an extra grenade with this and unlock the Advanced Weapons Vendor in your Base. The Advanced Weapons Vendor is a game changer so I recommend this.
Barracks
The Barracks is how you get your Signature Skill for the Security Wing. The Signature Skill is a buff and it increases you and your allies speed and damage resistance. This also comes with increases XP from accolades, the things you get after missions like headshot bonuses.
Dark Zone Ops
The Dark Zone Ops is used to upgrade your shield skill to the next level. You can get a stronger, lighter shield that tags enemies if they shoot you. You can get a buff that increases your side arm damage, accuracy, knock back and reload speed. The last upgrade gives you a small amount of HP for each shot you take. I’m not really into the shields or side arms so this wasn’t for me. You also get anther slot in your back pack for the dark zone and unlock the Dark Zone vendor in your base.
Supply Line
The Supply Line is used to upgrade your Smart Cover and get you a new vendor. You can make your cover reduce enemy damage if they use it, make your cover regenerate HP to allies or make it so anyone using the cover is concealed from pulses. The last upgrade is great for setting up ambushes in the Dark Zone. You will also get the Clothes Vendor who will sell you weapon skins, scarves and other clothes.
Gunsmith
The Gunsmith upgrades the Mobile Cover you can place. You can make your cover attack enemies when the cover loses shield, increase your damage and become immune to pulses while using the cover and increase the amount of protection the cover gives and protects two people. I’m not a huge fan of the cover either but the damage one can be good if you catch someone off guard. You also get buffed explosive bullets and you can collect Weapon Parts once an hour at the Security Wing.
Procurement Team
This is where the Security Wing talents start coming into play. Steady hands will reduce your recoil by 25% whenever you enter cover for 10 seconds. On The Move gives you a damage resist buff whenever you kill and enemy and you are moving. In The Dark Zone you are normally running after someone anyways so On The Move is useful. You can also collect items from the scavenger box every 12 hours with this upgrade. The items in there are random and so far all I got was a jacket.
Guard Posts
Guard Posts will provide you with a couple of more talents and upgrade your special ammo. You will get Precision, which will make an enemy pulse when you headshot them, and Chain Reaction, this increases your explosive damage if you hit more than one person with an explosive. You will also get an increased duration to explosive shots and you can collect special ammo here once an hour.
Shooting Range
The Shooting Range is a great way to test new weapons before you go out with them. It also comes with the Talents, Desperate Times and Stopping Power. Desperate Times increases you blind fire accuracy when your HP gets low and Stopping Power increases your headshot damage by 25% for 10 seconds when you suppress an enemy. Both of those aren’t that great in pvp because players move around a lot and you never want to rely on blind fire.
Canine Unit
The Canine Unit was ab it of a disappointment. I was hoping to have a hound that could roll along side with me but that isn’t the case. You get the Talents, Repo Reaper and One Is None. Repo Reaper gives you more ammo in your primary when you kill an enemy with your secondary, waste of a talent in my opinion. One Is None gives you a 50% chance to not use a bullet when landing a head shot. One Is None is a good talent on a sniper build or a semi auto rifle build. You will also unlock all the collectibles on the map after you complete all the side content there.

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