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Borderlands from Gearbox


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How does co-op work? Surely the difficulty gets completely dicked over if there's any variation in the players' levels, or, if the difficulty scales so that the party as a whole can cope with it, then the lower-level players just run about being nigh-on ineffectual and drawing fire 1/4 of the time while the higher level player is the only one doing anything useful. And what are the chances that you'll have 3 friends who happen to be on the same level as you, and will continue to be for repeated play sessions?

Same as PSO in that respect: you either make chars for co-op and use them mainly online, or you play offline and catch each other up online: a lower level character isn't as useful as if they were higher level, but grabs a shedload of points for kills towards which they contribute, so they level really quickly. It works quite well, just as it did in PSO.

In any case, I've enjoyed the extra difficulty on those rare occasions I've played co-op with lower level people, as it's not a particularly difficult game at the hardest of times. Obviously, that looks likely to change in the new DLC and it's suggested that people will actually have to plan decent teams in order to succeed - which shouldn't be too difficult, as most people have a level 50-ish character now. The fact that they've had to build this into DLC in order to satisfy people who want a challenge tells you all you need to know about how easy it is using casual, mixed experience parties in normal co-op gameplay.

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I might boot this up tomorrow night for the online game if moosey's on, or anyone else in my deliberately anaemic friends list. I quite fancy spraying some molten lead machine pistol death across the craniums of a bunch of mutant dwarves.

Or we could just play co-op if the PvP doesn't appeal. Ho. Ho.

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I am playing with a friend on this, and really think I chose the wrong character. A siren was quite handy at first as the phase could get me out of scrapes when I was low on health, but as we both levelled up and got tougher, while my special ability stayed pretty much the same (apart for giving me some health, and dazing a few enemies), my friends gave him a turret which he could lob and act as a damage spunge and experience gainer. His weapon proficiency in combat weapons has left me pertty much in the dust, as I have no clue what I am supposed to be using. I get that a solider = combat rifle / SMG, hunter = sniper, the other bloke = melee... but a siren is duff at everything. I initially tried to use sniper rifles, but as the sight is all over the place on that, and trying to get a heashot before my friend goes over and kills it is nigh on impossible.

Earlier in this thread, I stated that the Siren was crap... and well, it just is <_<

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Many siren mods include enhancements to SMGs, as I understand it, so they're often the most popular siren weapon. There are also quite a few skills that enhance damage output (and one that helps with sniping specifically). You also have huge bonuses available to elemental weapons should you choose that route - a siren with a Hellfire SMG and appropriate skills/mod is supposed to put out the highest DPS in the game. I've not heard many complain that the siren isn't very good as an offensive character. But I've only dabbled with mine, admittedly.

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I might boot this up tomorrow night for the online game if moosey's on, or anyone else in my deliberately anaemic friends list. I quite fancy spraying some molten lead machine pistol death across the craniums of a bunch of mutant dwarves.

Or we could just play co-op if the PvP doesn't appeal. Ho. Ho.

I'll hop on for a blast if there's going to be others on. GT: rafrasilecs

I'm happy to join your paltry list.

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I am playing with a friend on this, and really think I chose the wrong character. A siren was quite handy at first as the phase could get me out of scrapes when I was low on health, but as we both levelled up and got tougher, while my special ability stayed pretty much the same (apart for giving me some health, and dazing a few enemies), my friends gave him a turret which he could lob and act as a damage spunge and experience gainer. His weapon proficiency in combat weapons has left me pertty much in the dust, as I have no clue what I am supposed to be using. I get that a solider = combat rifle / SMG, hunter = sniper, the other bloke = melee... but a siren is duff at everything. I initially tried to use sniper rifles, but as the sight is all over the place on that, and trying to get a heashot before my friend goes over and kills it is nigh on impossible.

Earlier in this thread, I stated that the Siren was crap... and well, it just is <_<

I played through as a siren and although there are a couple of bumps in the road where you begin to feel underpowered, a quick rejig of her phasewalk skill will see you through. I thoroughly recommend all the skills based on regaining health and reducing phasewalk cooldown first of all - especially the final skill in that tree which gives you a 25% chance of stunning an enemy with every bullet fired. Essentially every enemy will be walking through molasses considering the great rate of fire of the SMG.

After that, go elemental. Set everything on fire!

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Mad Moxxi's DLC Impressions & Gameplay Clips.

Like Zombie Island, you get to The Underdome by fast-traveling to it. Once there, it's clear this isn't exactly the same as the last Zombie download. It's not a whole new zone filled with quests; instead it's a small room filled with multicolored flashing lights that makes it look like a casino. To one side is a claptrap robot dressed in what appears to be a spray on tuxedo, a top hat and a fake mustache. He's the banker, and through him you can store items from your inventory if you want to save them for later. The build I checked out had upgrades for bank space available as well, so I bought one and bumped up the storage capacity to 21 items.

There's also a quest board in here, which initially has one assignment available called Prove Yourself. It's added to your quest log, and requires that you clear 5 rounds in three coliseums to get a quest reward. What's a coliseum? Well, each coliseum, of which I saw three, functions like Gears of War 2's Horde mode or Halo 3: ODST's Firefight. Each coliseum is separated from the main room by a load screen, and the first one is called Hell-burbia.

Like in Firefight, the action here progresses in waves. A countdown begins soon after you've started, and once it hits zero you're told what type of wave you'll be facing. The first is called a Starter Wave, and it seems each wave will also have associated modifiers to enemy health and shields, which are also displayed before the action starts. After that, enemies spawn in, which for the Starter Wave was just a bunch of easily dispatched bandits and skags. Once a wave is done there's a short break where health and ammunition pickups will rain down from the sky. You'll need to rush around to pick them up because they'll disappear as soon as the next round begins, and these obviously get important in later waves and rounds where you're forced to expend more ammunition to get to the end.

With five waves per round and an initial total of five rounds to reach the end, expect to spend quite a bit of time fighting through enemies even for the first quest, since it requires you to "beat" three coliseums. The challenge, as you might expect, also ramps up with each successive wave. The second is the Gun Wave, (all the enemies have guns), and the third is the Horde Wave where you get assaulted by charging psychos with crude and sharp weaponry. The Badass Wave brings in bigger and more powerful enemies such as bruisers and the occasional badass version, and then finally there's the Boss Wave. This seems to cycle through a number of bosses from the main game who emerge from behind a red curtain after a bit of theatrics, and in two playthroughs of Hell-burbia I fought Bone Head and a handful of bandits and Nine Toes and his armored skags. All the while Moxxie will be calling down comments from above, insulting your talent, likening your performance to her personal obsessions, and at other times offering you praise, which helps lend more of a mood to the whole outing.

The other coliseums, The Angelic Ruins and The Gully, have the same kind of progression but feature some different enemy types, including Crimson Lance soldiers and aliens. Overall the Mad Moxxie download seems to offer a distilled version of the Borderlands experience, but with a few omissions. In an odd move, it seems Gearbox has eliminated loot and experience gain in The Underdome. None of the enemies in the coliseums drop items and killing them awards no experience -- at least during my play session. I still haven't seen all the kinds of rewards you get for completing arenas, but it still felt like a big component of the standard Borderlands experience was missing while playing through.

http://uk.pc.ign.com/articles/105/1055857p1.html

Gameplay Clips

Badass Wave

http://pc.ign.com/dor/objects/55379/border...ve1_121609.html

Horde Wave

http://uk.pc.ign.com/dor/objects/55379/bor...ve1_121609.html

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I did the Lost Caves mission last night. Very atmospheric and a great change to the desert outdoors. It actually looked like those caves received a bump in quality from the outdoor environment, almost as if it was the start of a premium DLC pack that ended up getting bundled with the retail release.

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Finished Borderlands this morning. So much fun :) .

Felt a bit strange at the end. Killed the final 'boss' in about 6 seconds with my 400 damage SMG, then travelled all the way back to turn in the mission, and got a very ordinary "Thanks, here's some cash and EXP" message from the person who gave me the mission. Thought I might get a little more.

I feel that getting the healing shield was where the game lost its challenge for me. After that I was never in any danger of dying.

Still, and amazing game, I hope there is a sequel.

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I'd say that's highly unlikely, seeing as it's sold over 2 million copies and has been described as a "key franchise" for Take Two. What were the sources of the person who made the comment in the podcasts thread?

EDIT: Oh, it was Pachter's pre-release comment about it being up against stiff competition and that it had been "sent to die". Well, not for the first time, the headline "Industry Analyst In Talking Shit Shocker" comes into play. It's done very well for a new IP, I think. More importantly, so do the publishers.

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As much as I've enjoyed my adventures in Pandora, there's one part of the game I always dread; shit bosses. I did what I assume is the 'last boss' last night and jeeeesus it was woeful. Am looking forward to looting and fighting regular enemies on me new game+ though :)

for those who've done it, if I go hand in this quest (after killing that boss) will I just end the game immediately? I'm not too bothered about cleaning up all the side quests, rather do that on the 2nd play :)

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Didn't Take Two say it was the most successful original IP of the year? If it has done two million, I can't think of another that's done better.

And jolly good as well, as it's brilliant.

What's a good level to attempt the zombie DLC? After crying in this thread earlier about it being too hard, I'm now finding it a bit easy. All the missions are Normal or Trivial, I can't remember the last time I fought someone that was a higher level than me.

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As much as I've enjoyed my adventures in Pandora, there's one part of the game I always dread; shit bosses. I did what I assume is the 'last boss' last night and jeeeesus it was woeful. Am looking forward to looting and fighting regular enemies on me new game+ though :)

for those who've done it, if I go hand in this quest (after killing that boss) will I just end the game immediately? I'm not too bothered about cleaning up all the side quests, rather do that on the 2nd play :)

No it doesn't. You only start Playthrough 2 when you quit out and load a saved game.

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I've done quite a bit in New Haven, but Claptrap keeps popping up and saying "Scooter has some new jobs for you in New Haven". Where do you go to access them?

Talk to Scooter, of course. :) (He's immediately to the right after passing through the main entrance of New Haven, near the Catch-a-Ride.)

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No it doesn't. You only start Playthrough 2 when you quit out and load a saved game.

Hang on a sec.. What do you mean?

I've beaten the big last boss, then I have a hand in back outside the vault. I haven't done that hand in yet; I saved and quit after leaving the vault.

Are you saying I'll just magically start playthrough 2 when I next load my save? Cos that'll be cack, if so.

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