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Borderlands 2 Evil Smasher Glitch After Patch

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by toverpogo1972 2020. 2. 16. 22:00

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  1. Borderlands 2 Evil Smasher Glitch After Patch 2014

I'm trying the double run (and have watched the WR run for it), but I'm having an issue. For some reason when I have infinite ammo my smash is random, but doesn't build. It'll stay around 100 indefinitely. After playing around I've determined that one difference is when I don't have infinite ammo the gun reloads automatically when I switch to it (and stacks normally). When I have infinite ammo I have to reload manually (hit the reload key) every time I switch to it. Also, when doing this if I have a smash, every time I switch to the evil smasher I lose one stack (ex: I have 117, switch to smasher, don't reload, switch back, I have 100, i.e.

I have lost one stack). I've tried copying the steps in the run but it doesn't seem to work for me and I don't want to to stack a bunch and then start TVHM, I'd rather stack on the go, (for speed).

So stacking and then getting infinite ammo is (hopefully) no an option. Thanks for any help you can offer. I just mean switching to it after fully swapping away from it. You shouldn't be putting the smasher into your backpack until you're happy with the damage you do. And yeah you probably want to be reloading manually every time in most situations, although if you're not gonna be fighting any time soon it doesn't really matter and it's a nice break from the explosion noises to just stack it without reloading.

For health regen you want to merge the bad touch that you got from Moxxi in playthrough 1. It's got 2% life steal on it which is more than enough to always be at full hp with how much damage you should be doing.

Any%: completing the game doing as few or as many missions as the player wishes whilst completing the main story. Timing ends after killing the warrior and using the vault key 100%: A completion of the game which also completes all optional side quests before fighting the Warrior.

Timing ends upon handing in the final mission If the last mission you do is killing the warrior timing ends upon using the vault key 101%: A completion of the game which also completes all optional side quests before fighting the Warrior and continues to complete the ' You will die seriously' quest which is only unlocked after defeating the warrior. Timing ends upon handing in the completed quest to Tannis in Sanctuary. New Game: Using a completely new Axton, Maya, Zero or Salvador character (Recording includes selecting 'new game' from menu), Played up to Killing the Warrior. No Badass ranks New Game With DLC: Using a completely new Gaige or Krieg character WITH Gearbox weapons. (Recording includes selecting 'new game' from menu), Played up to Killing the Warrior. No Badass ranks New Game +: Allows the use of 'Badass ranks' (as these are gained from other play-throughs) Played from either level 1 up to killing the Warrior. Double Run: is a playthrough of the game from level 1 up to killing warrior in TVHM.

No Badass ranks UVHM Run: Using a pre-made character of level 72 in Ultimate Vault hunter mode with a Lascaux (Blue SMG) and a Vladof Rocket Launcher. No Money Limit No Badass ranks Character Save Files.

A=Axton, M=Maya, S=Salvador, Z=Zer0, G=Gaige, K=Krieg New game (Any%): A: 2:42:53 By M: 2:37:58 By S: 2:45:45 By Z: 2:29:34 By / New game With DLC (Any%): G: 2:12:52 By K: 2:52:34 By New game With DLC (101%): G: 5:52:09 By NG Co-op w/DLC: 2P: 1:52:28 By 4P: 1:54:19 By, and: / Double Run: G: 4:31:51 By UVHM72: A: 1:59:47 By M: 1:59:32 By S: 2:05:45 By Z: 1:57:32 By G: 2:03:45 By K: 2:12:13 By Note: Runs marked with '0:00:00 By -' means a run has not been completed for this category. The highlighted YELLOW Time is the fastest run of all listed Tricks, Guides and Patcher. Remove the DLC's you don't need from the DLC folder inside the 'data/Bl21.8.4to1.1.0.xdpatch' directory. I don't know which one is Gaige). Cbenni's 1.7.0 to 1.6.0 to 1.3.1 to 1.1.0 Patcher: This Patcher will roll your game back to versions 1.7 / 1.6 / 1.3.1 & 1.1.0, should you wish to restore your game to the most recent version you can roll forward using the patcher or let stream update the game itself.

VERSION 1.7.0: If you are rolling back from version 1.7.0 you will need to play the game in offline mode otherwise the game will crash when trying to use more recent files (which are downloaded on start up) on an older game version. Huge thanks to and for their previous patchers.

Thread title: bcolor='cyan'usize='18'Categories and what they mean:/size/u/color/b hidden=Catagoriesquote color='cyan'Any%:/color completing the game doing as few or as many missions as the player wishes whilst completing the main story. color='yellow'Timing ends after killing the warrior and using the vault key/color color='cyan'100%:/color A completion of the game which also completes all optional side quests before fighting the Warrior.

color='yellow'Timing ends upon handing in the final mission If the last mission you do is killing the warrior timing ends upon using the vault key/color color='cyan'101%:/color A completion of the game which also completes all optional side quests before fighting the Warrior and continues to complete the 'color='yellow'You will die seriously/color' quest which is only unlocked after defeating the warrior. color='yellow'Timing ends upon handing in the completed quest to Tannis in Sanctuary./color color='cyan'New Game:/color Using a completely new Axton, Maya, Zero or Salvador character (Recording includes selecting 'new game' from menu), Played up to Killing the Warrior.color='red' No Badass ranks /color color='cyan'New Game With DLC:/color Using a completely new Gaige or Krieg character WITH Gearbox weapons. (Recording includes selecting 'new game' from menu), Played up to Killing the Warrior. color='red'No Badass ranks/color color='cyan'New Game +:/color Allows the use of 'Badass ranks' (as these are gained from other play-throughs) Played from either level 1 up to killing the Warrior.

color='cyan'Double Run:/color is a playthrough of the game from level 1 up to killing warrior in TVHM. color='red'No Badass ranks/color color='cyan'UVHM Run:/color Using a pre-made character of level 72 in Ultimate Vault hunter mode with a Lascaux (Blue SMG) and a Vladof Rocket Launcher. color='yellow'No Money Limit/color color='red'No Badass ranks/color/quote/hidden color='cyan'ubsize='18'Character Save Files:/size/b/u/color hiddensize='18'color='cyan'New game with DLC:/color/size url=Perfect Sniper/url url=Perfect Sniper/url Thanks to url=for supplying the NG with DLC saves. size='18'color='cyan'UVHM:/color/size url=url=url=url=url=url=Thanks to url=for supplying the UVHM character saves. hidden=InstructionsquoteSimply paste into 'My Documents/My Games/Borderlands2/WillowGame/SaveData/Random numbers folder and rename it to a number which is not in use.

So, I played around with the infinite ammo glitch. Hyperion weaponry becomes impressive for long-range fighting, since the usual drawback of inaccurate first 2 shots doesn't apply when you have all the bullets.

The Hyperion Fire auto-shotgun from one of moxxi's quests kills enemies at great distance easily(you wouldn't get it in a speedrun, it's just what I was testing with). The skill to reduce recoil is very necessary. If you're going to be holding down that trigger(or rolling that mousewheel when using Law), you need your shots to go where they should. When looking for weapons, prioritize single-shot semi-automatic shotguns. The ones that do huge damage, but have low magazine counts.

Weapons that take multiple bullets per shot aren't useful with this glitch. It reduces the ammo consumed by 1, but if you're using 2 shots to fire, that's still spending ammo. Thus, the X2/X3 shotguns aren't useful, nor are E-Tech weapons. The Reload Speed/Magazine Size class mod isn't useful anymore. Get the Fire Rate one instead. Your endgame arsenal should be Law for long range fighting, a single-shot semiauto shotgun for close range, and a Hyperion Fire or Corrosive shotgun for elemental nonsense at any range.

4th slot is a rocket launcher for high HP enemies. What sort of grenades do you use when running? I prefer Slag Transfusion, for safety and extra damage, but that's really rare to manipulate on a single segment. So, I played around with the infinite ammo glitch. Hyperion weaponry becomes impressive for long-range fighting, since the usual drawback of inaccurate first 2 shots doesn't apply when you have all the bullets. The Hyperion Fire auto-shotgun from one of moxxi's quests kills enemies at great distance easily(you wouldn't get it in a speedrun, it's just what I was testing with). The skill to reduce recoil is very necessary.

If you're going to be holding down that trigger(or rolling that mousewheel when using Law), you need your shots to go where they should. When looking for weapons, prioritize single-shot semi-automatic shotguns. The ones that do huge damage, but have low magazine counts. Weapons that take multiple bullets per shot aren't useful with this glitch. It reduces the ammo consumed by 1, but if you're using 2 shots to fire, that's still spending ammo.

Thus, the X2/X3 shotguns aren't useful, nor are E-Tech weapons. The Reload Speed/Magazine Size class mod isn't useful anymore.

Get the Fire Rate one instead. Your endgame arsenal should be Law for long range fighting, a single-shot semiauto shotgun for close range, and a Hyperion Fire or Corrosive shotgun for elemental nonsense at any range. 4th slot is a rocket launcher for high HP enemies. What sort of grenades do you use when running?

I prefer Slag Transfusion, for safety and extra damage, but that's really rare to manipulate on a single segment. Judgy - have we mentioned you're a machine lately?

It feels like something's there in WEP OoB. (A Windows protip for ya: your dir is at '%HOMEPATH% Documents My Games Borderlands 2' - just paste that into Explorer.%HOMEPATH% is a Windows environment variable that maps it out right depending on which OS you're on.) Vortale - lulz, opening the last chest. (Really no point if you're finishing at level 26 or whatever. Tho it makes me wonder if there's a chest worth farming somewhere in Eridium Blight or Arid Nexus.

) Something I've been thinking about is build optimization with this glitch. Is Axton's turret really worth it, vs. Gunzerker or Mechromancer speed upgrades, Assassin deception letting you skip fights, all the various DPS/recoil reduction/fire rate builds etc etc? Seems like the main value now of the turret is getting to 12, and as a distraction. It just feels like the game refuses to let you be.too.

low level. They keep upping the XP on kills whenever you're lower level than you should be. So I wonder how far that actually goes - do you get more XP at -5 levels than -4? Also, they are SO gonna patch the infinite ammo. It makes me wonder, is there a good way to set the Borderlands 2 version in stone on Steam? Judgy - have we mentioned you're a machine lately? It feels like something's there in WEP OoB.

(A Windows protip for ya: your dir is at '%HOMEPATH% Documents My Games Borderlands 2' - just paste that into Explorer.%HOMEPATH% is a Windows environment variable that maps it out right depending on which OS you're on.) Vortale - lulz, opening the last chest. (Really no point if you're finishing at level 26 or whatever.

Tho it makes me wonder if there's a chest worth farming somewhere in Eridium Blight or Arid Nexus. ) Something I've been thinking about is build optimization with this glitch. Is Axton's turret really worth it, vs. Gunzerker or Mechromancer speed upgrades, Assassin deception letting you skip fights, all the various DPS/recoil reduction/fire rate builds etc etc?

Seems like the main value now of the turret is getting to 12, and as a distraction. It just feels like the game refuses to let you be.too. low level.

They keep upping the XP on kills whenever you're lower level than you should be. So I wonder how far that actually goes - do you get more XP at -5 levels than -4? Also, they are SO gonna patch the infinite ammo. It makes me wonder, is there a good way to set the Borderlands 2 version in stone on Steam? Thanks for testing all those weapons on the infinite ammo glitch! Usernameguy- I can vouch that Mecromancer is fantastic with the IF ammo glitch, I ran the game with a lvl 10 rocket launcher all the way up to lvl 20 until i died and lost my Anarchy boost.

I was one shoting everything that wasn't bad ass the entire time with no need for a new weapon. Looking further into this and the fact you can stack Anarchy to get up to a%700 damage boost (if going deathless, which would be a priority) you can really just use whatever garbage drops you get and equip them on the fly or grab a cheapy launcher off a gun stand thats 5lvls below where your at in game and WRECK FACE.

On top of that you get the Deathtrap which is basically a mobile turret. My vote goes to mecro for the run.

I'll be streaming my run if I can get my computer to co-operate if not I'll record and post. Edit: also you make me wish I had PC. Thanks for testing all those weapons on the infinite ammo glitch!

Usernameguy- I can vouch that Mecromancer is fantastic with the IF ammo glitch, I ran the game with a lvl 10 rocket launcher all the way up to lvl 20 until i died and lost my Anarchy boost. I was one shoting everything that wasn't bad ass the entire time with no need for a new weapon.

Looking further into this and the fact you can stack Anarchy to get up to a%700 damage boost (if going deathless, which would be a priority) you can really just use whatever garbage drops you get and equip them on the fly or grab a cheapy launcher off a gun stand thats 5lvls below where your at in game and WRECK FACE. On top of that you get the Deathtrap which is basically a mobile turret. My vote goes to mecro for the run. I'll be streaming my run if I can get my computer to co-operate if not I'll record and post. Edit: also you make me wish I had PC. Hi, um, extremely new here, been strongly considering to run this game too and getting really interested in the strats I'm seeing.

Haven't watched the first draft run yet, planning to do that soon to see what I might be able to pull off. Anyway, I'm not sure how much I can contribute yet, but if nothing else, I can try to answer usernameguy: I don't think there is offhand, aside from possibly trying to install and play Borderlands 2 in offline mode.

Using a hard copy to do so, mind. But it depends on the glitches you want. Stuff like the Gunzerker's weapon glitch, Infinite Ammo (if patched) or if trying to acquiring The Bee's part of the run, then an earlier version's definite. Otherwise, the current version would seemingly work fine if it still allows the glitches one wants for a run, or if it's a glitchless run. Also, while time consuming, another thing that might help, though it's a lategame thing. Anyone thought of trying to doing the KSS Glitch (Evil Smasher), and then Infinite Ammo? It might be slower, but just a thought.

Hi, um, extremely new here, been strongly considering to run this game too and getting really interested in the strats I'm seeing. Haven't watched the first draft run yet, planning to do that soon to see what I might be able to pull off.

Anyway, I'm not sure how much I can contribute yet, but if nothing else, I can try to answer usernameguy: I don't think there is offhand, aside from possibly trying to install and play Borderlands 2 in offline mode. Using a hard copy to do so, mind. But it depends on the glitches you want. Stuff like the Gunzerker's weapon glitch, Infinite Ammo (if patched) or if trying to acquiring The Bee's part of the run, then an earlier version's definite. Otherwise, the current version would seemingly work fine if it still allows the glitches one wants for a run, or if it's a glitchless run.

Also, while time consuming, another thing that might help, though it's a lategame thing. Anyone thought of trying to doing the KSS Glitch (Evil Smasher), and then Infinite Ammo? It might be slower, but just a thought. Username - we were having similar thoughts during Vortales latest stream and it was mostly agreed (as far as i remember) that Axtons turret is now only really worth the Agro it takes away, However with the ' ∞ Ammo' Glitch makes most guns so O.P that removal of agro is not needed as much as most enemies are either 1 shotted using a RPG or if the player should get downed Second winds are near instant. As a result of this recommendations for other class runs are more than welcome Darksol88 - KSS Glitch could be used if the mission wasn't lvl 47 (TVHM) the game gets beaten @ lvl 22 currently I did like the idea though (should another weapon of similar effect be found then definately) @Profbro Is it a PC you don't have or Just a PC version of Borderlands 2 that you don't have? Username - we were having similar thoughts during Vortales latest stream and it was mostly agreed (as far as i remember) that Axtons turret is now only really worth the Agro it takes away, However with the 'size='16'∞/size Ammo' Glitch makes most guns so O.P that removal of agro is not needed as much as most enemies are either 1 shotted using a RPG or if the player should get downed Second winds are near instant. As a result of this recommendations for other class runs are more than welcome:) Darksol88 - KSS Glitch could be used if the mission wasn't lvl 47 (TVHM) the game gets beaten @ lvl 22 currently I did like the idea though:) (should another weapon of similar effect be found then definately) @Profbro Is it a PC you don't have or Just a PC version of Borderlands 2 that you don't have?

Discovered this little gem while surfing the YouTube, OOB in W.E.P at bloodwing. Also, yournamehere the gunzerker has the potential to turn of the infinite ammo glitch, also the offhand damage trick seems to not work while using infinite ammo.

Smasher

That and the offhand weapon still uses ammo and requires reloading. From the testing I did it seemed like it was one glitch or the other that would work but not both. Gunzerker would be better for save/death warping though, can't disagree with that. Also, I must admit I have not tested every combo of gun out there so there might be one that would still work with the damage swap, will keep testing.

Borderlands 2 Evil Smasher Glitch After Patch 2014

Judgy - My PC would light on fire and explode after one frame of any current game. Discovered this little gem while surfing the YouTube, OOB in W.E.P at bloodwing. Also, yournamehere the gunzerker has the potential to turn of the infinite ammo glitch, also the offhand damage trick seems to not work while using infinite ammo. That and the offhand weapon still uses ammo and requires reloading. From the testing I did it seemed like it was one glitch or the other that would work but not both. Gunzerker would be better for save/death warping though, can't disagree with that. Also, I must admit I have not tested every combo of gun out there so there might be one that would still work with the damage swap, will keep testing.

Judgy - My PC would light on fire and explode after one frame of any current game. To my knowledge, there isn't. The glitch's based on sound-based weapons in general (the 1340 Core's Shotgun or the Morningstar, for example), which can sometimes copy its effect onto any other weapon. The Evil Smasher runs off the same mechanics, as well as its effects.

But for the level range, you have a point that it'd be impractical compared to the infinite ammo glitch, which can be done as soon as you start seeing rocket launchers. Only exception I can see is maybe a NG+/TVHM run, where you could have one in the secret stash from a prior file and thus have one from the start of the game. I might need to do some testing myself.

To my knowledge, there isn't. The glitch's based on sound-based weapons in general (the 1340 Core's Shotgun or the Morningstar, for example), which can sometimes copy its effect onto any other weapon. The Evil Smasher runs off the same mechanics, as well as its effects.

But for the level range, you have a point that it'd be impractical compared to the infinite ammo glitch, which can be done as soon as you start seeing rocket launchers. Only exception I can see is maybe a NG+/TVHM run, where you could have one in the secret stash from a prior file and thus have one from the start of the game.

I might need to do some testing myself. I found that because on my runs I've been dead ending on Bloodwing so I was looking for easier ways, to kill. When zerking the primary or on had weapon keeps the infinite ammo. The off hand weapon is still usable but consumes ammo and must be reloaded. I could not get the damage swap to work it may have been patched but I have no confirmation. The big danger with zerking is that if you switch guns while zerking it turns off the glitch permanently until you save and reload.

When I was testing it I actually got worried that somehow I had broke my game. But like I said, I am on xbox and PC may still allow damage swap. I found that because on my runs I've been dead ending on Bloodwing so I was looking for easier ways, to kill.:) When zerking the primary or on had weapon keeps the infinite ammo.

The off hand weapon is still usable but consumes ammo and must be reloaded. I could not get the damage swap to work it may have been patched but I have no confirmation. The big danger with zerking is that if you switch guns while zerking it turns off the glitch permanently until you save and reload. When I was testing it I actually got worried that somehow I had broke my game.

But like I said, I am on xbox and PC may still allow damage swap. No you misunderstand (it's not easy to explain more my fault lol) start with the '∞ Ammo' Glitch disabled Activate gunzerker while gunzerker is active try active the glitch i just wonder how swapping a weapon while you have 2 out will effect it. Info Stockade / Avoid Saturn: This can be quite precise but once you know where to throw the grenade it can be done quite easily (would require area to have few / no loaders around) once on the highway the constructor and loaders will spawn. ######## EDIT!!!!!!!!!!!!!!!! After Vortale trying this skip in his stream we found out its pretty much useless as you have to 1 Use the elevator as an objective and 2 Use the Front door as an objective pretty much makes it obsolete. No you misunderstand (it's not easy to explain more my fault lol) start with the '∞ Ammo' Glitch disabled Activate gunzerker while gunzerker is active try active the glitch i just wonder how swapping a weapon while you have 2 out will effect it. Info Stockade / Avoid Saturn: This can be quite precise but once you know where to throw the grenade it can be done quite easily (would require area to have few / no loaders around) once on the highway the constructor and loaders will spawn.

######## EDIT!!!!!!!!!!!!!!!! After Vortale trying this skip in his stream we found out its pretty much useless as you have to 1 Use the elevator as an objective and 2 Use the Front door as an objective pretty much makes it obsolete:(.

Ok, so I was unable to replicate turning the glitch off so that must have been a fluke, tried for and hour or so and it never happened again so chances are, no problem with that and zerking. Also, plenty of more research on damage swap conclusion: -It DOES still work, so i'm an idiot for saying otherwise -I managed to get the glitch to work with and SMG with a fire rate of 7.6 so that's neat -The glitch seems to work best with the glitched weapon (non rocket launcer) is explosive as well, the other elemental times are hit and miss, fire seemed to be the most picky -setup like this slot 1 (glitch Weapon) slot 2 (rocket launcer) -Activation, make RL your active weapon then gunzerk Big thanks to yournamehere for bringing this up again otherwise it would have gone untested! Edit: on a humors note anyone want a lvl 1 legendary pistol knuckledragger dropped one for me. Ok, so I was unable to replicate turning the glitch off so that must have been a fluke, tried for and hour or so and it never happened again so chances are, no problem with that and zerking. Also, plenty of more research on damage swap conclusion: -It DOES still work, so i'm an idiot for saying otherwise -I managed to get the glitch to work with and SMG with a fire rate of 7.6 so that's neat -The glitch seems to work best with the glitched weapon (non rocket launcer) is explosive as well, the other elemental times are hit and miss, fire seemed to be the most picky -setup like this slot 1 (glitch Weapon) slot 2 (rocket launcer) -Activation, make RL your active weapon then gunzerk Big thanks to yournamehere for bringing this up again otherwise it would have gone untested!

Edit: on a humors note anyone want a lvl 1 legendary pistol knuckledragger dropped one for me. Dang, yeah - the proximate trigger to getting Brick to reveal himself must be, like, '# enemies from last wave 0'. Nice work anyhow - it's getting impressive how often a grenade jump + running around gets you OoB. So what we're looking for are triggers that activate simply because you've arrived somewhere. These other kinds of enemy-count triggers won't work. The two that come immediately to mind are the one for triggering Badmaw, and the other is the one beyond the Death Wall, to start spawning all the loaders. I'm sure there are others.

(Maybe arriving in the Fridge, eg.) Unfortunately it's looking like Gearbox was very conscious of this potential weakness, and stuck TONS of invisible walls around Badmaw, and probably the Death Wall too. Side note on WEP: it's possible that the triggers in the WEP are chained - so you need to open the door to hit the next trigger; and that trigger to hit the trigger after that. So like, you need two conditions - 1) the gate to be open and 2) you enter the area in question. But maybe not ALL of them are dependent on the previous one like that. Or maybe Gearbox is just that impressively anal. This would all be a lot easier to do with a map editor in hand.

Dang, yeah - the proximate trigger to getting Brick to reveal himself must be, like, '# enemies from last wave 0'. Nice work anyhow - it's getting impressive how often a grenade jump + running around gets you OoB. So what we're looking for are triggers that activate simply because you've arrived somewhere. These other kinds of enemy-count triggers won't work. The two that come immediately to mind are the one for triggering Badmaw, and the other is the one beyond the Death Wall, to start spawning all the loaders. I'm sure there are others.

(Maybe arriving in the Fridge, eg.) Unfortunately it's looking like Gearbox was very conscious of this potential weakness, and stuck TONS of invisible walls around Badmaw, and probably the Death Wall too. Side note on WEP: it's possible that the triggers in the WEP are chained - so you need to open the door to hit the next trigger; and that trigger to hit the trigger after that. So like, you need two conditions - 1) the gate to be open and 2) you enter the area in question. But maybe not ALL of them are dependent on the previous one like that. Or maybe Gearbox is just that impressively anal. This would all be a lot easier to do with a map editor in hand.

Side note on WEP: it's possible that the triggers in the WEP are chained - so you need to open the door to hit the next trigger; and that trigger to hit the trigger after that. So like, you need two conditions - 1) the gate to be open and 2) you enter the area in question. But maybe not ALL of them are dependent on the previous one like that.

Or maybe Gearbox is just that impressively anal. It's not only the objectives that are effected by this door, if you skip the door without using the switch to open it none of the buttons for doors /etc will work after it either. So basically the game bricks itself and you can only get as far as the door to the cave that has bloodwings nest (but you don't have the 'find bloodwing' objective so you can't do anything anyway. So ultimately YES all the objectives are chained and cannot be sequence broken (hope this clears some things up) And yes if we had a way to open maps like in Unreal Editor or similar it would be so useful. quote='usernameguy'Side note on WEP: it's possible that the triggers in the WEP are chained - so you need to open the door to hit the next trigger; and that trigger to hit the trigger after that.

So like, you need two conditions - 1) the gate to be open and 2) you enter the area in question. But maybe not ALL of them are dependent on the previous one like that. Or maybe Gearbox is just that impressively anal./quote It's not only the objectives that are effected by this door, if you skip the door without using the switch to open it none of the buttons for doors /etc will work after it either. So basically the game bricks itself and you can only get as far as the door to the cave that has bloodwings nest (but you don't have the 'find bloodwing' objective so you can't do anything anyway. So ultimately YES all the objectives are chained and cannot be sequence broken (hope this clears some things up):) And yes if we had a way to open maps like in Unreal Editor or similar it would be so useful:).

Reporting in for the 10+ ours of testing I did on the gunzerker yesterday. I have conclusions. Probably good class for Segmented Run - Extremely RNG depended, other classes simply need a Vladov RL and then a fill in the blank RL to really get things going, but with the Zerker you need a third weapon that can be difficult to grab. (you can just use the Tinderbox for a while BUT eventually you fight loaders and then using fire is well.horrid.even with the damage boost) -Once you get the weapons that you need you pretty much destroy everything, but without them your only slightly more resilient and gunzerking feels increasingly weak.This class still feels the burn of being underleveled but that is easily rectified by having the right weapons. (RNG again) -The health and movement increase are nice but honestly I found using 'Inconceivable' to be of more benefit due to the extra shots you get with the offhand glitch weapon, and 'Incite' works when hit by enemies which is honestly really bad for you late game All of this said I should add a note that the target I'm working for in this game is to do as little grinding as possible, if that can be eliminated it would drop an hour or so off the game getting us to sub -4 which is psychotic sounding to say the least, but I believe it can be done. Once Salvador was close to lvl and had on lvl guns, he was just as good as anything else. It's amazing to me how balanced the Devs managed to get this game even with the glitches.

I'm sure this could be THE class for someone if they wanted to do more testing with it. I will be testing Zero today and return with some more conclusions tomorrow. Reporting in for the 10+ ours of testing I did on the gunzerker yesterday. I have conclusions. Probably good class for Segmented Run - Extremely RNG depended, other classes simply need a Vladov RL and then a fill in the blank RL to really get things going, but with the Zerker you need a third weapon that can be difficult to grab. (you can just use the Tinderbox for a while BUT eventually you fight loaders and then using fire is well.horrid.even with the damage boost) -Once you get the weapons that you need you pretty much destroy everything, but without them your only slightly more resilient and gunzerking feels increasingly weak.This class still feels the burn of being underleveled but that is easily rectified by having the right weapons.

(RNG again) -The health and movement increase are nice but honestly I found using 'Inconceivable' to be of more benefit due to the extra shots you get with the offhand glitch weapon, and 'Incite' works when hit by enemies which is honestly really bad for you late game:P All of this said I should add a note that the target I'm working for in this game is to do as little grinding as possible, if that can be eliminated it would drop an hour or so off the game getting us to sub -4 which is psychotic sounding to say the least, but I believe it can be done. Once Salvador was close to lvl and had on lvl guns, he was just as good as anything else. It's amazing to me how balanced the Devs managed to get this game even with the glitches. I'm sure this could be THE class for someone if they wanted to do more testing with it. I will be testing Zero today and return with some more conclusions tomorrow. Runs using DLC are generally different categories to runs not using it. This can become messy with games like this that offer it in so many different ways.

When it comes to this game we're probably going to have runs divided into the main game and DLC missions separately. If you run the main game, you should never head into DLC maps/quests. If you make a run for one of the DLC packs, you should never go into the main game.

We could theoretically have main game with gearbox weapons DLC as a separate category from pure main game (i.e. If you had bought that pack before then you just start off by immediately dropping everything from it). As for the infinite skill point thingy, since this requires input from a secondary party it sounds like this wouldn't be allowed in a run. Runs using DLC are generally different categories to runs not using it. This can become messy with games like this that offer it in so many different ways. When it comes to this game we're probably going to have runs divided into the main game and DLC missions separately. If you run the main game, you should never head into DLC maps/quests.

If you make a run for one of the DLC packs, you should never go into the main game. We could theoretically have main game with gearbox weapons DLC as a separate category from pure main game (i.e. If you had bought that pack before then you just start off by immediately dropping everything from it). As for the infinite skill point thingy, since this requires input from a secondary party it sounds like this wouldn't be allowed in a run.