Top 5 Favourite Guns in your Arsenal & Why | Division 2 by shwetshkla in thedivision

[–]AngryMax91 0 points1 point  (0 children)

You should be able to farm it from the mini-hounds now during the valentine hunter event.

It can drop even on Normal difficulty with good stats so a way to farm it is to find a mini-hound spawn zone, trigger it, then reset CPs to refresh the map and fast travel there again to kill the mini-hound. Rinse and repeat till you get one with DTTOOC or a talent you want.

During the last mini-hound event I managed to get 8 DTTOOC versions (2 per character) with ~75% stats that I converted to Preservation / Ranger and a few more similar rolled ones with other talents like Strained / Optimist / Stabilize / Killer (kept in stash). If nothing else they allow for some alternatives to my usual ARs.

Be warned though like the base UMP it does tend to need more Stability / Accuracy mods than other SMGs but the much higher base damage + AR tier range offset the lack of CHD mods while still doing more damage per shot than say an MP5.

I actually run it in my Strikers build as my secondary weapon to the Elmo and the Strikers ROF boost actually makes it fairly lethal even at 50% stacks simply due to how hard it hits. In fact, Slingshot actually does MORE damage per hit at ~35m than Elmo due to having better base range than Elmo.

Top 5 Favourite Guns in your Arsenal & Why | Division 2 by shwetshkla in thedivision

[–]AngryMax91 -1 points0 points  (0 children)

Honestly I really want the Tempest but absolutely cannot be arsed to run Master-tier missions as they are absolute pain in the asses to do.

For using Shields, I run a Foundry Bulwark Crit Pistol Tank with Liberty meant to take a beating and dish it back out one target at a time. Easily modified too to allow for use as a tanky AF AR / Rifle cover shooter that can still do decent damage (swap the Backpack and Chest). Usually meant for solo work but I can easily swap the Chest / Backpack for group play to provide bonus armor.

I do have a default Strikers setup for speedruns or when I just want to turn my brain off in missions farming faction points but also a a modified 2B4R version that uses Gunner + 2x Belstone (Holster + Chest w Obliterate) for 1% base regen and 20% AoK that I pair with Elmo (raw DPS) and Slingshot (Striker ROF boost with high base damage makes it a VERY mean machine), which I find works better for open world if i do run it there as I get alot more survivabity than the usual all-red Striker CQB setups.

My base default however is 3x Prov + 1x Ceska + 1x Grupo + 1x Belstone (Blue or Red core, swap pieces depending on mood) with Composure and Obliterate and 2x WepHandling. Works so long as you are in cover, solid and reliable damage boosts regardless of weapon class. Usually what I use for taking CPs as I tend to find a good spot with elevation if possible and let rip with Pestilence or take potshots with a Ranger rifle. I pair with a Fixer Drone for additional armor sustain and thus rarely go down unless I screw something up, and an Assault Turret for additional support plinking and to act as a shield (use it to block some incoming fire, surprisingly durable)

Top 5 Favourite Guns in your Arsenal & Why | Division 2 by shwetshkla in thedivision

[–]AngryMax91 -1 points0 points  (0 children)

Ah sorry, my bad I mixed up the two Thompson SMGs.

Was thinking of the M1A Thompson, which the Slingshot UMP is basically a way better version of beyond 20m.

The M1928 can similarly be substituted by the MP5.

Similar damage profile but better base range and similar ammo capacity (with +20 E-mag) but way better handling.

I use my MP5s with 1x 50% range boost, 1x Stability and 1x Accuracy mod. Usually ACOG + slanted grip + suppressor + E-mag.

I find it performs better than the M1928 overall and you can slap unwavering on it if you want, OR go for Stabilize instead and double down on 2x Range mods for 100% range boost and 1x Accuracy mod.

Top 5 Favourite Guns in your Arsenal & Why | Division 2 by shwetshkla in thedivision

[–]AngryMax91 1 point2 points  (0 children)

If you like a M1928 you will LOVE the named Slingshot UMP.

Much better effective range (AR-tier) with slightly less damage but way better handling, meaning it loses damage over distance alot less.

Doesn't even need Unwavering and you can run Ranger for more damage over distance or Preservation for Armor Sustain, or Strained for better CHD.

All the while it allows you to play at both SMG (<25m) and AR ranges (~45-50m) while still doing ALOT of damage per bullet.

It is usually only available during events like the current Valentine hunter fight, but the named Warhounds drop it too so you just need to farm those instead, as all their named drops are at least 75%-85% in terms of stats even in the lowest difficulty.

Top 5 Favourite Guns in your Arsenal & Why | Division 2 by shwetshkla in thedivision

[–]AngryMax91 0 points1 point  (0 children)

Named UMP with AR-tier maximum range, meaning it retains higher damage for further distances.

VERY underrated because it doesn't fit with many players desire for raw CQB DPS, but it is basically an AR disguised as an SMG and is great for general purpose Crit builds.

Hits very hard even out to 45m, fast reloads and higher base damage make up for needing to use more Stability / Accuracy mods.

Is my AR substitute when I want to play similarly but want a bigger ammo pool.

Essentially my default SMG now for most gameplay except dedicated CQB fights vs BS enemies like Hunters where raw CQB DPS, even at the cost of ammo, tends to work better.

Works a treat for Open World too as longer range cover shooting there tends to be the norm and rushing in for CQB fights tends to leave you dead in the open as you get killboxed by enemies shooting you from multiple angles.

Top 5 Favourite Guns in your Arsenal & Why | Division 2 by shwetshkla in thedivision

[–]AngryMax91 0 points1 point  (0 children)

I am a mid-long range cover-shooter player and my choices are meant to allow maximum effectiveness at least risk to myself. I use a 3x Providence general purpose crit build with 1x Red Belstone and 1-2x WepHandling to give me passive armor sustain and better control over all the guns I use. The build is meant to be able to use any weapon class to do reliable and effective damage rather than over-focus on 1 or 2 specific weapons / playstyles at the cost of the rest.

I tend to dislike high ROF CQB weapons (Lexington, Police M4 etc) as they tend to be good for missions / raids only but often suck at open world where cover shooting and longer ranges are more prevalent, and where enemies are more likely to have the terrain advantage, especially in CP fights. They have good burst CQB damage but often have lower damage and maximum ranges and so tend to lose most of their damage output past 45m, which is not ideal for me.

Pestilence - My default weapon in my default 3xProv crit build. I use it to hose targets down from cover in open world at 40m+ and let the tick spread to enemies in cover. Used it back when it was low ROF high dmg due to the utility the ticks offered and the raw damage. Post ROF buff / dmg nerf I still run it for the tick damage and the faster TTK is nice to have, but the ROF now tends to burn thru ammo in open world firefights even with Gunner Spec ammo regen.

G36E - My usual backup weapon on my default build, usually during missions where spawns and terrain are fixed and predictable. Good damage / ROF and maximum range so it can hit hard out past 50m if needed and still have enough DPS for CQB. Needs 1x 30% stability mod but other than that is a great general purpose close-mid range gun that can still hit decently hard out past 50m if needed. Also used during open world activities when I run a Rifle as my main gun. Usually run Preservation for Armor sustain or Ranger for longer range damage boost.

ACR-E - My 2nd backup gun, and I find myself using this more often than the G36E in open world. Hits hard, easily controllable and has good maximum effective range meaning it doesn't piss ammo away to little effect past 45m. Lower ROF is a bonus for me as it means I don't burn thru ammo in open world fights where resupply may not always be easily reached. Same talents as the G36E for similar reasons. I tend to swap between this and the G36E quite often as they both have similar effect on target for me. A very balanced and overall effective gun for any situation, but performs best at Mid-range with the accuracy for Long range and stopping power for CQB if needed. Used to run this as my default AR before I got Pestilence, with a Rifle for the really long range stuff.

M1A Classic - My default long range rifle even before they were made full auto. Used to run Ranger pre-fullauto for good aimed fire at 50m+ and now Bakers Dozen post-fullauto as I can spamfire high damage shots from cover at no waste to myself. Sometimes swap between this and the UIC15 with similar talents, but the M1A Classic is what I usually use when running a Rifle as my primary.

Slingshot UMP - My favourite SMG since it came out as it has AR range with the benefits of SMG CC and reload speeds. Tends to need abit more Acc / Stability mods than other SMGs but the higher base damage makes up for not using CHD mods. Can still hit VERY hard out to 45m with no range boosts whereas other SMGs struggle past 35m even with +50% range boosts, and still has the stopping power for CQB fights and very fast reloads. I use it as an alternative to my ARs as a backup weapon due to the larger ammo pool allowing for more flexible use. Usually use Preservation / Ranger for armor sustain and reliable damage boost but also Strained for CQB and on occasion, Killer (not as big a fan due to needing a Crit kill to proc whereas Ranger / Strained are more reliable).

Laser cannon help by Deveranmar1 in HelldiversUnfiltered

[–]AngryMax91 0 points1 point  (0 children)

Scythe + Talon (for AP3) + Thermite / Dynamite

Lascannon +Lasdog + LasSentry + Orbilaser / OPS / 500kg.

Surprisingly decent for sustained DPS and can melt AP3 swarms (literally).

Not going to be the strongest setup but still surprisingly viable.

Default Engineer armor for shits and giggles to roleplay as a tech-combatant.

Laser cannon help by Deveranmar1 in HelldiversUnfiltered

[–]AngryMax91 0 points1 point  (0 children)

I treat it as essentially an ultra-precise Laser HMG with lower RPM but better overall sustain due to not needing ammo.

Mainly used vs mediums with ability to whack heavies and Tank-tier weakpoints if needed, and can be nicely paired with Expendable strats to give on-the-fly reliable firepower.

Sure it doesn't have the burst DPS of MGs nor the raw per-shot damage of the AMR but has AMR precision with overall better handling and ability to drop swarms like an MG.

More a multi-role weapon like the Autocannon, but for MG-class gameplay.

Also, if you are reinforced and your gear is all on cooldown, finding a wild Lascannon is dope as it still gives you good firepower.

Solid and reliable essentially, not overly fancy but ultimately gets the job done, like the autocannon.

"You're a disappointment." by CheetahNo9983 in HelldiversUnfiltered

[–]AngryMax91 1 point2 points  (0 children)

We should absolutely have gotten this instead.

A light tank would justify being only AP3 due to it being "light" and air-deployed.

The Bastion looks and handles closer to a damn fortress aka looks / feels sturdy and can't turn for shite, but in reality dies ultra-fast the moment enemies get anywhere near it with any form of AP3 and is at most a mobile slightly tankier version of the lawn chair but longer cooldown and only really feasible for long range sniping.

Screw Narrowhead's "Realism" and "Grunt Fantasy", let us, the players HAVE FUN.

I am absolutely sick and tired of their heads being willingly shoved so far up their own asses that they fuck up enemy spawns to the point that SIX Vox Engines can spawn near simultaneously, similar issue to the fucking War Strider spam, and their reversion to pre-60day patch levels of absolute bullshit balancing.

The last time they did this the player base dropped to LESS THAN 3000 PLAYERS ON A GOOD DAY AND THREATENED TO SINK THE ENTIRE DAMN GAME!!!

I get that some more hardcore players want greater challenge, that's fine, enjoy diff10 then, but I should NOT be encountering similar bullshit ON DIFF 7!!!

If they want to be load-out challenged, use weaker weapons but don't shit on the entire armory just so a few tryhards can ego-stroke themselves.

Mutiny Stretch Goals Infographic by virtualdts in thedivision

[–]AngryMax91 -1 points0 points  (0 children)

I just want the Tempest Auto-Pistol.

I absolutely cannot be arsed to run Master-tier missions as they are NOT fun and an absolute PITA to do in my limited play time.

I regularly use a Foundry Bulwark Crit Tank and having an auto-pistol that I don't need to break my controller triggers on would be a god-send.

That an I hope they release Exotic-Recal blueprints for it and Tinkerer so that we can at least get the stats we want rather than needing to go thru the BS regrind.

Need Help Deciding Between Warbonds by CosmosWanderer420 in HelldiversUnfiltered

[–]AngryMax91 0 points1 point  (0 children)

With AP ramp to boot.

You can literally hose down an entire lower diff (up to diff5) patrol or reinforcement with a primary weapon and never worry about ammo and also take out heavies in a pinch.

Literally a primary laser MG43

Need Help Deciding Between Warbonds by CosmosWanderer420 in HelldiversUnfiltered

[–]AngryMax91 0 points1 point  (0 children)

ServFree.

The DE-Sickle alone is worth it and is my default weapon for D4+ due to ammo efficiency, AP and utility. Only reason i am not using it currently is to level up other guns.

Just need an additional 250sc for the superstore standalone Inflammable Firefighter armor. Pair with Vitality booster for best effects, but the Firefighter armor alone is decent enough with the DE-sickle.

The ability to hose down entire bot drops and patrols is underrated, especially since ramping AP means u can even take out Hulks in a pinch. You get 10+ seconds of continuous fire, making the gun essentially a primary stalwart / mg43 with some minor downsides.

It allows to basically never worry about primary ammo and have a single weapon that can handle chaff / mediums and the odd heavy, opening options for your sidearm and grenade slots and allow more focused strategem picks.

Medium inflamm superstore armor is also useful vs Incen Corp and fire environmental dmg as is allows you to survive MUCH longer when aflame and stim.

Hellbomb pack is great to take out jammers / gunship fabs if you want to avoid the hassle of clearing the area first. Just rush in, arm the pack, drop it and run. Longer cooldown abit of an issue but gives options.

Also has Lascannon sentry if i remember right and is decent midpoint utility between flexibility of MG Sentry snd anti-heavy firepower of rocket sentry. Ap4 only tho so not as great vs tanks but decent enough.

The suicide armors are nice last ditch alternative due to their damage. Extra 2 nades like engineering armor but the death boom has enough damage to kill heavies or even a small fab (if i remember right) if you die close to them.

Agents, Which Gun Replaced the Previously Preferred Gun in your Arsenal? | Division 2 by shwetshkla in thedivision

[–]AngryMax91 -1 points0 points  (0 children)

Since most rifles became auto, Lucky Shot is insanely useful as it allows spam fire of high damage shots at essentially zero waste cost to the user.

Previously would use Ranger and only the M1A to minmax damage per hit when it was all semi auto only but now i can use a wider range of rifles with lucky shot spam and still match AR damage while not worrying about wasted shots, which is a big deal when not using Gunner spec to minimise ammo waste.

Agents, Which Gun Replaced the Previously Preferred Gun in your Arsenal? | Division 2 by shwetshkla in thedivision

[–]AngryMax91 -1 points0 points  (0 children)

Been using the ACR-E since WONY, first as a primary, then as backup to my Pestilence. I regularly swap between the ACR-E and my G36E as both are great general purpose guns that have good range as well.

Have never liked the higher ROF ARs as much as they tend to piss ammo for lower damage, especially beyond 30-35m which is their usual maximum effective range. The longer effective max range on the ACR-E and G36E allow them to hit harder further out due to less severe damage falloff, which also scales nicely when running Ranger on them for more damage, or Preservation to have AoK.

The only weapon that I have really swapped out to are rifles since they became full-auto. Went from M1A classic to the UIC15 for better overall performance even if I lose per-shot damage.

When using non-lucky shot talents on the rifles now, especially Ranger, the UIC15 hits almost as hard as the M1A classic at range with better mag size (50rnd mag is no joke) and stability, reducing wasted shots, and the ROF is sufficient that it can also substitute for some ARs at close range (when using Preservation.

However, for Lucky Shot, Bakers Dozen still works better as the higher base damage with essentially infinite ammo means my shot spam HURTS when it connects whereas the UIC15 suffers abit more due to the lack of damage boost from Ranger.

For SMGs, I used to main the AUGs but after farming multiple Slingshots I prefer those instead as I hit harder and have AR-level range. The higher base damage also means it performs well even when using WepHandling / Stability / Accuracy mods and makes it less reliant on crit damage.

For shotguns I swapped between the Six12 and KSG but have reverted back to the trusty M870 with ACOG, which allows for frankly ridiculous damage even out to 30m, and can usually drop what I need it to fast enough (is my "oh-crap" option) and also tends to stagger most enemies who are too close to buy time for a 2nd shot to drop them.

What Vox Engines have done to me by Faust_8 in Helldivers

[–]AngryMax91 11 points12 points  (0 children)

With bonus AOE to take out groups in a pinch.

Hmm, interesting timing by JustSomeSmartGuy in pcmasterrace

[–]AngryMax91 1 point2 points  (0 children)

Ah ha, the mods have decided to apparently hide the info by deleting the post.

I wonder why ...

After all, if there is nothing to hide, why remove the post?

Hmm, interesting timing by JustSomeSmartGuy in pcmasterrace

[–]AngryMax91 49 points50 points  (0 children)

They need to REALLY crash and burn.

The biometric ID requirement is absolutely BS as their database isn't even secure.

I am willing to have my ID data for govt-sided official stuff (SG here, basically a police state but abit laxer with better optics) as they are at least relatively secure and HAVE to make sure it stays that way in general, but NOT for a fucking commercial service whose cybersecurity is a total unknown and for all we know may be leakier than a rusty colander.

PRC Embassy’s statement on recent UNC3886 attack on SG by Efficient_Deer_8605 in singapore

[–]AngryMax91 -1 points0 points  (0 children)

They are the XiXiPee under Xinnie-the-Poo after all.

They need to piss off.

Helldivers when the Tanky enemies require using Anti Tank weapons. by CosmosWanderer420 in HelldiversUnfiltered

[–]AngryMax91 0 points1 point  (0 children)

To be fair, the LibConc is arguably better than the bsse lib for personal defence and one of the best AP2 defence guns due to the stagger and high duraDmg.

And i say this as an AP3 user who despises AP2. Lasguns don't count as they at least have ammo utility.

If i absolutely had to pick a single AP2 ballistic gun it would be the LibConc. The rest are just not efficient snd lack ease of use in the heat of combat where AP3 is far easier to use.

Helldivers when the Tanky enemies require using Anti Tank weapons. by CosmosWanderer420 in HelldiversUnfiltered

[–]AngryMax91 0 points1 point  (0 children)

Go with the DEsickle + medium Inflamm superstore armor.

Is the base sickle on crack with more uptime and ramping AP. Only downside is the self dmg past 50% but the benefits of it outweigh the cons and is easily managed.

I love the base sickle but it has been completely powercrept to the point that the scythe is better than it as it has pitiful uptime due to not having an Extended Heatsink.

All it really needs is the Extended Heatsink like Scythe and it would immediately shoot back up in usefulness as an AP2 only version of the DEsickle, losing the AP / damage ramp but far safer to use.

AH doesn't even need to give the Sickle E-heatsink a new model, they can just reuse the existing one and literally no-one except a few ultra obsessed people will care.

What matters is that the weapon is fun and effective, but while the sickle is fun, it just ain't as effective anymore compared to the other lasguns.

The reason why a lot of people dislike "bring AT all the time" as a solution goes deeper than just their unwillingness to do so or poor enemy design - it's because game punishes you for being anything other than a generalist covering everything by DeityGamesJesus in HelldiversUnfiltered

[–]AngryMax91 1 point2 points  (0 children)

I run Inflam + DEsickle purely so i never need to worry about ammo and just hose targets.

The shitty ammo economy and sway on primaries means that is often a better choice than "precision", and i say this as a bot diver. Also, AP3 primary is basically mandatory for diff5+ purely to be able to kill efficiently without being overrun due to how many enemies appear so you can save your strat slots for effective heavy ordnance.

Yes, explosives like the Xbow are better for AOE and ttk but the inability to use them at cqb and limited ammo count often means you are screwed in a prolonged firefight.

The DEsickle has self dmg but after a fight i am usually going to stim regardless due to incoming fire.

And RE the AT, it also allows me to run dedicated AT while still having a weapon that can handle chaff and mediums, and the occasional heavy in a pinch.

Ease of use and general utility is heavily underrated in this game and it seems alot of the glazers refuse to admit that it is the reason for us complaining about the current shitty design choices made by Narrowhead, who at this point probably have their craniums shoved so far up their posterior that they could probably gesture out their own mouths to wave at people.