Thor. Posted November 4, 2012 Author Share Posted November 4, 2012 Yes but they are all different in specs. Randomly generated Link to comment Share on other sites More sharing options...
Vindekarr Posted November 4, 2012 Share Posted November 4, 2012 (edited) New DLC confirmed. Torgue theme(NOOOOOOOOOOOOOOO!) coming VERY soon, I actually have the achievements for it now unlocked. Expect it sometime in the next few weeks. Thor-got yourself a Nukem eh? I swear, it's the most fun available weapon in the whole game, serious, it launches nukes, NUUUUUUKES! Just stand back a bit, for your own sake, that thing's blast radius is bigger than my home country. Edited November 4, 2012 by Vindekarr Link to comment Share on other sites More sharing options...
Thor. Posted November 4, 2012 Author Share Posted November 4, 2012 The blast radius can take out any loader, but hyperius still is untouchable even with all'em gold weapons, so shiny.http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif Link to comment Share on other sites More sharing options...
Vindekarr Posted November 4, 2012 Share Posted November 4, 2012 (edited) I got a new toy today. Dahl "Veruc" Special ability? glugs down ammo like an SLR Mercedes glugs down gas(This car, for those who don't know, can empty it's gas tank in 17 minutes) Firing the entire mag takes only five trigger pulls, yet it's already become something I instinctively reach for. On paper, the Veruc is an underachiever; no elemental effects, just another Dahl burst firing combat rifle. Blah. But pick one up, and you'll find it has a very nice hidden ability: "field of fire" When fired from scope, the Veruc fires a a shell that splits as it leaves the barrel, firing in a pitfork pattern, there's zero deviation so your pitchfork goes whever you think it will. More useful even than this, with each successive shot in the burst, the "ptichfork" narrows in angle. The first shot fires wide, then the successive shots narrow until the final shot in the burst fires essentialy three bullets at the same spot simultaneously. It takes some getting used to, but once you learn how to use it, it's absolutely superb against groups of weak enemies, which is just mows down like a weedwhacker, which it's center shot has unbelievable accuracy, allowing it to be effective as a mid-range carbine. Ultra-short range and indoor fighting is this gun's forte, as the middle shot's accuracy makes it OK at a distance, but at short range, where the two forkshots can connect as well, it becomes a singularly devestating bullethose. My current target is the aptly named Shredifier, it's a Vladof Minigun, two of my favourite things, but has the unique bonus of an extremely fast spool-up time, in addition to it's freakey fire rate. meaning it's a bullet hose that hoses better than nigh anything alive. Or dead. Mechromancers have a particular affinity for assault rifles and SMGs; her skillsets and classmods are slanted towards use of rapid-fire weapons, and one particular class mod gives an enormous clip size and damage bonus to all ARs, hence me being a major fan of the class, despite it's unpopularity compared to shotguns. Now for something different, this is just a brief guide for newbies to help you get a feel for the category system in game, should help people who are new to borderlands understand the jargin. Brand: Every gun was made by someone, the brand who made it defines it's stats. Bandit guns are patchy and unpredictable, their stats don't follow any real pattern, their bad weapons are god-aweful, but this also means that their gun ones are superb. Bandit guns are the homebrew contraptions made by the very same bandits that you frequently fight. Their strength and weakness is their unpredictability; Bandit guns stats vary a lot more than other brands, and tend to be lower overall. Low-rarity bandit guns are god-aweful, with bad damage and accuracy, while a truly good high rarity bandit weapon is usually a scary thing indeed, with a near limitless magazine, usually a profusion of useful attachments like scopes and grips, and often a demonic fire rate, but still the traditional bandit problem which is low accuracy and raw power. Jacobs guns follow a simple principle: raw firepower at any cost. They're a tad expensive, have tiny magazines, long reloads and armsmashing recoil, but on the flip side, unequalable damage per shot, usually very high accuracy, and they often fire as quickly as you can pull the trigger. Not for everyone, but ideal for snipers and surprise attack, Jacobs brand sniper rifles especialy, and certain shotguns, can blow apart the average weak bandit with a single well placed crit. Jacobs guns NEVER spawn as Elemental or E-TECH, with the unique exceptions of the mission rewards Greed, and The Stinkpot, which are anomalies indeed. Hyperion guns are extremely high tech and feature an unusual system; when you're holding them and not firing, they lose accuracy and their standby sees them with a wild accuracy spread as you would see on a normal weapon that's just fired an entire clip on full auto. As you fire them, the accuracy INCREASES, like recoil in reverse, making them good for fights where mutliple shots are neccesary. Hyperion's arsenal is somewhat patchy, they make amazing Sniper Rifles and Shotguns, but their pistols and SMGs, at low rarities, are almost uncontrollable and hoeplessly inaccurate, however, their Legendary(orange grade) weapons are among the best in the game. Hyperion weapons once they have gotten on target mid burst, exibit high accuracy and very low recoil, especially their large guns, and have strong numbers on all stats. Dahl guns are extremely predictable, and that's their strength. They have average stats mostly, higher than average accuracy and fast reloads being the standouts, but their singular advantage is ultra-low recoil. When aimed down the sights, Dahl guns fire in bursts, and recoil a fraction of what other brands guns do, making them good for nailing a string of critical hits on a large boss, and long-distance combat. Their guns tend to be a bit bland, as is their styling, but they're extremely predictable and won't let you down. Vladof guns are a lot of fun to shoot. They have the highest rate of fire of any brand, usually respectable damage, and tend to have large magazines. They are perfect for close combat, when you want to BURY the opressors under an AVALANCHE OF BURNING LEAD. Inspired by Soviet era hardware, Vladof's entire arsenal is fully automatic, which works surprisingly well, their pistols are especially good, featuring high shot damage, but extreme fire rate, making them great boss-killers. Vladof Sniper-Rifles, and to a lesser extent their entire arsenal, suffer from reduced critical hit damage, however their shear tsunami of bullets makes that a minor irritant. Maliwan guns are sleek, sexy and feature reduced bullet damage, but vastly enhanced elemental effect chance, elemental effect damage, and also get a big bonus to the amount of elemental damage they do per shot(all ele guns do a bonus burst of damage on top pof their bullet damage every shot, regardless of whether they do their effect or not) So in short, like Vladof and Jacobs, Maliwan are all about damage. Maliwan guns have the hard but sculpted lines of a modern German sports car; they look absolutely beautiful at high rarities, their strengths are enormous damage, unequaled elemental effect strength, OK accuracy, and good general stats, their weaknesses are low fire rate, long reload times, and reduced damage against anything twhich resists their damage type. ALL maliwans are elemental in one way or another, and their E-TECH guns are a sight to behold. Torgue guns do not fire bullets, but instead small rocket propelled projectiles called gyrojets. These gyrojects are far slower and less accurate that bullets, but explode on impact, dealing high damage over a small are. In-game, ALL Torgue guns are treated as elemental, with a unqiue Explosive element, though no damage-over-time effect. Explosive damage has no resistance to it; no enemy can laugh it off like a loader per se, shakes off fire, but by the same token it's not effective against a certain type either, IE loaders and acid. Torgue guns are dependable and big on damage, but unpleasent to use due to their long reloads, slow fire rate, poor accuracy and extremely low velocity. Tediore guns are for the everyman. Extremely cheap and extremely simplistic, Tediore guns, when emptied of ammo, are thrown like a grenade, at which point they explode, dealing damage in a small area. Depending on at what amount ofammo was in the gun when you pressed reload, they can sometimes do more damage than a poor-grade rocket launcher by exploding, but you do lose ammo equal to whatever was in the gun. Upon explosion to recieve a fully loaded version of whatever you threw, identicle in every way, in your hand. The whole process takes notably less time than a normal reload, giving Tediore the fastest reload times overall, however, they do suffer several major flaws, and are probably the underdog gun maufacturer: ALL tediore guns suffer reduced damage and accuracy; they're plastic crap, Walmart guns, according to Randy Pitchford(game designer for BL1 and 2) and I generally avoid them as any gun that does more damage as a throwing implement, usually isn't a very good gun. Elemental damage: Ok so there's a few different damage types in borderlands that you can do, hitting an enemy with the type it's vulnerable to does DOUBLE DAMAGE or sometimes even more, hitting an enemy with what it resists, does hardly enemy damage whatsoever. Fire: Red, Double damage against Flesh(anything without an active shield and a RED health bar, knocking out an enemy shield makes them vulnerable to fire but resistant to shock) Does low damage VS active shields, does no damage at all to Loaders. Extremely long elemental effect and very easy to stack up. Shock Blue, unbelievable damage VS shields, absolutely decimates them, does moderately reduced damage VS flesh and all Loaders, and no damage to ION loaders. Absolutely annihilated Stalkers, hyperion Spies/Infiltrators and Assassins/Snipers . Brief, weak elemental effect. Acid: Green, Does zero damage to shields, and low direct damage to flesh, does triple damage vs all Amoured enemies(YELLOW health bars) and makes a mockery of any and all Hyperion loaders. Elemental effect lasts a very long time, and is very powerful, even against flesh. Explosive. Yellow, does above average damage against literally everything; nothing has a direct resistance to it, deals no elemental effect over time, and comes at a cost to accuracy. Only present on Torgue guns and missile launchers. Bullets: White, The benchmark, benchmark damage against anything without Armour, half damage VS armour. Has higher raw damage than any element. Slag: Purple and Black. Does no damage over time, does mildly enhanced damage over regular bullets. An offspill from Edirium mining, this disgusting and insidious mutagen deals none of the traditional damage over time effect upon a successful elemental effect shot, it instead nullfies any existing elemental resistance, and any non-slag damage which hits while a target is slagged does between double and quadruple damage. All resistances/weaknesses reset to normal after the slag wears off, slagged targets turn purple. The tilt effect. When you begin your second playthrough, all elemental strengths and weaknesses are substantially increased. This effects you aswell; be very wary of slag and shock, don't be too woried about corrosive. Fire is only a threat if your shield is down. Remember, all these strengths and weaknesses I've listed above apply to YOU, you've got a major shock weakness to your shield, and your flesh is vulnerable to fire, but any shield you've got has a major fire and corrode resist, bear that in mind and plan your tactics accordingly. Run away from slag, it's disgusting, but also makes you extremely vulnerable to follow-up shots, when slagged, your screen turns purple at the bottom, when you see this, take cover until it fades. Edited November 4, 2012 by Vindekarr Link to comment Share on other sites More sharing options...
Beriallord Posted November 4, 2012 Share Posted November 4, 2012 I've never seen an assault rifle over 9200ish range, that isn't a Jakobs assault cannon, or a Torque, and I've messed around with the save editor and put on part types to maximize damage. The damage numbers aren't random at all, and are directly related to the type of gun, grip and stock type, barrel, and prefix/suffix bonus. The only randomness involves is for the bonuses, and which grip/stock/barrel types it spawns with. Maximum damage for a Vladof E-tech blaster assault rifle is 9250, and that is with the damage prefix, and Jakobs grip + stock (highest damage) and with that the ROF is only 8.3. Link to comment Share on other sites More sharing options...
Vindekarr Posted November 5, 2012 Share Posted November 5, 2012 (edited) Ah, but it's not. Have a look at my wall of text. Gun damage = 8471 + flesh damage bonus from fire = 14,000-ish. The damage number you're quoting is invalid, since any elemental gun also gets a bonus damage number added onto that. A fire damage gun with 100 damage would be able to do say, 140 to an unshielded flesh target. Edited November 5, 2012 by Vindekarr Link to comment Share on other sites More sharing options...
Vindekarr Posted November 5, 2012 Share Posted November 5, 2012 (edited) Tried the second DLC today(pirates) but I don't think I'm going to stick around for anything beyond it. It WAS good, but really, i think I've lost my interest, atleast for now, as it felt like a whole lot of at times really tedious effort, for very little reward. The DLC felt like it was stringing me along, and considering how little reward I got from it, I don't think I enjoy being strung along anymore. If anything, I still preffer the original. Edited November 5, 2012 by Vindekarr Link to comment Share on other sites More sharing options...
Beriallord Posted November 5, 2012 Share Posted November 5, 2012 (edited) The orange Pangolin shield, called the Fabled Tortoise is really beast. (roughly)Blast resistant168k capacity11000 recharge rate3.0 recharge delay-25k health-movement speed So far its the only shield I've seen in this game that truly allows you to be a tank in TVHM. With the blast resist, I can take a full salvo from an RPG loader. And I'm not even specced in any of the tanking tree on my gunzerker. I swap the Bee shield out for this shield, when there are tons of enemies, and I know getting hit a bunch is unavoidable. I just finished up the hyperion dome using this shield and they didn't put me in fight for life a single time, whereas if I used a bee shield getting shot just a couple times would put me there. Edited November 5, 2012 by Beriallord Link to comment Share on other sites More sharing options...
hoofhearted4 Posted November 5, 2012 Share Posted November 5, 2012 i find the shotgun to be the most effective with my Mechro. find one that uses 2-3 bullets with the same size magazine, then everytime you fire you get a stack of anarchy. assume you can kill something with every shot, thats 2 stacks. plus the 30% chance for an additional stack (if you took that ability) then you have a chance for 3 stacks every time you fire the guns. plus the Gun Damage applies to every pellet i believe and you can do some insane damage.....however im only level 26 or something i believe. idr been a few days since ive been on. Link to comment Share on other sites More sharing options...
Vindekarr Posted November 6, 2012 Share Posted November 6, 2012 (edited) I don't play an anarchy build, too unpredictable for my taste. I run a BFF/LBT build, with the majority of points in BFF. The result lacks the super-DPS from anarchy, but it is on the flip side, practical and usable. With an anarchy build, try a Torgue Nukem, when I do run anarchy, it's what I use. Just, try it, you'll love it. Secondly, I can really recomend putting in some serious effort to get to level 50, life really does begin at 50 in B2, you haven't played the game until you're there. Also, if you're on Xbox 360, let me know, I've got a bunch of old gear lying around you can have, Also good is that my problem with Scarlett's DLC got rectified today. Apparently I can go back through and re-access the treasure chamber. Damn fine. :thumbsup: I accidently locked myself out before I could loot it, when the game crashed. Edited November 6, 2012 by Vindekarr Link to comment Share on other sites More sharing options...
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