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No. 163984
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>>163980 If you ever decide you have too much money, start tipping Moxxi and playing the slots. Moxxi gives you the Good Touch and the Bad Touch, which are fire and corrosive, at certain milestones of tipping her. They are incredible SMGs (I have both from level 26. I'm still using both at level 36), and there is an achievement/trophy for tipping her 10k. Now for some general tips and tricks: >The scale terms of item quality tends to be Enemies -> Shops -> Bosses/Chests -> Gold Chest Search/Smash things religiously. There are a metric ton of player skins/heads, and vehicle paint jobs, and the majority of them will be found in trash/skag/refuse piles. Not only that, but some decent weapons (to sell or use) can be found in them, as well as money and eridium. >Never drop items to give them to another player. It only takes 50 trades with other players to complete the 'Psst, hey buddy...' challenge, and Bad Ass Tokens are Bad Ass Tokens. If you need kills (melee, weapons, elements, or skill), feel free to travel to low level areas and slaughter everything repeatedly. A level 20 white tier Tediore pistol tends to be way too weak at the part of the game you find it in, but fast travel back to the Southern Shelf, and you'll find you can get all 300 reload throw kills rather easily. Also, you'll find that barrel kills are a lot easier to get on low level bandits. AMP shields are odd in the fact that shooting when they are full gives a bit of bonus damage, but takes a chunk out of itself when you do. The damage bonus is the odd part; sniper rifles, rocket launchers, SMGs, and assault rifles do not gain much from the boost. However, when you use an AMP shot with a shotgun, the bonus applies to every pellet fired. I recently found an AMP shield that gives a 1000+ damage bonus when fired; with this boost, even a low level triple barrel shotgun can end up one shotting enemies in the second play through. Also, the AMP bonus damage can be used in another way: a Tediore throwing reload with a full AMP shield will gain the bonus of the boost, but will not activate the shield penalty. >Maylay shields come in two varieties: slow and fast. Slow Maylay shields tend to have massive damage boosts (I've seen 2k+), but have agonizingly slow recharge delay (I've seen 8 seconds). Fast Maylay shields give a much smaller damage boosts (Highest I've seen with 500ish), but come back faster than most other shields (1.75 to 2.5 seems to be the average). Bullet absorbing shields only give you the type of ammo you're shot with when they absorb, and can only absorb bullets. This means that in order to get SMG ammo, you must be shot with an SMG. It also means that you cannot absorb any Torgue weaponry, rockets, grenades, or E-tech of any sort. >Remember to aim down sights with shotguns, even if they have those silly scopes for no good reason. It tightens the spread of even the most inaccurate shotgun by a good deal. Enemies with red HP bars are considered flesh, and weak to fire, barring element immunities. Enemies with thick, yellow HP bars are considered armored, and are susceptible to corrosion. Equip appropriately. Tediore reload throws do damage in relation to ammunition left in the magazine. Firing one shot then throwing will do a lot more damage than emptying the magazine and throwing. Be aware, however; Tediore reloads use up every bullet left in the magazine, even if you didn't actually fire them. Shooting once then throwing a pistol with 11 bullets left in the magazine of a pistol before reloading will cost 11 bullets from your total supply. >DAHL guns always burst fire, but when fired from the hip, they can be either semi-automatic or fully automatic. Hyperion pistols and SMGs with small magazines are not worth the effort or the wasted ammunition. A Hyperion sniper rifle is still as accurate as any other sniper rifle, but have a ridiculous amount of swaying until the third shot or so. Only use if your other option is something like a DAHL sniper rifle that only exists to eat your pathetically small supply of sniper ammunition. Hyperion single barrel shotguns tend to be incredibly effective, provided their magazine is large enough. >Excluding sniper rifles, the listed fire rate on a Jakobs gun means next to nothing, so don't fret about it Torgue guns will always be slow (both fire rate and bullet travel speed), and always be explosive. This may mean that they are slightly behind in DPS compared to other guns, but every Torgue gun has a blast radius, giving some leeway in terms of aiming. If using a Torgue rocket launcher, be aware of the fact that the bullet speed penalty still applies. Even if it does do 13k damage at level 18, the rocket might move so slow that you can literally outrun it. >Just because it has e-tech, doesn't mean it's useful. Dart handguns have a delay before exploding, and are incapable of critting. Homing bullets aim for center mass, making any attempt at to headshot a bandit moot. However, nothing says you mean business like a shotgun that shoots balls of lava. Balance awesomeness and utility. Saw blades launched from Bandit Technicals count as melee kills and attacks. Barrels count as explosives (yet not as barrel kills, sadly). >Even if it says it uses multiples (2, 3, 4, 8) of ammunition to fire, one round left in the magazine will give the full effect. A double barrel shotgun with a magazine size of one effectively saves you a single shell per reload. If you buy Hyperion, you buy from Jack
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