Also, may I add that Shotguns (Exclude ShowStopper) needs to have some love. When I play with everyone, hardly not a single (which I see) uses other types of shotguns, it's just the showstoppers...? Seriously, there's got to be incentive / intests in Shotguns. I use different shotguns myself in close-quarter combat.
I think, to buff shotguns, you have to figure out why they weren't used in the first place. (Frankly, this goes for any weapon.)Originally Posted by lair360 Go to original post
In this case, it's Showstopper vs everything else. I'd lob a guess at the Showstopper's firing mode / handling that made it meta.
I would actually say it was the previous nerfs that have impacted the shotgun meta more than the showstopper characteristics. They ruined the m870, super 90, and SASG because of face hugging, which is directly related to the healing and TTK. For them to actually balance weapons I hope they completely start over in Div2. If they have fixed the movement issues and instant healing many of the weapon types will actually fit very well with their intended use. Shotguns should be up close death, just a matter of getting close enough. I love the idea of the Medved personally, and wish it could actually be useful.
Mmm, idk. During the Striker meta, I never lost any of my Super 90 v Showstopper fights. I tried to tell people about the Super 90, but I guess no one heard me.Originally Posted by MutantCowboy x Go to original post
Removing Firearms is a big step in having better balanced weapons. They just have to get the base damages balanced.
Yah, some of that will help. I'm sure that the removal of Firearms and the scaling was part of the plan to deal with the RPM meta. The problem is that in an RPG where enemies take a large number of bullets to kill the faster you can get those bullets out the faster you kill. In a shooter where you have a 3-4 shots to kill you are talking milliseconds between Low and High RPM guns. When you are talking the Division when it takes 20-30 rounds to kill enemies those milliseconds go up fast. So the difference between the 600 RPM of the UMP and the 1100 RPM of the new vector is crazy. The UMP would need to do almost twice as much per bullet damage to be equal. And we aren't even talking sustained damage, mag size, and Extended mags yet. Still interested to see what Div 2 is doing with the mag size yet, after going away from the percentage to a per bullet count. I expect some serious balance issues in the beta when people get in there and start abusing things.Originally Posted by Merphee Go to original post
They already confirmed that extended magazines won't be as rediculous as in The Division 1, so that's a good start.Originally Posted by Blkandwhtknight Go to original post
I really hope that all weapons from asault rifles to shotguns gets a chance to shine. In TD1, most of the weapons are put aside for scraps!Originally Posted by Ubi-RealDude Go to original post
P.S. P90 GUN! Thank you for adding that... THANK YOU!
C'mon man!! Who doesnt like 95% of all weapons and gear being obsolete!! IF they give us more than a few guns that are capable how will we know what to play with??? There was never a time in TD1 that i remember more than 3 or 4 guns being used by everyone, yes, those guns changed from patch to patch but balance wasnt in their vocabulary, hopefully they have been doing some reading and someone has explained to them what the word "balance" means.Originally Posted by lair360 Go to original post
I would like to see some updated Pistol caliber carbines and PDW platform weapons in D2. I now we have the house, but some new blood.
I own this gun fully customized from the factory and it is ridiculous on the range! https://www.wilsoncombat.com/ar9-carbine/
Or this one. https://www.lwrci.com/p-427-ic-pdw-5...se-weapon.aspx