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  1. #1
    xcel30's Avatar Senior Member
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    Extended magazines vs Everything else

    Honestly simple question, what WOULD make you switch your extended magazine from your AR, SMG, LMG (heck even maybe rifle and snipers because why not) to something else? Because let's be honest, automatic weapons kinda suck if they don't have extended magazines, the only automatics that kinda get's away is few exotics and ACS-12 because it doesn't even have a magazine slot
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  2. #2
    Originally Posted by xcel30 Go to original post
    Honestly simple question, what WOULD make you switch your extended magazine from your AR, SMG, LMG (heck even maybe rifle and snipers because why not) to something else? Because let's be honest, automatic weapons kinda suck if they don't have extended magazines, the only automatics that kinda get's away is few exotics and ACS-12 because it doesn't even have a magazine slot
    Nothing. I can't think of anything available that would make me consider switching. The only thing that might make me consider switching would be an increase to damage equivelent to the 20 rounds.
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  3. #3
    Sircowdog1's Avatar Senior Member
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    Maybe a mod that did something really cool on empty or reload that didn't require a talent?

    Reloading is a drop in dps.
    Reloading can put you at risk because enemies stop staggering/dying/suppressed.

    Enemy bullet sponge doesn't help this issue at all. You really want to be dropping an enemy each mag at bare minimum. If you can't, then they damn well better be CCd or something.

    So mag or belt mods for weapons need to do something significant to offset the power of extra rounds. Alternatively, there could be more talents that do things on reload, or interact with how fast you mag empties, or gets stringer with fewer rounds or something.
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  4. #4
    Merphee's Avatar Volunteer Moderator
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    Lowered NPC vitality.

    Base mag size increase
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  5. #5
    xcel30's Avatar Senior Member
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    Originally Posted by Merphee Go to original post
    Lowered NPC vitality.

    Base mag size increase
    I honestly don't understand how slapping extended mags again wouldn't still be a better benefit since it would enable multi-kill without reloading in this scenario?
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  6. #6
    Cadillac-Jack's Avatar Senior Member
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    Or we could go back to the original Weapon mod system when this game released, where every mod had a Positive and a Negative, so you had to choose what to equip on weapons wasn't just about extended. (with a bit of thought put into it) it got changed because of the outcry.

    Hence why we have such a boring weapon mod system now.

    Saying that i only use the Extended on one maybe two weapons.

    Here are some examples of the original mods for Magazines.

    7.62 mm (ARs) Light Extended 7.62 Mag +30 Rounds -5.0% Weapon Damage
    Precision 7.62 Mag +15.0% Headshot Damage -10.0% Damage to Elites


    Oversized 9mm Mag +15 Rounds -20.0% Reload Speed
    Segmented 9mm Mag +30.0% Reload Speed -5 Rounds

    .45 ACP (SMGs) Extended .45 ACP Mag +12 Rounds -15.0% Stability
    Force Feed .45 ACP Mag +10% Damage to Elites -10.0% Optimal Range

    Balanced Spring 5.56 Mag +20.0% Stability -10.0% Damage to Elites
    Light Extended 5.56 Mag +30 Rounds -10.0% Rate of Fire
    Tactical 5.56 Mag +10.0% Critical Hit Damage -15.0% Optimal Range

    There were so many more.
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  7. #7
    xcel30's Avatar Senior Member
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    Originally Posted by Cadillac-Jack Go to original post
    Or we could go back to the original Weapon mod system when this game released, where every mod had a Positive and a Negative, so you had to choose what to equip on weapons wasn't just about extended. (with a bit of thought put into it) it got changed because of the outcry.

    Hence why we have such a boring weapon mod system now.

    Saying that i only use the Extended on one maybe two weapons.
    in the old system extended magazine was even better by giving +30 rounds with smaller reload penalty
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  8. #8
    echolecter's Avatar Senior Member
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    There are a few weapons that I would put an extended magazine on, most of them having high RPM like SMGs. Otherwise I don't see that much benefits, especially when using riffles and shotguns. On some you can put extended damage or hit chance, and I also like use optimal range for landing head shots from a distance. When playing at higher difficulty and using lower RPM weapons you can't stay that long out of cover to completely empty a magazine to begin with. And when doing enough damage you most of the time also don't need that many rounds to take one out.

    But I guess everyone has their own preferred playing style and use of the available slots on the weapons that one uses.
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  9. #9
    Cadillac-Jack's Avatar Senior Member
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    Originally Posted by xcel30 Go to original post
    in the old system extended magazine was even better by giving +30 rounds with smaller reload penalty
    One of the main AR mags was +30 rounds but a -5% weapon damage penalty (they could have made that a -15% weapon damage penalty then the +30 rounds wouldn't have been a must .

    All they had to do was change the penalties a bit more so the 30+ rounds wouldn't be so appealing and the only choice.

    #Instead of basterdizing it all to what we have now.

    And don't forget othere attachements had pena;ties that would off set the +30 rounds anyway. but people couldn't see past that.
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  10. #10
    Edgemoor's Avatar Senior Member
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    There is nothing that would change it. The reason being this is a looter shooter and that means bullet sponges. Extended magazines will nearly always out class any other because sustained DPS is king.

    Even with the attachements at their original values that didn't change anything. You just built around whatever negative was on the mods you wanted on your gun. Someone even did the tests if I remember correctly.
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