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The Division Weapon Guide - KRISS Vector (Statistics, Variants and Class Recommendation)

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Peaceful Panda

Community Veteran
In this episode we cover the KRISS Vector 45 Automatic Colt Pistol or the simply Vector 45 ACP. We’ll inform you on the general information, weapon statistics, modifications, variants and a class recommendation.

The general information consists of the full name, weapon category, size, weight, rounds, magazine size and fire mode. The weapon statistics cover the damage, optimal range, maximum range, rate of fire, stability, accuracy, reload speed and weapon bonus.
The modifications consist of the optics, magazine, underbarrel, muzzle and skin. The variant cover the different variants of that weapon and the statistical difference. Finally the class recommendation summarizes the best class build around this weapon. The focus is on the primary, secondary, side-arm and the three skills.

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Xeromaus

The Rogue Mod
Sight: russian red dot can be hard to come by in a good enough rarity, but the CQBSS scope can be crafted with either critical damage or critical hit chance as an HE, and is available in the b.o.o.

Muzzle brake: can also be crafted with crit chance or damage as an HE , and is available in the b.o.o .

Magazine: HE extended mag with +base damage can be far more useful if your critical hit chance is already 50%+, and is available in the b.o.o .

50-60% critical chance is more than enough, past that, stack crit damage instead. Remember that gear mods can also be crafted with +1.50% crit chance, adding up to 9-10.5% crit chance with a full set, negating the need for at least one crit chance weapon mod.

An SMG should NEVER be your primary weapon, as it's range is too short for the majority of engagements, losing the damage you worked so hard to build on it, or forcing you to close distance and sacrifice safety to resume normal DPS. You can't do damage when you're down, and your team loses damage out put to pick you up, not to mention having to run into the same close range scenario that downed you in the first place. Healer skills can be thrown or activated to revive you, but I would argue again that your squad loses crowd control by having to run them in the first place.

Skills: As a DPS class, without buffed up electronics stats, the benefits from pulse and cover are negligible. Though any boost is a good boost, you could benefit your team (and yourself as a solo) far more using stun modded skills; zapper turret, flame turret, incendiary seeker, stun sticky bomb. Small mag weps with a high rate of fire and low range need stationary targets for maximum effect, and the ability to approach at close range without being mauled. Signature skills are a matter of personal preference, but when you give up +damage to gain CC, the boost from tac link is welcome.

 
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