Developer Massive Entertainment has released the first article in a series of development blogs the team will be releasing leading up to the upcoming Tom Clancy's The Division 2
. The blog series will focus on many different features of the game. This first one looks at all things weapons, which includes the different weapon types, exotics, grenades, talents, and mods.
The weapon types will be the same as Tom Clancy's The Division
but with one new addition: Rifles. This gives us seven different weapon categories:
- Assault Rifles
- Marksman Rifles
- Submachine Guns
- Light Machine Guns
Each weapon will come with the same statistic categories such as damage, rounds per minute, reload speed, accuracy, stability, and weapon talents, but now there will also be a statistic to show you the weapons damage drop off. The weapon handling has also had an overhaul and aims to deliver a more realistic experience to make the gameplay more interesting. The recoil system will feel different too, with a new and unique feel for every weapon.
The all new category, Rifles, will include all of the semi-automatic and burst-fire rifles. Massive goes on to explain why this category has been added:
There are several reasons that we decided to introduce this category, the main one being the balancing perks.
In The Division, the many different rifles are grouped into two categories - the Assault Rifle or Marksman Rifle category. In The Division 2, we have decided to add a third category for these weapons. This will allow us to create specific and relevant bonuses for semi-auto and burst-fire rifles, as well as all other weapons. Our ambition with these changes is to have a great variety of equally viable weapons in the game, so that you will have a wider range of weapons.
Exotic weapons will be more exciting in The Division 2
as the team has aimed to make these special weapons stand out much more from an art perspective. Each of the exotic weapons will be clearly distinguishable with their own look. There'll be more to each weapon than just the look and what it does, though, as the visual elements of the weapons will tell a small part of the story and theme of the weapon.
As for grenades, The Division
includes six different types that everyone can use. For The Division 2
, grenades will be connected to your specialization, and your specialization isn't unlocked until you reach level 30. This means that the only grenade you will have during levels 1-29 will be the Concussion grenade. Once you reach level 30, three additional types of grenades will become available:
- Flashbang grenade – Sharpshooter
- Incendiary grenade – Demolitionist
- Frag grenade – Survivalist
Once you reach level 30, you will still be able to carry your Concussion grenade along with whichever grenade you have for your chosen specialization. Should you choose to change your specialization, your grenade type will also switch — you won't be able to carry both a Flashbang grenade and Incendiary grenade. Massive explains why this new grenade system will be the way forward for The Division 2
This makes sure that the grenades can be powerful and useful, without being such a large part of your arsenal, thereby invalidating a lot of other sources of damage. It also means that you will have a much clearer idea of the capabilities of each player in PVP and PVE, depending on how they've chosen their specialization. Not only will it help when facing enemies, it will also add more depth to the assembly of your own squad. Based on what activity you will be engaging with, be it raids, missions, or PVP – different grenade types might be more viable than others.
Mods will also be a bit different for the second instalment in the series. Rather than being looted, mods can only be unlocked. Once unlocked, mods will always be available to you and can be used in as many weapons as you please simultaneously. Mods won't fit in every weapon, however, as different weapons come in different calibers. This is also the same for muzzle attachments and magazines. Again, Massive has the reasons for the changes to the mod system:
The reason for this change is that some mods were seen as must-have upgrades on all weapons, which lead to the modding experience becoming less interesting. It also made reloading less important due to inflated magazine sizes, and weapon handling less dynamic because of the high handling numbers on the mods. For The Division 2, we will change the mod system so that modding the weapon will be about customizing its feel and use to fit your playstyle, rather than about mandatory upgrades.
Mods this time will come with set stats but will be the same for everyone. Mods will have positive stats as well as negative ones. An extended magazine, for example, allows you to have more rounds in your weapon but your reload speed will be much longer due to the magazine being bigger and heavier. The unlock system will aim for the player to choose mods for their personal preference but also keep the mods balanced for everyone.
Massive has made the mod system a lot more realistic. Besides the positive/negative stats system, other parts of modding have been changed with the extended magazine being served as another example:
Instead of getting bigger mags in percentage, you will get the exact number of extra rounds relevant for that weapon type in real life. This means that there won't be any +121% magazines in the sequel. This will make the reload speed and magazine size of a weapon much more relevant, as well as making reloading a more dynamic and common part of the combat rhythm for both PVE and PVP.
Talents are a bit hit and miss sometimes in The Division
. You may finally find that sweet high-end or exotic weapon for which you've been grinding for days, only for it to not suit your loadout because you don't have the minimum stats to activate one or two of its talents, or the talents just weren't for you. Of course, you can always edit your main stats by changing gear or rolling the stats, or try to roll the talent for a different one, but this cost credits and or/time and sources you may not have. As such, the talent system has been through a complete rework and there will be brand new talents to try out.
Talents will play a bigger role in your builds and will hopefully make putting your build together a lot more fun. With this in mind, the requirements for a talent "will be able to be pretty much anything".
For example, having a gear piece with a particular brand, a certain attribute, or having a specific weapon type equipped. The only restriction is that each talent will have a gameplay theme and the weapon's requirements will be connected to that theme. This will give you a greater understanding of how the talent can be used, and whether it fits your playstyle or not.
Another small but very useful feature will be the augmented reality tracker that will come equipped on the side of your guns when you're scoped in. This real-time tracker will showcase different symbols dependant on what talent you have equipped. There is already a tracker for some of the weapons and gear in The Division
like when you have the talent equipped on a weapon that gives you a certain percentage of health back over 30 seconds after getting a kill. Once you kill an enemy, the symbol comes up on your HUD to show you it's active. For The Divison 2
you will see when a talent is activated but also how many shots are left until a specific talent activates. This will make it easier for players to understand their talents and use them as efficiently as possible.The Divsion 2
remains set for release on March 15th, 2019.
We don't have them yet, but we'll publish a story as soon as we pick up the Tom Clancy's The Division 2 achievements.