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I'm assuming you are not playing a Siren -- she has a special opening move that might kill the back spot right away and requires the highest damage non-elemental sniper rifle that you can come up with. For the other classes, as far as I know (I don't actually play anything else), no such opening move exists.
The ledge is perfect, and the weapon doesn't really matter since you have plenty of time. Even as a Siren you'll want to use the Ledge; going eye-to-eye is just tedious and the game doesn't reward it.
For a non-Siren you might have to bring some suitable elemental weapons for the smaller crabs, in case one of them ends up being too close to you. I'm not the right guy to recommend strategies for non-Sirens, though. Especially since you can't move, or else everyone including big daddy will come for you.
For the front spots, the weapon doesn't matter. If you have ammo regeneration, use that :-) You need non-elemental damage, and a lot of it. Plan accordingly. If you run out of ammo and need to restock, things can get nasty especially if you're not a Siren. Speed doesn't matter -- if you reach the ledge "in time" you can stay there as long as you want, so even slow ammo regeneration will do the job eventually.
Maybe I'm a bit too concerned here -- I rely heavily on SMGs with a lot of bullets missing, and ammo regeneration to compensate. So maybe some more precise shooting doesn't need THAT much ammo :-) Nonethless, pack a lot of damage, and have some ammo regeneration at least for backup.
For the back spot, an ordinary rocket launcher is the only thing that works -- it's not a backup, it's mandatory unless you want to go eye-to-eye. He just won't be turning his back on you, so you need the explosion damage to reach the back spot.
No elemental damage as usual (well, rocket launchers default to explosive), standard straight firing rocket. High damage preferred, as usual. Forget helix launchers, nidhogg and other crap that some people seem to suggest; IMHO these just make things far more difficult. You might need a bit of practice to hit the spike so make sure you're stocked with rockets, and if it doesn't work out abort and retry :-)
I also find the scope very useful, but that might just be me (all my weapons have a scope).
Come to think of it, you might have to leave the ledge to relocate Crawmerax in case something you need to hit is covered by the rocks in the lair. This can get dangerous, of course. Keep in mind that the ledge only works if things are some minimum distance away from it; let things get too close and they'll attack you regardless.
Well I also have an electric shotgun on hand, my Hellfire SMG (love that ♥♥♥♥♥♥' weapon), an upgraded Pestilent Defiler, and also picked up a legendary Explosive shotgun called the ZPR630.2 Fatal Crux which does a ridiculous amount of damage (143-Damage x7), and comes with a 17-round clip. But since i'm playing as Roland at the moment, my Support Gunner Class Mod does indeed have both ammo regeneration and magazine size increase for all of my weapons.
I have read on Borderlands Wikia, that Crawmerax is said to be about 3 or 4 levels above the player on the first Playthrough. And if this is indeed the case, this could potentially benefit me, as I could gain not only a ♥♥♥♥♥♥♥♥ of experience points, but quite possibly level-up by 2 ranks and get 2 Skill Points once he's killed. But as far as non-elemental sniper rifles goes, I haven't come across one that I exactly like yet, and any ones I do find that has high-damage, is sometimes several levels below mine (currently at Level-43 as Roland), and the connecting shots would look somewhat nerfed on direct hits.
Jakobs Unforgiven (2-shot mag, Masher accessory, hi-powered scope) - Crit damage
Dahl Bulldog (Shock accessory, mid-powered scope) - Craw Maggots
Maliwan Hellfire (Mid/Hi-powered scope) - Green Craw Worms
Maliwan Defiler (2-shot mag, hi-powered scope) - Armoured Craw Worms
I haven't forgotten the guide, just haven't played through the Armory DLC yet (as i'm still on Playthrough 1), as i'm currently getting some last-minute collectibles achievements from Tartarus Station (as well as farming those red chests from the Hyperion Gift Shop's secret basement to see if I can get my hands on an upgraded Tediore Panacea with both a high capacity and a very fast recharge rate).
I do have the Hellfire and Defiler guns on hand, and while I don't have the Jakobs Unforgiven yet, I do have the Bloody Revolver (also a Jakobs pistol that does nearly 690-Damage per shot on a 2-round clip [3-round clip from my Support Gunner Mod]). And while I haven't come across the Dahl Bulldog yet, I do actually have the Fatal Crux explosive shotgun (a S&S Munitions weapon) that I was fortunate enough to find in a red chest just before my fight with MINAC.
so, ... it's possible that craw's lvl is no pre-set.
or it could be because I've done all the "big" story missions in PT1, so the game is resetting to my lvl for PT1.5 ?
Crawmerax DOES, however, have much less HP in Playthrough 1 than 2/2.5, so he should be a far easier farm.
and speaking of Crawmerax, do you get to fight him before or after killing General Knoxx?
ah, gotcha!!
in fact, considering how Crawmerax is said to be the MOST difficult enemy in the entire game, too bad the reward isn't similar to the final mission from the Claptrap DLC, where you're given a free Skill Point along with XP as a reward. And since Crawmerax is supposedly a couple of levels above your own, you should get at least 2 or 3 Skill Points as a reward during the first playthrough.