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21 July 2010

Borderlands weapons introduction

At last count Gearbox declared over 17.5 million weapons in Borderlands. Now have your pick.

The weapons in Borderlands are incredible, and finding the same one twice is often a heavy chore. Each weapon has the chance to have explosive, caustic, incendiary or shock attacks. Weapons with these elemental abilities deal an extra amount of damage, and also have the chance to continually deal damage (I think the higher the multiplier, the better chance to light them on fire or corrode them...) to the enemy. Incendiary weapons are meant for flesh, shock for shields and caustic for armour.

It may not sound it, but the hardest thing about Borderlands is probably deciding on your weapons. At the start your backpack can only carry 12 items, so be prepared to compare guns stat by stat quite often. Considering you also need to carry class mods, shields and health packs, you will find yourself "full" nearly every adventure.

The guns in borderlands are divided into weapon types, these include: shotguns, pistols, combat rifles, snipers, sub machine guns, launchers and Eridian (alien) weapons. However, two guns being classified in the same group does not necessarily mean that they will perform in a similar way. For example, you can find a repeater (normal pistol) that shoots really fast, has a massive clip and has double melee damage, or a revolver that has just 2 bullets but insanely high damage, causes explosions as well as a scope for sniping. Each weapon class has it's ups and downs, and most have a corresponding character. During the loading screen, one line tips are present at the bottom. One of these tips states that each make/brand if gun is more likely to raise certain stats/elemental effects.

Weapon manufacturers.

Atlas – best manufacturer, good all around.
Dahl – low recoil, decent damage.
Eridians – alien weaponry, high damage, unlimited (regenerating) ammo.
Hyperion – long range scopes, high accuracy.
Jakobs – high damage.
Mailwan – elemental damage (every weapon).
S&S munitions – extended magazines, elemental damage.
Tediore – fast reload.
Torgue – all round, not as good as Atlas.
Vladof – fast fire rate, extended magazines.
Gearbox – special easter egg items.

ClipperNow you’ve read this much about guns, so surely you want to know the coolest of them and what they do. Okay, so some weapons come with a “special effect”. Only a small amount of time will this effect be directly written (i.e +100% melee damage on the Clipper). A special effect will be written in red, and often funny or a quote from something. Another weapon with a special effect is Leviathan, which shoots rockets that arc rather than shoot straight. The result is a launcher that is harder to master, but can take out enemies behind cover.

Each weapon has a simple way of determining how rare it is, with200px-Rarety 5 basic levels. White being the most common, then going through in the order, green, blue, purple and orange. I say 5 basic levels because the orange section is actually composed of 3 colours. Most people report finding 1 of the orange guns each play through, making the top tier (dark orange) very sought after.

Borderlands character introduction

You start off the game on a bus and you are introduced to our 4 characters.

Roland, the soldier. Special ability is Scorpio Turret. Roland can deploy a turret to kill enemies, and with skill points, regenerate health, regenerate ammo, shoot missiles and even revive fallen team mates in the vicinity.

Mordecai, the hunter. Special ability is Bloodwing. Mordecai can summon a bird that attacks enemies for you.

Lilith, the siren. Special ability is Phasewalk. Lilith can enter an alternate dimesion in which she can move faster and damage enemies when she exits.

brickBrick, the berserker. Special ability is Berserk. Brick temporarily enters a state in which he only uses his fists, but with great damage and he also has rapid health regeneration in "berserk" mode.

> If it is you first time to the game, and you are looking for an easier character, I recommend Roland, as getting out of a sticky situation can simply being deploying your turret. If you upgrade the turret (including the cool down options) you will have "another soldier on the field".

Red Perks


Stopping Power Pro > 250 kills using stopping power to unlock pro
Stopping Power - 40% extra damage
Stopping Power Pro - extra vehicle damage

Stopping Power (SP) is generally the most used red perk. It is useful on all guns but the unsilenced WA2000 and magnum. On the FAL it allows for head shots within range. On all other guns it requires 1 less bullet to kill, either within range, out of range or both, with some obvious exceptions (snipers). SP Pro is pretty much useless as air support takes a long time to kill with bullets, launchers + cold blooded is the way to go.


Lightweight Pro > sprint 30 miles using lightweight to unlock pro
Lightweight > 7% speed increase (patched from 10%)
Lightweight Pro > quick aim down sights after sprinting

90% of the time you see a Lightweight (LW) class, it will be a tactical knifer. This is supposedly the reason for the 3% decrease. Ignoring knife classes, LW is useful but in limited situations. It is hard to justify using LW when it is up against SP and CB. That being said, it can be incredibly useful in objective games, capture the flag specifically. LW pro? eh, never really noticed much difference but hey, you might! Oh, and you will be sprinting for a long time to finish the challenges.


Cold Blooded Pro > Destroy 40 enemy kill streaks using cold blooded to unlock pro
Cold Blooded > undetectable by UAVs, thermal and air support
Cold Blooded Pro > crosshairs not red and no name visible when targeted

Cold Blooded is easily one of the most useful perks in the game for multiple reasons. It is the perfect weapon to take down air support, say goodbye to enemies getting more than 5 kills on the chopper gunner. Paired with a silencer and ninja you are completely invisible, so every time you come across an enemy it is a complete surprise to them. However compared to an unsilenced weapon with SP, the range and damage is considerably lower. CB pro, once again not all that helpful, but occasionally it will come in handy. Both the name and red cross hairs only come up at close range so it will only help if you are invisible i.e prone in a bush or something.


Danger Close Pro > 100 explosive kills using danger close to unlock pro
Danger Close > extra explosives damage
Danger Close Pro> extra air support damage

First of all, this is mainly a perk use for fun. You know that annoying feeling when an explosive gets a hit marker but no kill? Pretty much gone. The downside being that unless you have an um… appropriate class, it will only give your nade a boost. Hmm, an assault rifle with grenade launcher attached, secondary RPG (thumper if not unlocked), any equipment, SoH (if you die often) or scavenger (unlimited explosives!). Green perk doesn't matter. Prepare to get yelled at, enemies don’t really like explosives much. Danger close pro only effects certain situations, such as the AT-4 against harriers.


Hardline > 40 hardline kill streaks to unlock pro
Hardline > kill streaks require one less kill
Hardline Pro > death streaks require one less kill

Pretty simple, each kill streak comes one kill earlier. To be honest I only find it worth using with a 2 (UAV), 3 (care package) and 4 (predator). Getting a UAV every second kill is pretty awesome. Hardline pro is once again useless, who wants death streaks, I swear they make you play worse.
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