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  1. #1
    GoldenApple_NB's Avatar Junior Member
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    [angry sniper noises]


    red line added to mark where the background bar ended

    the range actually goes off the chart with right pieces
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  2. #2
    Bambihunter1971's Avatar Senior Member
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    The 700 can already shoot further than enemies spawn. Well, actually they spawn with a small amount of distance before you can shoot them. I mark enemies manually with the Z key. If you can mark them, you can snipe them.
    To each their own, but I'd for sure replace the scope with a VX-12 and probably the underbarrel mod with the one for either crit damage (my preference), reload speed, or stability.

    I love the carbon, that and the SRS 1 are potent weapons. It seems TD2 will have a slightly more sniper-oriented role available. I hope it is effective.
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  3. #3
    Ubi-RealDude's Avatar Community Manager
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    Funny AND impressive. I just feel bad for anyone at the opposite end of a long straight street.
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  4. #4
    GoldenApple_NB's Avatar Junior Member
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    the range was so ridiculous that I couldn't even mark or see the HP of the enemy I was trying to kill, and had to wait til my teammate marked it from front to get actual information. Yes the 15X scope is probably one of the most useless sights in this game since 12X is just as useful of a scope while giving the extra headshot damage, but I found that there's no better underbarrel for the bolt-action since neither the recoil or the reload was the problem. As for the crit damage I was just running 9k electronics reclaimer and helping out by picking off the snipers that the strikers were having problem with, so it wouldn't really be useful.
    I've used classic/hunting M44 for its highest single shot damage in the whole game, but never came to use SRS1 cuz it simply lacked damage compared to M700, which was pretty much identical... unless it's the only bolt-action I find in the survival
    As for the Div2, I'll just say that you won't be the one sniping them...

    aaaand no, the 3 LMB medics healing 2 shielders isn't something you should feel bad about
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  5. #5
    Ubi-RealDude's Avatar Community Manager
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    Originally Posted by GoldenApple_NB Go to original post
    aaaand no, the 3 LMB medics healing 2 shielders isn't something you should feel bad about
    Fair point.

    With the extra headshot damage, just how much hurtin' were you dishing out?
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  6. #6
    GoldenApple_NB's Avatar Junior Member
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    Since I was running 9k electronics reclaimer build on legendary, landing the full magazine onto its head barely got half the armor off the shielder, only for it to regenerate it all while I'm being suppressed behind my cover. Strikers are a must on legendary...

    You experience all sorts of goofs on legendary with the LMB medics. One time we busted the ammo pack on the back of a shielder, which only managed to wear off 75% of the armor, which it regenerated while we we were busy flashing dem agents.
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  7. #7
    Bambihunter1971's Avatar Senior Member
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    I have a personal rule to not pop the pack on heavies or shield guys until the healers are gone to avoid them regenerating afterwards. I also keep pumping them full of lead while they are popping and moving around; lest they don't die and hide behind their shields leaving a limited shooting window.
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  8. #8
    UbiSc0ttie's Avatar Community Representative
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    Originally Posted by Bambihunter1971 Go to original post
    I have a personal rule to not pop the pack on heavies or shield guys until the healers are gone to avoid them regenerating afterwards. I also keep pumping them full of lead while they are popping and moving around; lest they don't die and hide behind their shields leaving a limited shooting window.
    Those regenerating healers.

    So annoying!

    - Scottie
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