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  1. #1

    Suggestion/Feedback on LMGs and possibly shotguns

    So I mentioned this in a group I was running with, not even people I knew, and they seemed to think it was brilliant but I don't know.

    LMGs should get a stability bonus when you fire them from cover with the idea being that you are using the cover to stabilize the gun. I think the greatest problem with them is that people can't control them and realistically, an LMG is not a 'run and gun' weapon, it's a 'hunker down and unleash hot death' weapon.

    I doubt I'm any kind of special snowflake, so somebody might have suggested this before.

    Now shotguns are another matter, as the real problem there is 'you're that close and not using your SMG? What's wrong with you?'

    But for shotguns, maybe they could have some minor armor destructive capabilities over other guns or perhaps a more significant change to stagger enemies. They certainly need something.
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  2. #2
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  3. #3
    Hortey's Avatar Senior Member
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    Mar 2012
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    LMG's ARE really stable from cover. The longer you shoot them, the tighter the spread gets, and some of them like the rpk and m60 are so lazer accurate when equipped with stability mods that you can get 95%+ headshot chains on cowering enemies from pretty far. The problem is... they just suck. Low damage, low rate of fire, and you're just sitting there flapping in the wind while you try to unload your damage. The LMG can suppress pretty good, but suppression lasts for no time at all and only works on people using cover so grenadiers running around, LMG guys, sprint rushers etc don't get stopped. It's bad for pvp and pve, not unusable, but nowhere near ideal. ATM suppression just slows down your dps.

    Shotguns though, IMO, should have been the crit boosted red text weapons instead of SMG's. The problem with shotguns is simply the range. You have to be so close that a single step will bring your shot out of line with the crosshairs, unless you have a laser equipped to help you. A couple steps back and your spread gets so wide only half your pellets are hitting, and they are doing 10% of original damage to boot. And even inside it's abysmal area of effective range (more commonly referred to as the area in between the tip of a finger on your outstreched hand and about as far as you can spit on a hot day) the shotguns are pretty trash, AND require headshots to do any realistically good damage.

    They either need a range boost to rival SMG's (remember, the pellets still spread, even with sniper rifle range the shotgun would lose effectiveness at about 8m) or they need to have their headshot damage multiplier removed and their base damage buffed so they are usable.

    The pellets on a shotgun all count for a 50/50 roll to refund the shell EACH though. So chaining HS's with a shotgun can net you near infinite ammo, if you survive long enough to kill anything.
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  4. #4
    Shotguns need some extreme love from Ubisoft.

    I have a awesome 83k shotgun waiting in storage for when Ubisoft does some balances.
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  5. #5
    Not sure how op this might end up being but I think that shotguns should have a unique talent (similar to the Expert talent on pistols where it's always given) where either:

    Each shot has a % to pierce armor and deal 100% of said shot's damage directly to the enemy's health.

    or

    Every shot pierces armor but the actual damage-on-health-per-shot is based on the talent's % (if the talent is at 25% then each shot will deal 25% of it's normal damage to health).
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  6. #6
    There is no problem with LMGs and Shotguns except for the fact they do no damage. A huge damage increase is all they need. I have a perfect roll HE M249 Para with a 101.50% extended mag. It took 600 bullets to kill an elite. Not a heavy armored or named elite, an elite that is at the beginning of Lexington Event Center. That same elite is killed with 40 bullets from a non-perfect roll Vector. These were straight body shots.
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