This thread is to help answer common questions and to turn your newbie ass into a veteran in nothing flat. People and Places get mentioned but I don't reveal any story related stuff. If you want to ask something about a specific quest do it elsewhere. If you have questions about something I mentioned feel free to ask. If you don't like the way this thread looks then you know what you can do and it better involve sharp objects, baby oil, and salt... Weapon stats and bonus's ===================================================== First of all any bonus's on a weapon ARE reflected in its stats. First lets run down the basics and then we will move onto the bonus effects. -Damage = how much pain it dishes out -Projectiles = how many pellets/fragments/whatevers fly out of one bullet. Mainly for shotguns but pistols and smg's and presumably other weapons can have projectile counts. Projectile counts are displayed in YELLOW and look like x##. To get an overall effectiveness rating on these weapons take the damage x projectile count. Thats how much damage is inflicted if all projectiles hit. -Accuracy = how close bullets will hit to what you are actually aiming at.(I like low accuracy for shotsguns so they really spread out, Anything less than 95% is CRAP on a sniper rifle) -Rate of fire = the amount of time there is between each bullet fired leaving the barrel(.1 - 4 is like single shot, 5-9 is like semi-auto, 10+ is full auto. Any of those can be useful depending on the gun) -Reload Rate = how long it takes to swap out clips/bullets/rockets (you want positives) -Stability = how much the gun bounces around after each successive shot fired(you want positive numbers) -Ammo (you want fat clips) Those are the basic stats of a weapon now on to the bonus effects. First lets make an example Shotgun: Shotgun 24 x 11(yellow) Ammo: 4 +50% damage +reload speed ?? +3 projectiles +2 ammo capacity +200% Burst modification +110% melee damage Ok like I said the stuff in the bonus section IS reflected in the stats if applicable. Lets take the first one +50% damage. This means that the shotgun's damage is....24. That means it WAS a damage = 16 but then it got +50% damage to bring it up to 24. I have tested these numbers and am 100% sure of this. +3 projectiles. Are projectile count for the weapon was 11. That means it started out as a 8 and got +3. It does not mean that you have 14. +2 ammo capacity. This means the gun started with 2 and ended up on 4. Not that it has 6. (you can see this be equipping it) +200% burst modification. This a kind of cool bonus. For every 100% of burst mod you have you shoot out 1 bullet with the press of a trigger. So for the shotgun in my example every time you press the trigger the shotgun fires off 2 rounds(with 11 projectiles each). The rate of fire is extremely fast for this also. +110% melee damage. Weapons with melee damage bonus's give you a UNIQUE melee attack animation different than what your character normally uses. Elemental Properties. Guns can come in elemental flavors(shock,acid,fire,explosive). There will be an elemental symbol by the clip count on the weapons panel with a mulitplier ranging from 1-5. The higher the multiplier the more often you will trigger the elemental property and most likely the more powerful its effects will be. Shock is suppose to be anti shield(who needs that?), Fire and Acid are anti-flesh(yay), explosive is suppose to be good against armored/tough foes. Alot of boss weapons and maybe some other rare ones come with words in the bonus effect field. I have no idea what those do. Some cause your bullets to look or behave a certain way, others I think just add a scope, You should definately equip the weapon and see if you can tell what it does cuz some of them are very wierd. Elemental Bonus Effects ========================================================= This is ALL that is effected by the elemental bonus on weapons(x1-x4, x5?)... -The % chance of inflicting the elemental Damage over Time(DoT) -The Length of how long the DoT lasts -Area of effect. At a certain bonus(maybe 3) and beyond you start causing an area of effect from your shots that can cause DoT to anything nearby. You can hit the ground and still set an enemy on fire or you can hit an enemy and set his buddy next to him on fire. According to the load screen attacking something that is suffering DoT with the same element is suppose to make the next attack stronger(maybe ONLY ACID) -I saw this to be true for the damage caused by a bullet. After I inflicted acid on something each shot I fired(from the same gun/acid) made the damage from the bullet(not DoT) go up each time. -If you apply a second DoT to a target does it improve the damage? I dont have an answer yet I have to do more testing. As Far as the damage between plain ammo and elemental ammo...people/monsters have resistances to different types of elements and to DoT. -Direct Damage Resistance: The damage caused by the actual bullets (some targets may take 200 damage and others may take 900) -DoT Resistance: The damage caused by elemental DoT (some targets may take 30 damage per tick, and others take 100+) -Both of those can vary BY element on a person/monster -Armored targets like Alpha/Bad Skags and Spiderants are very weak to elemental damage. The difference can be almost twice(90%) as damaging as plain ammo. What elemental bonus's ABSOLUTELY DO NOT DO... -Affect the DoT damage. x1 does the same DoT as x4 of the same element -Affect the direct damage. x1 does the same damage per bullet as a x4. As Far as what elements are best. Fire destroys skags and humans, explosive is great against crabworms because it makes it easier to hit their eye. Acid and Lightning... I struggle to find a reason to use these. Acid does way less DoT than fire and it sucks vs skags contrary to the load screens. Lightning is super effective vs shields but otherwise... SHIELDS ==================================================== Shields come in a large variety. Some offer protection from certain elements. Some regenerate faster. Some regenerate your health(slow and quick). Some cause AoE damage when depleted. I found it really hard to predict how good a shield was going to be except by using them and trying them out. I can without a doubt say that you want the time stat to be as big as possable because thats how fast your shield regenerates. I think the Capacity of your shield is both a positive and a negative. A positive because it stops more damage before dropping. I think large cap shields can be a negative though because they can take MUCH longer before they actually start to regenerate. Like one of my shield only takes 4 seconds before it starts building back up but others take 9. Some shields can totally recharge in 13 seconds and I have timed others that take 32 seconds. Some of the better shields in my opinion are Quick Health, Burst, and Max Health Shields. Quick health shields regen your health "very quick". They are rare but they make great newbie shields. As you get better at the game and hopefully take skills that let your special ability heal you then you will want to use some of the others instead cuz health regen wont be a problem. Burst shields send out an elemental blast when they are depleted. Max Health shields improve your max health which really helps you stay in a fight and improves how much health you regen. To test the shields youself just make sure to remove your current shield and then exit your menu screen and back out to the game. Then go back in and add a shield your thinking about using and then exit the menu and start counting how long it takes to recharge fully. Resistance shields and slow health regen are worthless in my opinion. Health Management ==================================================== There are several ways to heal in Borderlands. =First is with items and is stupid because you waste inventory space and it only heals a pathetically low amount. =Then you have shields. Slow regen is ok if your desperate. But if you can find a shield that gives QUICK health regen then you should have no problem staying alive. They have really low shields though but they recharge super fast so you just have to learn to move and mitagate damage. =Then you have class abilities. Each character has 1 or more skills they can train in to make their special ability trigger health regen or killing things trigger health regen. Taking these skills makes you virtually industructable. Brick can regen while berserk and from killing stuff while berserk. Lilith can heal while phasing(which causes AoE damage and gives her time to regen shields). Mordechai can trigger health regen off killing stuff and or he recieves a portion of health from how much damage his Bloodwing inflicts. Roland triggers health regen of killing and by deploying his turret, he also has a skill that lets him heal others by shooting them. =Then you have Class Mods. Mordachai is the only one I have seen with a Class Mod that heals. Skills ==================================================== Speaking of skills... You unlock your classes special ability at level 5. You then earn skill points every level after that (45). Each skill can only be raised to 5. That means you will only be able to max out 9 skills from the 3 skill tree's. Don't worry about screwing up your skills though. You can purchase a skill redistribution from a New-U station. Now which 9 to choose..... Class Mods ==================================================== You eventually unlock these things called class mods. Your Class has 3 trees to pick skills from. Class mods come in 3 flavors one for each tree. They can grant TEAM WIDE bonus's like more health, more shields, health regen, ammo regen OR they can help your individual character be better at their chosen path on the skill tree. Like boosting their damage or reload speed with your classes favorite weapon or giving bonus's to how your ability works. Class mods also can grant skill bonuses. Thats what I really want to talk to you about since the other stuff is purely personal choice. You might get a class mod that says one of the following.. +3 Diva (Siren) +2 birds of prey (Hunter) +1 Unbreakable (Berserker) +3 Assault (Soldier) As long as you have atleast one point into the skill getting the bonus it will be in effect. If you have already maxed out the skill 5/5 then the bonus points WILL COUNT. I tested this out just like I did the bonus damage on weapons So i know this to be absolutely without a doubt true. So it is possable to have Lv8 Diva, Lv7 Birds of prey, Lv6 Unbreakable, or Lv8 Assault or any other skill affected by the class mod item. I don't know what the max is for +bonus's. I hope its around +5. I havent seen any go past +3 though. Elemental Artifacts ==================================================== Elemental Artifacts are things that start dropping at a certain point in the game that change the elemental properties of your characters special ability. Acid/Fire/Light/Explode Phase walking, Bloodwing, Berserk, Turret. Don't be afraid to "use" them. You PERMANENTLY learn them once you use the artifact. Artifacts come with levels that you CANT SEE. If you try to use an artifact and its the same level or less as one you already have then the game wont let you and you can sell it. If you do use it then that means you didnt have that element or one you did have has been upgraded. To switch which element your ability has just goto the skill tree and click on the elemental symbol in the upper left. In playthrough 1 EA's cap out at level 4. In playthrough 2 EA's cap out at level 5. After you finish playthrough 2 EA's cap out at 6+? You probably have to go online to find something stronger than level 6 but I will let you know...or somebody else can speak up on it. Weapon Slot SDU ==================================================== These unlock your 3rd and 4th weapon slots. ==Reward for "Return to Zed" quest(jumping Piss Wash Gulley in a runner).(Arid Badlands) ==Reward for "Road Warriors" quest(killing Mad dog and reaching new haven).(Dahl Headlands/New Haven) Backpack SDU ==================================================== Pack SDU give +3 slots to your bag increasing the amount of crap you can carry and are gotten from fixing broken claptraps. On your second playthrough and beyond you will RANDOMLY be given a backpack SDU. If you have a desperate need for more slots then grab the repair kit for any of the broken claptraps below. Then run to one of the save points on the level. Now your game is saved. Now run to the claptrap and repair him and if you dont get a backpack SDU hit your x-box button and signout your profile and you will get kicked to the main menu without saving. Then just sign back in and try again until you get it. PS: The chance to get one on your second playthrough+ is an INDIVIDUAL calculation. If you are in splitscreen one person may get it and the other not. ==Lost Caves(Arid Badlands) ==Sledges Safehouse(Arid Hills) ==New Haven ==Tetanus Warrens(New Haven) ==Crazy Earl's Scrapyard(Rust Commons West) ==Krom's Canyon(Rust Commons East) ==Trash Coast(Rust Commons East) ==Old Haven(Rust Commons East) ONLY AFTER you are sent back into Old Haven to rescue the Salt Flats Gate Claptrap. And Im pretty sure only AFTER you rescue him does the broken one show up. ==Salt Flats(Rust Commons East) ==Crimson Fastness(Salt Flats -> The Backdoor -> Crimson Fastness) You can only enter "The Backdoor" by finishing the main mission in Salt Flats. Ammo SDU ==================================================== Ammo SDU increase how much ammo you can store for each type of weapon and are purchased from ammo vending machines. You should ONLY buy upgrades for the weapons you use. Don't waste money on weapons you don't use because you can just wait for orange upgrades at the end and buy it then and skip white, green, blue, purple. ==1st Playthrough== -WHITE - Skag Gully/Fyrestone(after you visit skag gully)(Aird Badlands) -GREEN - Arid Hills/Circle of Death (Arid Badlands) -BLUE - Ernest Whitting? (Dahl Headlands) -PURPLE - Outside Arena of Slaying(Rust Commons West) -ORANGE - Not in first playthrough ==2nd Playthrough== -ORANGE - Fyrestone, as soon as you unlock first ammo/weapon vendor -ORANGE+ - Outside Arena of Slaying(Rust Commons West) Waypoints/quests ==================================================== For scavenger and other "collect multiple crap" missions the waypoint WILL NOT lead you to the exact position of items. Just the general vicinity. All items will be in the nearby area and are shiny green. They also show up as loot on your compass if you are close enough. Lilith ==================================================== Im not gonna break down each character and their skill tree's it doesnt belong in this thread. However I do want to mention something about Lilith because I DO find it necessary to point out. Lilith's description just said she likes inflicting elemental damage but it doesnt list any weapons(because all of them can be elemental). BUT one branch of her Class Mods is devoted to increasing the damage of SMG's. By no means is it necessary that you use SMG's on Lilith(I didn't) but I do wish I had known about it ahead of time so I could have atleast thought about it. Difficulty ==================================================== Your level is the biggest factor in the game. If you are lower level than an enemy you do less damage and take more damage. If you are stronger than an enemy you do more damage and take less damage. Thats it. Missions are rated a difficulty by your current level. If something is a couple of levels above you then it will be tough, couple levels below you is trivial. If your at just the right level the difficulty is normal. If you are getting your ass handed to you in a quest just go somewhere else and grind on random stuff or go do other missions to level up first. If I had to guess though.....the more you push yourself and try to take on stuff thats to hard for you the better the loot will be...but it could be just as likely that loot is hardwired into the level of the bad guys and area and stuff and your level is irrelevant. Controls ==================================================== I guess this is purely personal preference but I will promote mine! I think the best controls in this game(although slightly off) is "NUKED". This is almost identicaly to Gears of War style but the grenade button is replaced by the ability button and to jump you have to press Y button(I don't think GoW had jumping but usually its the A button....maybe im thinking of halo....maybe its a combination lol). New Game+ ==================================================== Once you have beaten the game you get put back into the game after the credits. To access your new game+ you have to exit and then start up a game like normal. On the character select screen you can also choose which playthrough you want to play in. In Playthrough 2 bad guys start out at around level 30-34+. You find better loot because the monsters are tougher. You can find higher level EA's. Claptraps only RANDOMLY give you Backpack SDU(see above). But essentially you go back through all the missions. Once you finish a second playthrough there is no third playthrough to select. HOWEVER. After you exit and re-enter the game all the monsters will now be level 48-51. Again you can find better loot and higher level EA's. Since you are still sort of in playthrough 2 you no longer have to do missions and you are free to warp wherever you want. All of the bosses in the game should be there except for the final boss who you wont get to fight again. The most important thing to know is that you can't attempt to save any more claptraps. So unless you cheat and grab the Backpack SDU from Playthrough 2 you will have lost your chance forever at them. Leveling up two guys at once ==================================================== First of all you can't level up two guys for the same gamer profile. Second this should only be attempted if you have WIRED controllers as an unwired controller will constantly want to turn off every 15 minutes. But if you don't mind switching or want to level up a friend then read on. Just goto main menu of the game and sign in with both profiles. Then choose splitscreen. Pick the first players characters first. Then the second player. Then treat it like a single player game. You will only have half the screen but you will be leveling up two people. Now here are some rules to remember -You both get equal xp no matter how far apart(A difference in levels can make it look like one person is getting less but its just that one person leveled and is now getting less XP) -You only share money if you are close(quest $$ is always shared) -You will level faster than your second character, but its only because you are completeing challenges that grant XP that is NOT shared(no matter the distance). -You will not be able to compete in the Arena of Death/Arena of Slaying(unless your super high level and psycho) -You will face TOUGHER monsters(more health/deadlier) and more of them(yay?), and have a better shot at good loot -Your second character will get weapon proficiency levels in whatever weapon he is HOLDING Now if this is realy for co-op you should always use the same pair of characters so they complete all the same quests. You can drag a low level character around with your higher level main though. Im not sure what that does to XP. I tried that out a little and I didnt see a HUGE bonus amount of xp flowing to the second character and they had a huge level difference between them. The reason you can't do arena's is because both people need to enter the arena to activate it. And if one person dies then the opponents disappear. It would be possable to do them if you are way over leveled though so stuff can't hurt you. TROUBLE AREA'S: Theres two spots in the game where you will have trouble if your playing splitscreen alone. To fight the boss at Salt Flats you gotta take an elevator up to him but it will only work with both players on board. After you get to the top the entrance isnt safe either. If you fast you can move the second guy to safety and then jump back on your main. The second area is the very last boss battle of the game. Again the entrance isnt safe. There are places you can put the second player to keep him safe. Just be ready to heal them if need be. VERY IMPORTANT TIP!!!!: Max out the second players ammo supply's ASAP. A persons ammo count affects what type of ammo drops. I just started playing and I was finding NOTHING but revolver and repeater ammo. I thought the game was glitched. Then it dawned on me that maybe the second player was low. So I checked and sure enough he was low. I ran over to a vendor and maxed out his ammo and poof I started finding normal ratio's of ammo lol. DONT FORGET!!!! lol. ADVANCED TIP!! Why not use the above tip and take advantage of it for unlimited ammo?? If you are playing splitscreen solo and you only use one gun type who needs to find all that other crap ammo?? Hand off your favorite weapon class to the second unused character and have him empty all of his ammo and then give the gun back. Now you will find nothing BUT that type of ammo and lots of it because the game thinks your empty!! Now you have unlimited ammo without using a class mod!! Some other tips that don't belong anywhere else.. ==================================================== -If you are a sniper and you drive a runner your gun may not stabilize/level once you get out until you switch weapons -At New Haven, Marcus(the bus driver/weapon vendor guy) will have quests available after complete the mission to restore power to New Haven -At New Haven, As soon as Krom's Canyon gets brought up as a mission start checking across the street from the weapon vending machine in fron't of Marcus's. A new one randomly appears there with better stuff(where the garage door is). I don't know what controls it.by: _AbBaNdOn
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