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  1. #1

    Submachines guns are overpowered because ARs and other guns do not have any bonuses

    I noticed that submachine guns are very overpowered in this game. the reason is because they have a passive critical hit chance bonus.
    Sniper rifles are decent because they have a headshot bonus.

    But shotguns, ARs, and LMG are underpowered because they do not have any bonus. it is hard for these guns to keep up, especially on the pvp side because for example, ARs have a crazy recoil and cannot do goodDPS. a 25ish critical hit chance less makes a big difference.

    These guns NEED a status bonus.
    I was thinking, Maybe ARs need a armor piercing bonus.

    for example, in PvE, ARs have an innate bonus to kill NPCs armor quicker, and in PvP, this is translated to pierce a certain % of the enemies armor. this would allow the player to create more burst damage builds on AR rather than a crit dmg crit chance build.

    Shotguns could have similar effect. Perhaps an innate bonus to closer than 5m damage, similar to one of the talents. LMG I don't know, perhaps an additional suppressive fire chance. LMG could have a bonus that they always supress the target regardless if the target is on cover (similar to battlefield), so the player could enjoy of some of the suppresive talents and such.

    just ideas, because when i first noticed that subamchine guns had critical chance and ARs and LMG had no bonuses, I even tried to remake a character again to make sure I had not messed up with any class of weapon choice or something. I couldn't believe it.
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  2. #2
    It's about range. AR's are intended to be used in mid-long range and in burst fire mode.

    I agree, however, that SMG's are just too powerful. I can't figure a DPS build out that does not rely on having a SMG as a primary.

    Also, it depends on your role. Tanks with ballistic shield will heavily profit with a shotgun in PVP and with a LMG in PVE to suppress and control threats.

    A support character that stays in the back will greatly increase his survival chances with a good marksman rifle (which also works wonders in group pvp play when fired from the rear).

    Find the weapon that suits your playstyle the most and just have fun.
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  3. #3
    Originally Posted by Gannicus1389 Go to original post
    I noticed that submachine guns are very overpowered in this game. the reason is because they have a passive critical hit chance bonus.
    Sniper rifles are decent because they have a headshot bonus.

    But shotguns, ARs, and LMG are underpowered because they do not have any bonus. it is hard for these guns to keep up, especially on the pvp side because for example, ARs have a crazy recoil and cannot do goodDPS. a 25ish critical hit chance less makes a big difference.

    These guns NEED a status bonus.
    I was thinking, Maybe ARs need a armor piercing bonus.

    for example, in PvE, ARs have an innate bonus to kill NPCs armor quicker, and in PvP, this is translated to pierce a certain % of the enemies armor. this would allow the player to create more burst damage builds on AR rather than a crit dmg crit chance build.

    Shotguns could have similar effect. Perhaps an innate bonus to closer than 5m damage, similar to one of the talents. LMG I don't know, perhaps an additional suppressive fire chance. LMG could have a bonus that they always supress the target regardless if the target is on cover (similar to battlefield), so the player could enjoy of some of the suppresive talents and such.

    just ideas, because when i first noticed that subamchine guns had critical chance and ARs and LMG had no bonuses, I even tried to remake a character again to make sure I had not messed up with any class of weapon choice or something. I couldn't believe it.
    I see a problem with having a distance as a part of a perk, if you noticed the distance calculation for anything is just horrible. I would intentionally mark things and stand beside them and look at the distance say 16 - 17 feet.
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  4. #4

    Agreed

    I agree, I came her to post that suggestion, however I don't like your suggestion for ARs.

    Assault Rifles are the jack of all trades and are fine as they are. They don't need any buff.

    LMGs should destroy enemy armor as a passive. I'd say similar to other ratios on gear (green/blue/purple/yellow) so like 5%/10%/15%/18% or a range thereabouts up to say 20%. They are traditionally higher caliber and destroying armor seems logical.

    Shotguns should have a passive to disorient with the same type of range, so they stun. The range is already factored in to the pellet spread (although NPC shotguns seem to wreck from longer range than player shotguns).

    This way there would be a purpose for each weapon type and you'd see more shotguns and LMGs end game.

    That's my opinion.
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  5. #5
    sirtexassir's Avatar Senior Member
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    Originally Posted by Thrippy Go to original post
    I agree, I came her to post that suggestion, however I don't like your suggestion for ARs.

    Assault Rifles are the jack of all trades and are fine as they are. They don't need any buff.

    LMGs should destroy enemy armor as a passive. I'd say similar to other ratios on gear (green/blue/purple/yellow) so like 5%/10%/15%/18% or a range thereabouts up to say 20%. They are traditionally higher caliber and destroying armor seems logical.

    Shotguns should have a passive to disorient with the same type of range, so they stun. The range is already factored in to the pellet spread (although NPC shotguns seem to wreck from longer range than player shotguns).

    This way there would be a purpose for each weapon type and you'd see more shotguns and LMGs end game.

    That's my opinion.
    I'm more in line with this.
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  6. #6
    They need to remove smgs crit chances then the guns are perfect.
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  7. #7
    Originally Posted by Dante-Yoda Go to original post
    They need to remove smgs crit chances then the guns are perfect.
    I really hope this game stays away from nerfing things because they are good, and instead buffs things because they aren't. Too many games fall into pit of nerfing things beacuse they are "over performing" compared to other weapons/skills, when in reality they should be looking at improving other weapons/skills to bring them into line with what is currently working well.
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