To keep this looter shooter alive and thriving, we have relied on the passion and determination of our incredible development teams, who’ve kept development happening against the backdrop of a pandemic that fundamentally changed the way we needed to work. While Borderlands 3 is not technically a “live service” game, we have treated it as such to make sure that each week it’s a better game than it was the week before. Increasingly, though, launch is not the end – it’s only the beginning. For massive triple-A titles like Borderlands 3, releasing a final product requires years of dedication and perseverance. So many variables have to fall perfectly into place. Best purple or blue ones I've seen only do 2x1900.You’ve heard this before, but it bears repeating: every single video game launch is a minor miracle. Even with 1/2 damage it's still better than any other Atlas rifle out there. Compensate for that by making the magazine larger. My hope is that when they certainly do nerf it, they only lower the damage or maybe slow it down. It takes 2 (slow) rockets to hit his head to do the same.Īll I know is that the OPQ is my jam for now. Jack's robot and the OPQ takes down a full health bar in 1 magazine. Perhaps different versions of it are better, too. It's still the best RL, but that's not saying that much. With it being so slow, that's not that easy. It hits really, really hard when you land perfectly, though. The rockets are slow and the splash damage doesn't seem to always register. Maybe you have to go with a really specific build or Moze, but as Fl4k, I think the OPQ is way better. I'm not seeing some of this "it breaks the game even on Mayhem 10!" stuff. The other one had some kind of grenade boost or something pointless. Both dropped on Mayhem 4 and the good one had additional radioactive damage + 5K more initial damage. One wasn't that impressive, the other was better. They're the only ammo I ever ran out of, but I kinda felt that was intentional and the game didn't want you maining either of those weapon types. Ditto with more rockets and sniper rounds. It's not that I don't appreciate a larger backpack and vault, but I don't know if I really needed them. For a few weeks they kept saying you were going to want/need more money. Simply adding new SDU's was a little bit of a letdown. Feels like I could probably blow through things in a few minutes since I now know you can skip 1/2 the mansion, too. There's a new puzzle (kinda like the colored skulls in Heck) that I didn't do correctly. I'll probably play through again later today. Ghost Call is still almighty as far as I'm concerned, though. If nothing else, it hits pretty hard if your aim is decent. There's a new exclusive grenade ("Fish Slap") that seems to have some use to it. I was melting most foes in seconds, although those damn dogs and flying sentries still hurt a lot and can overwhelm you. The difficulty on the new level felt like it was designed for someone in the 40's. At least other than some additional randomized chests. It's very much like the Heck level was, although I don't think you actually even have to explore even 1/2 of it to complete the mission. The Scarface/Miami Vice vibe is well done. I played through the new level this morning and had fun with it.
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