Wednesday, September 22, 2010

The results of an Armory run:

Snipers:
The Orion is an interesting weapon.  It's one of those low-damage high-RoF snipers, which I normally dislike, but this one comes with the biggest scope available for the weapon class instead of the usual 1.0x.  It also shoots bullets that ricochet and split like shotgun fire.  So for example, if I just shoot a guy in the head, it does normal crit damage.  But if I shoot at the ground in front of his feet, the bullet will split into three and bounce up into the target for full damage x3 (albeit probably not crits like the headshot).  Good for taking out shields, but I question its utility as a multi-purpose slayer.

The Volcano ignites the target, who then sets other nearby enemies on fire, who then...etc.  The fire damage is supposedly higher than normal for a x4 elemental.  Too bad the base damage is so low.  And the scope sucks.  This is a weapon I'd probably only use if Mike's around to act as a meatshield to enable effective midrange sniping; otherwise I'd probably stick with a revolver.

Kyros' Power has only one fault.  It's a decent base damage (good) high accuracy (good) explosive sniper (100% guaranteed procs = good) with red text that translates to Transfusion-style health leeching (GOOD) but it has a fucking 1.0x scope, which is essentially worthless.  At the range where headshots are possible, the enemies can hit you back and fuck up your aiming.  I guess the idea for these sorts of weapons is to aim center mass and let the explosion proc do the bulk of the damage, but I like the visceral pleasure of seeing skulls disappear.

Revolvers:
This style of revolver is known as a "Masher" normally but the orange quality naming conventions remove that label.  It's basically a high-accuracy ranged shotgun, with a large clip, a small scope, and ammo regen.  This is probably going to become my new general-purpose main weapon.  If I switch my class mod to +accuracy, each of the seven bullets can crit on headshots.  Or fourteen bullets on a Gun Crazy proc.  Insane.

Shotguns:
1) "Bring out your dead!" supposedly means higher than normal acid DoTs, but the base damage is absurdly low, and I'm not sure when I'd want to be sniping with a 4x scope with a shotgun with 25% accuracy.  This is bank fodder.
2) 9x146 is the heaviest hitting shotgun I've seen yet.  Ammo regen and fast reload make up for the 2-shot clip.  I might hang onto this if Mike or Ryan don't claim it.
3) Or I might use this instead.  82 accuracy shotgun with a high explosive proc and a massive clip.
4) Also viable.
5) I don't know why I hung onto this one (the absurdly large scope?) but it's vendor fodder.

Assault Rifles:
I've literally never fired an assault rifle in Borderlands so I can't really comment on any of these, but they're all yours, Ryan.  The Desert Raven fires 5-round bursts.  War Guardian has ammo regen.

Other:

This is mostly just one trip to and within the Armory.  I moved the story ahead down the Marcus quest chain and had the opportunity to head back in, which I happily glitched to take my sweet time walking around.  I'll probably do it once more before the next DLC comes out (which I'll probably buy at launch, then head into playthrough 2).

Friday, September 10, 2010

Shotguns

I'd been looking for some emergency up-close weapons.  These seem pretty nice.


Not 10 minutes later, I come across possibly better ones.

Wednesday, September 8, 2010

On back doors and mad loot.

Apparently this week my workplace specifically blocks my blog, Bad Caverns, but not the general Blogger site, the dashboard, or the new post screens.  If I don't get steamrolled by Joe this week in the playoffs I might even resume some baseball commentary.  But for now, I want to talk Borderlands, because it's what I've been doing every night for two weeks.

Borderlands is a RPG-FPS hybrid.  Mechanically and spiritually it shares the same airspace as Fallout 3 (minus VATS) in that you have a character who has statistics informed by class choice, selective stat upgrades, and equipment, running around a kind of wasteland in real time shooting everything that moves, navigating painfully brief dialogues to complete multiple collect-and-kill quests in order to find the thing you were told to find at character creation.

RPGs have two main facets that define them, in a traditional gaming sense:  1) Progressive numeric character improvement, and 2) an unfolding narrative story that frequently involves player input.  Regaring the first, Borderlands has a traditional level and XP system, accruing experience on every kill and quest, but with diminishing returns until you venture onto tougher enemies.  These levels give you access to improved weaponry (gated via level restrictions), improved health, and points for the equivalent of WoW's talent trees, or D&D 4E's feats.  Each of the four starting classes has three specialization trees, requiring X points in a given tier before the next tier is unlocked.  You also gain weapon proficiency experience, the more you use a particular weapon group, which improves various weapon-specific statistics (accuracy, reload speed, firing rate, etc).  The equipment system is complex enough to permit something like 14 million different permutations of gun with dozens of different available modifiers and special abilities, and that's before getting into ancillary equipment like shields and class mods which themselves are randomly generated from component parts that affect the overal ratings and effects.  This is all pretty standard RPG fare, though; stuff Blizzard has been doing for a decade.

The storytelling is the interesting bit.  Whereas Fallout 3's writing is hollow and empty and humorless, Borderlands somehow manages to instill personality and fun into is admittedly light plot and setting without any dialogue trees.  Vast amounts of humor and humours references are delievered through truly minimal amounts of voice acting and the 5-sentence summaries on the quest screens.  Even innocuous signs posted at crossroads (there's a great pair in the starter zone at a Y fork, left arrow "either", right arrow "or", understated and marvelous) are generally good for a laugh.

There is a plot.  You are a "Vault Hunter" (innocent reference or jab at Fallout?) lured to this remote mining planet by the prospects of fame and fortune for finding the ancient Vault and hauling out its alien treasures.  As you chase down evidence of the vault's existence, then location, you slay your way through bandit colonies and assorted baddies and just about every awful redneck and criminal stereotype in the book.  Great!  But the plot isn't really the driving force behind the game or my continuing to play it.  It's the richness of the setting and the unyielding subtle comedy that keep me interested.

Unlike Fallout 3's sandbox nature, where everything on the map is open from level 1, and 99% of enemies scale with your level to provide a consistent level of difficulty, Borderlands is split into distinct zones, where advancement to the next zone is generally blocked by gates until completing quest X to convince the local authority to let you through.  Within the zones are variably leveled subsections where enemies can spawn within a particular level range.  Progressing through the quests as you receive them will typically make you explore 80% of a given zone, in an order appropriate for your level progression.  The remaining 20% is for pure exploration, and there's plenty of treasure chests to find in the nooks and crannies of the world.

It is an FPS.  And I normally hate FPS games, but this particular one works for me.  The various weapon types, classes, and talent trees enable almost every kind of gameplay you could squeeze from a FPS.  So for example I prefer to stay in relative safety and snipe dudes from across the map, which I can do with my hunter and his crazy sniper rifle skills.  Somebody who prefers more crazy-paced action could play a brute, berserk his way into melee and punch heads off, then bust out a shotgun for killing blows.  Someone who likes the sound of bullets and the look of ludicrous streams of numbers could play a soldier with an assault rifle.  Or you can play a stealthy chick with a rocket launcher.  The complexities of the character customizations and weapon generation mechanic make sure that every tactic can work, though better or worse against specific foe types.  My sniper eats bandits for breakfast because they stand back and try to fire SMGs, but has huge problems with spiderants, who are heavily armored, spawn in large numbers, and spawn right in melee range.  Or, had problems until I figured out that fire weapons ignore their armor, and found a good fire pistol after 30 levels.  Anyway, the point is that it's not twitch-gaming like most modern FPS games, or repetitive like cover-based FPS and TPS games.  Each class has different strengths and weaknesses, each talent tree focuses on one major advantage, each weapon group has its place against different enemies (who within their own subtypes are also varied into melee, snipers, brutes, quick skirmishers, etc), and they all play better or worse in whatever physical setting you happen to be fighting in and against whom.  This is a long way of saying that combat is more strategic than twitch-based reflexive.

As a veteran of World of Warcraft, I can personally attest to the addictive powers of randomly generated and incrementally improving equipment.  Getting loot is fun.  Agonizing over whether your green 120 damage revolver x3 explosive with recoil reduction and a 6-bullet chamber is better or worse than that shiny blue 245 damage revolver with +10% accuracy, bonus reload speed, a 2.4x scope and a 2-bullet chamber is just the right kind of math metagame for an RPG nerd.  Having tiny little rewards thrown at you randomly, and of variable quality, keeps you hunting for the perfect gun, which (by the time you get it) will be 10 levels out of date.  It's like seeing those random spawns in BG2 and IWD, stopping you in your tracks after each combat to measure your haul and compare it against your existing gear.  And every item has a different quality level, determined by a hidden rarity value and represented by the color text of the item:  White for common, then green, blue, purple, yellow, light orange, dark orange, cyan.  In my 25-30ish hours of playing this game, I've seen one light orange, two yellow, eight purple, probably 25 blue, and hundreds of green and white, to give you a sense of the rarity scale. 

Chris mentioned to me, regarding WoW's handling of rewards, a Wil Wheaton reference to the BF Skinner box and experiments with schedules of reinforcement.  In a nutshell, Skinner determined that the optimal strategy for making a subject perform some action the most number of times is to grant a reward on a variable ratio.  So for example, a dog gets a treat whenever a pedal is pessed.  The method to make the dog press the pedal the most times in a given time interval is to give a treat only after a random number of presses.  So you can apply this mentality to the Borderlands reward system and see why I would spend three hours on a Sunay night doing nothing but farming treasure chests, or why after my 1000th bandit headshot it doesn't get old.  For the record, I put 200 days played into Warcraft. That's not calendar days, that's total minutes of my life dedicated hitting the lever, killing bosses, hoping for that item level 253 purple upgrade in one of my fifteen gear slots.  Thankfully Borderlands only has eight gear slots.

It has co-op multiplayer.  That essentially means up to four players can band together in somebody's solo game and play it as usual, do quests, advance the story.  Or they can just fuck around with dune buggies with mounted rocket launchers in the desert (or the abandoned racetrack, or the many bandit-constructed jump ramps in the dahl headlands, or spectate from a lawn chair atop a nearby roof and try to snipe their cars, or whatever).  The difficulty automatically scales to the number of players, so the quantity and toughness of enemies multiplies as you invite more friends.  I haven't experimented too much with multiplayer yet; Mike and Ryan have more free time than I do, and everyone seemed to want to finish off their first playthrough solo.  I'm bringing up the rear, and I have two DLCs worth of content I'd like to finish up before joining them for a playthrough 2 romp, so it may be a while.

Anyway, that's the gist of Borderlands.  To anybody reading this who doesn't already own it, speaking as someone who desperately hates the FPS genre and favors strong storytelling and complex-dialogue RPGs, who hated Fallout 3 so much he stopped playing halfway through, I highly recommend this lightweight shooter.

More gun.


Apologies to anyone bothering to read this that isn't playing Borderlands.  It's just a convenient repository for loot.

"Bring the HEAT!" translates to extra fire damage on top of the usual elemental procs, plus a chance for splash fire damage.  This thing basically 1-shots fireants (in the face, not even fucking around with the abdomen), but it's not amazing against raiders since it's harder to hit them at a distance with a pistol, even with the 90 accuracy rating.  It's fine against the psychos that charge, but I'm generally better off just casually revolver-sniping them in melee range than blowing repeater ammo.

No idea why it's so cheap.  It solves my skag/fireant issues without reverting to my SMG from the starter zone.  The only thing it's missing is a scope for better medium-range accuracy.

Monday, September 6, 2010

Guns

Ryan, these are the ARs I have if you want one.
That second one has more zoom than any sniper rifle I've come across.  I'm guessing it's single-shot instead of fully auto or burst-fire; I haven't fired it to test it out.  Also, I picked this up tonight:
What I'm looking for are swanky revolvers.  Hours of red chest grinding have only gotten me big guns and class mods.  Every time I see 1-handers, they're white and green.

Sunday, September 5, 2010