Also that perk for the mpx too where the fire rate changes is kinda straying away from the more realistic approach div 2 is taking. Then again there's crit and weapon buffs so what do I know.Originally Posted by village_admin Go to original post
Feel that most of the rifles just feel like downgraded sniper rifles, I'd understand if it were the low ROF rifles, but the high rof rifles should allow someone with a good trigger finger to accel at further ranges where you can still consistently land headshots but rn the bloom just makes you miss ur targets if u spam the trigger. Maybe an accuracy buff for the rifles is needed?
Got a kick out of this, mostly because I have a 700 with a fair sized scope. The number of times that thing has scraped skin off my thumb while trying to load it is awful. If i was in a combat situation I am pretty sure I would say F the scopeOriginally Posted by MKGDX Go to original post
Also it still seems like everyone is going to go with the bigger mag anyway.
It's a terrible system currently and the single worst change from TD1. I'm not saying there shouldn't be trade offs. And I rather like the fact they aren't in the loot pool and are instead earned through progression. But the current percentages, as well as combinations, are completely ludicrous and look as though they've been designed by a professional baker. Seriously, MASSIVE have completely botched this system and I pray they have the wherewithal to acknowledge just how bad of a system it is currently and make some serious adjustments before launch.
The positives on weapon mods should be far and away stronger than the negatives. There is a problem when we're in a situation when it's usually better to not equip a mod. If we are in a situation where we're going to have to use an armor perk to counter balance a weapon mod than what is the point of using the weapon mod. There is a problem. This system is bad. All we can do is give feedback. the rest is up to MASSIVE. I for one will not be using weapon mods if I have to counter the negatives using armor perks. This is such a bad system.
What is the point of having weapon MODs that have negative %. Example +20 accuracy with -10% critical hit damage. Does that mean the more accurate you are the less damage you make.
Please have a team re-do the MODs so that they make sense. Even the clueless can understand if you increase accuracy you are not going decrease critical hit damage on a scope. By the way how can a scope decrease bullet impact, if 20% more bullets hit the target. Just a thought.