🛈 Announcement
Greetings! The Division forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1
    DeMizeFPS's Avatar Senior Member
    Join Date
    Oct 2016
    Posts
    3,108

    LMGs need a buff.

    LMGs are an underwhelming weapon class. They are somewhat useful in PvE, but terrible choice to use in PvP. It doesn't not have any utility in any situation...This weapon is very situational. Increase the bonus damage to enemies out of cover to 20-30% will be a significant buff to lmgs or replace the bonus damage to enemies out of cover with critical hit damage 30-40%.
    Share this post

  2. #2
    Originally Posted by Demiz3r Go to original post
    LMGs are an underwhelming weapon class. They are somewhat useful in PvE, but terrible choice to use in PvP. It doesn't not have any utility in any situation...This weapon is very situational. Increase the bonus damage to enemies out of cover to 20-30% will be a significant buff to lmgs or replace the bonus damage to enemies out of cover with critical hit damage 30-40%.
    I very much agree that, in pvp especially, lmg's are not a viable option. Which is sad seeing as how at this very moment they're needed more than ever. In real scenarios, lmg's are used as an aggressive form of support such as cover fire and supressing. So, what's been discussed before is since the supressed mechanic already exists within The Division, and there's even a skill talent that works with supress, then let's add that to pvp, specifically with lmg's. So here's the new lmg that I propose.

    First off, all of these bonuses will only proc if the lmg user is in cover and not moving around. Raise all base damages accordingly. Something noticeable but not overdoing it. Raise the out of cover damage bonus range to 15-20%. Now, add the suppress mechanic to all lmg and ONLY lmg's. Have it function like disorient, just a little bit stronger of the effect. Blurrier screen with aim and sight all out of wack, so you couldn't simply do the normal pvp solution of just run 30 meters straight at them, get in their face, melt them down which is so f'n stupid that it works that way currently.

    Now when going against an lmg, if you are not in cover, not only do you risk getting shredded by these badboys, but if the bullets are being shot within 5 meters of your location, you will automatically become disoriented until you are in cover again. Ways around this would include putting disorient resistance on your gear, use an energy bar, or perform cover to cover moves.

    I believe these changes accomplish several good things at once. First, it brings lmg's up to very useful and viable levels. It brings another mechanic to the experience which in turn adds depth to gameplay. It gives us one more thing to look at rolling on our gear resistance wise, which opens the door for other status oriented builds to get stronger. Lastly, it would finally force players to have to at least be somewhat tactical and utilize cover, instead of the 99% idiotic facetank then melt meta that we've been stuck in for far too long.
    Share this post

  3. #3
    A 5m aoe radius is very big for a never ending status effect that occurs at 500 - 800 rpm.
    Share this post

  4. #4
    DeMizeFPS's Avatar Senior Member
    Join Date
    Oct 2016
    Posts
    3,108
    Originally Posted by Paulbolt316 Go to original post
    I very much agree that, in pvp especially, lmg's are not a viable option. Which is sad seeing as how at this very moment they're needed more than ever. In real scenarios, lmg's are used as an aggressive form of support such as cover fire and supressing. So, what's been discussed before is since the supressed mechanic already exists within The Division, and there's even a skill talent that works with supress, then let's add that to pvp, specifically with lmg's. So here's the new lmg that I propose.

    First off, all of these bonuses will only proc if the lmg user is in cover and not moving around. Raise all base damages accordingly. Something noticeable but not overdoing it. Raise the out of cover damage bonus range to 15-20%. Now, add the suppress mechanic to all lmg and ONLY lmg's. Have it function like disorient, just a little bit stronger of the effect. Blurrier screen with aim and sight all out of wack, so you couldn't simply do the normal pvp solution of just run 30 meters straight at them, get in their face, melt them down which is so f'n stupid that it works that way currently.

    Now when going against an lmg, if you are not in cover, not only do you risk getting shredded by these badboys, but if the bullets are being shot within 5 meters of your location, you will automatically become disoriented until you are in cover again. Ways around this would include putting disorient resistance on your gear, use an energy bar, or perform cover to cover moves.

    I believe these changes accomplish several good things at once. First, it brings lmg's up to very useful and viable levels. It brings another mechanic to the experience which in turn adds depth to gameplay. It gives us one more thing to look at rolling on our gear resistance wise, which opens the door for other status oriented builds to get stronger. Lastly, it would finally force players to have to at least be somewhat tactical and utilize cover, instead of the 99% idiotic facetank then melt meta that we've been stuck in for far too long.
    I like this idea. The Battlefield series had a great suppression mechanic for lmgs. If you were being suppressed, your accuracy and handling of your weapon significantly got impacted. You have to remain behind cover for it to go away. If they implemented a suppression mechanic like that, it would make the lmgs viable and it will take this game back to covered based shooter.
    Share this post

  5. #5
    RushLoongHammer's Avatar Senior Member
    Join Date
    Sep 2016
    Location
    The Outback, Aus
    Posts
    3,818
    What about a bonus 10% fire damage when using fire bullets and a bonus 10% explosive damage when using the explosive bullets.

    LMGs are supposed to look and sound powerful, explosive and fire bullets will do that.
    It'd make consumables useful again. Not as much as in the old Reclaimer days.
    Maybe a 5% out of cover bonus buff as well
    Share this post

  6. #6
    Originally Posted by Chpgmr Go to original post
    A 5m aoe radius is very big for a never ending status effect that occurs at 500 - 800 rpm.
    Probably. The point though is to make sure it's useful in a small area where a squad would be and to force said squad to get into cover. I just wouldn't want the aoe to be so small that the lmg user is only effecting one player in that small radius and not the rest of the squad that are basically right next to him, otherwise there's no point. So maybe 3 meters would be better.
    Share this post

  7. #7
    Corrupt.be's Avatar Senior Member
    Join Date
    Apr 2016
    Posts
    2,443
    Originally Posted by Demiz3r Go to original post
    The Battlefield series had a great suppression mechanic for lmgs.
    Oh yeah, that stuff was great:
    https://www.youtube.com/watch?v=OxsbTjPe2fs

    /sarcasm

    I'm up for buffing LMG's to around what AR's can do, not suppression.
    Share this post

  8. #8
    Originally Posted by Corrupt_be Go to original post
    Oh yeah, that stuff was great:
    https://www.youtube.com/watch?v=OxsbTjPe2fs

    /sarcasm

    I'm up for buffing LMG's to around what AR's can do, not suppression.
    I'm just up for whatever makes every class of weapons viable, every gear set viable, and whatever gets players, as a majority, to stop with the moronic run full speed from 30+ meters away to another player, get right up in their face, and begin their dance dance revolution routine. This idiotic way of playing a supposed tactical/cover style has to start getting punished for playing this thing like it was Call of Duty. I believe lmg suppression would go a long way towards getting to that type of play.
    Share this post

  9. #9
    Originally Posted by Paulbolt316 Go to original post
    I very much agree that, in pvp especially, lmg's are not a viable option. Which is sad seeing as how at this very moment they're needed more than ever. In real scenarios, lmg's are used as an aggressive form of support such as cover fire and supressing. So, what's been discussed before is since the supressed mechanic already exists within The Division, and there's even a skill talent that works with supress, then let's add that to pvp, specifically with lmg's. So here's the new lmg that I propose.

    First off, all of these bonuses will only proc if the lmg user is in cover and not moving around. Raise all base damages accordingly. Something noticeable but not overdoing it. Raise the out of cover damage bonus range to 15-20%. Now, add the suppress mechanic to all lmg and ONLY lmg's. Have it function like disorient, just a little bit stronger of the effect. Blurrier screen with aim and sight all out of wack, so you couldn't simply do the normal pvp solution of just run 30 meters straight at them, get in their face, melt them down which is so f'n stupid that it works that way currently.

    Now when going against an lmg, if you are not in cover, not only do you risk getting shredded by these badboys, but if the bullets are being shot within 5 meters of your location, you will automatically become disoriented until you are in cover again. Ways around this would include putting disorient resistance on your gear, use an energy bar, or perform cover to cover moves.

    I believe these changes accomplish several good things at once. First, it brings lmg's up to very useful and viable levels. It brings another mechanic to the experience which in turn adds depth to gameplay. It gives us one more thing to look at rolling on our gear resistance wise, which opens the door for other status oriented builds to get stronger. Lastly, it would finally force players to have to at least be somewhat tactical and utilize cover, instead of the 99% idiotic facetank then melt meta that we've been stuck in for far too long.
    I love the idea of being able to suppress your targets in PvP, this might be able to force the chicken dancers into cover. I propose adding this mechanic to the Lone Star set the way bleed works on the Predator's Mark set.
    Share this post

  10. #10
    LMGs was build as suppressing since 1.5 but forcing targets into cover by 13% dmgofc with 650 RPM not working in both brands, cuz applying suppressing effect works only at targets in cover kinda funny right.
    So lgms needs new role first suppressing targets out of cover both NPCs and players.
    Second disorienration status applayed by headshots for duration of 2 seconds.
    Slight stat roll increase in out of cover DMG from 15 to 18 max.
    And 8% buff for high RPM and 16% for lower rpms.
    After that lmgs becomes headhunters using 25% bonus from suppressing passive talent and one is enough that's more than 90% increase in it's effective power.
    Share this post