OK, so I'm dumb, so please un-dumb me. I can't honestly tell the difference between various levels of zoom. A 1.0x zoom looks exactly the same to me as a 3.4x zoom.
Am I missing something? When I hold down the L2 button to look down the sights, is there a way to zoom farther depending on the weapon? Because, if so, I think I'll suddenly like using sniper rifles.
I can definitely tell the difference between zooms and as far as I know there's no way to zoom in more.
The difference is pretty small really, but if you compare the two against an object in the distance, you can definately tell.
Man what? Two of my favourite guns right now are shotguns.
One's a Hunting Shotgun with a 4.0x zoom, doing something like 80x14 damage. Coupled with a 13-round drum mag it lets me pretty much spot a Badass from across the map, zoom in and keep stunning him with Crit headshots as I close the distance.
And if he's not dead by the time I get to point-blank, I pull out the two-shot 128x12 monster that fucks people up like whoa and reloads in a blink.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
I think for me, the lack of a story is the difference between "Game of the Year" and "Game that's worth the $50 I spent on it".
I like the game, I enjoy the quests, I love shooting stuff. But I also would have liked to have the story play out a bit more. Obviously the ending needed more, and the whole individual character backgrounds they had seemed to completely disappear.
This stuff isn't necessary for me to enjoy the game, but if they had been present I think they would have only added to how good the game was.
It's an old design issue for loot-games and they should've seen it coming. Lowbie levels are often dangerous when you don't have much health or decent weapons, so you tend to tone down the extent you randomise, to prevent bad luck on the player's part being exacerbated by dangerous enemies.
I think this is a really good point, although toning down randomization early on is only one solution. I think Gearbox actually handled the lowbie danger really well a different way: by making folks a little bit overlevelled if they do all the sidequests.
On the issue of story, it would have been nice to have a better story. The setting and characterizations are fuckawesome, and some of the 'plots' driving the sidequests are fun and often very funny. But "story" on balance is definitely not a strength of the game. I certainly understand the folks who wanted a better story. Having the ending be so much worse than what story there was in the game only adds insult to injury in that regard.
If there is a sequel, and I hope to god there is, maybe they'll have some bandwidth to devote more time to the story. Since you can only work on so many things in one project, though, if you gave me a choice in "Borderlands 2: Scooter's Momma Strikes Back" between improved story vs. something like procedurally generated levels, well, that wouldn't be much of a contest. Bioware is still making games, so if I need a good story and consistent, believable world I know where to go.
I think for me, the lack of a story is the difference between "Game of the Year" and "Game that's worth the $50 I spent on it".
I like the game, I enjoy the quests, I love shooting stuff. But I also would have liked to have the story play out a bit more. Obviously the ending needed more, and the whole individual character backgrounds they had seemed to completely disappear.
This stuff isn't necessary for me to enjoy the game, but if they had been present I think they would have only added to how good the game was.
Playing Dragon Age, even though it's a very different game, really drives the point home for me. They go out of their way constantly to involve you in the story, even in their little side-quests. Borderlands would play mostly the same if there was no text and no one spoke to you.
It's a game that I'm glad I spent $50 on, but I do wish the team had spent longer on it. I'm hoping it made enough to warrant a sequel of some sort, and that in this sequel everything improves.
Edit: Oh, yeah. Or a decent procedurally generated neverending wasteland and a character levelling system that had no limit. But I think that's unlikely.
I think for me, the lack of a story is the difference between "Game of the Year" and "Game that's worth the $50 I spent on it".
I like the game, I enjoy the quests, I love shooting stuff. But I also would have liked to have the story play out a bit more. Obviously the ending needed more, and the whole individual character backgrounds they had seemed to completely disappear.
This stuff isn't necessary for me to enjoy the game, but if they had been present I think they would have only added to how good the game was.
They never hyped up the story because that isn't what they wanted to focus on. They always stated from the get go that the story was there to just get you through game and to more interesting weapons. It was nice to have a game that I could sit down and play without too much thinking but still have a load of fun. Usually that type of a game is a call of duty 4 where I have to listen to idiots in multiplayer. I'm playing Dragon Age for the story and Borderlands for the "wow, that midgets upper torso just popped thanks to my revolver"
Honestly, they made the right choice. Giant open world loot game with excellent gameplay. More than a bare minimum of story would have just been ignored.
It would help make the opening few hours feel a bit more compelling. I was mostly okay being pulled along by the need for greater loot, I'm someone who enjoyed Too Human, but my girlfriend was clearly lacking a lot of interest until we started picking up some badass weapons, and things died when we shot them. Having to empty whole clips into skags and regular dudes just to kill them for a few hours was not that interesting.
Now I have a revolver that regularly explodes heads, and she has a 'make the bad things go away' shotgun.
Honestly, they made the right choice. Giant open world loot game with excellent gameplay. More than a bare minimum of story would have just been ignored.
It would help make the opening few hours feel a bit more compelling. I was mostly okay being pulled along by the need for greater loot, I'm someone who enjoyed Too Human, but my girlfriend was clearly lacking a lot of interest until we started picking up some badass weapons, and things died when we shot them. Having to empty whole clips into skags and regular dudes just to kill them for a few hours was not that interesting.
Now I have a revolver that regularly explodes heads, and she has a 'make the bad things go all over the goddamn walls and general area' shotgun.
If bits of them don't fly off in at least four different directions on a crit-kill, you need a bigger gun.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
I think for me, the lack of a story is the difference between "Game of the Year" and "Game that's worth the $50 I spent on it".
I like the game, I enjoy the quests, I love shooting stuff. But I also would have liked to have the story play out a bit more. Obviously the ending needed more, and the whole individual character backgrounds they had seemed to completely disappear.
This stuff isn't necessary for me to enjoy the game, but if they had been present I think they would have only added to how good the game was.
They never hyped up the story because that isn't what they wanted to focus on. They always stated from the get go that the story was there to just get you through game and to more interesting weapons. It was nice to have a game that I could sit down and play without too much thinking but still have a load of fun. Usually that type of a game is a call of duty 4 where I have to listen to idiots in multiplayer. I'm playing Dragon Age for the story and Borderlands for the "wow, that midgets upper torso just popped thanks to my revolver"
Ditto. But I wouldn't mind it if all the things in the game were actually good, rather than just a decent prop for the shooting. It's not as though it's unprecedented to have careful attention paid to the whole game rather than just the main attraction.
Fuck, just having a couple of not actually necessary options to speak to certain people would kind of be fun, they could use it as an opportunity to explain their incredibly troubled menu.
Honestly, they made the right choice. Giant open world loot game with excellent gameplay. More than a bare minimum of story would have just been ignored.
It would help make the opening few hours feel a bit more compelling. I was mostly okay being pulled along by the need for greater loot, I'm someone who enjoyed Too Human, but my girlfriend was clearly lacking a lot of interest until we started picking up some badass weapons, and things died when we shot them. Having to empty whole clips into skags and regular dudes just to kill them for a few hours was not that interesting.
Now I have a revolver that regularly explodes heads, and she has a 'make the bad things go all over the goddamn walls and general area' shotgun.
If bits of them don't fly off in at least four different directions on a crit-kill, you need a bigger gun.
Thats why I like when the 2 or 3 chunks fly straight up into the air high enough so i have time to sprint under them and bathe in the chunky shower.
I think for me, the lack of a story is the difference between "Game of the Year" and "Game that's worth the $50 I spent on it".
I like the game, I enjoy the quests, I love shooting stuff. But I also would have liked to have the story play out a bit more. Obviously the ending needed more, and the whole individual character backgrounds they had seemed to completely disappear.
This stuff isn't necessary for me to enjoy the game, but if they had been present I think they would have only added to how good the game was.
They never hyped up the story because that isn't what they wanted to focus on. They always stated from the get go that the story was there to just get you through game and to more interesting weapons. It was nice to have a game that I could sit down and play without too much thinking but still have a load of fun. Usually that type of a game is a call of duty 4 where I have to listen to idiots in multiplayer. I'm playing Dragon Age for the story and Borderlands for the "wow, that midgets upper torso just popped thanks to my revolver"
Ditto. But I wouldn't mind it if all the things in the game were actually good, rather than just a decent prop for the shooting. It's not as though it's unprecedented to have careful attention paid to the whole game rather than just the main attraction.
Fuck, just having a couple of not actually necessary options to speak to certain people would kind of be fun, they could use it as an opportunity to explain their incredibly troubled menu.
The menu really isn't that horrible, and the president of gearbox plainly state he didn't want to read quest text or have multiple dialog options, so I doubt that will ever be present. Honestly, listening to scooter talk about momma parts is more than enough story for me at this point haha.
If the menu was a person, it would be John Wayne Gacy and it would be eating you.
Edit: Though in single player it's a little less horrendous. Split-screen was basically implemented by a couple of typewriter monkeys at the last minute, though.
Honestly, they made the right choice. Giant open world loot game with excellent gameplay. More than a bare minimum of story would have just been ignored.
It would help make the opening few hours feel a bit more compelling. I was mostly okay being pulled along by the need for greater loot, I'm someone who enjoyed Too Human, but my girlfriend was clearly lacking a lot of interest until we started picking up some badass weapons, and things died when we shot them. Having to empty whole clips into skags and regular dudes just to kill them for a few hours was not that interesting.
Now I have a revolver that regularly explodes heads, and she has a 'make the bad things go all over the goddamn walls and general area' shotgun.
If bits of them don't fly off in at least four different directions on a crit-kill, you need a bigger gun.
Very true, although after struggling against some fire and alpha skags and anything that wasn't an equal or lower-level to us, it was a revelation to find a set of guns that demolish anything put before them.
Need advice re: heavily armored enemies at low level.
I'm a L15 Siren, and things like the Alpha Skags in Crystal Cave completely own me due to the fact that they're so heavily armored and have lots of HP. I've not seen a corrosive weapon yet - not sure if they start at L20 or i've simply been unlucky.
Be that as it may, is corrosive the answer? What can I do until then?
It really does seem that some characters have a way easier time in the beginning game than others. I found things very rough going with my Roland at first, while they were very easy with my Mordecai.
However, now in the game post Krom, my Mordecai feels very, very squishy. Even with a decent shield he goes down so damn fast when a bunch of enemies are involved. I'm not sure I'll really enjoy playthrough #2 as him for that reason.
Finished the game last night (first playthrough) at the end I ended up with 3 pearl repeaters all with the "Fat Tony says Hi" red text. only one is really that good, 113 damage, 64 clip, super fast firing speed, no recoil and makes a cool sound too when you dust off some rounds.
Need advice re: heavily armored enemies at low level.
I'm a L15 Siren, and things like the Alpha Skags in Crystal Cave completely own me due to the fact that they're so heavily armored and have lots of HP. I've not seen a corrosive weapon yet - not sure if they start at L20 or i've simply been unlucky.
Be that as it may, is corrosive the answer? What can I do until then?
I had this problem at the start with roland. Basically, don't shoot the armored part. Try to get around to the side and shoot them in the hindquarters. I found it too difficult to try to get the crits in the mouths on the skag, so went for full damage on the side instead. If you can use a high damage weapon like a shotty, it works pretty well. I killed skagzilla solo with him 2 levels above me and only a few hits on me this way.
The AOE stomp ones are a bit harder, but if you circle strafe religiously the spit shouldn't hit you most of the time.
Need advice re: heavily armored enemies at low level.
I'm a L15 Siren, and things like the Alpha Skags in Crystal Cave completely own me due to the fact that they're so heavily armored and have lots of HP. I've not seen a corrosive weapon yet - not sure if they start at L20 or i've simply been unlucky.
Be that as it may, is corrosive the answer? What can I do until then?
Fire rounds and don't aim at the head.
Alternatively, when they open their mouth shoot them in it. It'll hit for critical damage always.
Need advice re: heavily armored enemies at low level.
I'm a L15 Siren, and things like the Alpha Skags in Crystal Cave completely own me due to the fact that they're so heavily armored and have lots of HP. I've not seen a corrosive weapon yet - not sure if they start at L20 or i've simply been unlucky.
Be that as it may, is corrosive the answer? What can I do until then?
Fire rounds and don't aim at the head.
Alternatively, when they open their mouth shoot them in it. It'll hit for critical damage always.
Fire burns skags good. Try to use a weapon with high ROF (repeater/SMG/combat rifle) and/or as high a fire multiplier as possible. x4 Fire is ideal, of course, but you'll notice improvement of even x2 over x1.
How are you specced? I ran controller the first time, and having daze on my phaseblast at that level helped for getting away when skags were violating my personal space.
Also grenades. Not sticky, though. They'll just run those back into your lap.
Need advice re: heavily armored enemies at low level.
I'm a L15 Siren, and things like the Alpha Skags in Crystal Cave completely own me due to the fact that they're so heavily armored and have lots of HP. I've not seen a corrosive weapon yet - not sure if they start at L20 or i've simply been unlucky.
Be that as it may, is corrosive the answer? What can I do until then?
Fire rounds and don't aim at the head.
Alternatively, when they open their mouth shoot them in it. It'll hit for critical damage always.
Fire burns skags good. Try to use a weapon with high ROF (repeater/SMG/combat rifle) and/or as high a fire multiplier as possible. x4 Fire is ideal, of course, but you'll notice improvement of even x2 over x1.
How are you specced? I ran controller the first time, and having daze on my phaseblast at that level helped for getting away when skags were violating my personal space.
Also grenades. Not sticky, though. They'll just run those back into your lap.
Also, if it's mouth isn't open, shoot it in the ass. You do full damage that way.
And in my opnion this game has more story than Diablo II, and was anyone complaining about the story in Diablo II? (What was the story again... uh... There are 3 bad guy demons... Go kill them?)
People should also keep in mind that some of that nostalgia likely stems from the Diablo 1 and 2 manuals being absoultely fan-fucking-tastic. Combined with what little you got in the game, it was a vastly more compelling and well established story.
Aside from Collector's Edition promos, most companies don't really seem to do that sort of thing quite so often anymore. The Mechwarrior 2 manual was awesome, particularly for the little game/history tidbits. Deus Ex had those awesome conspiracy theory sheets that tied into the game, and really old school stuff like the Space Quest boxes had some badass little bits as well, as I recall. Basically the manual used to be a bigger part of the game, whereas these days I'm happy if it gives me a bare bones list of guns and a keyboard shortcut layout.
Now, to be fair, some companies do still go out of their way, and I'm sure following this post will be several choice examples of those who've gone above and beyond the call of duty (beyond said collector's editions).
For me, I think part of it is the move to digital downloads. While I appreciate no longer having piles of boxes and extra waste from your average game now that I buy most of mine of Steam, I do lament potentially missing some of the effort that might go into said manuals. To be fair, I believe Steam even lets you view the manuals for some (all?) of your games, but even then it's just not the same. While I'd spend half an hour pouring over Diablo manuals for little tidbits, I'm rarely inclined to spend half an hour reading through a pdf.
Anyway, while I wouldn't complain about getting more story on the world and characters, I too liked what I've seen so far. I really enjoy the audio logs strewn about, and the little action setpieces are engrossing. Like last night, I had my first really nasty encounter with Ants.
I was just wandering through a canyon, minding my own business, when a bunch of ants popped up. No big deal, I've been wrecking them for some time now. Then more spawn. This time with a badass, but it was named something. So I wreck it too, but this one takes quite a bit of punishment.
Then another wave spawns, this one including a Queen.
O.O
And nothing fucking hurts her. She's shrugging off my corrosive SMG like it's a stiff breeze. I whip out the triple shot firing blue electric rocket launcher (yeah, I know it's meant for anti-shield enemies) and blast her nearly point blank with all 3 rounds.
20's pop up for damage.
>.<
~110 damage revolver? Let's go!
Finally that with some grenades manage to Hit Her Weak Spot For Massive Damage, and I am victorious.
And then a King spawns with another wave.
Fuck. Me.
NOTHING hurts this guy. All three weapons are barely effective and he and his friends are advancing in a slow, menacing fashion.
In desperation, I swap to my weapon of last resort, my sniper rifle. Not much of a rate of fire and not quite the close quarters option I usually rely on, but damn, this thing packs quite the punch against said ants. A few shots daze him, then spin him, and a couple crits later it's all over.
That one extended fight was probably worth the price of admission alone.
Good times.
TL:DR; Forar comments on how some older video game manuals were awesome, and presented/enhanced the story in ways rarely seen anymore (by him, at least), and then regales readers with epic tales of ant vanquishing conquest.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
It really does seem that some characters have a way easier time in the beginning game than others. I found things very rough going with my Roland at first, while they were very easy with my Mordecai.
However, now in the game post Krom, my Mordecai feels very, very squishy. Even with a decent shield he goes down so damn fast when a bunch of enemies are involved. I'm not sure I'll really enjoy playthrough #2 as him for that reason.
Really? My Mordecai feels like a goddamn god who cannot die, try putting some points into skills that let you get health back like Out for Blood or Riotous Remedy, also try using one of the Survivor class mods, they usually put points into Riotous Remedy if you don't want to, plus they have health regen (mine has +6 which is pretty sweet). All that plus a really good shield and I don't even worry about using cover most of the time, I run in and shoot them in the face point blank with my revolver then melee the shit out of them (it has a huge blade on it).
Not sure if this has been talked about before, but I'm curious about the "desert" guns. They seem to be worth more than a lot of other guns, regardless of rarity, despite the stats looking fairly mediocre, or at least not much better than similarly leveled guns.
Is there something about the desert guns that I'm not seeing?
Desert guns seem to wind up being pretty nice, I think a good number of the combat rifles I've used wound up being Deserts. Just a nice balance of firepower, accuracy, and rate of fire.
I think my main SMG is a Desert, or was. It was a 28-shot one with a 3x scope and pretty solid damage at the time. I'm on an 18-shot one with a slower ROF but massive damage. It's like a baby sniper rifle.
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
Sometimes spiderants spawn in waaay larger numbers than they should. Sometimes you have to kill at least 50 of them for them to stop spawning in that one spot, and then do it again 50 feet down the road.
Neva on
SC2 Beta: Neva.ling
"Everyone who is capable of logical thought should be able to see why you shouldn't sell lifetime subscriptions to an MMO. Cell phone companies and drug dealers don't offer lifetime subscriptions either, guess why?" - Mugaaz
Sometimes spiderants spawn in waaay larger numbers than they should. Sometimes you have to kill at least 50 of them for them to stop spawning in that one spot, and then do it again 50 feet down the road.
But the giant orgy of loot that is left over after is great.
johnlao on
0
HalfmexI mock your value systemYou also appear foolish in the eyes of othersRegistered Userregular
edited November 2009
Here in my car
I run down spiderants
Because they annoy me
So I squash those things
In cars
Sometimes spiderants spawn in waaay larger numbers than they should. Sometimes you have to kill at least 50 of them for them to stop spawning in that one spot, and then do it again 50 feet down the road.
I wish that would happen, I want to get that chain-kill achievement, and those fuckers are a great way to do it.
Forward
Reverse
Forward
Reverse
repeat until Achievement Unlocked
PeregrineFalcon on
Looking for a DX:HR OnLive code for my kid brother.
Can trade TF2 items or whatever else you're interested in. PM me.
more story would have just got in the way of multiplayer. you get some funny logs in those quests, athats enough. if the ending had like 30% less offensively retarded i would have been fine with the story. im still fine with the amount of story in the game you know.
Erin The RedThe Name's Erin! Woman, Podcaster, Dungeon Master, IT nerd, Parent, Trans. AMABaton Rouge, LARegistered Userregular
edited November 2009
Just finished the game the other night. I've been playing co-op the entire time with my girlfriend. Great fun.
She was the sniper, and I was the soldier. By the end, we were so retardedly overpowered it was humorous.
She had a class mod for +8 team health regen, and I had one for +13 ammo regen. We never died, really. That, and the fact that I had +48% magazine size, a 95damage fire machine gun with almost 150 rounds in it, and +50% firing rate after killing something with an AoE heal spell for 10 seconds after a kill made me a walking death machine. I love this game.
i still don't know of any story in Diablo II. you go through some maps, get some things, then there's some boss at the end.
Clearly you didn't read the manuals.
:P
But seriously, I agree that addictive gameplay may or may not be void of story. Having a story AND addictive gameplay is solid gold, but many games sacrifice one for the other in some fashion, and I suppose here we've just got all the gameplay many of us could want, but without the story some would enjoy.
I can understand people wanting that story, and wouldn't mind it being available, but I won't lament the lack thereof too heavily.
There's shit to shoot, and it ain't gonna shoot itself.
Forar on
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
So, this game is fun. Not sure what I was expecting from it, but I'm happy with what it is.
I just had an awesome half hour, got pretty much all my weapons replaced, except for this awesome purple smg I've had for 15 levels that fires 4 bullets at a time and has a large clip, resulting in good times and enemies covered in little numbers.
Anyway, question: Does a punch focused Brick play significantly different from the other characters? Or is it basically the same, with an occasional use of a short time special ability?
i wish the difficulty scaled more, especially on the back half of the first playthrough. presumably the second playthrough will remain tough throughout. but yea nothing even trivially challenged my team through the second half of the first playthrough (except the final mission of the circle of slaughter questline).
Posts
The difference is pretty small really, but if you compare the two against an object in the distance, you can definately tell.
Level 30. Although it was listed as trivial for me at that point.
One's a Hunting Shotgun with a 4.0x zoom, doing something like 80x14 damage. Coupled with a 13-round drum mag it lets me pretty much spot a Badass from across the map, zoom in and keep stunning him with Crit headshots as I close the distance.
And if he's not dead by the time I get to point-blank, I pull out the two-shot 128x12 monster that fucks people up like whoa and reloads in a blink.
Can trade TF2 items or whatever else you're interested in. PM me.
It was like
Aiming at someone's head.
*BAM BAM BAM*
There's the sky.
I like the game, I enjoy the quests, I love shooting stuff. But I also would have liked to have the story play out a bit more. Obviously the ending needed more, and the whole individual character backgrounds they had seemed to completely disappear.
This stuff isn't necessary for me to enjoy the game, but if they had been present I think they would have only added to how good the game was.
I think this is a really good point, although toning down randomization early on is only one solution. I think Gearbox actually handled the lowbie danger really well a different way: by making folks a little bit overlevelled if they do all the sidequests.
On the issue of story, it would have been nice to have a better story. The setting and characterizations are fuckawesome, and some of the 'plots' driving the sidequests are fun and often very funny. But "story" on balance is definitely not a strength of the game. I certainly understand the folks who wanted a better story. Having the ending be so much worse than what story there was in the game only adds insult to injury in that regard.
If there is a sequel, and I hope to god there is, maybe they'll have some bandwidth to devote more time to the story. Since you can only work on so many things in one project, though, if you gave me a choice in "Borderlands 2: Scooter's Momma Strikes Back" between improved story vs. something like procedurally generated levels, well, that wouldn't be much of a contest. Bioware is still making games, so if I need a good story and consistent, believable world I know where to go.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
It's a game that I'm glad I spent $50 on, but I do wish the team had spent longer on it. I'm hoping it made enough to warrant a sequel of some sort, and that in this sequel everything improves.
Edit: Oh, yeah. Or a decent procedurally generated neverending wasteland and a character levelling system that had no limit. But I think that's unlikely.
They never hyped up the story because that isn't what they wanted to focus on. They always stated from the get go that the story was there to just get you through game and to more interesting weapons. It was nice to have a game that I could sit down and play without too much thinking but still have a load of fun. Usually that type of a game is a call of duty 4 where I have to listen to idiots in multiplayer. I'm playing Dragon Age for the story and Borderlands for the "wow, that midgets upper torso just popped thanks to my revolver"
It would help make the opening few hours feel a bit more compelling. I was mostly okay being pulled along by the need for greater loot, I'm someone who enjoyed Too Human, but my girlfriend was clearly lacking a lot of interest until we started picking up some badass weapons, and things died when we shot them. Having to empty whole clips into skags and regular dudes just to kill them for a few hours was not that interesting.
Now I have a revolver that regularly explodes heads, and she has a 'make the bad things go away' shotgun.
If bits of them don't fly off in at least four different directions on a crit-kill, you need a bigger gun.
Can trade TF2 items or whatever else you're interested in. PM me.
Ditto. But I wouldn't mind it if all the things in the game were actually good, rather than just a decent prop for the shooting. It's not as though it's unprecedented to have careful attention paid to the whole game rather than just the main attraction.
Fuck, just having a couple of not actually necessary options to speak to certain people would kind of be fun, they could use it as an opportunity to explain their incredibly troubled menu.
Thats why I like when the 2 or 3 chunks fly straight up into the air high enough so i have time to sprint under them and bathe in the chunky shower.
The menu really isn't that horrible, and the president of gearbox plainly state he didn't want to read quest text or have multiple dialog options, so I doubt that will ever be present. Honestly, listening to scooter talk about momma parts is more than enough story for me at this point haha.
Edit: Though in single player it's a little less horrendous. Split-screen was basically implemented by a couple of typewriter monkeys at the last minute, though.
Very true, although after struggling against some fire and alpha skags and anything that wasn't an equal or lower-level to us, it was a revelation to find a set of guns that demolish anything put before them.
I'm a L15 Siren, and things like the Alpha Skags in Crystal Cave completely own me due to the fact that they're so heavily armored and have lots of HP. I've not seen a corrosive weapon yet - not sure if they start at L20 or i've simply been unlucky.
Be that as it may, is corrosive the answer? What can I do until then?
However, now in the game post Krom, my Mordecai feels very, very squishy. Even with a decent shield he goes down so damn fast when a bunch of enemies are involved. I'm not sure I'll really enjoy playthrough #2 as him for that reason.
I had this problem at the start with roland. Basically, don't shoot the armored part. Try to get around to the side and shoot them in the hindquarters. I found it too difficult to try to get the crits in the mouths on the skag, so went for full damage on the side instead. If you can use a high damage weapon like a shotty, it works pretty well. I killed skagzilla solo with him 2 levels above me and only a few hits on me this way.
The AOE stomp ones are a bit harder, but if you circle strafe religiously the spit shouldn't hit you most of the time.
Fire rounds and don't aim at the head.
Alternatively, when they open their mouth shoot them in it. It'll hit for critical damage always.
Fire burns skags good. Try to use a weapon with high ROF (repeater/SMG/combat rifle) and/or as high a fire multiplier as possible. x4 Fire is ideal, of course, but you'll notice improvement of even x2 over x1.
How are you specced? I ran controller the first time, and having daze on my phaseblast at that level helped for getting away when skags were violating my personal space.
Also grenades. Not sticky, though. They'll just run those back into your lap.
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Such as... say Bruisers. :-) Volcano sniper is SOOO fun against them.
Also, if it's mouth isn't open, shoot it in the ass. You do full damage that way.
People should also keep in mind that some of that nostalgia likely stems from the Diablo 1 and 2 manuals being absoultely fan-fucking-tastic. Combined with what little you got in the game, it was a vastly more compelling and well established story.
Aside from Collector's Edition promos, most companies don't really seem to do that sort of thing quite so often anymore. The Mechwarrior 2 manual was awesome, particularly for the little game/history tidbits. Deus Ex had those awesome conspiracy theory sheets that tied into the game, and really old school stuff like the Space Quest boxes had some badass little bits as well, as I recall. Basically the manual used to be a bigger part of the game, whereas these days I'm happy if it gives me a bare bones list of guns and a keyboard shortcut layout.
Now, to be fair, some companies do still go out of their way, and I'm sure following this post will be several choice examples of those who've gone above and beyond the call of duty (beyond said collector's editions).
For me, I think part of it is the move to digital downloads. While I appreciate no longer having piles of boxes and extra waste from your average game now that I buy most of mine of Steam, I do lament potentially missing some of the effort that might go into said manuals. To be fair, I believe Steam even lets you view the manuals for some (all?) of your games, but even then it's just not the same. While I'd spend half an hour pouring over Diablo manuals for little tidbits, I'm rarely inclined to spend half an hour reading through a pdf.
Anyway, while I wouldn't complain about getting more story on the world and characters, I too liked what I've seen so far. I really enjoy the audio logs strewn about, and the little action setpieces are engrossing. Like last night, I had my first really nasty encounter with Ants.
I was just wandering through a canyon, minding my own business, when a bunch of ants popped up. No big deal, I've been wrecking them for some time now. Then more spawn. This time with a badass, but it was named something. So I wreck it too, but this one takes quite a bit of punishment.
Then another wave spawns, this one including a Queen.
O.O
And nothing fucking hurts her. She's shrugging off my corrosive SMG like it's a stiff breeze. I whip out the triple shot firing blue electric rocket launcher (yeah, I know it's meant for anti-shield enemies) and blast her nearly point blank with all 3 rounds.
20's pop up for damage.
>.<
~110 damage revolver? Let's go!
Finally that with some grenades manage to Hit Her Weak Spot For Massive Damage, and I am victorious.
And then a King spawns with another wave.
Fuck. Me.
NOTHING hurts this guy. All three weapons are barely effective and he and his friends are advancing in a slow, menacing fashion.
In desperation, I swap to my weapon of last resort, my sniper rifle. Not much of a rate of fire and not quite the close quarters option I usually rely on, but damn, this thing packs quite the punch against said ants. A few shots daze him, then spin him, and a couple crits later it's all over.
That one extended fight was probably worth the price of admission alone.
Good times.
TL:DR; Forar comments on how some older video game manuals were awesome, and presented/enhanced the story in ways rarely seen anymore (by him, at least), and then regales readers with epic tales of ant vanquishing conquest.
Really? My Mordecai feels like a goddamn god who cannot die, try putting some points into skills that let you get health back like Out for Blood or Riotous Remedy, also try using one of the Survivor class mods, they usually put points into Riotous Remedy if you don't want to, plus they have health regen (mine has +6 which is pretty sweet). All that plus a really good shield and I don't even worry about using cover most of the time, I run in and shoot them in the face point blank with my revolver then melee the shit out of them (it has a huge blade on it).
Is there something about the desert guns that I'm not seeing?
Can trade TF2 items or whatever else you're interested in. PM me.
"Everyone who is capable of logical thought should be able to see why you shouldn't sell lifetime subscriptions to an MMO. Cell phone companies and drug dealers don't offer lifetime subscriptions either, guess why?" - Mugaaz
But the giant orgy of loot that is left over after is great.
I run down spiderants
Because they annoy me
So I squash those things
In cars
I wish that would happen, I want to get that chain-kill achievement, and those fuckers are a great way to do it.
Forward
Reverse
Forward
Reverse
repeat until Achievement Unlocked
Can trade TF2 items or whatever else you're interested in. PM me.
She was the sniper, and I was the soldier. By the end, we were so retardedly overpowered it was humorous.
She had a class mod for +8 team health regen, and I had one for +13 ammo regen. We never died, really. That, and the fact that I had +48% magazine size, a 95damage fire machine gun with almost 150 rounds in it, and +50% firing rate after killing something with an AoE heal spell for 10 seconds after a kill made me a walking death machine. I love this game.
Clearly you didn't read the manuals.
:P
But seriously, I agree that addictive gameplay may or may not be void of story. Having a story AND addictive gameplay is solid gold, but many games sacrifice one for the other in some fashion, and I suppose here we've just got all the gameplay many of us could want, but without the story some would enjoy.
I can understand people wanting that story, and wouldn't mind it being available, but I won't lament the lack thereof too heavily.
There's shit to shoot, and it ain't gonna shoot itself.
I just had an awesome half hour, got pretty much all my weapons replaced, except for this awesome purple smg I've had for 15 levels that fires 4 bullets at a time and has a large clip, resulting in good times and enemies covered in little numbers.
Anyway, question: Does a punch focused Brick play significantly different from the other characters? Or is it basically the same, with an occasional use of a short time special ability?