The Division 2 Side Slot Mod
Simply put, Skill Power enables you to start equipping and utilizing various Skill Mods in The Division 2. From our own experience in the game, we began to receive these mods at around level 10-12. Some gear pieces, when you look at them from your inventory screen, will have a small square at the bottom left. This means a mod can be slotted into it, depending on the slot. Offensive, defensive, blah blah blah. An additional mod slot allows you to apply either a color or a whole skin camouflage pattern to your gun. You can get new weapon skins by looting any kind of chests in the world, enemy NPCs/players or by helping out civilians. Here are 2 examples of the Hazmat (pre-order bonus) and National Guard (Gold Edition exclusive) skin, both for the POF. The Summit mode in The Division 2. The Summit is a game mode featuring a 100-story skyscraper. Agents must fight their way to the top through a series of increasingly difficult floors. One of the coolest features in The Division 2 is how it takes some of the skills we had in the first game and mixes some of them together to create new Skills all together with different Skill Variants. One of the most useful of these is definitely the Hive, which can be used for not only healing purposes, but also for offensive ones as well.
The weapon arsenal in The Division consists of 7 different types, ranging from pistols to more powerful calibers from the Assault Rifle and Marksman Rifle sector.
For lashings of extra boom, various skill-based gadgets like Turrets or Seeker Mines round off this offer. Guns can be adapted similarly to the equipment to your individual needs and several modifications ensure that the role-playing aspect isn’t missed out. Also mentionable is that most of them come in different variants.
Contents
- 3 All Weapons
- 4 Modifications
During the development process, the developers put a lot of emphasis on authenticity, which is why they got the for video game titles like Tom Clancy’s Ghost Recon famous and well-known developer studio Ubisoft Red Storm on board, to assist with creating the weapons and all related stuff (3D-Design, sound recordings).
Handling & Inventory
The player can carry up to 3 weapons simultaneously, namely a primary and secondary weapon plus one sidearm (Pistol), while the latter has infinite ammo.
But this should not detract you from collecting new ones. Quite the contrary! Your inventory can accommodate multiple weapons at once, but is limited by a certain number of free slots which is defined by the quality of your Backpack. Additional weapons can be stored in the Stash, which can be found in the Base of Operations, in Safe Houses and in Dark Zone Checkpoints.
The strength of a weapon is primarily defined by the following 3 characteristics,
- DMG: How much is the weapon capable of doing per shot. Scales with Firearms.
- RPM: Defines how fast – how many Rounds Per Minute – your weapon can fire.
- MAG: How many rounds can be fired before your magazine needs to be reloaded.
while the other 4 are telling you in which way it affects your gameplay and gun handling.
- Accuracy: How fast the reticle for this weapon changes size when fired. The smaller the reticle, the more accurate the shot.
- Reload Speed: How quickly the weapon can be reloaded.
- Range: Max distance (Optimal Range) before the weapon is no longer effective. The damage applied to enemies at greater distances is lower.
- Stability: How hard the weapon is to control when firing for a prolonged period.
Exotic Weapons
Exotic Weapons have 3 unique Weapon Talents and can be acquired once your character has reached level 30. While there is no guaranteed way to get them, the best chance might be through completing missions on Legendary difficulty as well as killing Named Bosses, but also other sources of loot can drop them.
All Weapons
In the following section you can find a list of all weapons that are currently available in the game, grouped according to their archetype. The overview is based on screenshots, artworks, videos as well as several interviews and> * Available in DLCs, Season Pass
Submachine Guns
Submachine Guns (SMG) are fully automatic handguns designed to fire pistol cartridges. When using an SMG, your Critical Hit Damage is increased.
Name | RPM | MAG | Reload Speed | Optimal Range |
---|---|---|---|---|
AUG A3 Para XS | 725 | 25 | 2.1s | 18m |
Black Market T821 | 550 | 32 | 1.8s | 17m |
Burst Fire MP-5 A4 (MP5) | 800 | 32 | 2.1s | 16m |
Converted SMG-9 | 825 | 32 | 2s | 13m |
Converted SMG-9 A2 | 825 | 32 | 2s | 13m |
Converted USC (UMP45) | 650 | 20 | 2.4s | 14m |
Eir (SMG-9) | 825 | 32 | 2s | 13m |
Enhanced AUG A3P | 725 | 25 | 2.1s | 18m |
Enhanced PP-19 | 700 | 53 | 2.35s | 16m |
First Wave Vector 45 ACP | 750 | 20 | 1.9s | 15m |
Hildr (SMG-9) | 825 | 32 | 2s | 13m |
MP-5 ST (MP5) | 800 | 32 | 2.1s | 16m |
MP5 | 800 | 32 | 2.1s | 16m |
MP7 | 950 | 20 | 1.9s | 19m |
Midas (T821) | 550 | 32 | 1.8s | 17m |
Navy MP5 N | 800 | 32 | 2.1s | 16m |
PP-19 | 700 | 53 | 2.35s | 16m |
Police T821 | 550 | 32 | 1.8s | 17m |
Police UMP45 | 600 | 30 | 2.4s | 14m |
Tactical AUG A3P | 725 | 25 | 2.1s | 18m |
Tactical UMP45 | 600 | 30 | 2.4s | 14m |
Tactical Vector 45 ACP | 750 | 20 | 1.85s | 15m |
The House (MPX) | 850 | 30 | 2.4s | 17m |
Thompson M1928 | 600 | 30 | 2s | 16m |
Tommy Gun (Thompson) | 800 | 50 | 2.2s | 16m |
Vector 45 ACP | 750 | 20 | 1.9s | 15m |
Assault Rifles
Assault Rifles are relatively lightweight and compact multi-purpose military rifles. They are well-balanced fully automatic weapons with a moderate amount of recoil, most useful at medium range. In The Division they are well suited for shredding the enemy’s armor due to the additional Enemy Armor Damage bonus. In PvP, a percentage of the target’s armor equal to one-third of the shooter’s Enemy Armor Damage is ignored.
Name | RPM | MAG | Reload Speed | Optimal Range |
---|---|---|---|---|
ACR | 760 | 30 | 2.3s | 27m |
Black Market AK-74 (AK-47) | 600 | 30 | 2.6s | 26m |
Bullfrog (Famas) | 900 | 30 | 2.2s | 28m |
Caduceus (SCAR-L) | 600 | 30 | 2.3s | 28m |
Classic ACR | 760 | 30 | 2.3s | 27m |
Classic AK-47 | 600 | 30 | 2.6s | 26m |
Classic FAL | 650 | 20 | 2.45s | 32m |
Custom P416 G3 | 750 | 30 | 2.3s | 26m |
EMT P416 G3* | 750 | 30 | 2.3s | 26m |
Enhanced ACR-E | 760 | 30 | 2.3s | 27m |
Enhanced G36 | 750 | 30 | 2s | 32m |
G36 C | 750 | 30 | 2s | 32m |
Hazmat P416 G3* | 750 | 30 | 2.3s | 26m |
JTF P416 G3* | 750 | 30 | 2.3s | 26m |
LVOA-C (M4) | 850 | 30 | 2.55s | 28m |
Liberator (M4) | 850 | 30 | 2.5s | 28m |
Lightweight M4 | 850 | 30 | 2.5s | 28m |
Military AK-47M | 600 | 30 | 2.6s | 26m |
Military G36 | 750 | 30 | 2s | 32m |
Military P416 | 750 | 30 | 2.3s | 26m |
Military SA-58 (FAL) | 650 | 20 | 2.45s | 32m |
Police M4 | 850 | 30 | 2.5s | 28m |
SCAR-L | 600 | 30 | 2.3s | 28m |
SOCOM SCAR-L | 600 | 30 | 2.3s | 28m |
Survivor AK-47* | 600 | 30 | 2.6s | 26m |
Tactical Mk16 (SCAR-L) | 600 | 30 | 2.3s | 28m |
Tactical SA-58 (FAL) | 650 | 20 | 2.45s | 32m |
Urban MDR Assault Rifle | 350 | 20 | 2.4s | 28m |
Warlord (AK-47) | 600 | 30 | 2.6s | 26m |
* Available in DLCs, Season Pass |
Light Machine Guns
Light Machine Guns (LMG) are high-powered fully automatic weapons with large capacity magazines, but which require some time to stabilize when firing. Although the enemies’ AI can be easily suppressed and forced into cover, making use of the increased DMG to targets out of cover should be your goal when using an LMG.
Name | RPM | MAG | Reload Speed | Optimal Range |
---|---|---|---|---|
Big Alejandro (Ameli) | 1000 | 55 | 5.5s | 28m |
Black Market M60 E6 | 500 | 100 | 5.75s | 40m |
Black Market RPK-74 E | 650 | 45 | 2.7s | 28m |
Classic M60 | 500 | 100 | 5.75s | 40m |
Classic RPK-74 | 650 | 45 | 2.7s | 28m |
Custom L86 A2 | 610 | 30 | 2.4s | 32m |
Hungry Hog (M60) | 500 | 100 | 5.75s | 40m |
Infantry MG5 | 800 | 50 | 5.5s | 30m |
M249 B | 550 | 100 | 5s | 35m |
MG5 | 800 | 50 | 5.5s | 30m |
Military L86 LSW | 610 | 30 | 2.4s | 32m |
Military M60 E4 | 500 | 100 | 5.75s | 40m |
Military MK46 (M249) | 550 | 100 | 5s | 35m |
Military RPK-74 M | 650 | 45 | 2.7s | 28m |
Pakhan (RPK-74) | 650 | 45 | 2.7s | 28m |
Tactical M249 Para | 550 | 100 | 5s | 35m |
Designated Marksman Rifles
Designated Marksman Rifles (DMR) are self-loading rifles with a telescopic sight and high-powered precision. A DMR closes the gap between an Assault and Sniper Rifle. Extra Headshot Damage bonus is applied when such a weapon is used in the game.
Name | RPM | MAG | Reload Speed | Optimal Range |
---|---|---|---|---|
Classic M1A | 300 | 10 | 2.9s | 60m |
Classic M44 Carbine | 55 | 5 | 1.9s | 60m |
Covert SRS | 53 | 7 | 1.95s | 42m |
Custom M44 | 55 | 5 | 1.9s | 60m |
Devil (SIG 716) | 275 | 15 | 2.55s | 60m |
First Wave M1A | 300 | 10 | 2.9s | 60m |
Heel (SIG 716) | 275 | 15 | 2.55s | 60m |
Historian (M1A) | 300 | 10 | 2.9s | 60m |
Hunting M44 | 55 | 5 | 1.9s | 60m |
M700 Carbon | 54 | 7 | 3.2s | 42m |
M700 Tactical | 54 | 7 | 3.2s | 42m |
Military SCAR-H | 275 | 20 | 2.5s | 60m |
Model 700 (M700) | 54 | 7 | 6.73s | 42m |
Paratrooper SVD | 260 | 10 | 2.3s | 34m |
Police Mk17 (SCAR-H) | 275 | 20 | 2.5s | 60m |
SOCOM M1A | 300 | 10 | 2.9s | 60m |
SOCOM Mk20 SSR (SCAR-H) | 275 | 20 | 2.5s | 60m |
SRS A1 | 53 | 7 | 1.95s | 42m |
SVD | 260 | 10 | 2.3s | 34m |
Surplus SVD | 260 | 10 | 2.3s | 34m |
Tenebrae (SCAR-H) | 275 | 20 | 2.5s | 60m |
Grenades
The Division also comes with a half dozen different grenades, which can either deal high damage or apply certain Status Effects to targets.
Modifications
Mod Slots
Weapons can be equipped with modifications that are nothing else than items. The number of modifications that can be attached is based on the number of mod slots the weapon has, which in turn depends on the weapon’s archetype, item level and rarity level.
Beginning with classic silencers to magazine extensions, the modifications ensure that you can build the perfect weapon of your choice. The following modification types are available and also separated into sub-categories:
- Handle
- Underbarrel (Short/Long)
- Magazine
- Muzzle (Small/Large)
- Optic (Short/Long)
Because mods are handled as items, their quality is also based on a rarity level and item level and can have multiple random bonuses.
The Division also supports aiming down sights (ADS) if you apply a proper scope to your weapon. This means that the camera switches its position so that you can directly look through it which makes aiming more accurate. However, it is not supported by all of the scopes.
Skin Slot
In the fight rather meaningless, but for many players of great value are weapon skins. An additional mod slot allows you to apply either a color or a whole skin camouflage pattern to your gun. You can get new weapon skins by looting any kind of chests in the world, enemy NPCs/players or by helping out civilians.
Here are 2 examples of the Hazmat (pre-order bonus) and National Guard (Gold Edition exclusive) skin, both for the POF P416.
Weapon Talents
Weapon Talents are passive abilities or perks that can be found on High-End weapons. Depending on its archetype, a weapon can have up to 3 of them.
Firing Modes
The Division handles weapon firing modes in a more uncommon way, meaning that you are not able to switch between firing modes like automatic, burst and single shot on the fly.
However each weapon item drop defines or preselects its firing mode, e.g. you can find a normal MP5 that is fully automatic, while also MP5s with burst firing mode can be found.
Ammunition
Different guns require different ammunition types. In addition to the guns’ default ammunition which is shared with other ones of the same archetype, you can use special ammo consumables that can temporarily buff your weapon’s efficiency. The number of bullets you have left can always be looked up in your inventory.
Render Shots
The following render shots are taken from a presentation held by Red Storm Entertainment at the zBrush Summit 2014. Besides the 6 images, you can also watch the video of the presentation here.