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  1. #51
    I never thought the mod system on 1 was broken. Yea there were best in slots and there will be in 2 also. I can tell you not all my weapons were equiped with extended mags. Some were just cc and cd mags for the dmg. Having the ability to run extra dmg on your weapons so you can spec your gear into something else was nice. Or spec all into dmg if you wanted to and vice versa. Now I dont know if all red dots have the same specs and all vx1 scopes have the same specs cause I didnt get a chance to unlock all the scopes but if your forced to use a vx1 scope on a smg just for headshot dmg thats not good. It would be a useless mod cause who wants a zoom on smg. Thats just a made up example but you get my point. Gear modification is what made this game what it is.
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  2. #52
    I am kind of torn on this whole new weapon mod system.

    While I don't mind the idea of positive and negative stats it just doesn't work with what was available in both Betas. Supposedly, as the Dev's stated, you should be able to build for a small net gain overall, or build heavy in one direction but take some slight negatives in doing so.

    Not the case in beta. The 7.62 overall had the most mods that could actually be balanced out. 5.56 had less, some shotguns just did not have the slots to balance out.

    One mod had +Stat and -DTE, however, there was no other mod with +DTE and -Stat. So there was no way around taking the negative DTE hit. A lot of weapons just did not have enough mod slots to balance out taking a negative or there were not any mods for that caliber with a the opposite stat.

    Most all of these mods have a damage stat and a handling stat, such as +CHC -Stability or +Accuracy - CHD. The problem here is that handling stats just are not that beneficial over the base version of the weapon. Handling stats just do not effect gunplay enough to matter over damage stats, so stacking damage stats and taking the negative handling is just the better choice.

    For instance, wanted to gain better control over LMG drift, I tried stacking 2 mods with both +Stability, there was no difference in muzle drift. I tried +Accuracy mods, now these actually made the time the reticle went from wide to narrow much faster, but it did not effect the control of the weapon. So I just stacked damage mods, because the handling mods did nothing for my shot group.


    So right now two major reasons why this isn't working.

    1. Handlings Stats have no real effect on weapon shot group or target re-acquisition.

    2. There are not enough mod variations for a given caliber to truly balance for an overall net gain. This is exacerbated by some weapons not having enough slots, to begin with.



    Some have suggested to remove the damage stats from weapon mods and make it slightly more realistic and just have weapon mods have handling stats. This might be all well and well-intentioned, however, handlings stats do not seem to have that great of impact on weapon performance in the first place so realistically they would be nothing more than cosmetic items at that point. Which I am ok with, but some people would not be.

    For me I am more in line with some actual realism:

    Critical Hit Damage on a scope makes no sense to me, a scope does not increase the damage of the weapon. A Scope might increase the Accuracy of the shooter, which might increase the shooters Critical Hit Chance, so I can see a scope having the CHC bonus, but not the CHD bonus.

    Similarly, Magazine has no impact on damage, unless you stretch it a bit and how the Mag feed ties into the cyclical rate of which the weapon fires. So I can see mags affecting the Rate of Fire overall increasing the DPS of the weapon. Inversly I can see larger more cumbersome mags effecting Rate of Fire and Reload Times negatively.


    Now, on the other hand, I can see a Muzzle device having a direct impact on damage is it can both positively or negatively affect bullet velocity and trajectory.

    So I can see where dmg stats can remain on weapon mods, it is a game after all and not RL, however, some sort of realistic perameters would be a nice to have IMHO. I really think they could expand it a bit also.

    For example

    Optics:
    Main Stats: Critical Hit Chance or Headshot Damage (never both, one or the other)
    Minor Positive: Accuracy
    Minor Negatives: Time to ADS (inversly proportional to HSD), Reload Speed (inversly proportional to CHC)


    Magazines/Bags/Drums
    Main Stats: Rate of Fire or Reload Speed (never both, one or the other)
    Minor Positive: Stability and One of the Minor Negatives the one thrown out.
    Minor Negatives: Critical Hit Chance, Headshot Damage, Damage to Elites, Critical Hit Damage (combination of 3 not all 4, the one not included becomes a Minor Positive.)


    Muzzle Device
    Main Stats: Critical Hit Damage and Damage to Elites
    Minor Negatives: Rate of Fire, Accuracy

    Underbarrel
    Main Stats: Stability and Accuracy (inversly porportional to one another)
    Minor Positives: If Lazer - Critical Hit Chance or Headshot Damage
    Minor Positives: If Grip - Time to ADS or Reload Speed
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  3. #53
    DIV1 mod system was bad...All you do is craft->destroy x 100 to get TOP %%%..And then do it to other guns again...

    New mod system is better, so you have to "craft" weapon how you plan to use it...That is much more IRL than "I just add everything, coz I can"

    Good Job!
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  4. #54
    I found that the new mod system seemed to take off way more than it gave.
    That is until I started to get branded gear set pieces, then things started to make sense. You get gear set pieces that give you 10% Crit damage, put on a weapon mod that gives you say, 10% rpm but 10% less Crit damage, your not really losing out because you can equip other gear set pieces to give you extra Crit Damage and all those lovely things players want to make Div 2 feel like Div 1.

    I thought it was good that the Dev's had completely changed the gear sets and weapon mods as well as most of the game play. Why would I want to pay £99 or play a game that is just a DLC of Div 1.
    It's a new game in the franchise and it shouldn't be a clone of the first.
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  5. #55
    Originally Posted by Longbow830 Go to original post
    I found that the new mod system seemed to take off way more than it gave.
    That is until I started to get branded gear set pieces, then things started to make sense. You get gear set pieces that give you 10% Crit damage, put on a weapon mod that gives you say, 10% rpm but 10% less Crit damage, your not really losing out because you can equip other gear set pieces to give you extra Crit Damage and all those lovely things players want to make Div 2 feel like Div 1.
    So you think that having to equip gear to cancel out the negatives that you get from weapon mods is better than just not using the weapon mods at all in the first place? I disagree, if I’m upgrading my gear I expect upgrades, I don’t want to have to equip gear just to end up flat, because that’s what it will be, I’ll equip a backpack (for example) with 10% crit to cancel out the scope with -10% crit and ending up with your example of 10% rpm what’s the point? Sure you get 10% rpm but you had to equip a mod and a backpack to get it, why not just make a mod that gives the +rpm and be done with it? I get that planning your gear to get the best output that you can is a big part of the game, but when it’s just easier to not bother with the weapon mods at all it’s a bad idea. Maybe at end game when you are well over the crit cap you can afford to lose 10% crit here and there, but when you’re levelling up -10% of anything is way too much, I would personally like to see negatives taken down to a max of 2.5%, and then maybe the high end gear could have higher negatives, that way if your backpack takes you 10% over the crit cap, you can use that mod for the 10% rpm while keeping your crit where you want it. Face it -10% crit when you might only have 10% crit is just bad.

    It looks to me like the devs have taken an idea that might be ok in endgame and just cut and pasted it onto low level mods, or rather have just given us mods that will be the same no matter what level you are, which is fair enough, a scope is just a scope, unless it’s an expensive brand name, but those same numbers don’t work for low levels as they do for end game.
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