EXP PVG 90 to OP, Idea for a solution

So I have seen some people complain about how op EXP weapons are, now I love all of them and do not think any of them are particular over powered. I am also a new player to this game so this all is still fresh and fun for me. I know that exp weapons can wreck tanks and harvesters with ease. However I think that comes down to shot placement for skilled / veteran players. Once you know the weak points and where to aim and take into account skills that increase damage, yes the EXP PVG becomes deadly. However just spamming rounds into the center mass of a target is still effective but not efficient ammo wise. I have been thinking of a possible solution for this weapon, though doubtful that this be a change this late in the game but I have an idea.

In division 2 there is an awesome sniper that I love to use called the Nemesis. It’s an exotic bolt action sniper. Devastating damage when using its exotic ability which is charging up the shot. So what if the EXP PVG 90 had to be charged up? It is basically a rail gun so what if it did standard damage when firing normally (like slightly better than 5* pvg) but … fully charged up it does even more damage and over penetrates. How much more is to be debated for sure but let’s just go with 25% more than current damage, and fully charging up will give it massive recoil. This will slow the gun down as you will need take your time to get back on target and then recharge again. Charge time maybe 5 - 6 seconds. I feel like this balances it out in a way that it is a nerf to where it takes more time to use it effectively but its a buff to damage so that it is still powerful.

Just an idea that came to mind while working. In reality I don’t think any exp weapon needs to be changed but if a change is needed I’d rather find a happy medium.

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I like the charging up idea to add more variety, but I would rather see it in a new weapon. I don’t think it’s a good idea to invest time and effort into changing how an existing gun operates only to get the same dps in the end.

@AtomicUs5000

Got a point there for for variety sake make the charge up for the Ă„lgstudsare Hunting Rifle so that i could be on par with the PVG. Have it penetrate and deal more component damage on a full charge shot.

After playing close to 2,500 hours in this game i actually stop using experimental just for the challenge on playing in gorilla difficulty. Same on the charging aspect. I still think Sneaking and Espionage should play a bigger role in this game rather Run & Gun type of meta. I don’t use any Combat Skills because i feel over-powered. Stealth Designated Hacking Commando. Its odd but it works.

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Although I like the idea to give the exp Pvg a charge time I doubt the devs would implement this. The experimental weapons are out for quite some time, nerfing the guns or even just one gun would probably cause outrage for many players which are accustomed to the power of the ePvg.

Introducing this on the Älgstudsare would be interesting but when I have the ePvg with the better ability to fire a lot of rounds instead of shooting even more rarely with the Älgi, I think I wouldn’t care much about the eÄlg.

Yes, the difference between regular and experimental weapons is even more dramatic on guerilla. While you’re accustomed to requiring a lot of time to get a lvl 4 apo tank down once you get your hands on the ePvg this is reduced to a fraction of that time making the fights seem easy all of a sudden.
On adventure the difference is not that obvious since almost every machine is just cannon fodder anyway. Skirmish is somewhere inbetween.

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I like it! Don’t think we’ll change the feature of the exp pvg, but maybe that should be the exp Älgstudsare?

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I like that gun, that could be really nice to carry it again​:+1::+1:

Sounds like an announcement :wink:

But for the Älgstudsare I can’t imagine if it would be really useful. The damage must be increased a lot or it has to have some useful side-effects because there isn’t much ammo in a clip, with the charge-ability the time between two shots gets up and the current damage isn’t as great compared to the pvg.

Additionally a shot of a charged exp Älgstudsare shouldn’t be to similar to a shot of an exp PVG, but just with a charge-counter.

The benefit of the Älgstudsare would be, that you can attach a silencer for example. But do they really work as supposed? If I shoot at a target with my silenced exp Klauke, the target knows where I am anyways… And alarms the other machines next to it.
But it shouldn’t just serve its purpose, if a silencer is attached.

Do you know what I mean? I has to be well balanced.

And think of the exp. .270 ammo and what effect its usage with an exp. Älgstudsare would take…

For example: a charged high velocity super silence exp Ă„lgstudsare with shock-ammo could be even deadlier than the pvg on high ranges.

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I could live with an acidic Ă„lgstudsare. Since the Ă„lg is slow the damage over time done by acidic corrosion would make for a nice buff without making the weapon too op. Could add some nice yellowish-greenish visuals to the affected machines :grin:

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As there is just one exp weapon per class (Melee, Handgun, shotgun, smg, rifle, assault rifle, lmg, recoiless rifle) I don’t need another exp weapon in an existing class.

I like the idea of the starting post here, additionally the exp KVM59 should be changed to an exp KVM89 (just because of the used ammo. There is no need of two exp weapons with 7.62 in my eyes and could solve the crash-problems with exp KVM59 and shock-ammo).

New exp weapons should then be set in a new class of weapons. Whatever this could be…

Maybe a class for a bow, a slingshot and a crossbow with an exp crossbow. There could be some exp ammo (arrows, bolts and something for the slingshot) too. Made of (sticky) flares, fireworks, emp, explosive canisters or sound modules… :man_shrugging:

@Madchaser I know from previous posts that the devs claimed that all weapons will get EXP versions. I would like to see what the devs could do when coming up with new EXP Weapons. I do use other guns but eventually fall back to EXP weapons when fighting Rivals or Reapers, however that could be due to playing with a group and it does increase the difficulty.

I love the MP5 and would want an EXP version for it. What if we got an exp that gave it an integral suppressor and the EXP perk was long as you aim down sights enemies have a hard time seeing you. Doesn’t increase damage but gives a stealth boost for some added sneakiness and maybe benefit from the commando skill cause if they are unaware of you get that nice increased damage at least until you reload. You could keep aiming down sights to try an sneak away to reload and come back without being detected but that could be the draw back thus balancing the weapon because you have to navigate while aiming down sights or try to break sight before aiming down sights again and waiting for the bots to return to normal.

I am alway a fan of bada** stuff and feeling powerful maybe that will change once I have played enough but right now I still get my butt kicked from time to time. I swear I am cursed because every time I get more than 3 revive shots suddenly all bots have pinpoint aiming and just wreck me :joy: :joy: :sob: :sob:

Hoping you guys do it cause I enjoy using bolt action snipers, just as satisfying as hearing a pump action rack the cycling of a bolt action rifle makes a satisfying sound. Looking forward to seeing what you guys come up with!!!

As for an Idea with it maybe a status effect on full shot? Shock or Acid like the others suggested maybe Radiation to disorient the enemy just like the experimental rad rounds for the rocket launcher.

I know exactly what you mean!
Every time I accomplished a challenge from an FMTEL-station which gave me 5 adrenalines, or if I was lucky and found some and had about 5 to 8 in my backpack, the machines went crazy… And the adrenalines got faster gone than you can spell some machines names.

From the day on I recognized that, I just took one single adrenaline with me.

The effect:

  • I suddenly found tons of them in loot boxes and dead machines…and stored them in my plundra (at the moment I have about 100 in there)

  • the machines don’t go as crazy anymore so that…

  • I don’t need as much adrenaline

Try it, you will be surprised

:thinking: :thinking: :thinking: I will have to try that for sure thanks for the tip

I can’t remember where I posted it, but I had an idea about the Experimental PVG90 a while ago to try and balance it a bit while retaining the fun usage of the weapon.

Basically keep it as a railgun, but require it to charge up between each shot by holding down the shoot key. The longer you hold, the more damage & penetration it deals to Machines.

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I agree, especially hearing the charging noise in between shots would dope. However it seems based on the reply from one of the Devs, that will be going on the Ă„lgstudsare. Hoping to see something really cool for the rest of the guns to.

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