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Looking for thoughts on weapon imbalance

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Codename Quincy

Community Agent
i don't think i have ever grouped with someone that didn't have an smg equipped.  this alone tells me something.

last week when the phoenix vendor in the base had an lmg, and an assault rifle right next to each other was another huge indicator.  the rifle did more damage per shot, at a higher rate of fire, and they both had 30rd mags.  i think the lmg had a smidge more range.  it kind of hurts my brain to think of a pistol round (every smg in this game fires pistol caliber rounds) doing more damage than a rifle round, but hey, video game. 

only 2 weapon types (and side-arms) in this game have innate bonuses.  i think that's crap. 

 
i don't think i have ever grouped with someone that didn't have an smg equipped.  this alone tells me something.

last week when the phoenix vendor in the base had an lmg, and an assault rifle right next to each other was another huge indicator.  the rifle did more damage per shot, at a higher rate of fire, and they both had 30rd mags.  i think the lmg had a smidge more range.  it kind of hurts my brain to think of a pistol round (every smg in this game fires pistol caliber rounds) doing more damage than a rifle round, but hey, video game. 

only 2 weapon types (and side-arms) in this game have innate bonuses.  i think that's crap. 
Actually, the high velocity speed of the rifle bullet is also a deadly factor over a smg shells. I think it is meant to produce extra physical shock in the body.

 
innate bonuses:

SMG: increased critical chance

LMG: increased suppression rate

Marksman: increased headshot damage

Sidearm: double damage to targets under 30% health, infinite ammo

Shotgun: 8 pellet spread per shot with each pellet serving as one bullet for "% to apply/% chance" bonuses

Assault rifle: 75% base headshot damage increase (versus 50% base headshot damage increase for other classes)

Innate weaknesses:

SMG: short range, high damage fall-off

LMG: increased first round instability, low per shot damage, long reload

Marksman: small mag, low RoF

Sidearm: semi-auto (all), short range, imprecise reticle

Shotgun: extremely short range, low mag size, high damage fall-off

Assault rifle: none noted (weapon class intended to be jack-of-all-trades, but a master of none).

 
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innate bonuses:

SMG: increased critical chance

LMG: increased suppression rate

Marksman: increased headshot damage

Sidearm: double damage to targets under 30% health, infinite ammo

Shotgun: 8 pellet spread per shot with each pellet serving as one bullet for "% to apply/% chance" bonuses

Assault rifle: 75% base headshot damage increase (versus 50% base headshot damage increase for other classes)

Innate weaknesses:

SMG: short range, high damage fall-off

LMG: increased first round instability, low per shot damage, long reload

Marksman: small mag, low RoF

Sidearm: semi-auto (all), short range, imprecise reticle

Shotgun: extremely short range, low mag size, high damage fall-off

Assault rifle: none noted (weapon class intended to be jack-of-all-trades, but a master of none).
that's good stuff.  where did you find all that?  they really need to put that info on weapons like they do with smg/marksman.  i'm sure i'm not the only one that thought the lack of info meant lack of innate ability.  thanks for the knowledge.

 
That seems fairly 

innate bonuses:

SMG: increased critical chance

LMG: increased suppression rate

Marksman: increased headshot damage

Sidearm: double damage to targets under 30% health, infinite ammo

Shotgun: 8 pellet spread per shot with each pellet serving as one bullet for "% to apply/% chance" bonuses

Assault rifle: 75% base headshot damage increase (versus 50% base headshot damage increase for other classes)

Innate weaknesses:

SMG: short range, high damage fall-off

LMG: increased first round instability, low per shot damage, long reload

Marksman: small mag, low RoF

Sidearm: semi-auto (all), short range, imprecise reticle

Shotgun: extremely short range, low mag size, high damage fall-off

Assault rifle: none noted (weapon class intended to be jack-of-all-trades, but a master of none).
That seems fairly concise, thanks.

Running out of ammo is a good opportunity to play around with how these things work in the game. :)

 
that's good stuff.  where did you find all that?  they really need to put that info on weapons like they do with smg/marksman.  i'm sure i'm not the only one that thought the lack of info meant lack of innate ability.  thanks for the knowledge.
No problem at all man. The info was gathered from multiple players running testing with each class, and backed up/proven the same way.

The SMG/Marksman having the info presented on the weapon is due to the nature of the boost. Having such a profound impact on damage, an RNG aspect was built into it, making the maximum boost a rare find.

 
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