Weapons in The Division 2 have changed significantly since the original game. Exotics, classes, talents, and even the way grenades work are all brand-new. So we’ve compiled this guide to explain how weapons work in The Division 2. We’ll continue updating it as we learn more, but here’s the official rundown for now.
Main Weapon Types
The developers have also added a new weapon category: Rifles. The category will contain all semi-automatic and burst-fire rifles. Your automatic weapons will be split between Assault Rifles and Marksman Rifles.
Ubisoft says this decision came down to weapon balancing, primarily around perks. The hope is that they’ll be able to create “create specific and relevant bonuses” for the slower firing rifles.
- Assault Rifles
Fully automatic rifles for mid-range combat. They’re highly accurate, but don’t fire as quickly as submachine guns.
- Marksman Rifles
Akin to sniper rifles in other games [???]
- Submachine Guns
Close-range automatic weapons with high damage output. They lose effectiveness at long distances.
Short-range, high damage weapons with a slow rate of fire.
- Light Machine Guns
Large automatic weapons. They pack a punch and carry huge magazines. The trade-off is their long reload times and slow rate of fire.
Close-to-mid-range sidearms. These were typically used as “last resorts” in the first game.
A new weapon category that includes semi-automatic and burst-fire rifles.
Exotics are specially named weapons with unique properties. They’re typically the most powerful gear in the game (in specific circumstances). Ubisoft promises that “exotic weapons will stand out a lot more in the sequel.” To that end, each has a unique look and its own lore connected to the world of The Division 2.
Only one Exotic weapon can be equipped at a time. Acquiring them will require you to complete specific tasks throughout the game. They can also be obtained through crafting, presumably once you’ve already acquired them. To do this, however, you’ll need to purchase the blueprint from vendors and you’ll need to have an exotic material from breaking down any Exotic item.
Each weapon in The Division 2 comes with three primary values: damage (DMG), rounds per minute (RPM), and magazine capacity (MAG).
DMG covers how much damage each bullet does. You can expect slower firing weapons to have a higher DMG value than faster ones.
Rounds per minute indicates how quickly the weapon will fire. With this value alone you should be able to tell the difference between a semi-automatic and an automatic weapon.
The magazine size, while important, is pretty straight forward. This is how many rounds you can shoot before needing to reload.
With these values, you’re able to compare weapons to each other. Do you take a faster firing weapon that does less damage, but should be able to shoot more rounds? Or do you go for a weapon that fires more slowly, but deals massive damage with each shot?
There are four minor values for each weapon as well: accuracy, reload speed, range, and stability.
Outside of reload speed, these values are a little more fuzzy. They’re primarily used to compare weapons against another. Here you’ll be able to tell if your new assault rifle will be less accurate and harder to control.
Grenades have changed considerably between The Division and The Division 2. Instead of having multiple types to choose from right away, Division 2 players can only access concussion grenades from levels 1-29.
At level 30, however, you unlock three new varieties. These are determined by whatever “specialization” you assign your character. The new grenade types are…
- Flashbang Grenades for Sharpshooters
- Incendiary Grenades for Demolitionists
- Frag Grenades for Survivalists
Your grenade type is locked to your specialization. So even if you switch classes, which it seems you can do, you’re stuck with that new specialization’s grenade type—no mixing and matching. You’ll always have access to concussion grenades, however.
Weapon modifications are no longer drops in The Division 2. Instead they’re unlocks you receive by leveling up your character. Once a mod is unlocked, it’s available on every weapon you have—as many times as you want. So you can equip Reflex Sights to an SMG and an assault rifle at the same time, for example.
Here’s the rub. Every weapon mod has negative traits, along with the positive ones. So an expanded clip will make your weapon take longer to reload, and so on. While you won’t have to farm for weapon mods anymore, it sounds like you need to think much harder about what mods you select for which weapons.
Gear mods on the other hand still drop like normal. These only have positive traits, though they still have random bonuses and stats which can be better based on the gear mod’s rarity.
Weapon talents also sound significantly different in The Division 2. Previously, these were bonuses that triggered if your character had high enough skill levels. So an LMG might speed up your ability cooldowns with every kill, but only if you had a high enough Electronics score. The Division 2’s talents sound much more open—if slightly vague at the moment.
Ubisoft says talent requirements will include everything from “having a gear piece with a particular brand, a certain attribute, or having a specific weapon type equipped.” Which should give players more freedom to build their characters around their weapons.
Although it’s tough to say for sure. The developer also explained that “any talents, bonuses, or stats shown before the game’s release are subject to change.” We likely won’t know how the reworked system works in practice until the game is out.