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  1. #1
    jdkzombie's Avatar Banned
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    Feb 2013
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    Some things I'd hope for in a future Division title release.

    Makes me really wish they had done something different instead of Firearms, Stamina, and Electronics. Which I'm sure they will still do in D2.

    Makes me sad, because I wish that weapons were normalized based on caliber of round fired, and depending on firerate was its basis for handling on which mods like stock, grips, and scopes aided/hindered. Lightweight stuff would make you weapon faster to aim, but with less mass equals more recoil, so a lightweight magazine might help out in CQC, but be a nightmare in long range engagements.

    5.56 weapons would all normally be faster firing, with less raw power per bullet, but higher armor penetration. Say less stagger than 7.62, right? This would be your typical bullet hose weapon, that would require good control to keep on target over time.

    7.62 weapons would be hard hitting, slower rate of fire, and strong initial recoil, but high stagger. They would have a advantage in being able to reach out further than 5.56 and still pack a punch.

    Same can be said for .45, 9mm, and the oddball 4.7mm round the MP7 uses. I swear to god if you make the Vector a slow *** firing weapon in Division 2, I'm gonna come find you and do mean things to you while you sleep. It's like nobody at Ubisoft ever even looked up info on the Kriss Vector. Recoil? Practically none. Fire rate? The Kriss Vector has a 1200 round per minute fire rate. 1200. 1200. Not 750.

    To touch more on the Firearms Stamina Electronics thing, I feel as though weapon talents shouldn't be dependant on these three arbitrary numbers. I don't have a replacement system to suggest, but the concept I was leaning on was that talents are in your skill tree. Which should be substantial, but not like gigantic. You should be able to specialize in either of the 3, and then supplement the others with mods and gear.

    So say you specialize in Firearms, makes you essentially classic DPS, where you are like equivalent of LMB shotgunners, fast moving, hard hitting, but low armored strike force. You gain access to the firearms skill tree where you gain talents that grant faster reload, faster cover to cover movement to close distance to enemies, brief periods of damage resistance if you kill an enemy out of cover, Predatory, sustained, stuff like that.

    Stamina would be your more tank, aggro class. You'd be a walking wall of health and armor rating with access to a skill tree that would have many delicious talents to serve up hot and ready to enemies like Little Caesars pizza. You'd be able to have talents that would grant you increased armor with advancing towards enemies in cover, or a talent that would pulse your target to your firearms guys. You could gain access to health on kill, health regen in combat (think Nomad 3 pc), and increased armor. This class would have access to the ballistic shield, and mobile cover that could be reworked to be extremely valuable tools to your team.

    Electronics idea was that you a walking basket of goodies to maim and disorient your foes, and to support your other teammates. Your skill tree would allow you to augment your skills to do differing types of damage. Where your sets would allow you to further augment skills. Say you wanted a turret that fires shotgun rounds, so you have a close range defense tool that kicks like a mule if anyone strays too close. Or a shock seeker mine? A MIRV shock mine. Imagine that. To change this up a little, say you have you use a hand device to paint a target first, and then your seeker tracks down THAT specific target, instead of tracking the first dude it comes into contact with. A sticky Bomb that launches a small aerosolized incendiary device that actually sticks to enemies and deals damage the entire time, instead of how enemies on fire behave now, which is they react, scream, flail, and then are suddenly COMPLETELY immune to fire damage seemingly. This class would have access to a signature skill that could decrease cooldowns for teammates, while their own abilities gain a bonus depending on type of skill equipped, offensive skill would gain increased % damage, defensive skills gain % duration/range

    Some skills would be available across all three classes, Pulse, First aid, Support Station, but their item specific talents would be different. Meaning your support station as Firearms guy wouldnt be the same as Stamina bro. And Electronics home slice would be different.

    I feel this would really open up some incredibly interesting Sets to equip. Things may actually synergize, and people would actually have a chance to commit to playstyle they enjoy, rather than what simply does the most damage, while tanking huge damage, which is what we suffer from now. Imagine a set similar to Tacticians, but equipped by Firearms classes, that the more they push towards enemies, and the more they kit them with rounds, the faster it recharged your skills abilities, instead of increasing damage by a percent. Which means that it would be possible to have 2 sets of seekers out on the field. Or even two turrets, or two rocket hive pods. Big disclaimer here, all sets would be essentially turned off in the DZ. You get your basic set bonuses like reload speed, armor, health, stuff like that, but everything else is normalized so all players are essentially on a somewhat level field.

    I would honestly love if Exotics did similar things to what some of the legendary stuff in Diablo 3 does, where it drastically alters a gear or skills ability. Even if its just comical and doesn't really serve a motive other than form. Like imagine a exotic piece for the Electronics guy, that makes his turret shoot paintball rounds. Silly right? Reduction in damage sure, but now enemies are covered in brightly colored spots making them even easier to see than if just pulsed, and the possibility to inflict blind on enemies because you know....paint in the eyes. Just because its a Tom Clancy game doesn't mean that we cant have a little fun.
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  2. #2
    Agreed, I would actually suggest you look at the TD2 game play vids from E3 or PAX because some of the stuff does look different.

    As for the 3 stat setup I would hate to limit the RPG aspect but it is a TC game and should include more realistic behavior. Firearms should not be a thing. weapon damage should be mostly flat across all classes. A weapon focused player should get enhanced reload, stability, accuracy etc, but a 9mm is still a 9mm good on flesh bad on armor..... which makes me wonder why wear chest armor if it is not really there. body armor should protect the area it covers. I should not hit you in a plate and get the same damage as a belly hit or neck hit.

    The choice in my mind should be about armor vs battery vs movement vs ammo. if i hold 2000 rounds I should be slow, just like if i go max armor I should be slow. My battery size/recharge (skill power/haste) would also dictate my movement and such. I could not in a realistic situation run around with 100 pounds of bullets, 100 pounds of armor, and 100 pounds of battery packs/explosive/drones. The real PvP choice should be toughness, skills, movement, or sustain. If you want to have light armor little skills and limited ammo to get a 30% movement boost to chase down running rogues that would be great. if I want to hold 2000 rounds and wear heavy armor I should get a 20% movement penalty. I should not be able to sprint up stairs or vault over cars like nothing. There could still be some damage related perks like pred has hollow point bleed rounds, or firecrest has tracer incendiary rounds. Why not give lone star explosive shotgun slugs or Tactician GPS tracker rounds (pulse) that last for 10 minutes and can disrupt the target after 20 rounds. I mean there are some cool things they could do outside of the flat damage stat that would allow builds to feel different and useful, without just giving fake ballistics to weapons.

    just had the thought that maybe they should add a stamina bar to sprinting..... not for the purpose of stopping you from running but to reduce accuracy and stability type things.

    second thought, add passive skills like some sort of exo/bionic support system that is based on skill power that can allow you to overcome higher weight or strong recoil. you lose a skill but can have more armor or better weapon function.
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