

Sacrum Imperium – Exotic variation of the G28 Marksmen Rifle.
From a PVE point of view, it is better to give 10 seconds to have the shock bullet.
Can effectively deal with mechanical units, giant enemies that are not afraid of burning, especially these enemies are extremely difficult or impossible to kill with headshots.
Suggested changes:
In 10 seconds, bullets in the magazine have an electric shock field and shooting enemies can inflict
electric shock Status Effect and gives a 50% (20% in PVP modes) Speed Movement decrease on all other targets.
PVE-the range of electric shock status effects can be up to 5 times,
In PVP, it can be triggered at most once, and the rest is movement speed -20% for ten seconds.
Other reasons:
1. There is a lack of electric shock effects in the game (except Scorpio), but too much burning.
2. The animation of electrifying each other between range targets is pretty cool.
3. If the goal of weapon creation is to decrease the movement speed, it should be better to give the electric shock to stop first.
4. Except for the first trigger, optional control effects can be selected for the rest of the time, giving players a certain degree of freedom, which can improve the operation and application equipment that is too restrictive for specific purposes today.
For example skills:
1. Scan the ball:
(1) If both sides are within the scanning range, the skill owner can charge, causing melee damage along the line.
(2) The melee damage of the charge increases with the level (200%~800%). Using a charge consumes the number of Scan Orbs (six at level 6), and the charge cooldown is 2 seconds.
(3) Overcharging, it can be charged directly from outside the circle to the position of the scanning ball. (The longest distance is 50 meters)
2. Guard the drone:
(1) Additional increase in movement speed, 5% per level, 30% movement speed per level 6.
3. Bombing drones:
(1) The bombing is changed to missiles, and the bombing range is the aiming range of small missiles. After flying over, it will drop semi-tracking missiles at an equal distance according to the flight distance (the tracking distance is 20M, and the explosion distance is half of the existing one)
4. Flame turret, the range is doubled, but for the extra range, if the enemy target triggers the burning abnormal state, it needs to be attacked by the flame tower for five seconds.
5. Flame yo-yo,
(1) The burning state is changed to the blinding state, and target tracking can be manually selected (no longer limited to aiming at the floor).
(2) If the attacked target is attacked within a certain period of time, it will cause additional explosion damage. (Maybe the explosion damage is 15% of the original weapon or skill damage dealt (phosphorus?)
(3) The duration is affected by the user's abnormal state, but the additional explosion damage cannot be reduced by the recipient's abnormal state protection, but is affected by the explosion resistance.
>> This suggestion is more complicated. Let me tell you the reason for the suggestion:
1. The current skill selection method is not easy
operation, but other skills in this series have automatic tracking function.
2. Only by focusing on explosion damage can you effectively attack mechanical targets and increase the appearance rate.
3. Cooperative attack, you or your team can enjoy the extra effect after the attack to increase the fun of cooperation.
4. It will not affect the original heavy armored enemies too much.
5. The blinding effect is not very strong, so extra damage is added.
6. Glitter Firefly:
(1) The blinding state is changed to the burning state, and more importantly, the fuel injection effect will first trigger the unbalanced effect of the shield user in the PTS when the shield is destroyed (the abnormal state protection cannot be protected), and then burn.
(2) Reduce the number of locked targets and increase the range.
>> The usage rate of this series has always been low, and the skills are prone to failure, but is this the focus of official skill improvement in the past?
(1) Reduce the number of possible targets, speed up the total time to complete the aiming, and endow the operation with convenience and advantages.
(2) The application of the unbalanced effect of adding shield destroyed also has a slight effect on players who are immune to PVP.
7. Instant firefly? :
Probably the most unpopular skill in the entire game. It uses the earliest version of Survival Expert's armor-piercing arrow effect. It needs to touch an adjacent target to detonate. However, the touch effect of specialized weapons has been officially deprecated in previous versions, but it still remains on this skill.
Hard to improve, the blast system's split ball used to be Over Power.
(1) Unless the target rolls, it still explodes after an additional 7 seconds. After rolling, the bomb falls to the ground and becomes a trigger mine.
> Borrows the concept of enemies firing sticky bombs at the player.
8. Healing traps:
Perhaps also tied for the least popular skill in the entire game. The abnormal state protection processing method is complex and the idea is novel. However, the use of benefits is not enough to be favored by players.
(1) In addition to abnormal protection, it may also give the effect of over-healing (it becomes blue armor when the upper limit of treatment is exceeded). Players are encouraged to use it before shooting.
9. Revitalize the Hive: A skill that has been modified several times.
Unlimited team running speed>Increase team damage>Provide 20%~60% (increase with skill level) weapon control, danger protection, melee damage bonus.
Personally, I think that the control of the weapon must cooperate with the rate of fire of the weapon to make sense.
(1) Weapon Control changed from: 10% to 40%.
(2) Rate of fire from 3%>6%>9%>12%...>21%.
(3) Hazard protection change increased from 10% to 40%.
(4) (or a sub-scheme of PTS change: change the abnormal state protection to scan resistance)
(5) Melee damage bonus has been removed.
[Overcharge]:
(1) Additional team movement speed (the earliest version), melee attack will stun the enemy; the combination of melee attack and running speed is more reasonable; can it be combined with the scanning ball to achieve amazing results?
(2) Ignoring distance, all injected friendly forces,
Other PTS recommendations:
I noticed that there is an abnormal state after the shield is broken (a bit like the action game Elden Ring), and the above suggestions are mostly based on action changes.
: This abnormal state should be reduced by the core armor attribute, and each core attribute should reduce the abnormal effect of shield breaking by 12%, which is beneficial to balance shield users, encourage high defense users, and punish players with full firepower for using shields.
Phase 2 bug? "Dread Edict" doesn't work with vest equip effect "Focus".
I think the magnifier of this new SVD is 12x, so this effect should be triggered.
Previous versions of Nemesis also had this problem. (Fixed)
What you consider to be an overly aggressive suggestion:
The ninja bag has been requested by players in TD2, and it has not been successful until now.
It is a very powerful thing, and I think it is correct to put it in the backpack at the moment (it can avoid some overly powerful combinations first), and PTS has not tested this item.
It seems more appropriate to consider moving to other equipment positions in the later revision.
I think it is now possible to consider allowing players to equip two pieces of red equipment in PVE.
I have a BD that fits this new mask better.
A little disappointed.
I generally agree with you, you have provided very good advice
@latenitedelight
This proposal concept is OK.
But more to me it feels like a return to the TD1's weapon plugin system.
TD2 gave up the random quality of weapon plug-ins, TD2 because of the abnormal RNG, people supported the calibration and optimization system.
I actually miss it more. The negative system of the weapon plug-in that just came out, just open and drop it, and the normal weapon plug-in can coexist with the negative system.
Taking headshots with sniper rifles in The Division 2 is difficult.
Because of this, successive headshots deserve more "extra rewards".
Not a variety of rewards.
I'm sorry I haven't actually tested this set and maybe I have some translation problems and I can't clearly understand what you're saying.
But understand your enthusiastic discussion.
1. First of all, from my personal point of view, Headhunter is currently the best encouragement for sniper rifles (of course it is also used in Regulus, and the high-precision configuration of some shotguns)
2. You can already understand the difficulty of headshots, especially for home game consoles. If I were to design this set of equipment "HOTSHOT", an additional effect of the four-piece set should be, "the crosshair will automatically double as slow as it passes the head". By modifying the moving speed of the crosshair in the program, it will be equivalent to Twice the range of head hits, based on the timing of swiping over the head.
3. The original vest talent gets twice the armor, which is a bit of a disguise to induce players to stack armor in a sniper configuration?___?
I will modify it to shoot the head and get two seconds of damage reduction (PVP is one second). The reduced damage comes from how much sniper rifle weapon damage you stack x50% (PVP may be 40%), and the stack cannot be refreshed repeatedly. Mandatory
One second cooldown.
4. I will change the backpack talent to, as long as it is killed by headshot damage, the target targeted by the next mark will automatically activate "Achilles Pulse" and strengthen a skill level, which can be stacked! Meaning the player can choose to build some skill levels and overcharge "Achilles Pulse" with consecutive head damage kills.
The damage caused by Achilles Pulse hit marks also applies to the range of headshot damage, as does the new Talent “Focused”* added in this PTS.
I guess this is an inertial idea. The early production team was ridiculed by players that the shield was made of paper.
After the DLC New York, the skill balance has not been done well (or reasonably balanced), and the guardian drone can obviously be designed to be able to shield the idea. Shooting the drone will temporarily disarm the defense function, and the shield can be changed to a cumbersome usage ( TD1's Guardian Bunker)
Shields can be used in more team applications. Teammates can enter your shields and share passengers. If this new function is added, I think it can add the effect of losing the room when the shield is destroyed, but it does not affect the people hiding behind the shield.
What you say is true.
As a return bug test player, I saw that the official lied blatantly with a pts3 note.
It's really disappointing that players have to deal with the official lies in addition to the plethora of Delta 3 issues.
Reported on April 16, 2022 at 2:55 pm. Article link
@xcel30
You have a point.
This is also one of the reasons why they are back on the shelves of STEAM. Maybe the proportion of old players buying season tickets is not high? Need new players to join.
Major game companies have also begun to notice that the original market allocation competition created their own platforms, leading to further division of player flows, and further giving mobile game companies better opportunities to occupy market resources.
Maybe that's why they're stuck in season ticket mode.
If you have noticed UBI's financial report and the stagnation of many projects, or even the news of strikes, it is a certain risk to invest in new development projects under this situation.
Although I am an old player, there is indeed a continuation of the game life cycle for the company's profit policy.
The requirements of the player base itself are different. If there are not enough good things, players will inevitably be lost. Like World of Warcraft, this is also UBI's previous strategy to quickly and massively new projects, and innovative and entertaining things will be suppressed for a while.
If I were the leader of the company, I should use the diversion studio to create the brand, and temporarily reduce the stereotype that UBI's own brand has caused in the player circle: such as unstable servers, and lack of changes in the modular production of game products.
But it looks like they're working hard...
Although how to make a profit should not be a problem for players to help think about, but as far as the old player group I have contacted, I have a way to make a profit.
Buy a season pass to get an extra character grid, you can play hardcore mode and get a chance to renew your life once, the suit you use will be automatically strengthened to level 15 when you complete the NY plot, and you can choose to strengthen a weapon on your body to level 20, Only these equipment can be shared with other characters.
@Merphee
Explosive resistance is indeed still quite unpopular except for a few PVP.
I have suggested a similar approach before.
Another new idea this year:
1. Change Explosive Resistance to Explosive Mastery.
2. Explosive mastery, like weapon control, is composed of multiple sub-attributes:
10% Explosion Mastery equals = 10% Explosion Resistance + 5% Explosion Damage + 5% Explosion Radius Increase.
analyze:
1. I currently think this change is simple and interesting, and it will not make the Hazard protection too strong.
2. Even if he is a skill-enhanced agent, he can give up the so-called constant routine of skill strength and skill acceleration, and change it to a combination of skill strength + explosive mastery to pursue maximum damage.
3. Explosive mastery can also be used by tanks, instead of simply letting the opponent decide whether to use explosive damage. It can also apply the explosive damage and range bonus effects to grenades.
4. Explosive mastery (attack) against explosive mastery (defense), logically quite reasonable.
Other accompanying comments:
Removed health attribute. and change to the assassin value:
Assassin value 10% = pulse resistance 10% + melee attack total damage bonus 10% + (threat value - 10%)
Taking headshots with sniper rifles in The Division 2 is difficult.
Because of this, successive headshots deserve more "extra rewards".
Not a variety of rewards.
I'm sorry I haven't actually tested this set and maybe I have some translation problems and I can't clearly understand what you're saying.
But understand your enthusiastic discussion.
1. First of all, from my personal point of view, Headhunter is currently the best encouragement for sniper rifles (of course it is also used in Regulus, and the high-precision configuration of some shotguns)
2. You can already understand the difficulty of headshots, especially for home game consoles. If I were to design this set of equipment "HOTSHOT", an additional effect of the four-piece set should be, "the crosshair will automatically double as slow as it passes the head". By modifying the moving speed of the crosshair in the program, it will be equivalent to Twice the range of head hits, based on the timing of swiping over the head.
3. The original vest talent gets twice the armor, which is a bit of a disguise to induce players to stack armor in a sniper configuration?___?
I will modify it to shoot the head and get two seconds of damage reduction (PVP is one second). The reduced damage comes from how much sniper rifle weapon damage you stack x50% (PVP may be 40%), and the stack cannot be refreshed repeatedly. Mandatory
One second cooldown.
4. I will change the backpack talent to, as long as it is killed by headshot damage, the target targeted by the next mark will automatically activate "Achilles Pulse" and strengthen a skill level, which can be stacked! Meaning the player can choose to build some skill levels and overcharge "Achilles Pulse" with consecutive head damage kills.
The damage caused by Achilles Pulse hit marks also applies to the range of headshot damage, as does the new Talent “Focused”* added in this PTS.
@Im_Pine
What I guess or want:
Primary attribute should be blue
The secondary attribute should be weapon control
It's better to have a skill efficiency
three colors!!
PLZ, make the hate system better. In this game red cord build means you can make ton of damage, blue cord build means you are tank to absorb enemy damage and creating safe space for red cord build make damage, skill build was like wizard, they can make damage or they can support other player. but right now in PVE mode, enemy will always shooting the highest damage maker which means red cord build player, so the tank build player were in a awkward place, they are not able to absorb enemy damage and creating safe space for other player and they can not make damage like red cord build player or skill build player either. So plz make shield like Holography when the shield was open, enemy will start fire to it.
I'm glad you have some ideas and suggestions for improving the game.
The existing hatred system, let me explain to you as far as I understand:
1. First, a realistic question: If you were actually on the battlefield, would you attack the enemy's heavy firepower, or would you attack the enemy's heavy armor, but the heavy armor has no firepower? Especially if the two exist on the field at the same time. The common coordination of video games is not the same as reality. TD2 does focus on realistic design, and the last few revisions have slightly focused on video games.
2. Attached is a real question. I have suggested a real team combination system before. Now, except for AT, players in the output line rarely stick behind tanks (or shield lifters). Even the specialized shield of the Flame Wall has a cone-shaped range that can help teammates increase damage.
3. The same question, so to what extent can a person be armed to take the most damage, is this reasonable? This is also a reason for the green suit of the foundry to use the shield at the end. In the game, electricians with high-level skills are used to improve the defense system, such as decoys; currently, the only blue cores are shields, and whether to open defense drones is to use blue cores to increase the skill level.
4. Therefore, the existing mechanism is that the vest is related to the talent on the backpack, and the blue armor part gives the team considerable protection, and also avoids OP and certain technical requirements, and also reinforces an exotic "Scorpio" to allow tanks to protect the team .
5. If you really want to strengthen: I would suggest the existing mechanism. After all, the shield has been weakened (the shield will have a dizzy effect after being destroyed), and it can reduce the damage taken by 5 meters around the shield holder by 20% and move Transfer this damage to the shield of the shield bearer. In addition to encouraging tanks to move forward and restrict enemies, they can also choose to move closer to protect teammates
Now the green complete set of equipment is more practical and effective.
Given that the Ninja Pack is coming soon.
The major reorganization of the brand's three-piece set that I am looking forward to is actually that the third set can be changed to a weapon talent. Try the following example:
:(1) If it is the third suit effect of a sniper rifle, it can be changed to a weapon talent: Ranger(Amplifies weapon damage by 2% for every 5m (4m) you are away from your target.)
(2) If it is a shotgun product, the third item: Close & Personal
(3) The third reward effect of the rifle brand: Rifleman
(4) The third reward effect of the pistol brand: Salvage
(5) The third light machine gun brand: Frenzy
(6) The third brand of submachine gun: Outsider
(7) Assault Rifle: On Empty
The third effect of the electrician brand is briefly listed as follows:
(8) If there is a skill level () Brazos de Arcabuz: Future Perfect
(9) Alps: Kinetic Momentum
(10) China Light: Shock and Awe
(11) Hana-U Corporation: Skilled
The third effect of defensive brand:
(12) Belstone Armory: Protected Reload
(13) Golan Gear: Galvanize
(14) Richter & Kaiser: Leadership
In short, let some talents have the opportunity to play as a principle, and try to open up additional equipment talents.
A draft of the A8 changes I thought about earlier:
1. Add the version of the rifle:
A critical strike can turn over cards, but a headshot still turns over two cards.
(The sniper rifle can be flipped without a critical strike)
2. Additional hand card effects:
(1) Armor-piercing (applies the special professional weapon sniper rifle weapon effect): the bullet can penetrate multiple enemies
(2) Explosive Armor (apply the effect of Explosive Arrow of Specialized Professional Weapon): The bullet can cause an additional 10% HP of the removed armored version, which means that 10 rounds of cards in the hand will definitely destroy the armored version.
(3) The effect of the hand card can also take effect on the grenade, increasing the damage of the grenade by 100% and the range by 40%. Using the effect of the hand card to kill the enemy with a bullet headshot will add a grenade.
3. If you want to add the trigger effect of the pistol:
After the last bullet in the magazine hits the enemy, reloading will directly trigger the hand effect.
What you consider to be an overly aggressive suggestion:
The ninja bag has been requested by players in TD2, and it has not been successful until now.
It is a very powerful thing, and I think it is correct to put it in the backpack at the moment (it can avoid some overly powerful combinations first), and PTS has not tested this item.
It seems more appropriate to consider moving to other equipment positions in the later revision.
I think it is now possible to consider allowing players to equip two pieces of red equipment in PVE.
Sacrum Imperium – Exotic variation of the G28 Marksmen Rifle.
From a PVE point of view, it is better to give 10 seconds to have the shock bullet.
Can effectively deal with mechanical units, giant enemies that are not afraid of burning, especially these enemies are extremely difficult or impossible to kill with headshots.
Suggested changes:
In 10 seconds, bullets in the magazine have an electric shock field and shooting enemies can inflict
electric shock Status Effect and gives a 50% (20% in PVP modes) Speed Movement decrease on all other targets.
PVE-the range of electric shock status effects can be up to 5 times,
In PVP, it can be triggered at most once, and the rest is movement speed -20% for ten seconds.
Other reasons:
1. There is a lack of electric shock effects in the game (except Scorpio), but too much burning.
2. The animation of electrifying each other between range targets is pretty cool.
3. If the goal of weapon creation is to decrease the movement speed, it should be better to give the electric shock to stop first.
4. Except for the first trigger, optional control effects can be selected for the rest of the time, giving players a certain degree of freedom, which can improve the operation and application equipment that is too restrictive for specific purposes today.