In The Division, we take a closer look at the individual weapon classes and ask: How can even the “unpopular” weapons be upgraded?
Massive has promised us changes in the weapon balance sometime after the conflict update. If these are to be released before the “Underground” DLC, we can probably expect them in the near future. After all, the Update 1.3 of The Division already has an unofficial release date in June.
In recent weeks, the developers have talked about wanting to collect more data for a refined rebalancing. Specifically, after the conflict update, Massive wants to keep an eye on how we receive the new gear sets tailored to certain weapon classes in practice.
Suggestions for Weapon Balance Changes in The Division
And indeed: The “unpopular” weapon classes were tested after the update thanks to the new gear sets – however, the result was that many agents returned to the previously established weapons. The LMGs are still not competitive, and shotguns often remain locked away in the weapon cabinets.
Instead, submachine guns and sniper rifles are still being equipped. An important reason for this is undoubtedly: Both weapon classes provide additional bonuses! For SMGs, the chance for critical hits is increased, and for sniper rifles, headshot damage. One does not want to miss out on these tasty bonuses. Why don’t the other weapon classes get similar advantages?
How Assault Rifles Could Change
Assault rifles are faring significantly better than LMGs or shotguns: Some of them, like the SCARs or the AK74 black market version, are preferred and frequently used. However, one can safely do without them if one has a solid SMG for close combat and a sniper for longer distances.
Assault rifles are intended for medium distances and have a lower fire rate than submachine guns. To better differentiate them from SMGs in their function, the YouTuber ThePwnstar4hire suggests that assault rifles receive a higher base damage.
But that’s not all: As an additional bonus, for example, the damage from critical hits could be increased – similar to the chance for critical hits in SMGs. To what extent bonuses can be granted here needs to be finely tuned by Massive. The YouTuber suggests an approximately 20-40% increase in crit damage.
How Light Machine Guns Could Be Altered
Yes, LMGs are indeed in the game. Many agents have so far probably only had the pleasure of testing this weapon class for a short time before the realization came: “No, I better stay away from that.”
To upgrade this currently worst weapon class, there are several suggestions from the community. For example, light machine guns could deal more damage to NPC armor on body shots. In PvP, these weapons could affect the armor value of other agents and theoretically lower it by a few percentage points on hits. LMGs should have more “penetrating power” and cause overall more damage.
Another mentioned improvement possibility is that a target could be suppressed or inflicted with bleeding wounds after multiple hits in a row. LMGs could inflict various status effects, making them a greater threat. Massive definitely needs to come up with something for this weapon class.
How Shotguns Could Be Upgraded
At close distances, most Division agents resort to SMGs. This seems quite natural. However, there is also another weapon class specialized for close combat: shotguns.
Currently, many agents look at shotguns with skepticism. After all, one has to get up close and personal with the enemies for the full force to hit the target. This very offensive play style is something one would like to avoid.
To make shotguns more attractive, the risks that many do not want to take should be reduced. For example, shotgun hits or kills could initiate health regenerations to keep you on your feet longer. Shotguns should provide advantages that favor an offensive style.
What do you think of these suggestions? And more importantly: What suggestions do you have for weapon balance changes?



