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  1. #1
    Wurm65's Avatar Member
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    Weapon Mods make no sense.

    + accuracy - crit chance for example

    Why? If I am more accurate it would the logical conclusion that I'm hitting more crit spots not less.

    The whole system is horrible, and I miss the mods from D1.

    Whoever came up with the new system has no real life experience with firearms that is more than obvious.

    So here is my suggestion, scrap the new +/- system and go back to the way they worked in the division 1
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  2. #2
    Ubi-RealDude's Avatar Community Manager
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    Thank you for the suggestion. I'll be sure to pass along your feedback!
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  3. #3
    Wurm65's Avatar Member
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    Originally Posted by Ubi-RealDude Go to original post
    Thank you for the suggestion. I'll be sure to pass along your feedback!
    Thanks for taking the time to do so!
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  4. #4
    Perfect your position, i agree
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  5. #5
    GhostVader's Avatar Junior Member
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    Weapon customization (gunsmith) options are limited by the current game design choices by UBI. At lease allow the use of weapon attachments as in real world without limiting weapons feel and utility. I don't care about weapon balance if it mean sacrificing gun hardware options. Extended mag banana clip or drum mag on AKs/RPKs should be possible. Seems unfair to penalize 5.56 caliber with 10%DTE penalty when using extended mags.
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  6. #6
    JerginsSoft's Avatar Senior Member
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    I don't understand why there are negatives to the weapon mods. Its too punishing in the early stages of the game to use them at all, and penalizing people for using attachments in general just seems unnecessary. When I first read about them, I remember scratching my head about it. The only question is... why? If its a "balance" thing, there are plenty of ways to do that without negative stats.

    Take, for instance, D1 totally remade their weapon mechanics to counter the extremes of the mods. Seems like D2 starts off that way. Why not cut most benefits by 5% and drop the negatives, especially when the majority of them make absolutely no sense, whatsoever.

    + stability but - accuracy? Huh? Does not compute... at all...

    I hope they revisit this, and was hoping the beta would make this more of an issue, but, we'll see. Probably not that much of an issue in the endgame, but attachments during the leveling and story are not worth using imo.
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  7. #7
    I can see having some of this to some degree, but as you alluded to, something more in line with a realistic trade-off. I get that a suppressor will reduce your critical hit chance, but why would a holosight do that?
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  8. #8
    I have to agree, weapon attachments is one of the few things i'm really bummed about. I think they should re work the whole system and possibly go back to them being item drops.
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  9. #9
    First of all, Please never go back to the Mods being item drops. I don't want to farm 50 runs of anything for a Silencer with the stat rolls I'm looking for.


    In my opinion the current system is very good. The key to it is proper planning and understanding which Guns benefit from which stats, and which guns get redundant bonuses from those stats. For instance. If you are trying to boost Stability on a Sniper Rifle you are wasting your time. The time between shots is already long enough to reset your shot before you can even pull the trigger again. That being said, With a Marksman Rifle Stability is a Necessity since it turns your gun into a laser minimizing the amount of aim correction you have to do. Another example is Accuracy. The only weapon I've seen react positively to accuracy is the LMG since it reduces the time it take to steady your aim during constant fire.

    Take the time to learn the weapons and what they benefit from the most, Or if not, Just watch a youtuber and follow the guide.
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  10. #10
    JerginsSoft's Avatar Senior Member
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    Originally Posted by TrueJynxed Go to original post
    First of all, Please never go back to the Mods being item drops. I don't want to farm 50 runs of anything for a Silencer with the stat rolls I'm looking for.


    In my opinion the current system is very good. The key to it is proper planning and understanding which Guns benefit from which stats, and which guns get redundant bonuses from those stats. For instance. If you are trying to boost Stability on a Sniper Rifle you are wasting your time. The time between shots is already long enough to reset your shot before you can even pull the trigger again. That being said, With a Marksman Rifle Stability is a Necessity since it turns your gun into a laser minimizing the amount of aim correction you have to do. Another example is Accuracy. The only weapon I've seen react positively to accuracy is the LMG since it reduces the time it take to steady your aim during constant fire.

    Take the time to learn the weapons and what they benefit from the most, Or if not, Just watch a youtuber and follow the guide.
    Nobody wants the old system back, I don't think. And yes, you can learn to deal with the new system, of course. That doesn't explain why you'd ever want to place negative stats on any gear modification. Especially when it is such a direct detriment at early stages of the game.

    If nothing else, scale the good/bad with level, like everything else in the game.
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