Borderlands 1 really encouraged you to pick a single weapon type and stick with it for the massive bonus damage, accuracy, and reload by end-game it gave. The other issue I forsee is weapon skill levels. Just get rid of ammo (not reloading) to begin with. It's like the Borderlands devs were saying "Yah we're going to show you how much having ammo sucks in the low levels, but we realize it sucks and isn't fun, so by end-game you won't have to worry about it". I like the reloading component as I think it adds a lot of value to the gameplay when deciding between a weapon with a slow reload speed compared to a fast reload speed, but running out of ammo wasn't ever fun, and every class got some means of ammo regen by end-game so at some point you didn't have to deal with ammo anyway. Can you imagine dual wielding SMG's? You'd be out of ammo and having to walk back to a vendor after every fight! I hope they get rid of ammo, really. In Borderlands 1, EVERY class had ammo issues until you found a class mod or gun that had +ammo regen on it. The biggest problem I forsee with this class is ammo. "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." "The skills and the loot really have interesting kinds of interplay," said Hemingway. Just very quickly 'boom, boom, boom, boom, boom.' Everything dies," said lead writer Anthony Burch. When you combine that with this it's like it's a room clearer. "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. Using a grenade while gunzerking throws two grenades, but the second doesn't cost ammo. We do everything we can to encourage experimentation so the players can try out the different things." "You know in the first game respec-ing was ridiculously cheap to do and you could do it whenever you wanted. "We won't talk specifically about how you do respec-ing," lead designer Jon Hemingway told IGN. Combining Money Shot with No Kill Like Overkill means the last bullet in your chamber is more powerful, which makes getting health back with the Overkill ability easier. Swapping to a powerful weapon like a sniper rifle would deal overkill damage to restore their health.Īs in the previous game, you can select skills from various trees, and combine them for more powerful effects. The No Kill Like Overkill skill converts any extra damage you do to an enemy to health for you. The third tree is Gun Lust, which focuses on unique abilities with guns. The Come At Me, Bro skill taunts enemies to focus their attention on you, reduces damage, and puts you at full health - providing a helpful distraction for your teammates. The Brawn skill tree, meanwhile, seems more attuned to being a tank in multiplayer. The Yippe Ki Yay skill in the Rampage tree, for example, grants more gunzerking time for each kill, so large groups of enemies get laid to waste. The Rampage skill tree accents the "berserker" roots of the character type, to make the dual-wielding more destructive. The Gunzerker's primary action skill is dual-wielding, but the wrinkles come from building from three skill trees to modify that ability. Now the studio has detailed the skills for one of those classes, the wild dual-wielding Gunzerker. Gearbox Software is bringing some new classes to Borderlands 2, with lessons learned from the previous game's skill trees.
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