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  1. #21
    Truly awful change , i really can't imagine who complained about this ? Why are we forced to run LMG's it makes no sense and now the new blueprint cannot drop as the daily/weekly projects are not working it's even more juicy.

    This community needs a slap on the face and the devs aswell for listening to you cry babies.
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  2. #22
    Lens00140's Avatar Senior Member
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    Originally Posted by yarg22 Go to original post
    Nah, I disagree the ARs are still fine IMO. They're so steady now with all the positives, 40-43 rounds is fine. Sure it takes the entire mag to drop one enemy and a lot times you miss but I think they're still very useful.

    This is coming from a player that only uses ARs and LMGs before the update and still after the update.The update actually made me experiment with other guns with higher RPMs with 30+ ammo and I'm having a blast with those as well. They shoot so damn fast, the hard enemies at times don't even have time to react. I'm not a shotgun or sniper type of player but there are plenty of options and the ARs are still good and I save the LMGs for bosses.
    Ouch that really proves the game has been nerfed

    Boring mindless easy shooting with so steady guns, Not what I paid for.

    Those that don't care about mag sizes why are you making an issue, you would have been playing with another attachment on your weapon by the sounds anyway. Now the players that were using and enjoying what the last 25 days were and the game they purchased because they liked the way it was designed and the way the guns felt have been ripped off in more ways than just a mag.

    The game's guns are now flat and too accurate, need more time spent reloading this killing enjoyment.

    Why take away our mags Ubisoft? Why could the players that did not enjoy them get to have it their way and just select another attachment for the mag slot.

    No, you had to steal our enjoyment and change the game so now it's time to pay for that. Sad to see it go this way, really sad
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  3. #23
    They nerfed ARs extended mag because they didn´t want ARs to be better LMGs. Simple as.
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  4. #24
    This certainly seems like it was meant to balance PVP encounters. Fundamentally changing a game for 5% of users is beyond stupid.
    You should focus on the PVE portion, you will never beat COD PVP as far as player engagement. Stop trying. Make the game for PVE and everything will be better in the end. Raids are a good addition IMO, and conflict was fun as well. PVP would be better suited with generic loadouts of each set geared for one of 3 specialties. DPS, Tank, and Healer. Those are the 3 universal player types. 4 man team would ideally have 2 DPS and one each of Healer and Tank.

    Or take away RNG on most stats of gear items so we know what we're getting or working toward. I kind of rambled but it takes a truly terrible change to get me onto forums.
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  5. #25
    UbiInsulin's Avatar Community Manager
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    Originally Posted by Tet2 Go to original post
    They probably thought it was a little too powerful.
    After all, my AR had as much ammo as a LMG.

    But I wish they had nerfed it to like +20 ammo, -10% RPM or something because +10 ammo really isn't much and the enemies in the higher difficulties have so much armor and stamina that it takes quite a number of reloads to kill them.
    Originally Posted by BerntBalchen Go to original post
    They should not have given us 30 round mags in the first place. This is like detox. You can not just go cold turkey and drop 20 off 30. You need to do it in steps or with less. 20 round mag and perhaps -5% reload time. Much better. Now fix it, please.
    Almost this exact magazine exists now (20 extra rounds, -10% reload speed), in case anyone didn't know. Check out the table in the patch notes.
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  6. #26
    Originally Posted by Floppinger26 Go to original post
    They nerfed ARs extended mag because they didn´t want ARs to be better LMGs. Simple as.
    Then buff LMGs. You shouldn't start with nerfs.
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  7. #27
    Originally Posted by UbiInsulin Go to original post
    Almost this exact magazine exists now (20 extra rounds, -10% reload speed), in case anyone didn't know. Check out the table in the patch notes.

    The patch notes didn't especify anything, neither your answer.

    Ok, there's that Sturdy Mag. But where do we get it? Is it locked down behind CP 3's or the weekly projects?

    If it's the latter, what's the reasoning behind it?
    You guys know that the WEEKLY blueprint rewards are random right?
    So if that's the case, it'll take weeks for most people to unlock it. I personally did 2 weekly projects and got nothing but ****ty brand blueprints.


    Get your **** together, you all are doing the same mistakes from the first game.

    Remember patch 1.3?
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  8. #28
    Originally Posted by UbiInsulin Go to original post
    Almost this exact magazine exists now (20 extra rounds, -10% reload speed), in case anyone didn't know. Check out the table in the patch notes.
    That mod only comes from weekly projects. It could take certain players months to get it.

    Meanwhile:

    * Pistol extended mag comes from a side mission
    * .45 extended mag comes from control points
    * .762 extended mag comes from control points
    * Marksman rifle extended mag comes from control points
    * LMG extended mag comes from control points

    At the end of the day, larger magazines is just the best possible upgrade to a weapon. You'd have to get really insane with other stats to get close. Most of the alternatives don't. Optimal range, stability, accuracy. None of these come close.

    There are currently five 5.56 magazine mods in the game. All of them should be based around magazine size or reload speed in some way:

    Mag Type 1: +20% reload speed
    Mag Type 2: +10 rounds, +10% stability/accuracy/some other medium stat
    Mag Type 3: +20 rounds
    Mag Type 4: +30 rounds, -10% reload speed

    Survivalist Mag: +15 or +20 rounds, +5% damage to burning enemies
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  9. #29
    Originally Posted by UbiInsulin Go to original post
    Almost this exact magazine exists now (20 extra rounds, -10% reload speed), in case anyone didn't know. Check out the table in the patch notes.
    Originally Posted by Atrayl Go to original post
    That mod only comes from weekly projects. It could take certain players months to get it.

    Meanwhile:

    * Pistol extended mag comes from a side mission
    * .45 extended mag comes from control points
    * .762 extended mag comes from control points
    * Marksman rifle extended mag comes from control points
    * LMG extended mag comes from control points

    At the end of the day, larger magazines is just the best possible upgrade to a weapon. You'd have to get really insane with other stats to get close. Most of the alternatives don't. Optimal range, stability, accuracy. None of these come close.

    There are currently five 5.56 magazine mods in the game. All of them should be based around magazine size or reload speed in some way:

    Mag Type 1: +20% reload speed
    Mag Type 2: +10 rounds, +10% stability/accuracy/some other medium stat
    Mag Type 3: +20 rounds
    Mag Type 4: +30 rounds, -10% reload speed

    Survivalist Mag: +15 or +20 rounds, +5% damage to burning enemies

    JuST G I T G U D

    Plebs can't even grind for 6 months to get 2/3 of the mag count they used to have pre-patch smh
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  10. #30
    Originally Posted by Blue.Shift Go to original post
    Then buff LMGs. You shouldn't start with nerfs.
    You can buff the LMG all you want, but people will just mod ARs for mag size then and LMGs for reload speed, stability and other things that make them less clunky and you basically end up with very similar weapons.
    You can already see that with the small mag LMGs like the RPK which are basically ****ty ARs and if buffed are just like ARs.

    You end up with a bunch of very samey weapons imo.
    And even with LMG buffs, most people will gravitate towards the snappier AR if the mag is big enough, because what they really want is an LMG with an ARs gun handling and reload speed.
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