Dead Island was actually pretty smart about this. They simply scaled all the enemies to you on your end of the game and converted your damage into a percentage. This meant that lower level guys could hang with higher levels (and vice verse) and still be useful. It didn't affect loot so if you wanted new gear, YOU had to kill a zombie or open a chest though.I nearly hit lvl 20 last night. One thing that I think I can say for certain is that this game seems much longer than the original. It's taking longer to lvl, firefights are taking longer, etc etc. It's really rewarding.
One other issue I've noticed with the game, however, is that a 3 level gap is pretty significant, which makes it hard to play with your friends.
What's worse is if it's been so long that it's NOT empty corridor anymore. The Firehawk quests had me running through Frostburn several times, thus making me clear some areas twice.My only real complaint? They LOVE to make you walk back after you do a quest. If I'm done with my quest, let me port back to Sanctuary or the quest giver immediately! If I'm just walking back through an empty corridor, it's really boring and kills the pacing.
I hate when you get killed right next to the NewU station and get dumped right back into a hail of gunfire.What's worse is if it's been so long that it's NOT empty corridor anymore. The Firehawk quests had me running through Frostburn several times, thus making me clear some areas twice.
Other complaints? The number of times I've done the Apollo Creed with putting the last mob down as they put me into FFYL has been infuriating.
My major complaint - flavor audio. Half the enjoyment of the game for me is the little audio breakins at the top right. But most of them trigger on events, especially quest goals. SO when you pick up an item or kill a quest mob, it triggers the audio update. Unfortunately, usually I'm still in the middle of a firefight to be able to pay attention or even HEAR all of what's going on up there - even with subtitles on. Even without this, if someone you walk close enough to in Sanctuary decides to say "Hey man, what's going on?" while you're listening to one of these files, it gets drowned out. Borderlands 1 at least had a menu where you could listen to all the audio files again, but I can't seem to find it anywhere on Xbox.
I wouldn't say no to a dodging mechanic but a cover system? That would have just turn this into another wack-a-mole, pop up from cover game and that's counter-intuitive to the design philosophy of this game. Borderlands is all about returning to that old-school philosophy of throwing tons of enemies at the player and expecting them to be able to deal with it thanks to armor and health pick-ups. This is why the game relies so much on monster closets (you know where they are, so you can start a fight on your terms), exploding barrels, and weakness memorization. The game expects you to learn.It's a fun game, just like the first was, but I'm finding a lot more frustration in it. I definitely wouldn't have said no to a cover mechanic or a better dodge capability since NPC's seem to duck/roll/etc all over the place.
This has been the way I start a fight every time, at least early game where I am now. Once I've dived deeper into the Brawn tree I might swap Sniper rifles out for something that'll Gunzerk a bit more effectively.Sniper rifles are my favorite! I clear out a bandit camp before ever getting close to it.
My strategy for Constructors is as soon as he lands, walk towards the red eye, and blast my explosive shotgun into it.Forgot to add one more thing.
- Constructors. These are way too strong to fight without cheesing them. Seeing a Constructor was basically my cue to ether find a place they couldn't see me at, go far enough away that I could shoot down their rockets and avoid their beam, or just look for a way to not fight them. These are the ONLY enemies I even care about when I see them.
I could dump round after round of acid into a constructor and it would barely phase it, even if I aimed for the eye. They just have so much health... and it doesn't help that it's hard to use FFYL with the bots, as I'd still need to dump 2 clips of acid into a gun bot to take it out at the end game.My strategy for Constructors is as soon as he lands, walk towards the red eye, and blast my explosive shotgun into it.
See, a Badass Fire Scag is NOTHING to me. I could drop my turret and it would kill it or at least get 75% of it's health down or just spray it down with acid. But a Constructor? The laser would burn down my turret in 5 seconds, then turn on me.Edit: Even the badasses/super badasses are mor or less a joke with a sniper rifle. Take off their arms with a couple shots and then make sure you don't get shot in the eye. I would rather face them then a badass fire scag.
See, the thing with that is Constructors can protect their eye with a shield, even without a shield drone. Also, being in position to hit it in the eye also means that your able to be hit with the laser and missiles. My strategy is usually just to find a place where it can't target me and just whittle it down to nothing, if able.Oh wait, I thought you were talking about walkers, you're talking about the constructors (whihc is exactly the word you used.) Sniper rifles are still the way to go with them. Just unload a clip into the eye. Getting a high speed sniper rifle is key though.
Yeah, I mean some classes still get bonuses for certain guns in trees (Commando for Rifles, for example), but they're not big deterrents like in 1. I felt like an idiot for using a Sniper Rifle as a Soldier in 1, but sometimes you just needed to.One of my favorite things that they did in this one was to remove the Skill Point system for guns, which allows you to use any gun at any time. This is incredibly valuable when you take ammo and different monster types into consideration. I try to keep 1 sniper, 1 AR, 1 pistol, and 1 RL in my gear at all times. I switch up to the thing I have the most ammo in whenever fights are easy. And I switch to the RL whenever I have to "Fight for your life!"
Whenever they throw the shield up you pretty much just have to hide or kill other stuff.See, the thing with that is Constructors can protect their eye with a shield, even without a shield drone. Also, being in position to hit it in the eye also means that your able to be hit with the laser and missiles. My strategy is usually just to find a place where it can't target me and just whittle it down to nothing, if able.
Fire worked well on them too (I hadn't found a Corrosive weapon when I first ran into them).I think explosive weapons work well on the armored ones, as the AOE helps hit the head more often. I know explosive weapons make the shielded Nomads a joke by doing damage through the shield.
The quick reload after kill ability is a must if you're going sniper spec. Same as it was with the sniper from the first borderlands. I've found that much of the sniper tree is pretty much the same as the first Borderlands. Then again, it was my favorite tree, so I'm kind of glad.Didn't know one of those skills existed. I've dumped everything into the sniping tree so far, guess I should look through some of the other skills. Can't say I'm that impressed with the top skill on the sniping tree tbh. Even though it's possible to stack it 1k times it's pretty much impossible to get it above 5 or so. Although it is pretty good for dealing with constructors or other baddies where you have to dump a full clip into their critical spot.
As for the shield carrying nomads, my experience is that the special skills can negate the shield. With Axton and Zero it draws their fire to your ghost or your sentry, with the siren it puts them in the fetal position. Dunno if the gunzerker has an easy way around it.
I generally avoid explosive weapons (other than RLs) due to the slow bullet speed.