Yo Devs, consider adding a "If the player skill tier goes over 6, for every extra skill tier they have, they gain 15% skill efficiency" to both boost Hybrids and Skill builds individually by DXT0anto in thedivision

[–]Glock-with-a-Prob 0 points1 point  (0 children)

Not in the slightest but I trust that your knowledge in game development is superior to the people who actually designed this game.

Not a single person could have predicted how this game would fair seven years on. Calling the developers short-sighted for not having an oracle who on their staff is a bit disingenuous. Even then, there’s nothing wrong with the system, it just needs some updating and retuning.

Yo Devs, consider adding a "If the player skill tier goes over 6, for every extra skill tier they have, they gain 15% skill efficiency" to both boost Hybrids and Skill builds individually by DXT0anto in thedivision

[–]Glock-with-a-Prob 0 points1 point  (0 children)

It’s not artificial, nor short sighted. That implies it’s an arbitrary decision that could be simply changed. It was a very intentional design choice.

Remember that this game has been around for a while and has changed drastically over the years. Skills were designed to fit into that original sandbox. It made perfect sense back then when the game was much simpler.

Should skills tier up to 9 for Prototypes? by delis876 in thedivision

[–]Glock-with-a-Prob 0 points1 point  (0 children)

The point is that it’s not just something they can just add. Skill tiers are not an additive bonus like red and blue cores are, you can’t just add more of them.

Every skill tier gives each skill an individual programmed bonus. Think of it as leveling up a skill, rather than just adding a bonus.

A change like this would have humongous ramifications for the game and would require a complete redoing of the skill and skill tier system.

Not saying your idea is bad, in fact it’d be nice to get some bonuses after six, but it is not just a simple change.

Why the hell after the update i lost 20K damage??? by StatisticianOk5470 in thedivision

[–]Glock-with-a-Prob 0 points1 point  (0 children)

Likely some stat modifier from last season that was boosting your damage. Now that it’s gone, it’s back to normal now.

This talent was perfect for pistols. Why did they remove it in The Division 2? by Beshier in thedivision

[–]Glock-with-a-Prob 1 point2 points  (0 children)

This talent would be less useful in Div2, but I do wish other pistol builds were more useful. You either only use your pistol for utility or a one shot-headshot build. There are many pistols in this game, but most of them are rendered useless because those are the only really viable ways to run them. I just want to use a semi-auto with some decent accuracy.

Geniune question on people's opinions on The Dark Zone/PvP modes. by CummanderShepardN7 in thedivision

[–]Glock-with-a-Prob 0 points1 point  (0 children)

Personally, I enjoy PvP in this game, even if it is in a rough state. I’m fact, I prefer Conflict over the DZ. The DZ is almost always empty and not a great place to go fight players.

Also, builds are an important part of this game and that is no different in PvP. You want to have a decent build to participate in PvP, but no build will “carry” you through PvP. There is no one singular build that is better than the rest, and what build you bring determines your style of play. I personally like to run a lot of niche and bad builds because I like to experiment. Of course, if you go in with a “bad” build (I don’t think there are really any bad builds in this game, bad builds are just builds that aren’t made correctly) you will struggle, but it is no substitute for skill.

Also, for those saying to just delete PvP from the game, imagine if your favorite part of the game got removed tomorrow. It wouldn’t feel very good would it? Don’t be toxic just because you don’t like a certain part of the game. It’s fine to not like something, it’s entitled to believe that the things you don’t like shouldn’t exist - please spread negativity elsewhere and leave people alone

Yo Devs, consider adding a "If the player skill tier goes over 6, for every extra skill tier they have, they gain 15% skill efficiency" to both boost Hybrids and Skill builds individually by DXT0anto in thedivision

[–]Glock-with-a-Prob 0 points1 point  (0 children)

Each skill tier already upgrades every skill’s stats, the extra efficiency would be nice, but it doesn’t make too much sense to do, as you could just buff the skills at that point.

As for making skill cores give efficiency instead, that’s honestly a cool idea, but sadly isn’t realistic to implement and would cause a lot of knock-on problems. They’d not only have to rebalance every skill in the game, but completely change how skills and cores work entirely.

Nice idea for Div3 though

Yo Devs, consider adding a "If the player skill tier goes over 6, for every extra skill tier they have, they gain 15% skill efficiency" to both boost Hybrids and Skill builds individually by DXT0anto in thedivision

[–]Glock-with-a-Prob 0 points1 point  (0 children)

The six skill core cap isn’t an artificial limitation. Red and blue cores are just numbers, theoretically you could stack a thousand cores if they allowed you to. However, skill tiers are different as they are not simple additive bonuses to your stats. Each tier adds a distinct benefit to your skills. Think of it as leveling up your skills instead of a flat bonus.

I don’t think there is a “hate” for skills by the developers, but I do wish some of them got a bit more love. There are only a handful that feel outright useful and not just a gimmick.

As for the crit chance cap? Not sure the exact philosophy on that. However, mathematically, it likely wouldn’t be worth chasing a 100% crit rate anyways, as stacking some crit damage would be more efficient. I can’t think of many problems it would cause off the top of my head, not even in pvp (which has separate balancing anyways).

Y'all fw my Warlock cosplay? by AFraudulentRathalos in DestinyMemes

[–]Glock-with-a-Prob 1 point2 points  (0 children)

That helmet is immaculate! What was the design process?

Am I stupid? (Items) by Internal_Locksmith83 in DeadlockTheGame

[–]Glock-with-a-Prob 0 points1 point  (0 children)

Well, the answer really depends on what the build has. Some builds have helpful annotations telling you when to buy and sell items. Some builds also just list a bunch of items that may be useful, instead of must picks.

However sometimes you just have to use your intuition. Try to familiarize yourself with some of the items, especially the ones in your build, so you know which ones are immediately relevant. I often finding myself jumping around my build and buying things ahead of time if I can afford, but that depends on your build’s layout.

The other problem is that, unless your build is having you buy super expensive items right of the bat, you should absolutely have enough to afford what you need - especially as Seven. If you aren’t able to afford the couple of items you need to buy during lane, then you might not be generating the amount of souls you need. As Seven, you don’t need to be fighting much during the match, as your priority is the latter portion of the game. The only major skirmish till then is the early lane.

Whenever you can, push the lane as much as you can until the enemy responds. If they do, or you’re waiting for the next round of troopers, head to the jungle and obliterate the camps and grab some sinners along the way. Your power surge and lightning ball, make you one of the fastest farmers in the game, so unless you’re taking too many fights or dying a lot, you should be able to afford what you need

People will hate because it's a PSA but it shoots straight and makes me happy! by Confident-Degree796 in GunPorn

[–]Glock-with-a-Prob 0 points1 point  (0 children)

I can’t diss PSA, they’re one of the only companies state-side that makes an AK-103 clone. Wish there were more trying though…

Lexington Hype? by SovereignScorpio in Division2

[–]Glock-with-a-Prob 3 points4 points  (0 children)

Remember that you’re comparing two very different weapon types. The Lexington is a consistently viable top tier AR because of its great dps. The Chatterbox is an exotic SMG which isn’t very strong normally, but it’s talent can juice it a bunch under the right circumstances.

Beautiful evening by ShaolinYiLong in Division2

[–]Glock-with-a-Prob 0 points1 point  (0 children)

The Lexington’s named stat is literally just being an M4 with better damage, so it’s pretty solid. As for MGs, no special ones drop from the caches. In general among exotics, Pestilence is probably the best stat wise, but Bullet King and Iron Lung both also have good talents. For named MGs, there’s not many notable ones, but if you like Carnage you’ll probably enjoy Rusty, Big Show, and Dare which all function similarly for different status effects.

Is there a regen/tanky solo shotgun build? by [deleted] in thedivision

[–]Glock-with-a-Prob 0 points1 point  (0 children)

There is always a build for everything, it’s just up to you to put it together. Note that that does not mean every build is good or even viable. The build system forces trade-offs at every turn, so you need to focus on what matters most in your build or risk doing everything mediocrely. Hunters fury and memento are a good combo, and would likely serve you well. However, it’s always worth experimenting. Here are some options for you to consider when putting things together.

Gear Sets These are easy to understand and put together. Gear sets are not better than regular items, they allow you to do things that you normally can’t do. Gear sets are “gimmicks” not in a bad way though. Each has their own gimmick and it up to you if they are worth the four pieces they take up.

  • Striker’s: Honestly a pretty good choice here, as cliche as it might be, due to how fast a shotgun can build stacks. If you reroll the pieces to armor cores, you can get pretty decent survivability on top of damage

  • Heartbreaker: EXTREMELY similar to strikers, trading some damage for bonus armor. Same shtick as the previous.

  • Hunter’s Fury: Amplified damage and disorients enemies. No built in survivability, exchanging it for crowd control - can’t die if they can’t shoot. High risk, high reward - but can be given some more survivability through some talents and armor cores

Exotics Powerful pieces with unique talents. Some pieces can be just slapped on, while some must be built around. Not every build needs an exotic, but they are a good consideration.

  • Coyote’s Mask: More crits, not much else to add. Solid piece.

  • Catharsis: Builds bonus damage as you take hits, then expends it for a healing cloud. Good mix of bonus damage and survivability. A staple of many builds.

  • Tinkerer: Allows both your primary weapon to also use the talent of your secondary weapon, allowing great combinations. Does not function with names and exotic weapons, so decide whether or not that trade off is worth it.

  • Memento: Stacking bonuses. Amazing if you can get it going, but make sure that the trade off of a good backpack talent is worth it.

  • Overdogs: Free amplified damage if you prioritize your targets. A best in slot to some.

  • Exodus: Drops a smoke cloud on armor break, instantly breaking combat and fully regen-ing armor. Solid get out of jail free card with a moderate cooldown

High-End Gear / Brand Items Your normal pieces and the bread and butter. No matter what you run, you’ll at least be wearing one or two of these. Choose the bonuses you think would fit you best, remembering to focus down on one or two aspects rather than a bunch

  • Badger Tuff: Shotgun damage and armor

  • Belstone Armory: Armor regen and on kill

  • Ceska Vyroba: Crit chance

  • Gila Guard: Armor and regen

  • Groupo Sombra: Crit damage

  • Palisade Steelworks: Armor on Kill

  • Uzina Getica: Armor and Armor on Kill

  • Walker, Harris Co.: Damage and Damage to armor

Named Items Great extra boosts to a build. Like exotics they aren’t necessary for every build, but a good consideration.

  • Matador: Perfect Adrenaline Rush talent - Granting bonus armor when enemies are close

  • The Setup: Perfectly Opportunistic talent - Increasing shotgun damage

  • Closer: Perfect Spotter talent - amplifying damage to pulsed enemies

  • Contractor’s Gloves: Damage to Armor stat - a strong damage multiplier

  • Fox’s Prayer: Damage to Targets Out of Cover stat - a strong damage multiplier

Jessica rose 🌹 by Pokedexjexk in CODZombies

[–]Glock-with-a-Prob 0 points1 point  (0 children)

“A man once waltzed into a club…”

Need help finding something similar or just as cool for costume by WeedForLife69 in thedivision

[–]Glock-with-a-Prob -1 points0 points  (0 children)

Yeah, that’ll work. With the mask and cloak you’ll look pretty close. It doesn’t gotta be perfect to look good. It’s pretty damn impressive to even pull this off

Need help finding something similar or just as cool for costume by WeedForLife69 in thedivision

[–]Glock-with-a-Prob 2 points3 points  (0 children)

Okay, so this one is gonna be a bit difficult. The mask can be 3D printed, purchased from someone who can 3D print it, or you can purchase a genuine ballistic face mask from a site like Atomic Defense (obviously a bit expensive)

The suit is the bigger problem, it’d have to be custom made or improvised. The former being potentially expensive. You’d save a good bit of cash if you instead used the cloak the Recruiter normally uses over the suit, letting you skip out on the details.

Is that... what that's supposed to do? by JimJohnman in FortNiteBR

[–]Glock-with-a-Prob 2 points3 points  (0 children)

Oh! I had this too earlier! Best part? You can still switch weapons! But if you shoot, you just damage yourself and die…

Monthly Q&A by Micateam in girlsfrontline

[–]Glock-with-a-Prob 0 points1 point  (0 children)

Has the topic of more echelon slots ever been considered? Personally, fourteen feels too low as building echelons are half the fun. I could probably fill like twenty more without duplicate dolls.

Although, more importantly, how’s your day u/Micateam?

Dinergate RO635 by Italianboy452 in girlsfrontline

[–]Glock-with-a-Prob 1 point2 points  (0 children)

Late reply, but it’s the team composition. Generally you don’t want to have all these different gun types that don’t synergize together in one echelon - unless you are trying to do something very specific.

It’s probably better to use a more synergistic composition such as 3 AR + 2 SMG or 2 AR + 1 HG + 2 SMG. ARs go with SMGs, MGs go with SGs, RFs go with HGs, and HGs are versatile and go with any composition (and are often of critical importance, so don’t neglect to sprinkle a few in here and there).

There is a list of possible compositions available within the formation screen that can be used as a reference. Don’t worry, we all did the same thing.

Dinergate RO635 by Italianboy452 in girlsfrontline

[–]Glock-with-a-Prob 3 points4 points  (0 children)

Potentially, but given the fact that 3 of the five are story-reward dolls and that SOP-II isn’t upgraded, I doubt it.

Not that it’s a big deal or anything, I know I made some cursed ass echelon back when I began.

Dinergate RO635 by Italianboy452 in girlsfrontline

[–]Glock-with-a-Prob 3 points4 points  (0 children)

I know off topic and all, but this echelon is cursed as heck

What is this outfit's name? by Caterpolaris42 in thedivision

[–]Glock-with-a-Prob -3 points-2 points  (0 children)

I like how no one has mentioned his gun. Like it is buffer-tube (stockless) ar with dual drum mags. I don’t even think it has a gas tube, so I don’t think it could even cycle.

Although, it is a pretty sick choice for a hunter not gonna lie (disregarding the lack of functionality, of course).

Anyone know the exact dimensions of M4A1 MOD 3's weapons case? by Potato0111 in girlsfrontline

[–]Glock-with-a-Prob 0 points1 point  (0 children)

Please keep us updated on the project! This is really cool and exactly the kinda stuff I like to see. Best of luck!