1. #1
    UbiAmper's Avatar Community Manager
    Join Date
    Jul 2017

    Intelligence Annex: Weapons in The Division 2


    This is the first article in a series of development blogs that we will be releasing up until the launch of The Division 2. In this series, we will be diving into different aspects of game to give you detailed insights and information. In this article we will go through all things weapons, including weapon types, exotics, grenades, talents, and mods.


    In The Division 2, we have reworked weapon handling from scratch to deliver a more realistic experience and more interesting gameplay. The recoil system is all new and every weapon will feel unique and behave in its own way.

    Secondly, we have added another weapon category - Rifles. This means that, in The Division 2, we will have:

    • Assault Rifles
    • Marksman Rifles
    • Submachine Guns
    • Shotguns
    • Light Machine Guns
    • Pistols
    • Rifles

    Rifles will be an all new category and will include all semi-automatic and burst-fire rifles. There are several reasons that we decided to introduce this category, the main one being the balancing perks.

    In The Division, the many different rifles are grouped into two categories - the Assault Rifle or Marksman Rifle category. In The Division 2, we have decided to add a third category for these weapons. This will allow us to create specific and relevant bonuses for semi-auto and burst-fire rifles, as well as all other weapons. Our ambition with these changes is to have a great variety of equally viable weapons in the game, so that you will have a wider range of weapons.


    For The Division 2, we knew we wanted exotic weapons to be even more exciting and we have put a lot of effort into each and every exotic weapon for The Division 2.

    From an art perspective, the exotic weapons will stand out a lot more in the sequel. Each weapon will have its own unique look and be clearly distinguishable. Every visual element of the weapons will tell a bit about the story and theme of the weapon - all connected to the lore. Each exotic weapon will have its place in the world.


    In The Division, there are six different kinds of grenades available and everyone can use them. For The Division 2 we have decided to go in a different direction regarding grenades.

    This time around, your grenades will be connected to your specialization, which aren't unlocked until level 30. During level 1-29, the Concussion grenade, will be the only one available to you.

    At level 30, there will be three additional types of grenades, each tied to a specialization:

    • Flashbang grenade – Sharpshooter
    • Incendiary grenade – Demolitionist
    • Frag grenade – Survivalist

    Whenever you switch specialization, you will also switch grenade type. This means that you will never have, for example, a Flashbang and an Incendiary grenade at the same time. However, the Concussion grenade will always be available, no matter what specialization you use.

    This makes sure that the grenades can be powerful and useful, without being such a large part of your arsenal, thereby invalidating a lot of other sources of damage. It also means that you will have a much clearer idea of the capabilities of each player in PVP and PVE, depending on how they've chosen their specialization. Not only will it help when facing enemies, it will also add more depth to the assembly of your own squad. Based on what activity you will be engaging with, be it raids, missions, or PVP – different grenade types might be more viable than others.


    In the sequel, mods will be unlocked and not looted. The reason for this change is that some mods were seen as must-have upgrades on all weapons, which lead to the modding experience becoming less interesting. It also made reloading less important due to inflated magazine sizes, and weapon handling less dynamic because of the high handling numbers on the mods. For The Division 2, we will change the mod system so that modding the weapon will be about customizing its feel and use to fit your playstyle, rather than about mandatory upgrades.

    Once a mod is unlocked, it will always be unlocked, and it can be used on as many weapons as you want simultaneously. However, not every mod will fit every weapon. Different weapons have different caliber, and of course, the same goes for muzzle attachments and magazines.

    Unlike in The Division, mods will have set stats, and they will be the same for everyone. However, in addition to positive stats, there will also be negative ones. For example, an extended magazine will give you more rounds, but it will also give you lower reload speed because it's bigger and heavier. The purpose of this is to be able to have an unlock system where you choose mods based on personal preference, while still keeping it balanced.

    Since all the mods have negative effects, you will have to evaluate whether a certain stat is valuable enough to trade off with the negative stat. For example, if you have a weapon that you like but it kicks a bit too much for your taste, perhaps you can sacrifice a little bit of accuracy or range to make the handling more comfortable for you.

    In line with the rest of the game, we have pushed the realism of the mod system quite a lot. The positive/negative stats system will bring realism by itself, but other aspects of the mods have been considered as well. For example, instead of getting bigger mags in percentage, you will get the exact number of extra rounds relevant for that weapon type in real life. This means that there won't be any +121% magazines in the sequel. This will make the reload speed and magazine size of a weapon much more relevant, as well as making reloading a more dynamic and common part of the combat rhythm for both PVE and PVP.


    In The Division 2, the talent system will be completely reworked and you will have all new talents. In the first game, weapon talents have two types of requirements – a minimum amount of main stats and some kind of action to activate the talent. For the sequel, we have reworked the requirements system to make the creation of builds more interesting and creative.

    For The Division 2, we want talents to play a bigger role in your builds, and make the assemblage of a build more fun. Therefore, the requirements for a talent will be able to be pretty much anything. For example, having a gear piece with a particular brand, a certain attribute, or having a specific weapon type equipped. The only restriction is that each talent will have a gameplay theme and the weapon's requirements will be connected to that theme. This will give you a greater understanding of how the talent can be used, and whether it fits your playstyle or not.

    Another new feature is the augmented reality tracker that will sit on the side of your guns when you scope in. It is a real-time tracker for you weapon's talent that will show different things depending on what talent you have equipped. For example, it can light up when the talent is activated or help you keep count of shots left until the talent activates, etc. The purpose of this is to make it easier for you to understand your talents and use them in the most efficient way.

    Even though talents as a feature is confirmed, any talents, bonuses, or stats shown before the game's release are subject to change.

    Be sure to join us over on the Official Forums or on the community Reddit to discuss today's article; we'd love to hear your thoughts!

    We will be releasing these articles regularly, so remember to keep an eye out!

    /The Division Dev Team
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  2. #2
    Hi guys! I have question. In the Division 2 you create weapons like ”SLR AR-15 5.56 pistol”? Or something like that? Thank you! Regards
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  3. #3

    Been over a month.

    Can we get some Intel?
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  4. #4
    The implementation of a new system of recoil to weapons seems right, but it would work better if the mods were "stable" in the place of "backward", that the weapon continues to have a vertical and horizontal movement.

    Here are some personal tips that I would like to see:

    - Eliminate attributes such as "critical chance" - "armor damage" - "damage out of cover" of all weapons, and only focus on the "management" and "talents" they possess. This would mean that in PVE and PVP all weapons can be used without being restricted by their attribute.

    - Sniper Rifles: The maximum damage must be produced from X meters and aiming only at the head.

    - Remove the stagger from the shotguns, if the damage and handling are balanced that attribute is unnecessary. Increase the size of the reticle of the weapon, a shotgun is designed to cover a large area of ​​impact, it is wrong to have the size of the head of an agent, it should be greater than the width of the same

    - Eliminate the "cadence" mods, if the weapons are designed for a certain DPM that remains unchanged

    - Maximum 2 talents per weapon, can be one passive and another active or passive-passive

    - Weapons damage: Must be improved by mods and talents but not as in TD1 that a weapon with base damage of 15K reaches 22K or more with certain combinations, resulting in Nerf

    - Weapons of hand: If the previous point is fulfilled and the life / armor of the enemies is adjusted, the pistols must charge an important role, not so much in damage but with talents that allow their use in combat. In this category should be included micro-submachine guns, such as the TMP and the Uzi

    - Exotic weapons: Regardless of the type of weapon that they are they do not have to be able to be improved with mods, but they must be viable thanks to the talents they possess and to the management

    - LMG: If everything else is fulfilled they do not need big changes, it would be interesting to see that they can destroy small coverages under intense fire

    Greetings, agent Dingo-Dash
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  5. #5
    Argo37's Avatar Junior Member
    Join Date
    May 2016
    Plzeň - Czech rep.
    Hi all.

    I think it will by nice make some other things like.....

    - weapons like AK-47, HK G36 and others has in real shoting single, burst or auto, why not here in game ( in GR Wildland is this )
    - modificantions can be on higest version of weapons ( gold-yellow ) more position .... not only handgrip or laser on front of gun but both of them
    - scopes, colimators and holo can by modifcate with color of sight ...red, green or different from of sight...dot, kross
    - in beta are many place with no light and it will be nice make some of modification like tactical lights

    - the special weapons like the crosbow will be with some of modification in main game?

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  6. #6
    Weapon Talents

    Allegro - +10% rate of fire
    Stable - +15% stability
    Jazz Hands - +10% reload speed
    Extra - +10% magazine size
    Accurate - +15% accuracy
    Eyeless - +10% weapon damage to blind enemies
    Ignited - +10% weapon damage to burning enemies
    Sadist - +10% weapon damage to bleeding enemies
    Unhinged - +10% weapon damage and -50% weapon handling
    Distance - +15% optimal range
    Optimized - +15% weapon handling
    Salvage - +50% chance to refill magazine when killing an enemy
    Fast Hands - critical hits give +3% reload speed up to a max of 20 stacks ( 60% )
    Measured - top half of magazine effects ( +15% rate of fire / -20% damage ) bottom half ( -25% rate of fire / +20% damage )
    First Blood - (8x or higher scope required) 1st shot of magazine does increased body damage

    Weapon Perks ( just the name I gave the 'while equipped' effect )

    Rooted - skills deployed from cover are buffed
    In Rhythm - kills reduce active skill cooldowns
    Cannon - throwing distance increased by +10%
    Overlap - this weapon's handling talent is applied to active weapon
    Greased - increases weapon swap speed by +10%
    Zen - remain in cover for 3s removes Blind/Disorient status effects
    Transmission - if agent receives shocked status effect an enemy within 10m also receives the status effect, can occur once every 60s
    Protected Deploy - +10% bonus armor while deploying a skill
    Double Duty - reloading primary weapon also reloads this weapon
    Protected Reload - +10% armor bonus while reloading

    Weapon Bonus with a requirement ( [F]irearms(Reticule) / [A]rmor(Shield Icon) / [S]kill Power(Battery Icon)
    ** I couldn't use less than or equal to combined symbol - so I just used less than or greater than symbols **

    Ranger - S < 4 = every 10m from target grants +2% weapon damage
    Pummel - F > 3 = three consecutive bodyshot kills grants +50% weapon damage for 7s
    Preservation - A > 4 = killing an enemy repairs 5% body armor over 3s, headshot kills improve repair
    Spike - S > 4 = headshot kills grant 25% skill damage for 10s
    Killer - F > 4 = kills with a critical hit grants +50% critical hit chance for 5s
    Steady Handed - F > 4 = each hit +2% weapon handling ( 15 stack max - +30% ), once maxed a 5% chance to refill magazine
    Reformation - F < 5 = headshot kills grant +25% skill repair and healing
    On Empty - A > 3 = reloading from empty grants +30% weapon handling for 10s
    Optimist - F < 6 = as magazine depletes weapon damage increases, amount dependent on weapon type
    Close & Personal - F > 4 = kills within 7m grants +35% weapon damage for 5s
    Breadbasket - F > 4 = body shots grant +5% headshot damage for 10s
    Perpetuation - S > 4 = headshot kills grant +5% skill duration for 5s
    Vindictive - F < 5 = killing an enemy with a status effect applied grants all group members within 15m +20% critical hit chance for 10s
    Strained - F < 6 = +10% critical hit damage for every 5% of armor that is depleted

    Those were all the ones I found on the small amount of gear I had.
    Lots of options and buffs just from those and I didn't even record the weapon mods.
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  7. #7
    I'm thinking the "Weapon Bonus with a requirement" things don't work in the Beta.

    I currently have a SVD with Spike.
    Between the 4 mods equipped, there are 6 battery icons.
    Spike is showing 3/5.

    I can leave inventory and come back in, still shows 3/5.
    Either this is bugged, disabled, or is not how it actually works.
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  8. #8
    how to get exotic components ??? want to upgrade my chatterbox. i forgot to upgrade my table before i crafted it.
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  9. #9
    Look for the upgraded blueprints that the vendor will sell that will bring your chatterbox up to snuff
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