Weapon mods can be crafted in the Base of Operations or rewarded through perks and projects. Weapon Mods in The Division 2.

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Now the positive effects have been toned down… while the negative effects were removed completely for most mods!

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Here a list from worst to best. Worn (White) Standard (Green) Specialized (Blue) Superior (Purple) High-End (Yellow) Additionally there is a signature weapons tier that is exclusive to the weapons you use as part of specializations. At world tier 4 for example, mods require 680 credits and 26 of each of the two materials it requires. A guide to Count Arthur Strong, the 2013 - 2017 BBC One TV sitcom about a faded former celebrity. Updated March 18, 2019 What should I do to get weapon mods, you ask yourself. Weapons can have several different attachments: Scopes, Muzzles, Underbarrels and Magazines. Division 2 tubular magazine slot Division 2 tubular magazine slot

Interested in Division 2 weapon stats? Weapon mods can be crafted in the Base of Operations or rewarded through perks and projects. Mods fit on guns depending on slots they have, calibers and rail lengths. Once you have them, you can use them in as many weapons as you want.

When you only have the mental capacity for HAW. All underbarrel mods require Carbon Fiber and Steel to craft. Here a list from worst to best.

There are different quality of weapons. Save my name, email, and website in this browser for the next time I comment. RPM is rounds per minute fire rate and Mag is Magazine size without mods. Press J to jump to the feed. You are in the right place! The unofficial home for discussing Tom Clancy's The Division and The Division 2; online RPGs from Ubisoft and Massive Entertainment. Once you have them, you can use them in as many weapons as you want.

(Titanium and Steel is required), Acog Scope (4x): +25% Optimal Range, -5% Critical Hit Damage, 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, Angled Grip: +15% Stability, -8% Accuracy, Handstop: +10% Reload Speed, -10% Stability, Laser Pointer: +10% Critical Hit Chance, -10% Stability, Vertical Grip: +10% Accuracy, -8% Stability, Short Grip: +10% Critical Hit Damage, -15% Reload Speed, Compact Coupled Small Laser Pointer: +5% Critical Hit Chance, -5% Accuracy, Calibrated Link: +15% Stability, -5% Rate of Fire, Compensated Integrated Spring: +20% Reload Speed, -10% Accuracy, Extended .45 ACP Mag: +12 Extra round, -15% Stability, Extended 9mm Mag: +10 rounds, -5% Critical Hit Chance, Extended Pistol Mag, +11 Extra Rounds, -15% Stability, Hard Tubular Spring: +10% Rate of Fire, -20% Headshot Damage, Light Extended 5.56 Mag: +30 Rounds, -10% Rate of Fire (Blueprint from side mission “Department of Justice”), Light Extended 7.62 Mag: +30 Extra round, -5% Weapon Damage, Mended Marksman Mag: +20% Optimal Range, -10% Reload Speed, Nimble Link Belt: +10% Rate of Fire, -20% Stability, Segmented 9mm Mag: +30% Reload Speed, -5 Rounds, Sturdy Marksman Mag: +20% Stability, -10% Critical Hit Damage, Tactical 5.56 Mag: +10% Critical Hit Damage, -15% Optimal Range, Weighted 7.62 Mag: +20% Stability, -20% Optimal Range, Balanced 5.56 Mag: +20% Stability, -10% Damage to Elites, Field Pistol Mag: +30% Optimal range, -10% Critical Hit Chance, Precision 7.62 Mag: +15% Headshot Damage, -10% Damage to Elites, Tactical Small Pouch: +25% Reload speed, -15 Rounds, Compensator 5.56: +20% Stability, -10% Accuracy, Compensator 7.62: +20% Stability, -10% Accuracy, Compensator 9mm: +20% Stability, -10% Accuracy, Flash Hider 7.62: +20% Critical Hit Damage, -10% Stability, Large Suppressor 7.62: +20% Accuracy, -5% Damage to Elites, Loud Vent Brake .45: +20% Optimal Range, -10% Stability, Loud Vent Brake 5.56: +20% Optimal Range, -10% Stability, Muzzle brake .45: +10 Damage to Elites, -15% Stability, Muzzle brake 5.56: +10 Damage to Elites, -15% Stability, Omega 5.56 Rifle Suppressor: +20% Stability, -20% Optimal Range, Osprey 9 Suppressor: +20% Critical Hit Chance, -10% Rate of Fire, Osprey .45 Suppressor: +20% Critical Hit Chance, -10% Rate of Fire, Small Suppressor .9mm: +20% Accuracy, -15% Optimal Range, EXPS3 Holo sight: +20% Damage to Elites, -50% Headshot Damage, Open Iron Sights: +25% Accuracy, -20% Stability, Counter-Clockwise Tubular Spring (tubular), +20% Damage to Elites, -15% Optimal Range, Flexible Tubular Spring (tubular), +30% Reload Speed, +20% Critical Hit Chance, Force Feed .45 ACP Mag, +10% Damage to Elites, -10% Optimal Range, Heavy Spring 9mm Mag (9mm smg), +20% Critical Hit Damage, -15% Stability, Oversized 9mm Mag (9mm smg), +15 Extra round, -20% Reload speed, Speed Loading Revolver Drum (revolver), +30% Reload Speed, -5% Damage, Sturdy Extended 5.56 Mag, +30 Extra rounds, -25% Reload Speed, Flash Hider 9mm, +20% Critical Hit Damage, -10% Stability, Loud Vent Brake 7.62, +20% Optimal Range, -10% Stability, Small Suppressor .45, +20% Accuracy, -15% Optimal Range.