Showing posts with label Borderlands. Show all posts
Showing posts with label Borderlands. Show all posts

Monday, November 5, 2012

Borderlands 2 Raid Boss Guide

So you have finished the play through on True Vault Hunter Mode. Now is time to get the best gear for when the DLC comes out. To do that you need to farm and farm and farm the badassest bosses in the game.

The Bee


Note: that you can't farm this one until you've completed Mordecai's quest "This Just In," which becomes available after the story mission "Toil and Trouble" is completed
First, head to the Arid Nexus - Boneyard fast travel location. A short distance away from where you land -- straight ahead if you happen to grab a vehicle from Catch A Ride -- is an elevated radio station that you'll need to use a lift to get to the top of. You've been here before, for This Just In, and you're essentially just replaying that mission. Head to the top, hit the button to open the radio station's door, and there's your target, Hunter Hellquist. He won't be hostile initially if you've completed This Just In already
To farm The Bee, simply take down Hunter repeatedly. Loaders spawn outside as soon as you attack him, but you needn't worry about them. If Hunter goes down and The Bee doesn't drop, "Save and Quit," reload, and head back to the tower (you'll spawn at the Boneyard travel station again). Simple.

Conference Call

Farming Conference Call is pretty simple. Head to Hero's Pass and sprint past all of the enemies until you reach the next map, Vault of the Warrior, where the final boss awaits. Take him down and search through the loot for Conference Call. Now here's the important part: if the shotgun isn't there, "Save and Quit" from the menu and reload your game before you go anywhere. When you reload, you'll still be in the Vault map -- no need to run through Hero's Pass again -- and the Warrior will have respawned. Rinse and repeat.

Terramorphous The Invincible

Now that you've got Conference Call and The Bee, you're basically unstoppable. Enjoy it while you can, as I've heard from Gearbox that they know how overpowered The Bee is and will be patching it to some unconfirmed degree.

Your first stop in this grand tour of Pandora's endgame is Thousand Cuts. If you've beaten the game already then you probably got the "You. Will. Die. (Seriously)" quest from Tannis; that's the one you want. You might eventually want to farm Terramorphous for the various Legendaries that he drops, but you'll have to turn in that quest first by defeating him.

Hook a right as you enter Thousand Cuts and proceed straight until you see a red arrow sign pointing downward. Follow a series of stairs and catwalks down along the side of the cliff until you reach a cave opening. Head inside and you'll find a stone altar of sorts; interact with it to spend four Eridium and the rock wall behind the altar will slide open, revealing the entry point for Terramorphous Peak.

Head in and follow the path until you reach a pit that you can drop into. Head down and run straight forward to the large, white horn at the edge of the plateau you land on. Interact with the horn, thenimmediately do an about-face and run to the other end of the plateau, setting up at the base of a giant rock wall. Ultimately, you'll want to face Terramorphous with your back against that cliff face. He'll probably go down before it becomes an issue, but if he happens to smack you with a tentacle and send you skyward, having the cliff at your back will protect you from being knocked off the map.

It's pretty simple from here. Once the giant thresher spawns, aim for the eyes and unload clip after clip from Conference Call into his face. Watch in delight as his health bar melts down in seconds. The multiple Conference Call shots plus the huge damage boost that The Bee offers amounts to the most effective DPS combo in the game right now.

If you're using Axton, Zer0, or Salvador, make sure to use your active skill as well; the former two can distract Terramorphous, keeping your shields up for that much longer, and Salvador's dual-wielding adds that much more punch to your attack, especially if you've managed to farm two Conference Calls.

Once you've handed the quest in, there's a trick to farming Terramorphous. Every time you head to the Peak, you have to spend four Eridium. You'll get that much and then some from killing him, but you can skip the fee entirely by using "Save and Quit" after he's down and reloading. That'll bring you back to Terramorphous Peak with the boss respawned. This strategy works in solo and co-op sessions.

Vermivorous The Invincible


What many fans don't know is that there's actually an even tougher endgame boss than Terramorphous in Borderlands 2. Vermivorous the Invincible is the final stage of evolution for Varkid insects. The sequence is Larval > Adult > Badass > Super Badass > Ultimate Badass > Vermivorous the Invincible.

There are many theories out there concerning how Vermivorous spawns. Some say you need to be playing with a full group of four. Others say that you need a lot of Varkids around, and that you need to let most of them evolve to the Ultimate and Super Badass stages. I've only ever gotten Vermie to pop up once, and he arrived amidst the chaos of two Ultimates, three or four Super Badasses, and numerous Badasses/Adults. According to Gearbox, it's totally random.

Whether or not you need four players to get him to spawn, it is highly advisable that you bring four players, and preferably four level 50 players. When Vermivorous does spawn, he's an extremely tough cookie. Not only is he supported by a virtual army of evolved Varkids, but he himself is also much more mobile and aggressive than Terramorphous, and he's got twice the health as well.

There's really no elegant strategy for taking Vermie down. Get him to follow you and take him on close to a spawn point. Not only will that quicken the process, it'll also give you easy access to an ammo vending machine should you actually survive long enough to require a re-up. The Conference Call/The Bee combo is certainly useful, but with Vermivorous being so aggressive and all of those other Varkids running around, it's not easy to keep your shields fully charged. If you're running with four level 50s equipped with The Bee, have at least one hang back -- far back -- to take potshots with the strongest sniper rifle available.

The best place you can go to get Vermivorous to spawn is Tundra Express. There are many Varkid spawn locations, and a lot of them are close enough to each other that you can double up on evolving insects and, presumably, double up on your chances of seeing Vermie. Don't even bother trying to make him spawn at the Creature Slaughter Dome (GameStop's pre-order exclusive). While you'll fight plenty of Varkid there, the arena resets if everyone goes down. And everyone will go down.

Vermie drops lots of loot, but the item you should be looking for is a Legendary class mod. It's actually called "Legendary [insert class] Mod," and it's similar to but more than a little bit better than the one you can get from Terramorphous.

DLC-Captain Scarlett and Her Pirate's Booty

Hyperius the Invincible



Hyperius looks positively puny compared to Terramorphous and Vermivorous, but don't be deceived. His combined health and shield will be the biggest you've encountered when you fight him for the first time. Four overpowered Loaders that shield Hyperius while keeping him planted firmly on the ground join the raid boss on the battlefield.

Hyperius and his robo-buddies will slowly advance toward the nearest aggressor, launching volleys of missiles as they go. Hyperius himself will also sometimes release a series of damaging shockwave blasts that can't be avoided unless you stagger him at just the right moment. If the four Loaders are destroyed first, the big boss will start leaping around the arena, attacking the nearest player.

Here's some advice from Wardwell on taking down this first Seraph:
  • Kill skills or phaselock skills are not optimal for this fight unless used to support others. You may want to respec towards a straight DPS or survivability build for this fight.
  • The longer the fight takes, the more powerful his area-of-effect pulses become in phase 2. This makes the fight a race, and requires players to have sufficient gear to complete it. Players can gear for DPS to make the boss go down quicker, and/or can gear for survivability, which allows them to survive the boss for a longer period of time.
  • Corrosive guns are best for the loaders and will also work just fine for the boss. One player should be on slag duty, though! An optimal way to do this is with the Siren’s Scorn skill, because it automatically slags and allows all 4 players to take advantage of the slag bonus without switching weapons.
  • A quick regenerating shield is helpful for sustaining red area-of-effect pulses in phase 2.
  • Transfusion grenades can help extend the fight in phase 2 if you don’t have the DPS to get him down.

Master Gee the Invincible



Unlike Hyperius, who is pretty much just a straight damage sponge, Master Gee presents more of a puzzle. When you first step into his arena, he's actually invulnerable. None of your attacks will penetrate his shields. The Master moves slowly, advancing straight at the nearest player, but he only deals out direct damage via melee attacks and when he occasionally drops to one knee to fire off a volley of slow-moving rockets.

The bigger danger in Master Gee's chamber is the constantly spawning stream of sandworms. They're easy to overlook and write off as Fight For Your Life bait, but that's actually the opposite of what you're really required to do.

The sandworms create pools of acid that grow in size until someone -- you, your teammates, or Master Gee -- steps into the center, at which point the acid is asorbed and the pool disappears. This is the onlyoption you have for draining Master Gee's shields -- it also deals plenty of damage once the shields are gone -- so the real focus for this fight is on leading the boss around.

Here are Wardwell's tips for taking down Seraph number two...
  • Master Gee has considerably more health than Hyperius, and he is literally invincible until his shield is gone. Both of these challenges can be overcome with a little ingenuity. Pay attention to the corrosive slime pools that form on the ground where worms are killed.
  • Players will want to focus-fire down each sand worm after it spawns. Having 2 or 3 sand worms alive at once is not too viable.
  • Surviving this fight boils down to keeping your eye on Gee and the sand worms at the same time. Too often, players will go down because they got jumped by Gee while fighting a worm, or vice versa.
  • Health regeneration goes a long way in this fight. Do not spec for shield capacity or shield regen unless your teammates plan on handling the slime pools alone… this will make more sense after you’ve seen the fight! Players should expect to have no shields for most of the fight, so maximizing your health pool is the way to go. Also, booster shields are amazing in any fight where you expect to be taking constant unavoidable damage.

Monday, September 17, 2012

Borderlands 2 Character Details

Borderlands 2 character details
Axton | Commando: 

 If you played the original Borderlands, you're familiar with the Soldier. Like every other class he mostly relied on guns to kill things, but was also able to deploy a turret to help out. At its most basic level the turret let you deal additional damage, but by investing in the skill tree it could be modified to heal and resupply. Gearbox's plan for the Commando in Borderlands 2 is to make the turret a much more modifiable, important part of a battle.

The general idea of the Commando remains the same as the original Borderlands's Soldier, though within Borderlands 2's fiction, the Commando is meant to be more advanced and highly trained. "We wanted to do a class that was similar to the Soldier but we felt like we wanted to level him up and make him even more badass than the original Soldier, so we created the Commando," said Jeramy Cooke, art director on Borderlands 2. "He's our special forces type of character. He actually has a little bit of story. I don't want to kind of get into too many of the details, maybe one interesting thing is he wears the dog tag from his wife who was also in the military and she's now dead."

To reinforce the notion of the Commando as an elite Soldier, Gearbox created a more sophisticated system for customizing turret functionality. "We brought back a type of turret but this is sort of the next generation," said Cooke. "[It's] created by the Dahl Corporation which has grown and gotten more advanced as time has passed and so they've built a lot of new features into the new turret. We're not going to get into all the fine details of it but it can do a lot of really unique things. If you're familiar with longbow grenades from the first game, you can throw a grenade and it would instantly teleport like a real gunshot all the way to where you're pointing. You can now actually have longbow turret so instead of just dropping the turret at your feet you can fire it out at long range, use it to pull enemies or to begin combat. Each [skill] tree has its own kind of big change to the turret and many of the skills modify, upgrade, and visually change the way it looks. So again, when you see somebody throw out a turret you're going to really understand kind of what their build is if you're familiar with the class."


If you're a fan of sniper rifles, upgrading the turret with longbow functionality might be a good choice, letting you drop it into the middle of a faraway pack of enemies. While they're busy trying to blow up the turret, you can stand at a distance and line up headshots through a scope. That being said, it doesn't mean you can only use a sniper rifle if you decide to modify the turret this way. Gearbox is designing Borderlands 2 so it makes sense to use any gun with any class. There will be very specific builds that could work better with specific guns, but just because you pick a Commando doesn't mean you should only use sniper rifles.


Cooke mentioned that the Soldier was one of the most popular classes in the first game. If you happened to play a Soldier, the Commando will initially feel familiar. "We did want it to feel comfortable for people that enjoyed that play style," said Cooke. "If you were to make an analogy to Dungeons and Dragons, the Commando is like our fighter, you know? The game just really fundamentally needs and wants, our universe needs and wants these guys to exist. It's a really fun play style...you're using your action skill in very different context."

Skill Trees For Commando Class

Guerilla

Gunpowder

Survival
Guerilla: This skill tree is based around making the turret a stronger damage dealer, dealing high-damage attacks continuously.

Sentry - Tier 1: Gives your turret +1 shot per burst and +2 seconds of duration per level.

Ready - Tier 1: Grants you +8% Reload Speed per level.

Laser Sight - Tier 2: Gives your turret +10% Accuracy boosts per level.

Willing - Tier 2: Gives you +15% Shield Recharge Rate and -12% Shield Recharge Delay per level.

Onslaught - Tier 3: Kill Skill, killing an enemy gives +6% Gun Damage and +12% Movement Speed for a short time, per level.

Able - Tier 3: Causing Damage to an enemy regenerates 0.4% of your Maximum Health per second, per level for 3 seconds.

Scorched Earth - Tier 3: Adds Multi-Rocket Pods to the turret, which fire 22 Rockets per Volley.

Grenadier - Tier 4: Adds +1 Grenade Capacity per level.

Crisis Management - Tier 5: Gives you +7% Gun Damage and +6% Melee Damage when your shields are depleted.

Double Up - Tier 6: Adds a second gun to the Turret, and both barrels fire Slag Bullets.
Gunpowder: Focuses mainly on Explosives, Weapon Damage, and Axton's Offensive Skills. Builds the Turret more as a distraction.

Impact - Tier 1: This is a straight +4% Gun Damage and +3% Melee Damage boost, per level.

Expertise - Tier 1: Gives you +14% Weapon Swap Speed and Aim Speed per level, as well as a +7% Movement Speed while aiming.

Overload - Tier 2: Gives you +10% Magazine Size with Assault Rifles.

Metal Storm - Tier 2: Kill Skill, killing an enemy gives you +12% Fire Rate and +15% Recoil Reduction, per level, for a short time.

Steady - Tier 3: Grants you a +8% Recoil Reduction, +5% Grenade Damage and +4% Rocket Launcher Damage boost, per level.

Battlefront - Tier 3: While your turret is deployed, you gain +6% to Gun, Melee and Grenade Damage.

Longbow Turret - Tier 3: Turns your turret into a Longbow Grenade, granting +10,000% Turret Deploy Range and +110% Turret Health.

Duty Calls - Tier 4: Helps you deal straight bullet damage with +5% Gun Damage and +3% Fire Rate with non-elemental guns.

Do or Die - Tier 4: This will let you throw Grenades while in Fight For Your Life, and adds +10% Grenade and Rocket Launcher Damage.

Ranger - Tier 5: Want to boost everything? This skill boosts your Gun Damage, Critical Hit Damage, Accuracy, Fire Rate, Magazine Size, Reload Speed and Maximum Health by 1% per level.

Nuke - Tier 6: When you deploy your Turret, it will set off a small Nuclear Blast.
Survival: This skill tree is all about boosting Axton's defensive stats, as well as keeping him alive, and using the turret frequently.

Healthy - Tier 1: Gives you +6% Maximum Health per level.

Preparation - Tier 1: Grants you +3% Shield Capacity per level, and you regenerate 0.4% of your Maximum Health when your shields are full.

Last Ditch Effort - Tier 2: Gives you +8% Gun Damage and +14% Movement Speed during Fight For Your Life, per level.

Pressure - Tier 2: Depending on how low your health is, you gain up to +14% Reload Speed and -12% Shield Recharge Delay per level.

Forbearance - Tier 3: Gives -8% Status Effect per level and +1% Maximum Health per level.

Quick Charge - Tier 3: Kill Skill, killing an enemy will regenerate 1% of your shield per second, per level.

Phalanx Shield - Tier 3: The Turret now projects a shield that tries to block incoming enemy fire, while allowing friendly fire to pass through.

Resourceful - Tier 4: Gives you +5% Action Skill cooldown per level.

Mag-Lock - Tier 4: Lets you deploy your turret on walls and ceilings.

Grit - Tier 5: Gives you a 4% chance, per level, to ignore damage that would otherwise kill you. Not only will you not take damage from the attack, you will also regain half of your Maximum Health.

Gemini - Tier 6: You can deploy two turrets at once.

Paul Hellquist, creative director at Gearbox on Borderlands 2 talked more about how to invest in varying skill lines. "Pretty much every class has trees for varying levels of gamer in terms how casual to hardcore you are. They all have a tree that's pretty straightforward and pretty obvious of what the benefits are at one end of the spectrum. Then they sort of have a middle ground. Then most of them have a tree that's [for] the guy who likes to see the connections between all these skills and realize the power that they can work together, whereas on the surface they might not be as obviously as powerful as some of the more casual skills."
So what's a specific example of how skill selection can alter the Commando's play style? Hellquist explained a skill called Pressure. "It grants you reload speed and shield recharge bonuses based on how much health you have remaining. So the lower your health is the higher your bonuses are." In other words, as you near death, you become more deadly. Cooke added, "I think our expert players and people that really want to dig will find that there's a lot more depth to be sort of had out of the skill trees this time around."

Gear items also help define your character. You won't be equipping a huge range of gear items, but will be swapping out grenade types and shield mods and artifacts, all of which have different bonuses. "You might see a piece of gear that does something and think 'Oh, that's okay I guess," said Hellquist. "But then you notice this skill in your tree. 'Wait a second, if I use that type of gear with this skill my fire rate is going to get through the roof,' and it's going to be insane. So now I want to get that, I want to find that piece of gear and really focus on that skill and see what that feels like."

Maya | Siren:
While every class uses guns to burn, shock and blow up enemies, every class does so with the aid of a unique primary action skill. This skill essentially defines the class, and can be modified in dramatic ways. The phasewalking of the original Siren has been replaced with something that sounds similar but really isn't: phaselocking. The phaselock ability is the first earned in the Siren's skill tree, allowing her to bind an enemy from range in a kind of energy bubble. At its most basic level that has a few advantages. First, it takes an enemy out of a fight, providing a degree of crowd control. If there's an especially irritating monster that you or your co-op group would rather freeze in time in order to clean up the rest of the battlefield first, phaselock it and return to shooting it after the enemy horde has been thinned out. Second, it locks the enemy in place, useful for turning fast-moving creatures into easy targets.

Hellquist added that the decisions you make with skill point allocation also affect the visual appearance of the phaselock ability, so if you were to join someone else's game and observe their phaselock, you'd have an idea about their skill build, like how armor sets in some MMOs give away class specializations.

In terms of what phaselocking is like mechanically, you highlight an enemy with a cursor and initiate the phaselock. It's not a projectile attack, so you don't need to lead targets to hit them or anything like that. Then affected targets hover above the ground for the duration of the effect. "We had considered doing like homing projectiles," said Hellquist, "but it reduced the player's ability to actually choose exactly who they wanted to take care of, so it lost a lot of the strategy because the homing projectile would just kind of find someone and you were like 'I didn't want this stupid skag pup, I needed the badass gone.'"

Paul Hellquist pointed out that phaselocking can serve the additional purpose of marking a target, which tends to be useful in situations where especially lethal enemies should be focus-fired into oblivion. To help with this, the phaselock effect can be modified to add additional bonuses to the affected target. In one build after learning a skill called Wreck, according to Hellquist, "while you have an enemy phaselocked you [get] an increased fire rate and damage with all gun types. So you throw the badass up in the bubble and now your SMG, which already had an outrageous fire rate, is just sending insane amounts of lead into this thing. It's one of my favorites."


Badass monsters are the equivalent of elite or veteran monsters in MMOs – generally they output higher damage and are able to absorb far more punishment before finally keeling over, and yield better rewards. Though you can use the phaselock on badasses, you won't be able to on bosses. "You definitely cannot phaselock bosses," said Hellquist, "although the phaselock skill is still useful against bosses and will deal damage when you hit them. There's a neat little thing as well where we found that players were frustrated with accidentally wasting phaselocks so we designed it such that if you attempt to phaselock something and miss, you're skill immediately goes, like resets its cooldown so that you can have another chance to use it again and it works the same way against bosses. Although, if you successful deal damage it will expend the cooldown on it."

Skill Trees For Siren Class

Harmony

Cataclysm

Motion
Harmony – The skills here mainly focus on healing.

Mind's Eye - Tier 1: Gives you +5% Critical Hit Damage and +6% Melee Damage per level.

Sweet Release - Tier 1: When you kill an enemy that's Phaselocked, a Life Orb is released, one per level, that will seek you and your allies out to heal. The Life Orb will heal more depending on how much health you have, up to 15% per Orb.

Restoration - Tier 2: Gives you +3% Maximum Health, and you can attack allies to heal them for 6% of the attack damage per level.

Wreck - Tier 2: Grants +10% Fire Rate and +6% Damage with guns per level while there's an enemy Phaselocked.

Elated - Tier 3: You and your allies will regenerate 1% Health, per second, per level, while you have an enemy Phaselocked.

Recompense - Tier 3: When you take damage, there's a 10% chance to do an equal amount of damage to whoever hurt you.

Res - Tier 3: You can instantly revive an ally by Phaselocking them while they're down.

Sustenance - Tier 4: It's a straight up 0.4% per second, per level, Health Regen.

Life Tap - Tier 5: Kill Skill, killing an enemy will give you a 1.2% Life Steal per level for a short period of time.

Scorn - Tier 6: This is a Melee Override Skill, Melee attacks throw out an Orb of Slag that constantly damages enemies nearby. This skill has an 18 second cooldown.
Cataclysm - This skill tree is based on Elemental Attacks.

Flicker - Tier 1: Grants a +6% Elemental Effect Chance, per level.

Foresight - Tier 1: Gives your weapons +4% Magazine Size and +5% Reload Speed per Level.

Immolate - Tier 2: This skill adds 10% Damage, per level, as Fire Damage to shots fired when you're in Fight For Your Life.

Helios - Tier 2: When you Phaselock an enemy, it causes a Fire Explosion, damaging nearby enemies, gaining +1 Damage per level.

Chain Reaction - Tier 3: When you have an enemy Phaselocked, any bullet that hits enemies have an 8% chance, per level, to ricochet and hit another nearby enemy.

Backdraft - Tier 3: Your melee attacks now cause Fire Damage. Also, when your shields are drained, they cause a Fire Explosion, damaging nearby enemies. In order to explode again, your shields need to fully recharge.

Cloud Kill - Tier 3: Shooting an enemy generates an Acid Cloud, which deals Corrosive Damage over time. The cloud last for 5 seconds, and only one can be active at once.

Reaper - Tier 4: Lets you deal +8% more Gun Damage to enemies with over 50% Health remaining.

Blight Phoenix - Tier 5: Kill Skill, killing an enemy has you dealing constant Fire and Corrosive Damage to nearby enemies for a short time. The damage is based on your Level, and the level of Blight Phoenix.

Ruin - Tier 6: This will augment your Action Skill. Phaselocking now Slags, Corrodes and Electrocutes all the nearby enemies.
Motion - The skills here focus on crowd control and defense.

Ward - Tier 1: Grants you a +5% Shield Capacity and -8% Shield Recharge Delay, per skill level.

Accelerate - Tier 1: Gives you a +3% Gun Damage and +4% Bullet Speed increase per level.

Suspension - Tier 2: This will increase the duration of Phaselock by 0.5 seconds per level.

Kinetic Reflection - Tier 2: Kill Skill, killing an enemy will grant you the ability to deflect bullets at nearby enemies, reducing your Damage by 10% and dealing 20% Damage per level for a short time.

Fleet - Tier 3: Your Movement speed is increased by 10% per level when your shields are depleted.

Inertia - Tier 3: Kill Skill, killing an enemy regenerates 0.8% of your shield per second and increases your Reload Speed by 10% per level for a short period of time.

Converge - Tier 3: Phaselocking enemies will draw them closer together. There’s only one level of this.

Quicken - Tier 4: Increases the cooldown rate on Phaselock by 6% per level.

Sub-Sequence - Tier 5: When an enemy dies while Phaselocked, there's a 20% chance, per level, that the Phaselock will transfer to another enemy.

Thoughtlock - Tier 6: Phaselock now causes enemies to fight among themselves, essentially fighting with you. Phaselock's Duration and Cooldown are both increased though, by 3 seconds and 4 seconds respectively.

There's also the storyline of the new Siren. While it may not be as exciting as the many ways to kill things, Gearbox has pointed out that more substantial story development is a focus for Borderlands 2. "What we wanted to do with the Sirens this time around was to have a kind of a different flavor," said Cooke. "There's some Siren lore that says that there's only a certain number of Sirens around at any given time in our universe and we wanted them to all kind of have unique back stories. [Maya] knows a bit about where her power comes from. We kind of patterned her a little bit after Indiana Jones to some extent. You know, she's the adventurer, roving the universe trying to find the secrets of where she came from and what the Sirens are all about."

Salvador | Gunzerker:

The Gunzerker gets three skill trees, each of which represent a different style of play. "We certainly added more skills. We wanted the trees to be more unique," said Burch, who went on to explain the Gunzerker's backstory. "Everybody in the first game was implied to have just come to Pandora looking for the vault. Salvador [the Gunzerker] is actually a native of Pandora and the idea is that he sort of protected a town wherever he lived out in the sticks. Once Hyperion came to the planet they've been on this quest to eradicate all the 'bandits' from Pandora, but in their mind that's everybody who is not part of the Hyperion corporate family."

You won't be locked into a skill tree, you can distribute points across multiple trees like in the first game. You can't learn every skill, though, and can reorganize your build if you're unhappy with your initial decisions. "We won't talk specifically about how you do respec-ing," said Hemingway, "but our philosophy has always been that it should be very, very easy and very cheap. You know in the first game respec-ing was ridiculously cheap to do and you could do it whenever you wanted. We do everything we can to encourage experimentation so the players can try out the different things."

Skill Trees For Gunzerker Class

Rampage

Brawn

Gun Lust
Rampage - The skills in the Rampage tree focus around ammunition and Gunzerking.

Inconceivable - Tier 1: You gain up to a 10% chance for a shot to not use ammo, depending on how low your health and shields are.

Filled to the Brim - Tier 1: You gain +5% Magazine capacity and +3% Ammo capacity per level for all weapons.

All in the Reflexes - Tier 2: You get +6% Reload Speed and +4% Melee damage per level.

Last Longer - Tier 2: You get +3 seconds of Gunzerking per level.

I'm Ready Already - Tier 3: You gain +6% Gunzerking Cooldown Rate per level.

5 Shots or 6 - Tier 3: Gives you a 5% chance, per level, to add an additional round of ammo when firing, instead of expending ammo.

Steady As She Goes - Tier 3: Gives you a big ol' +80% Recoil Reduction as well as a 30% chance to improve accuracy on a hit while Gunzerking.

Yippee Ki Yay - Tier 4: This will increase the duration of Gunzerking by 0.6 seconds, per level, every time an enemy is killed while Gunzerking.

Double Your Fun - Tier 4: With this skill, when you toss a grenade while Gunzerking, you throw two grenades instead - the second grenade doesn't cost any ammo either.

Get Some - Tier 5: When you shoot an enemy, it decreases the cooldown on Gunzerking by 0.6 seconds, per level. But this skill has a cooldown of 3 seconds.

Keep Firing... - Tier 6: While Gunzerking, you gain up to an +88% increase in Fire Rate and +25% Reload Speed, depending on how long you hold the trigger down.
Brawn - The Brawn Skill Tree will make you physically tougher.

Hard to Kill - Tier 1: Gives you +4% Maximum Health and you regenerate 0.1% of your health per second, per level.

Incite - Tier 1: When you take damage, you gain +6% Movement Speed and +5% Reload Speed for a few seconds.

Asbestos - Tier 2: Grants -8% Negative Status Effect Duration, per level.

I'm The Juggernaut - Tier 2: Kill Skill, Killing an enemy grants +4% Damage Reduction for a short time.

Ain't Got Time To Bleed - Tier 3: While Gunzerking, you'll regenerate up to 0.8% of your Maximum Health, per second, per level, depending on how low your health is.

Out of Bubblegum - Tier 3: Grants +7% Fire Rate while your shield is depleted.

Fistful of Hurt - Tier 3: This is a melee override, throws a heavy punch that does massive damage and knockback. This skill has a 15 second cooldown.

Bus That Can't Slow Down - Tier 4: Gives you +10% Movement Speed per level while Gunzerking.

Just Got Real - Tier 4: Gives you up to +8% Gun Damage, per level, depending on how low your health is.

Sexual Tyrannosaurus - Tier 5: Taking Damage grants you +0.4% Health Regeneration per level, for 5 seconds. This effect doesn't stack.

Come At Me Bro - Tier 6: While Gunzerking, you can hit the Action Skill button again to taunt enemies into attacking you. You'll instantly heal to Full Health and gain a massive Damage Reduction boot too.
Gun Lust - The skills in the Gun Lust tree are built more around reloading quickly, swapping weapons, and tweaking your gun stats.

Locked and Loaded - Tier 1: Reloading your gun will give you +5% Fire Rate, per level, for a short time.

Quick Draw - Tier 1: Gives you +7% Weapon Swap speed and +2% Critical Hit Damage per level.

I'm Your Huckleberry - Tier 2: Gives you +3% Damage and Reload speed when you're using Pistols, per level.

All I Need Is One - Tier 2: When you swap weapons, the next shot you fire will have +8% damage, per level.

Divergent Likeness - Tier 3: If you Gunzerk with two of the same type of weapon, you'll gain +6% Damage. If you Gunzerk with two different types of weapons, you gain +6% accuracy, both per level.

Money Shot - Tier 3: The last bullet fired from a clip does +8% damage, per level, per magazine size, maxing out at +80% per level.

Auto Load - Tier 3: Killing an enemy will automatically reload all of your weapons that aren't in your hands, but are equipped. If you swap guns after Auto Load, Locked and Loaded will also take effect.

Lay Waste - Tier 4: Kill Skill, killing an enemy will grant you +8% Fire Rate and +5% Critical Hit Damage with guns, per level, for a short time.

Down But Not Out - Tier 4: You can Gunzerk while in Fight For Your Life.

Keep It Piping Hot - Tier 5: While Gunzerking is in cooldown, you gain +5% Gun Damage, +6% Melee Damage, and +5% Grenade Damage per level.

No Kill Like Overkill - Tier 6: Any excess damage to an enemy that kills them is transferred to the next enemy shot at.

Gearbox wants players to use these skills together as well, like using the Money Shot skill in conjunction with No Kill Like Overkill. "Money Shot makes it so that the last bullet fired from any clip does massive damage. So imagine you have a revolver, you're going 'bang, bang, bang, kaboom,' and all of a sudden the guy explodes and you reload and go do it again," said Burch. Hemingway elaborated on the combinations possibilities, "So you have a Money Shot, the last shot in your chamber is super powerful, and then you have No Kill Like Overkill. You can just go from almost no health to completely full health if you just use your skills accurately and are a good shot."

Skill trees aren't the only way to alter how the Gunzerker fights. Like in the original, you'll get grenade types and more to equip for varying effects. A skill called Double Your Fun, for instance, ties into the grenade system. "If you throw a grenade while gunzerking you actually end up throwing two grenades, but the second grenade doesn't cost you ammo. And so what we're really seeing people do is they will collect a grenade mod which explodes and then throws out additional grenades when those all explode. When you combine that with this it's like it's a room clearer. Just very quickly 'boom, boom, boom, boom, boom.' Everything dies," said Burch.

"The skills and the loot really have interesting kinds of interplay," said Hemingway. "We were talking about the Brawn Tree earlier, and you can min/max the Gunzerker to just be the ultimate health machine if you find the right kind of shield. There's some shields that have a low amount of actual shield but they increase your overall health and if you want to spec for those then you can just be a walking tank that will never ever, ever die. Your damage won't be as spectacular as someone who is going in the Gun Lust or Rampage tree but you can just be the agro sponge for your team. All the skills and all the loot have been sort of designed in such a way that you can combine them in these crazy ways."

Zer0 | Assassin:
The Assassin class is basically the ninja of Borderlands 2. He runs around the battlefield with a sword and can slice into enemies from stealth for colossal critical hit bonuses. He's the class of choice for someone that wants to do crazy high burst damage.

Like the rest of Borderlands 2's classes, the Assassin's skill set can be tailored to your preferred play style. Want to concentrate on close-up strikes? Long-distance sniper shots? You can with the Assassin, which according to Gearbox is the only class with a clearly defined weapons preference. If you really like sniping, it sounds like the Assassin could be a good choice.

But first, here's a bit of story detail on Zer0 the Assassin, courtesy of Jeramy Cooke, art director at Gearbox for Borderlands 2. "The cool thing about Zer0 is you don't really know where he's from or what he's all about just yet. He's definitely a bit of a mystery and that's on purpose…an interesting note about Zer0 is his real name is not Zer0. That's what everyone calls him because every time he assassinates someone he displays a zero on his faceplate so he's just known as Zer0." If you watch the recent trailer closely, you'll see a few other emotes pop up over Zer0's faceplate, including a smiley face 50 seconds in. When he does zero damage on a crotch shot just after that in the trailer, it doesn't mean he's doing no damage. "The zero is more of his calling card," said Paul Hellquist, creative director on Borderlands 2, hence the '0' in his name. "He's definitely dealing damage in that case," added Cooke.

Though Zer0 uses a sword often in the trailer, the blade isn't an equippable item. You won't swap out swords the same way you swap out guns. Instead, the sword is his basic melee attack, but its effectiveness in combat can be enhanced. There's actually reason for the lack of sword customization built into the fiction of Borderlands 2, called 'digistruction'. "Digistruct is our term in the Borderlands universe for this ability of having like a digital blueprint that can then be built, you know, on demand," said Hellquist. "That's how our cars appear in the world and a lot of things in the game are constructed in this way…when you pull your guns out they digistructed out of their holster. Hopefully people will finally get to really realize all this kind of cool technology we invented. In fact even Claptrap has a digistruct module. If you've ever seen his little tray pop out of his chest, he's got a digistruct module in there."


In terms of Zer0's sword, "The blade actually digistructs," said Cooke, "It's somewhat like a lightsaber. The handle exists on his hilt and when he pulls it out the blade digistructs for the attack."

It's especially easy for Zer0 to close in on enemies thanks to his action skill, Deception. "He can deploy a holographic decoy of himself onto the battlefield," explained Hellquist, "then he goes into a predator stealth kind of mode where he can move around on the battlefield while the enemies think that he's where his decoy is. This allows him to maneuver around the battlefield and do tons of critical strikes." While in stealth mode Zer0 isn't invulnerable – grenades and other form of splash damage will still injure him – further distinguishing it from the phasewalking ability of the original Borderlands' Siren.

Most interesting is when you decide to attack from the stealth state. If you attack before the stealth timer expires, you don't deal quite as much damage but the cooldown on entering stealth again is reduced. The longer you stay in stealth, the more critical damage you do, so timing an attack right as the stealth timer is about to expire ensures you'll land an especially devastating hit. This seems like it could be particularly useful against bosses and in co-op, giving you the equivalent of a rogue-like backstab. Zer0 is "definitely more single target focused than any other class," according to Hellquist.

Other bonuses applied during the stealth state ensure big damage. "When he launches his decoy out he gets this special vision and all the enemies are highlighted on the battlefield," said Cooke. "They glow bright blue and all of their critical hit locations are revealed. So this allows the assassin to find out where crit locations are on bosses or take a very, very careful shot." Using this critical hit overlay in combination with the last-second sniper rifle or sword strike could be very useful, possibly making the rest of your co-op players jealous after they see how much damage it inflicts.

Skill Trees For Assassin Class

Sniping

Cunning

Bloodshed
Sniping : This tree, believe or not, is focused around Guns, especially sniper rifles.

Headsh0t - Tier 1: This is a straight +5% Critical Hit Damage boost, per level.

0ptics - Tier 1: Gives you +3% Zoom and +12% Aim Steadiness, which makes your aim move less when you get hit, per level.

Killer - Tier 2: Kill Skill, killing an enemy will give you +10% Critical Hit Damage and +15% Reload Speed per level for a short time.

Precisi0n - Tier 2: It's a straight up +5% Accuracy boost, per level.

0ne Sh0t, 0ne Kill - Tier 3: The first shot from a full magazine deals +12% Damage per level.

Vel0city - Tier 3: Grants +20% Bullet Speed, +3% Critical Hit Damage, and +2% Gun Damage per level.

B0re - Tier 3: Your shots pierce through enemies, and gain +100% Damage per enemy pierced. Also, enemies Critical Hit Locations are highlighted while you're in Decepti0n mode.

Kill C0nfirmed - Tier 4: Grants up to +8% Critical Hit Damage per level, depending on how long you aim down the sights.

At 0ne With The Gun - Tier 5: Gives you +25% Hip Fire Accuracy, +10% Reload Speed and +1 Magazine Size with Sniper Rifles, per level.

Critical Ascensi0n - Tier 6: When you get a Critical Hit with a Sniper Rifle, you get +6% Critical Hit Damage and +5% Damage with snipers. This boost can stack up to 999 times, but the stacks will decay if you haven't gotten a Critical Hit in a while.
Cunning : This tree is focused around Zer0's Decepti0n skill, and both ranged and melee boosts.

Fast Hands - Tier 1: Gives you +5% Reload Speed and +10% Weapon Swap Speed per level.

C0unter Strike - Tier 1: After you get hit, your next melee attack has a chance to do +50% Damage, per level.

Fearless - Tier 2: Gives you +5% Fire Rate and +3% Gun Damage, per level, while your shields are depleted.

Ambush - Tier 2: Gives you +4% Damage per level when you attack an enemy from behind, or an enemy that is attacking someone other than you.

Rising Sh0t - Tier 3: Each successful ranged, or melee, attack grants you +2% Gun Damage and +1.8% Melee Damage per level for a short time. The boosts can stack up to 5 times - faster weapons will stack quicker, but slower ones hold the stack longer.

Unf0rseen - Tier 3: Your Holographic Decoy will explode when you become visible again, causing damage to enemies. The Damage increases per level.

Deathmark - Tier 3: Dealing melee damage will mark an enemy for 8 seconds. Marked targets take 20% more damage from all sources.

Innervate - Tier 4: While Decepti0n is active, you get +2% Gun Damage, +7% Movement Speed and you regenerate 0.8% of your Maximum Health per second, per level.

Tw0 Fang - Tier 5: Every shot has a 6% chance to fire two shots, per level.

Death Bl0ss0m - Tier 6: An Augment for Decepti0n. You throw a handful of Kunai Knives out, with a random Elemental Effect. The knives don't take you out of Decepti0n, and can be used five times per cooldown, and also can apply the Death Mark Skill.
Bloodshed : This skill tree is all about melee attacks.

Killing Bl0w - Tier 1: Gives you +100% Melee Damage against enemies with low health, per level.

Ir0n Hand - Tier 1: Grants +3% Melee Damage and Maximum Health per level.

Grim - Tier 2: Kill Skill, killing an enemy regenerates 0.7% of your shield and grants +1.5% Decepti0n cooldown rate per level, for a short time.

Be Like Water - Tier 2: Shooting an enemy gives you +6% Damage, per level, to your next Melee attack. Melee attacks grant you +4% Damage to your next weapon attack.

F0ll0wthr0ugh - Tier 3: Kill Skill, killing an enemy grants +8% Movement Speed, +6% Gun Damage and +8% Melee Damage for a few seconds, per level.

Backstab - Tier 3: Melee attacks do +8% Damage, per level, when you hit an enemy from behind.

Execute - Tier 3: This is a Melee Override Skill. While you're in Decepti0n, and you're aiming at an enemy, you can do a melee attack to dash forward a short distance and do massive damage. The dash attack has a range of 3 meters.

Resurgence - Tier 4: When you kill an enemy with your melee attack, you restore up to 4% of your health, depending on how low you are.

Like the Wind - Tier 5: Gives you +3% Melee and Gun Damage per level while you are moving.

Many Must Fall - Tier 6: When you kill an enemy with a melee attack while in Decepti0n, you deploy an additional decoy and Decepti0n is extended instead of ending.

One of Zer0's more notable skills is called Be Like Water. "It's this really interesting dichotomy of guns with melee," said Hellquist. "What it does is every time you shoot an enemy it increases your melee damage for a few seconds and then every time you melee someone it increases your shoot damage for a few seconds, so it encourages people to switch back and forth and do this ninja dance of gun to sword to gun to sword. It's a really neat and fun skill."

As it turns out, Zer0's decoy ability isn't solely for distraction. It can also be weaponized. "There's a skill in his cunning tree called Unforeseen," said Cooke, "that allows you to make your holographic decoy explode when you become visible and it deals shock damage, so it's a cool way to disable people's shields from a tactical standpoint. If you're fighting enemies that have a lot of shield, one of the neat tricks is run in, gather a lot of aggro, drop your decoy and then run out and immediately break stealth. It'll do a big AoE shock and damage every one's shields and then you can kind of take them down more quickly." It's easy to see how that might be especially useful in a co-op game, as you can pull off a move like this and let your teammates clean up the group of mobs after the blast.

Tuesday, July 31, 2012

Tuesday, February 28, 2012

Borderlands 2

Going Back To Pandora

The new Borderlands takes place once again on hazardous planet Pandora, and features all-new characters, classes, weapons and environments, plus an improved mission system.


13 things interesting about Borderlands 2
Borderlands 2 Dev Talks New Art, Improved AI, and Why PC Gamers Will Get More Love This Time Around
Kirk Hamilton of Kotaku caught up with Gearbox's art director Jeramy Cooke to chat with him about the new characters, guns, and art tech in Borderlands 2, as well as why PC players will be getting a much more customized version this time around.

Cooke talks about PC interface. "We had a ton of fans who played the game on PC, but they honestly got a port of the console game. We heard a lot of fans say, 'Hey, you didn't really take care of us here.' So, we completely ripped out the UI - there's a completely new UI for PC, it's mouse-driven, supports drag-and-drop, all of the things that you would expect in a PC title. It'll be a lot more fun for people."

The first Borderlands managed to go from "oddity" to "obsession" to "dark horse GOTY candidate" - it was a flawed title that still managed to create an enjoyable experience simply by way of its strong mechanics and unique look. Listening to Cooke talk about the sequel gave me the impression that the dev team has listened hard to player feedback and is methodically addressing their concerns one by one. Very promising, to be sure.-Kotaku

1. It's got the same art style

OK, you probably could have deduced that one from the logo alone, but it's worth dwelling on the sheer opulence of the Borderlands aesthetic. In a world where gun-metal realism is the norm, we're pleased beyond measure that at least one hardcore action franchise has a taste for bright colours.

The team has also been hard at work updating the game's art style. "I think I've helped evolve the art style for Borderlands 2", Cooke said. "We've added a lot more shader work. We've always seen ourselves as concept-art style instead of cartoony or anime or any of those things, because we do a lot more rendering. If you look at some of the ice, it's not just a 2D texture with lots of lines in it, it has pretty complex shader stuff, depending on how something catches the light." He went on to describe how when light catches various objects in the world, they each react differently—in essence, he and his team at Gearbox are building a world of living concept art.

I mentioned to Cooke how often, I find that I prefer a game's promotional concept-art to the way the game eventually looks. "That was how we made the switch. We were like, 'We're doing this high-realism thing, but the game has this crazy zany fun aspect to it, and it doesn't make any sense.' And we had all this awesome concept-art and we looked at it and said, 'Why don't we make it look like this? This is so cool.'"

"[Changing the art style for Borderlands] helped us find our voice, it helped us realize what kind of game we were making. There was a connection between the art and the game design, and suddenly they started riffing off of each other, and we ended up with crazy midgets strapped to shields… we realized that yeah, we're badass, but we like to have fun, too."-Kotaku

2. The original cast will return

In some form, anyway. The 'A Dam Fine Rescue' mission shown at Gamescom this week challenges you to rescue soldier dude Roland from a bandit camp, navigating a warren of bolted-together scrap-metal while enemies rocket down from orbit. Here's hoping Lilith, Brick and Mordecai get their own cameos, if not playable appearances.

For starters, there will be an entirely new cast of characters in Borderlands 2, but Roland, Lilith, Mordecai, and the rest of the gang from Borderlands will still make the occasional appearance. "We decided to bring back all the original playable characters as NPCs in the new game," Cooke told me, "because everyone is so connected to them. I keep doing interviews where people tell me, 'Oh, I played the game for 300 hours.' These people spend so much time with these characters, but then, they don't really know who they are. This game is five years after the vault was opened, and we wanted to show what's happened since then."

The new demo has the player raiding an enemy compound to free Roland, the soldier from the first game; one would imagine this means that afterwards, Roland will be around for players to interact with, theoretically getting to know him beyond "This is the guy with the healing bullets."-Kotaku



3. Vehicles are bigger and better

The handling has been tinkered with - there are now powerslides - and you can expect four seater rides for the ultimate co-op road trip. The physics system has been dialled down a few notches to smooth over the first game's "Warthog on springs" feel. No longer will stray specks of grit send you flying into a ditch.

4. Almost every in-game asset is new

Here's a little snippet from CVG's recent interview with concept designer Scott Kester: "Very few components from the last game are being reused. We have some staples for certain enemies that we put in for familiarity but it was really important for us to just do more of what we did better, with as many things as we can put in there to keep players interested."


5. Even empty guns are weapons

Short on bullets? Guns aren't just for shooting with, providing they're manufactured by Tediore - they're also for hurling at people's heads. Result: a stun effect that can be amplified by leaving ammo in the clip. The best part is that your gun re-materialises in your hand after you throw it. It doesn't make sense, but then again nor does strapping a midget to your shield.

6. Bosses strap midgets to their shields

And why stop at shields and midgets? Borderlands is a customisation-driven game. I should be able to strap anything I damn well please to anything else I damn well please. Palm-tree/humvee, for instance. Or chainsaw/bathtub. Incidentally, if you shoot that midget's restraints away he'll be more than happy to fight on your side.


7. Bandits manufacture their own weapons

No longer will all the guns you'll grab be mass-produced. Bandits have cobbled together their own, unique hybrids with hugely exaggerated features, like super-sized magazines.

Bandits' guns would be all about ammo, while other manufacturers would focus on rate-of-fire, ammunition type, and more. (And of course, the hilarious exploding disposable Tediore gun from the demo.)-Kotaku


8. There are crazy new enemy types

See those giant snowbeasts in the trailer? They're Bullymongs, and when they're not chewing your head open they'll rip up and throw huge lumps of scenery your way. Also on the cards: a new bandit type, the Marauder, who's intelligent enough to seek cover when injured, floating healer robots named Surveyors, and exploding suicidal Terminator wannabes.


9. The AI packs a punch

The baddies aren't just a posse of yelping bullet-sponges any more. Wound certain varieties and they'll limp away, firing back at you; down others and they'll pull themselves up on one elbow for a last ditch salvo. Smarter foes will try their hands at flanking tactics, and if there's high ground available, expect them to seize it. Both inside and outside combat, NPCs will be far more talkative.

One of the chief criticisms of Borderlands was the repetitive enemies and somewhat simplistic AI—most enemies would simply charge at the character headlong, and combat frequently became an exercise in backpedaling and blasting. The AI was fairly easy to exploit in the first game, and Cooke says the team has addressed that, as well. "We saw people in the first game exploiting the AI," he said, "hiding around a building, getting the AI stuck and stuff like that, so now AI can completely navigate where players can navigate. They can jump from rooftop to rooftop, climb ladders, they can kick barrels down stairs... they have a much better sense of what's going on in the world. There's a whole new layer of communication, there's a whole new layer of states—we have wounded states, all these awesome buff states where guys hulk out. The AI is totally new from the original game."-Kotaku

10. None of the old guns return

Gearbox hasn't just overhauled Borderlands' gun roster, but gutted it completely. The weapon manufacturers have knocked out a slew of new toys, including realistic offerings from Dahl, AK47 homages with mandatory minigun barrel attachments from Ruskie outfit Vladof, and more explosive overkill from Torgue. Jakobs is still your first port of call for Wild Westy damage dealers.

"One of Borderlands's most distinctive aspects was its huge and varied arsenal. It's not a huge surprise that there will be even more weapons in the sequel. "There are a lot more guns this time," Cooke told me, "like, several orders of magnitude more. Our core gun system that we had last time we revamped the base code system for that to make it more efficient so that we could add more parts. So, in the past game we might've only had like five or six parts for a gun, now there can be more like twelve, fourteen parts in a gun. We paramaterized the scope views as well—before, it was all static art, so you might've only seen one of six scopes, but now you're going to see eighty-seven bazillion scopes, because they're all paramaterized. Guns dropped by bosses are going to have much more personality." Cooke said that the various gun manufacturers would be much more distinctive, as well.-Kotaku


11. Story missions are three times as big

You heard. Borderlands 2's campaign packs triple the fun, so bring a packed lunch. What's more, the storyline is now a dynamic affair, after the example of Mass Effect and its ilk. Fail to rescue Roland on time in the mission described above, for example, and you'll splinter off into a different plot thread. We're still trying to ascertain how drastic said splintering will be, but fans of replay-value should be delighted.

12. There's a mini-map

Because an open world game without an on-screen map is like a submarine without a periscope.


13. There's a wider variety of environments

There's more to Pandora than deserts. Borderlands 2 will reach beyond the original's unalleviated wasteland backdrop to embrace ice floes, mountains and forests, among other terrain types.

"We're also trying to put a lot more variety into the actual zones themselves," Cooke continued. "There was a lot of repetition of the same brown rocks last time, and we said, 'We're not doing this again.' We want people to see the whole rest of Pandora. We had made a map a long time ago for Borderlands one, and it had grasslands, it had volcanic areas, it had icy areas, and we just never really got to build them all. So for Borderlands 2 I said, 'We are going to go see the rest of Pandora.'"-Kotaku

To read about the different characters in Borderlands 2 visit the character page.


Here is Borderlands 2 interview with Scott Kester from GamesCon 2011