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  1. #71
    bonus for being in cover?
    cover should be already a huge bonus, no cover - take a lot more damage - die

    but NPCs output damage is low (or we have too much armor) so being in cover is no more mandatory

    I'd remove extended magazines, knowing you can't rush to an enemy and put 60 rounds in his face limits the stupid playstyles
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  2. #72
    Originally Posted by onenightnparis Go to original post
    bonus for being in cover?
    cover should be already a huge bonus, no cover - take a lot more damage - die

    but NPCs output damage is low (or we have too much armor) so being in cover is no more mandatory

    I'd remove extended magazines, knowing you can't rush to an enemy and put 60 rounds in his face limits the stupid playstyles
    Extended mags should increase the reload time by a lot.
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  3. #73
    Veldaz's Avatar Senior Member
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    Pfft. Even with an expanded mag it still takes two to down a gold with my SMG. And that first one was right in the face and only just took off all the armor. Oddly enough one mag was enough for a shotgunner earlier in the same mission. Can't remember if the next one was a sniper or a medic. Do shotgunners have less health?

    Besides, it's not just about the damage we dish out and take. What we need is something that keeps us exposed when we're out of cover to give us a reason to get back in it. Beyond being shot at. Cleaner flamethrowers are a good example. As are enemy turrets, though those are somewhat easy to take out.
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  4. #74
    The best solution imo would be to make armor only work while in cover.
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  5. #75
    Originally Posted by Veldaz Go to original post
    Pfft. Even with an expanded mag it still takes two to down a gold with my SMG. And that first one was right in the face and only just took off all the armor. Oddly enough one mag was enough for a shotgunner earlier in the same mission. Can't remember if the next one was a sniper or a medic. Do shotgunners have less health?

    Besides, it's not just about the damage we dish out and take. What we need is something that keeps us exposed when we're out of cover to give us a reason to get back in it. Beyond being shot at. Cleaner flamethrowers are a good example. As are enemy turrets, though those are somewhat easy to take out.
    >1 SMG magazine for me to take down the toughest lvl 34 gunner bosses in the game. If it takes 2 mags to take down a regular elite then your damage is super low. You either have crappy gear or you have a tank/electronics build
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  6. #76
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    Originally Posted by dukefx32 Go to original post
    >1 SMG magazine for me to take down the toughest lvl 34 gunner bosses in the game.
    Or you're playing solo.

    That's the thing people tend to forget the scaling differences between group play and solo.That, and the fact that One is None exists.
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  7. #77
    Originally Posted by SKORPIQN Go to original post
    It's really that simple... If you want people to take cover and be more careful you have to make them fear death.

    Reduce armour.


    Having played a squishy skillpower character since launch, my cover to cover, rolling skills and environmental awareness is superior to most anyone else. If you wanna see more tactical movement then force it.

    I have 150k toughness, melt instantly against AB players stacking armour and firearms.... But can 1 shot them every 5 seconds.

    Reduce armour. Bring the fear. Force tactical thinking. Make use of mobile cover style skills because of it. Better team bonds etc

    I do agreee, that currently ppl can be too tanky while still making huge damage . But i dont think reduce armor is a good idea, otherwise pve will go back to wat it was in 1.3...But i think they can lower the "pvp protection" a bit and make sure whoever rush into a line of fire get melted . I mean now if someone wanna start a fight by suddely sparying ur head with an AR, ur instantly dead anyway. So why the fear of sudden death, reduce the time to kill in pvp
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  8. #78
    sandpants's Avatar Senior Member
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    Originally Posted by dukefx32 Go to original post
    Crit Chance, Crit Damage, Damage vs Elites, Health, HP on Kill, Exotic Damage Resilience, Skill Power, Enemy Armor Damage, Protection vs Elites etc are clearly "no other option".
    No they aren't. Can't help you see that, can't be bothered...

    Originally Posted by SKORPIQN Go to original post
    Bonuses for people going into cover is the same as armour reduction.

    Hiyting harder or dying faster... JESus
    They are not the same
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  9. #79
    Originally Posted by sandpants Go to original post
    No they aren't. Can't help you see that, can't be bothered...
    No argument, just BS. Why do even bother to reply? Or is this some kind of fetish of yours to ridicule yourself?

    Originally Posted by Merphee Go to original post
    Or you're playing solo.

    That's the thing people tend to forget the scaling differences between group play and solo.That, and the fact that One is None exists.
    What difference does it make? It's 1 mag per player either way and I don't even aim for the head with an SMG (more than half would miss with that kind of spread) although I use it for sniping. I have a mag size of 62 on my MP5 if you are interested.
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  10. #80
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    Originally Posted by dukefx32 Go to original post

    What difference does it make? It's 1 mag per player either way and I don't even aim for the head with an SMG (more than half would miss with that kind of spread) although I use it for sniping. I have a mag size of 62 on my MP5 if you are interested.
    Ooohh, okay.... Extended mags, I see.

    Now if it still takes your entire extended mag to take down an elite....
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