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Having played Borderlands 1 long before Borderlands 2, I didn't struggle at all, because I was well aware of the game's mechanics.
If I had to pick something it would be the first time I ever played Borderlands 2. I came to the game when DLC was already released, and had progressed pretty far into the game, then fast travelled to "Badass Crater of Badassitude" because I was curious what it was, and finished it before the main story without realising I was doing a side story the whole time.
Yeah, there’s supplies all over, but sometimes it’s just more convenient to use the machines.
I prioritize backpack and bank space early on. Carrying different types of weapons also stretches your ammo supplies.
I prefer to carry various tools for various situations. Sometimes (especially early on) you’ll be fighting a single basic enemy type, but as the game progresses, you’re more likely to be fighting multiple types at once and having different weapons available can be useful.
Do bear in mind, if you’re in single player mode, you can swap gear in the middle of combat.
For example, I like SMGs, so, I usually have a Shock, a Corrosive and a Fire SMG with me.
Note also: Map entrance points. They can’t be used as travel points, but they CAN be used as spawn points.
Not a big fan of Tediore weapons. For each type of weapon I have my preferences.
Snipers: Jacobs, or Maliwan, Hyperion is a distant third, very rarely a Vladof
SMGs: The Bitch if I can get it (which is a Hyperion), Maliwan, Dahl, Bandit on occasion.
ARs: Torgue, pretty much just Torgue.
Revolvers: Torgue
Repeaters: Vladof
Shotguns: Torgue, rarely a Jacobs.
Doesn’t mean I don’t make exceptions for something cool looking, but all the manufacturers have characteristics, and most players develop preferences. Mind you, it also depends a bit on which character you’re playing. Axton can make decent use of Tediore weapons with his grenade bonuses for example. Personally, I tend to prefer Maya, hence my preferences for elemental SMGs (and elemental Snipers).
Been a while since I’ve done that, it’s fun, but it’s a big chunk of experience I feel like I can’t afford to gain in Normal or TVHM. My recollection is that there are 3-5 waves per round, and 5 rounds total. Generally, you’re going to need some way to regain health. So … if you’re not playing Maya, consider transfusion grenades. If you’re playing Axton, Ready, Willing, and Able can help.
Rats can be tougher, yes, but let’s recall a very important quote:
Rats are weak to fire.
Heh … love that map. Make sure you bring some Torgue weapons, I’d suggest a Pistol, a Shotgun and an AR. Fire is extremely useful too. If you’ve got one available, an Adaptive Shield can also help.
As for my “oops” moments …
Trying to start UVHM at 57.
Trying to fight more than one Rabid Stalker at once.
Those $#@&^ Skeletal Mages.
I think that's where I went wrong, as I've never played the first - I was gifted the second after having a brief taster at a mate's place, so I knew up to Blindsided. There were certainly interface quirks I had to adjust to, like equipping weapons rather than comparing them, but once I fathomed out the basics I was kinda hooked.
I managed to get to A Dam Fine Rescue before I discovered the side missions then "paused" my main progress to go back and do the side quests. Glad I did, as I learned a lot more about the game mechanics, as well as aspects of maps I hadn't known about, so have used Southpaw and Bloodshot to farm some stats (I spent half an hour in Southpaw, encouraging a nomad to keep plugging away at my absorb shield until the badass challenge was complete).
I've not taken much interest in the DLCs yet, as I still want to get the main vanilla game complete - I want to exhaust the gameplay first before I look at extending it.
And yes, we played like that all the way to beating terra.
About the ammo - for me it is mostly like Nakos said.
In some situations, specially low-level, buying ammo is just way faster then opening all the small crap just to get 20 shots.
Holding on to item - ah, i do have a few mules that hold some nice low-level items that is regularely use on new characters (mostly elemental unique/legendary for some areas).
*edit even if you friendly fire
In Borderlands 1, launchers were just another weapon type without a defined purpose, so they were underwhelming compared to the other weapons.
Eh, there are some items worth holding on to. The Afterburner Relic is always similar to one another, regardless of its level and class mods above level 50 can be worth holding on to, as by then they can always have max +skill bonus and most of the raw bonuses on the mod do not increase by a lot after that.
1700h+ and I still forget this little factoid...
Don't worry too much about those challenges, B-A-R is overrated anyways. Going after those that reward customizations makes sense, though.
Hehe, yeah, same pretty much. Then again, Axton can be played with tediore reloads as his main dmg source. The more bullets that are left in the magazine, the more dmg the thrown weapon will do and it benefits from grenade dmg bonuses!
First ever playthrough with greens and whites and I was close to tears, as I couldn't get through that damned map fast enough and when I started to encounter respawned enemies, I went for a farming/shopping spree first before tackling that map again.
No, I didn't use any golden keys back then - which was a mistake.
Uhh, don't overlevel too much, as soon as you hit UVHM that can bite you in the backside real hard. The final rewards of the Slaughterdomes are really good, though.
Finks: 3-3-3-4-5 waves and then you get the Hail[borderlands.fandom.com] assault rifle, which is considered amongst the best in its weapon category and is an overall good weapon and a Moxxie weapon to boot. Takes a lot of getting used to, though.
Creatures (Wildlife Preservation): 4-5-4-4-4 and you get the Creamer[borderlands.fandom.com] Like all Moxxie weapons, it has built in healing.
Hyperion: 3-4-5-6-7 and you get the Chère-amie[borderlands.fandom.com] pretty good sniper rifle in its own right and a Moxxie weapon for healing as well.
Not only that, I hate their twitchy movements and their low profile, making it hard to adjust aiming for the head, really hate those guys.
Hint: in addition to their "socks", melee dmg is their real weakness, you can learn this IG if you pick up the echo recordings from the "Perfectly Peaceful" quest given by Hammerlock in Sanctuary.
Thanks for the trip down memory lane :)
Hint: Skip the DLCs until you're in UVHM! Yes, there are some of the best weapons of the game to be had (especially Scalett's DLC, Pimpernel Sniper, Sand Hawk SMG, Jolly Roger Shotgun, all top tier weapons) but you can overlevel easily that way and when you drop into UVHM above level 50 with level 50 items, you won't be happy, as in UVHM the game always scales to your character level - or the highest level player in Multiplayer, so level 80 helping out a fresh level 50 is a bad idea. Anyways, your character level can be detrimental. If you go into UVHM being level 60, while only bearing level 50 weapons, you'll have to fight level 60 enemies with underpowered pea-shooters, as even the most OP weapon will do squat against enemies 10 levels above its intended use.
And while I'm at it, here are some of the most important rules of starting out Ultimate Vault Hunter Mode:
1. Use slag!
2. When in doubt, use slag first!
3. Slag your enemies, reapply slag when it runs out.
4. Update your weapons regularly! Even a legendary weapon several weapons out of date isn't worth it. When a weapon starts to feel lacking, look for a replacement.
5. There is a "crutch" SMG - the Lascaux, which you can pick up from the ground in Frostburn Canyon (Fast Travel -> left along the mountain -> past Scorch -> straight across the plains -> cave in on the far end). It is nothing stellar, but it will always be up to date in UVHM and it is of rare quality, so it'll serve 2-3 levels easily. Otherwise, make use of golden keys! The chest can only drop epic - common loot, so spend a few, no use in maxing them out while sitting on numerous level 80 characters.
I realised opened chests didn't retain their items, so increased backpack storage up to 30 (or just didn't open the chest until I'd dumped the trash and made way for carrying new items).
Stupidly I jacked up the bank and dropped off some choice weapons for safekeeping... then Sanctuary did a runner with my stash.
I think - so far - my situation has been to complete the Badass tasks, so I've been optimising my pack for that. I've got a Mamachuk rifle doing about 330 damage for a single shot, plus the Teapot from Tina that took Wilhelm down in about 5 seconds with three reloads - that is one damned hefty pistol and I'm loathe to lose it, as it's my "panic gun"
Yup... I've quickly hit TAB to equip my spike shield when a badass psycho shows up so that I can just let him shock himself with each upclose thump. I didn't realise I could do that until I hit TAB when in a panic and the combat paused whilst I could leisurely re-equip what I wanted. Feels a bit like cheating, but it means I'm able to switch items at short notice.
It was actually the Farm destination point in Tundra that made me realise I could hop from map to map and not necessarily from the entrance points. I also note that - so far - most travel points are located next to vending machines, so there's no need to sell off unused kit before travelling.
Neat list, thanks!
I'll admit Maliwan feel like my go-to, if only for the elemental but their sniper rifles were rock-solid compared to some others that floated too much (apart from the Mammachuk, which is a Jacobs). I read somewhere that Bandit were singularly useless apart from one edge case, so most Bandit and Tediore I pick up get trash-marked pretty soon. I only kept a Bandit for "Short-Chained" where it seemed those are more effective than elemental against the chains... once complete, I ditched it.
The AR I have (can't remember what make, could be Dahl) does 130 straight slug damage per shot, and although I've just completed "Couching Tiger" and it's not hugely accurate.. I'm loathe to lose it.
I'm zer0 at the moment, but I heard gameplay is quite different if you replay with a different character, so once I complete it I'm toying with the idea of replaying with each of the different characters.
Agree with the exceptions; I've picked up an occasional interesting weapon and held onto it - I've got a mammoth shotgun from one of the Southpaw assassins and it's a single-shot blatt up close, even with badass enemies.
Yup - I read about the challenge (including the Buzzards that appear in round 3) and I just want to get it ticked off, but realise it's not a pre-requisite to the main story.
Thanks for the tips; I've got a mod that regenerates health and a rat shield that's 1000 so feel better-prepared (and I've kept singularity grenade mods as they seemed pretty effective at halting immediate attacks). I'm possibly gonna finish the Fridge and see what uprated kit I can get before returning to Fink's.
Didn't know that... the shotgun I have does elemental damage, and I've got Maliwan snipers of shock, inferno (56% chance!) and slag, so may pick 'em off at a safe distance, with me being comparatively weaker at present.
I did the staircase to the left, onto the broken level with the metal makeshift bridge but didn't get much further as I spent too much time beating a hasty retreat when coming up against anyone and worried about getting cut off at the rear, I've got to do it at some point, so thanks for the tips and once I'm better-equipped I'll return.
Not met stalkers or mages yet, so I consider myself forewarned!
I get annoyed at suicide psychos, so learned not to get too far into Southpaw where they approach from behind. Same goes for EMPloaders - they're just the same annoying lemmings in a metal suit. Still, almost completed all Frendship Gulag challenges, so may not need to encounter them by choice.
(couldn't post this earlier, kept getting an error about how I couldn't comment... in a thread I started!)
Now, I hit E to compare something I just picked up with what I'm holding... and it swaps the damned things over. Doh.
I've also learned long-press on E grabs all ammo (you can) and cash from lockers and chests, but immediately equips you with that weapon on display, so I've been cautious with that use. Using it on icicle piles, trash mounds and fungal growths is a quick way of ripping them open and grabbing what's there in an instant (and discarding what you can't pick).
Yeah, I stocked up on sniper ammo in the early days as it appeared to be scarce - I'd headshot shielded goons from a distance then pour cheaper handgun slugs in once they get closer. After getting to Southern Shelf Bay I realised I didn't have to fight my way repeatedly past Boom/Bewm just to get supplies, and from Frostburn onwards I found ample supplies.
I've also blown a few bucks on a syringe as I figured it was a lot cheaper than losing a few grand on a failed second wind. Now I've got an assassin mod that autogenerates health (and health is 1000+), I'm actively *trying* to get hurt on occasions until "heal plz" is done.
I hear ya. Teapot is a manic weapon, and I've also got a rocket launcher that does over 1K damage yet uses reduced ammo. Some of these are great finds and hugely underrated.
I've found the level isn't always indicative of that weapon's usefulness: the Tinderbox dropped by Flynt was quite powerful for incendiary use, despite only being L7, and outweighted some higher-level pistols. However, the Kerblaster and a few other orangies haven't been as good as I thought, and after sitting unused in my pack I sold them off (some worth over a grand but felt overpriced for what they were).
Didn't think about swap speed, just reload... but yeah, the launcher feels a bit cumbersome to hoist up on a shoulder, so I've only used it on unsuspecting targets.
I had one (from Ellie) that I was planning on using to boost me around the Hodunk Speedway, and I stored it in the safe... then Sanctuary vanished. And I ended up doing the Speedway challenge without it, due to a bug in walking around the track. Nonetheless, if it's useful, I'll retain it (it's banked at present) but not encountered any more Afterburners. The main relic I've found useful is a second wind time bonus; I've boosted other attributes that the relics don't add much to accuracy, melee damage, etc.
I'm kinda a completist, not too worried about the rank (hell, a whopping 0.4% increase! Hold the front page!) but just to get them ticked off so I don't get the distraction of telling me I'm 95% through some arbitrary vanity metric. After I read how the offered customisations aren't always the ones you seek, I think I have several unspent tokens as I'm fairly boosted and the rewards are fairly nominal now.
I think that's how I achieved "Pull the Pin" quite quickly, but burned through ammo in doing so, as I was probably throwing a clip of 10 rounds at a Monglet when a lower amount would have done. But hey, there's plenty of chests, icicles to break and vending machines.
The first time I did it I crept in cautiously, sniping from a distance then SMG/shotgun when getting closer, and enjoyed the breaks between sections. It wasn't until I got past the pool did I realise of the respawning enemies. I only did the full length during the "Roland rescue" (and had a few second winds as you're too far from vending machines) so the map went from an enjoyable intro blast to biting off more than I could chew.
I still farm a bit there (Bruisers are my main count now) but tend to use grenades and barrels for quick clearing, and recognise I may have to drop cheap pickups to make way for red-chest finds.
Never used them. Read about them, but as the golden chest (only one I know) is over in Sanct and currently unobtainable, it doesn't seem a pressing need for me. They worth it?
I'm still only Lvl20, so Fridge and Finks present a tough challenge and I'll want to get a bit higher - I'm way off UVHM yet! What's considered too high? I think I'm limited to Lvl51 without DLC, and as I'm half-way though, I thought that made me slightly under par for where I am.
(snip useful information about the slaughter challenges - noted, thanks!)
It's not just me, then. Occasionally they'll stroll languidly upright, but when alert I'm trying to get a shot through a gap in the makeshift bridge or yelling at them to stand up straight. Luckily, some jump up high and catch a couple of inferno slugs to the guts. But I may equip fire grenades when heading in there (once I've finished the Shock BAR challenge)
Didn't know that... and don't recall that echo recording. I didn't want to get too close to them, but have learned to shoot their crystal grenades out of the air (or when forming) - as they're slow-moving, I may run and melee the feet. I was surprised at just how fast they went down with a couple of sniper rounds in the toes, compared to soaking up slugs off their back.
Okay, this tells me to try and stick close to weapons levels, but 50 sounds a good target. I've noticed the XP for standard enemies is quite low, but for Fridge/SanctHole is much higher, so until I take the plunge there I'm not in danger of climbing levels fast (thankfully) as I'm quite over-levelled for Tundra/Dust at present.
Noted, cheers! Slag definitely helped in Tundra, if only Mordecei would stop stealing my damned kills. Will check out the Lascaux when I get Ultimate!
Uhm... slightly loaded question. Bear with me. And warning: I'm prone to overexplaining... sorry for that.
The Chest can drop "only" Epic quality loot, including E-Tech, but only of the common variant. Common Epic loot sounds counterintuitive, but pretty much every Item you could get from your garden variety psycho or bandit is common loot. Lets take a Maliwan Pistol as example.
Maliwan Pistols can come as Aegis[borderlands.fandom.com], Animosity[borderlands.fandom.com], Phobia[borderlands.fandom.com], Torment[borderlands.fandom.com] or Umbrage[borderlands.fandom.com] and they can drop from any valid loot source, valid, as ammo chests for instance will never spawn weapons. Now Psycho McMeatbycicle succumbed to the sniper round you introduced to his brain and the game decides to give you a Maliwan Pistol, rolls the dice and you get a Vladof barrel, so it'll be a "Umbrage" Maliwan Pistol, it also rolls the dice for all the other parts AND for the quality. So this pistol can be either of white quality, green, blue or purple. It can have any of the optics (or none as long as it is not of purple quality, then it must have optics) and any of the elemental emitters and it might have a bonus upgrade like larger mag, more dmg, blade attachment, etc.
As for enemies, yes, higher quality enemies have higher chances to drop better items, which is why a Badbut will usually at least drop something green and your garden variety bandit will drop nothing most of the time.
Then there are the Unique items, or "Red-Text" items, most of which come with a unique special feature that defines the item and makes it far more powerful than its common counterparts. If you're a completionist, I'll assume you did Lilliths (Cult Following) questline and got a Flame of the Firehawk shield. Nova shields exist as common loot. When they are depleted they will discharge a nova, damaging everything in the blast radius, then they have to fully recharge to be able to unleash another nova. The Flame of the Firehawk however will continuously unleash nova blasts until it starts to recharge, at which point it has to fully recharge to be able to unleash the next wave of nova blasts, but as long as your shield is down, it will keep unleashing nova after nova.
You can not get any of those from the chest.
To be fair, though, epic quality loot is more than enough to get you through normal, true vault hunter mode and even ultimate vault hunter mode, provided they are not horribly out of date. Hence my recommendation to spend a key or two every once in a while and if you got something really nice, keep it stashed away for your next character. Gearbox thankfully implemented an in game muling solution with CL4P-TP secret stash in sanctuary, I just wish it had more slots than 4, but better than nothing I guess.
And you won't need to spend keys in Normal and TVHM if you don't want to, in UVHM however, keeping your weapons on level is more important, as the higher the level, the steeper the progression curve gets. You can check the wiki item variant charts how the weapons' dmg jump up the higher the level is.
Level caps are as follows:
Base Game Normal: 30
DLC Normal: 35
True Vault Hunter Mode (including DLC): 50
Ultimate Vault Hunter Mode: 50-80, Character scaling always active from the start, requires DLCs
Character scaling on normal and TVHM activates when you defeat the main story endboss. As soon as you do that every leftover quest will jump its level to 30 and 50 respectively. Now it depends on which DLCs you have actively installed. If you have the Handsome edition (= all DLCs, save Lilliths) and Commander Lillith's fight for Sanctuary the max level is 80 with 10 Overpowered Levels.
Without Lillith DLC you're capped @72+8OP, remove the Digistruct Peak DLC and you're down to 60, strip the UVHM DLC and you're limited to 50 and TVHM difficulty.
Usually, when you stick to the main plot (mind the level of those story missions and stick close to it) and grab most (not all) of the sidequests you should come up against the BigBadEvilGuy right around level 30 in the first playthrough and pretty much make another precise landing on level 50 in TVHM.
That leaves the DLC "problem" and it is why I recommended skipping them in normal and TVHM. You are bound to end up over-leveled and while that isn't a problem for round 2 (TVHM) it will be when you repeat doing the DLC content and switch to round 3 way above level 50. UVHM will always scale to your character level and it got shoddily balanced. You see, there is "The Bee" shield. Legendary amplify shield, what it does is giving your guns a boatload more dmg and common Amplify shields balance this by draining a bit of shield when you fire. To get another amplified shot off, your shields have to be fully recharged. The Bee doesn't have this self dmg drawback and as long as your shields are fully up, you can go to town with absurd dmg potential.
And gearbox recognized this, so they took it into account when they "balanced" UVHM... by quadrupling enemy HP and giving them near instant HP regeneration. To counter this slag now lasts longer and gets a triple dmg buff instead of the double dmg from normal and TVHM.
Now to your completionist heartstrings this must sound terrible, believe me, it does to mine, but the only reasonable choice would be to skip the DLC content, play the main story twice to make a "clean" switch to UVHM on level 50, play the game fully up to your max level and then jump back to roflstomp through normal/TVHM. Good thing is, with all the story DLC packs installed leveling in UVHM is a bit slower and you will have to do almost all of the big story DLCs to hit level 80 and as BAR/Achievements are transitory (game does not care whether you did X in normal or in T/UVHM), there really isn't a need to go back to N/TVHM to redo it all, except when you want a level 30/50 version of some item you want another char to inherit, or your completionist OCD is far worse than mine :)
To cut a long story short:
Make sure you kill BBEG on level 30 and TVHM-BBEG on, or very near level 50 to make the switch to UVHM, the learning curve will be steep enough without hamstringing yourself.
And just because I'm an a§§, you might want to look into the Unofficial Community Patch for Borderlands 2. With the UVHM bonus pack, there was a bit of "rebalancing" going on, like I mentioned. Gearbox however sidelined a lot of unique items leaving them "as is", thus bumping them down from "gimmicky" or even "awesome" to absolutely useless - while they were perfectly fine when the game was balanced with TVHM and level 50 max. The UCP fixes that oversight and a few other things that got overlooked.
If you’re still in Normal mode, that may be why. I don’t think they spawn much before about level 12. Conceptually the idea is to limit the types of weapons a player has to deal with why they’re new.
Personally, I don’t use them much, can’t stand the lengthy reload times.
Heh… that was one my early “oops” moments too, only I did the opposite. I walked into Sanctuary with a full pack of stuff I wanted to sort and store. And then I thought to myself “oh, I’ll just go drop off this power core I got first” not realizing that that would progress the chapter. My first play through I ended up stumbling along through the Fridge and the Highlands with a basically full backpack. It was incredibly annoying.
For future play-throughs (meaning in TVHM and UVHM), you CAN access your bank (and Claptrap’s Stash) from Claptrap’s place in the Windshear Wastes (where the game starts).
Just be careful not to “grind” too much during your first play through. Nominally, Normal mode is supposed to be 1-30ish. True Vault Hunter Mode (TVHM) is 30ish to 50, and UVHM is 50 on up. In Normal and TVHM it won’t matter. Being over leveled in those modes just makes the game easier.
But 50 is the cap for TVHM weapons and gear, and UVHM is dynamic. Enemies in UVHM are always your level. When you level up, so do they. Functionally, what that means is that when you level up, your weapons and gear degrade and get weaker. Damage falloff in this game works based on level disparity. Thus, since your TVHM gear will be capped at 50, you want to start UVHM as close to 50 as possible. (There are some safety nets built into the game if you do end up over-leveled at the start of UVHM, but it’s still better to try to avoid it).
The Teapot is nice for its level. It’s usually about 14 or 15 though, based on when you do the quest. So … by the time you hit 18ish to 20ish, you’ll start to notice it’s no longer as effective. There are alternatives though. Try a Corrosive Anarchist (a Vladof Repeater). A Corrosive Maliwan SMG can work too.
Usually, yes.
But just as an example: If you go from Three Horns into Frostburn Canyon, and then immediately turn back around and zone back into Three Horns, that will set your spawn point to that map entrance. One resident of the Marrow Fields (Savage Lee) can drop a particularly desirable pistol (The Unkempt Harold). That map entrance is the closest point to where he spawns. You do have to run past the bandits of course, but with a little practice they can be avoided. That info isn’t all that useful to you right now, because the weapon he drops will be level 8ish in Normal mode, but in UVHM, it’ll always be just about your level.
The tag line for Jacobs is “If it took more than one shot, you weren't using a Jakobs!”. On the other hand, they’re bolt action, so they’re slow, they also have a lot of recoil. I like the power, but … I also like the elemental effects of the Maliwans.
Hyperion’s gimmick is reverse “sway”. The more you fire, the more accurate they become. This can be pretty annoying in some cases, Hyperion SMGs can be difficult to get “on target” until you’ve fired a few rounds. Note also, there are different colors of Hyperion weapons. There’s the Yellow ones, which are the ones made during the “Handsome Jack” era, there are also older ones that have back bodies with a red stripe. The older ones are generally better.
Dahl’s gimmick is burst fire when Aiming Down Sights. That’s fine if it’s an SMG or an AR, but … I hate it with Snipers.
Vladof tend to be a bit less accurate, but they can be okay.
And always, if you find a Legendary version of something, give it a try. Frankly, at least trying out every Blue and Purple gun you get (at least at first) is a good idea too. And be sure to watch for Blue Mission rewards that have red flavor text on the card. Some of those are among the most powerful gear in the game (The Sandhawk and the Pimpernel to name two). The rarity of a weapon doesn’t necessarily mean it’ll be good. There are legendaries that are considered pretty weak (Logan’s Gun comes to mind, it’s generally only used in conjunction with a Sham shield to refill your Rocket ammo).
Do bear in mind, ARs are widely considered to be the weakest general weapon type in BL2. Axton has some skills that benefit ARs (as I recall). Personally, I like Torgue ARs, especially the ones with the spinning Vladof barrel.
Sounds like an E-tech, those can be fun. They tend to be ammo hogs though. Of the E-tech weapons, I tend to like the Plasma-caster SMGs and the Spiker pistols.
There’s no reason not to do stuff that looks like fun, but do understand, there’s literally too much content for Normal mode. There’s perhaps 2.5 to 3 times as much content as is strictly necessary. And that’s not even including the various challenges that you’ve been working on. I’m just saying don’t expect to be able to do everything in a single play-through if you intend to move on to the other higher difficulties.
Generally speaking humans and animals are weak to fire. With a few exceptions, like the Nomads that carry flamethrowers.
That’s just the ruins in Sanctuary, the actual Caustic Caverns are below that. It’s a huge map with all sorts of different areas. one major area you can’t even get to until you’ve done the Sawtooth Cauldron (and done the Treasure map quest).
There are Stalkers in the Highlands, but you won’t actually see any Rabid ones until you get to UVHM. The Mages are in the Tiny Tina DLC.
Ennnh…. There are a lot of those, so … yeah, avoiding them isn’t really possible. Pretty much every area will have some enemies that rush you.
Sometimes Steam times out if you write a long post. I often write in a word processor, and then cut and paste.
No apology necessary - that's a great explanation, and is definitely beneficial to anyone else stumbling across it during a search.
So, I understand that the Maliwan offered is uniquely customised - barrel variety, elemental effect, rarity, etc... but is this something found in Golden chests, or does it mean if I've got a Golden Key then Psycho McMeatbycicle doesn't drop an expected purple Furious Chef shotgun each time but it's this random custom item?
(blush.. squirm... whistles innocently) ... I may have transported a midget hiding in a toilet to Flynn's ship, and received a broach from Lillith which threw bright flashes at a time when I needed it most (achieving Super Novas challenge fairly quickly), I couldn't possibly comment. Will sheepishly admit I sold it off once that challenge was done, as I then did Ammo Eater & Amp, only got a few more on Roid to do now.
Stupidly, I didn't think of that... but as I've yet to return to Sanct, I'll look into it.
Okay.. that's saying that I can only go as far as 30 without getting the DLC, right? (apart from switching to TVHM, which will then top-out at 50)
I'm beginning to reconsider the DLCs now.
oops... I'm possibly ahead of the curve as I'm close to Lvl23 and at the half-way stage, as I thought 50 (not 30) was the climax.
(the bee problem)
.. ouch!
That... was actually my intention - try to exhaust what I could before I reach for the DLCs - so I'm glad to hear that verified, thanks!
I played Painkiller on SoftGentleRainbowFluffyKitten mode to get a feel for the story and maps, then later replayed the lot on Nightmare (and attempted to 5-star all achievements, involving reattempting some maps once I'd gained specific tarot cards) then also redid the same on Trauma level. Same with Serious Sam: began on a wimpy setting to get familiar then replayed on HadTenPintsStepOutsidePal for the challenge.
So... I have no qualms about redoing the lot with a different character or different difficulty... I'm not impatient enough to be obsessed with quick progression, and enjoy the playing time - I've been firing it up to melee Skags and Bullies in 3Horns for a half-hour work break to kick some stats up.
But you've provided some good tips, cheers!
Ohh.. where do I find said patch? And - will that impact upon Steam's perception of my BL2 install?