Div 2 Headshot Dmg Scope

Weapon mods can be crafted in the Base of Operations or rewarded through perks and projects. You can get blueprints through side missions, projects and by taking over control points on level 3 or higher. Once you have them, you can use them in as many weapons as you want. Mods fit on guns depending on slots they have, calibers and rail lengths.

The cost of crating the mods scales with your level/world tier. At world tier 4 for example, mods require 680 credits and 26 of each of the two materials it requires.

Mar 18, 2019  Digital Scope: +45% Headshot Damage, -20% Stability (Sharpshooter Specialization is required) T2 Micro Red Dot Sight: +20% Accuracy, -10% Critical Hit Chance; VX1 Scope: +30% Headshot Damage, -20% Reload Speed; Underbarrel mods. Carbon Fiber and Steel is required to be crafted for all underbarrel mods. Some have called The Division 2 one of the loot-n-shooter genre’s very best titles, and – whether or not you agree – much of this success is down to the tight gunplay.

Optics mods

Div 2 Headshot Dmg Scope Reviews

All (except one) optics mods require Electronics and Steel to craft.

  • Dec 17, 2007  How to Play a Sniper in Team Fortress 2. Sniper is the long range Australian assassin of Team Fortress 2. Snipers generally play the role of support but a skilled sniper can play effective offense and defense. Armed with his infamous.
  • Mar 14, 2019  The Division 2 Weapon and Gear Talents are perks which you can get on weapons and equipment. These perks are going to be a big boost to damage, survivability or even both. This The Division 2 Weapon And Gear Talents list currently features all of.
  • Our best builds guide for The Division 2 will give you the weapons, mods, and other specs for the best builds in the game. Gain +25% headshot damage when scoped with your current weapon. Make sure you change the 12x scope for the CQBSS Scope (8x).
  • 552 Holo Sight: +10% Accuracy
  • Acog Scope (4x): +20% Optimal Range
  • C79 Scope (3.4x): +5% Damage to Elites
  • CQBSS Scope (8x): +30% Headshot Damage
  • Digital Scope: +45% Headshot Damage, -5% Critical Hit Damage (Requires Sharpshooter Specialization)
  • EXPS3 Holo sight: +8% Damage to Elites
  • Low Reflex Sight: +10 Damage to Elites, -10% Optimal Range (Blueprint from Columbia Plaza Broadcast Side Mission)
  • PRO Red Dot Sight: +5% Stability
  • Reflex Sight: +20% Critical Range (Blueprint from 'Water Pipeline Construction' Project for Theater)
  • Russian Red Dot Sight: +5% Critical Hit Damage
  • Small RDS Scope: +15% Stability, -5% Accuracy
  • Streamlined Iron Sights, +10% Reload speed (Requires Titanium and Steel)
  • T2 Micro Red Dot Sight: +10% Accuracy
  • VX1 Scope (12x): +35% Headshot Damage, -10% Reload Speed
  • Weighted Iron Sights, +10% Stability (Requires Titanium and Steel)

Underbarrel mods

All underbarrel mods require Carbon Fiber and Steel to craft.

Div 2 Headshot Dmg Scope Review

  • Angled Grip: +10% Stability
  • Compact Coupled Laser Pointer: ++10% Headshot Damage
  • Compact Coupled Small Laser Pointer: +10% Critical Hit Chance
  • Handstop: +10% Reload Speed
  • Laser Pointer: +5% Critical Hit Chance
  • Short Grip: +5% Critical Hit Damage
  • Small Laser Pointer: +7% Critical Hit Chance (Requires Demolitionist Specialization)
  • Vertical Grip: +10% Accuracy

Magazine Mods

All magazine mods require Titanium and Steel to craft.

Div 2 Headshot Dmg Scope 2

Dmg
  • Balanced Spring 5.56 Mag: +20% Stability
  • Calibrated Link: +15% Stability
  • Compensated Integrated Spring: +20% Reload Speed
  • Extended .45 ACP Mag: +10 Extra round
  • Extended 9mm Mag: +20 rounds, -10% Reload Speed
  • Extended Pistol Mag, +11 Extra Rounds
  • Field Pistol Mag: +30% Optimal range
  • Flexible Tubular Spring: +20% Reload Speed
  • Force Feed .45 ACP Mag: +10% Damage to Elites
  • Hard Tubular Spring: +5% Rate of Fire
  • Heavy Spring 9mm Mag: +10% Critical Hit Damage
  • Infantry 5.56 Mag: +30% Optimal Range (Requires Survivalist Specialization)
  • Light Extended 5.56 Mag: +10 Rounds (Blueprint from side mission 'Department of Justice')
  • Light Extended 7.62 Mag: +10 Round
  • Lightweight Marksman Mag: +20% Reload Speed
  • Mended Marksman Mag: +20% Optimal Range
  • Nimble Link Belt: +5% Rate of Fire
  • Non-disruptive Link: +10% Critical Hit Damage
  • Police Pistol Mag: +20% Reload Speed
  • Precision 7.62 Mag: +7% Headshot Damage
  • Precision Feeding .45 Mag: +20% Stability
  • Segmented 9mm Mag: +20% Reload Speed
  • Short Spring .45 ACP Mag: +20% Reload Speed
  • Speed Loading Revolver Drum: +20% Reload Speed
  • Stiff Integrated Spring: +5% Weapon Damage
  • Sturdy Marksman Mag: +20% Stability
  • Tactical 5.56 Mag: +10% Critical Hit Damage
  • Tactical Small Pouch: +20% Reload speed
  • Thin 7.62 Mag: +20% Reload Speed
  • Underbalanced Integrated Spring: +10% Damage to Elites
  • Weighted 7.62 Mag: +20% Stability

Muzzle Mods

All muzzle mods require Titanium and Steel to craft.

  • Compensator 5.56: +10% Stability
  • Compensator 7.62: +10% Stability
  • Compensator 9mm: +10% Stability
  • Flash Hider .45: +5% Critical Hit Damage
  • Flash Hider 7.62: +5% Critical Hit Damage
  • Flash Hider 9mm: +5% Critical Hit Damage
  • Large Suppressor 5.56: +10% Accuracy
  • Large Suppressor 7.62: +10% Accuracy
  • Loud Vent Brake .45: +10% Optimal Range
  • Loud Vent Brake 5.56: +10% Optimal Range
  • Loud Vent Brake 9mm +10% Optimal Range
  • Muzzle brake .45: +5% Damage to Elites
  • Muzzle brake 5.56: +5% Damage to Elites
  • Muzzle brake 7.62: +5% Damage to Elites
  • Omega 5.56 Rifle Suppressor: +20% Stability, -10% Optimal Range
  • Omega 7.62 Rifle Suppressor: +20% Stability, -10% Optimal Range
  • Osprey .45 Suppressor: +5% Critical Hit Chance
  • Osprey 9 Suppressor: +5% Critical Hit Chance
  • Small Suppressor .45: +10% Accuracy
  • Small Suppressor .9mm: +10% Accuracy