I decided to take a break from the main game to check out the Zombie Island DLC. Gorgeous!

Yeah, that was a great DLC IMO.

I enjoyed the Zombie Island DLC but it would have been nice to receive an alert to start the episode at the right level. I already had 2 characters up to level 18 before I thought to visit Jacob’s Cove. It would have been a a bit more appropriate to get there at 14-15.

I went there at 28 and the starting quest was level 30. I went back and levelled up a bit and returned at 30.

Mad Mel: pistol with “Give Sick” attribute.
Turrets: pistol with “Give Sick” attribute.
Crimson Lance troopers: pistol with “Give Sick” attribute.
Any enemy boss: pistol with “Give Sick” attribute.

It’s gotten to the point that I have other weapons but rarely load them up. I’m finding in the Knoxx DLC, however, that there are troopers that are immune to corrosion. Yeah, that’s not so fun :)

(Playthough 2.0, level 51 or so)

I had no idea that “give sick” meant anything special. I had a Pestilent Defiler that I used for a while, but eventually sold because it didn’t have a scope and my version of Patton did.

  • Gus

All those little blurbs mean something. Wiki spoils them if you don’t bother wanting to try to figure it out on your own.

My new toy. At level 31, this is pretty badass.

Ah, they apparently have a scaling thing happening. I warped a level 4 character in and the quest started at level 10. Had I known, I would have picked a later level to do it in order to get a really good weapon at a higher level.

It’s kind of a bad idea to do Ned at level 10. I’ve done it, but the lack of backpack upgrades was crippling. 10-20 is a range where you get a lot of storage upgrades. I had no idea it scaled to level when you “opened” it, though.

I just finished running a Hunter through the game twice. First playthrough with only original material, second playthrough I did Zombie Island at level 42, and Knoxx at level 51.

Ned’s Zombie Island seemed a lot harder at 42 than doing it at 10. Actually, the second playthrough in general seemed to be more difficult, I’d never actually done more than a few missions in 2nd playthrough mode before. The skags just outside fyrestone, which weren’t difficult at level 4-5, were downright vicious at level 36. I got knocked down to “crippled” a couple of times by Bad Mutha Skags just walking out of Fyrestone.

Knoxx kind of ruins the rest of the game if you do it before finishing the vault. I hit 51 just as I unlocked the Salt Flats. I started Knoxx at 51 at ended at 59, which means that I’m about 10 levels too high for the Salt Flats, the Crimson Lance stronghold, and the descent to the vault. I could do it, but it’d be trivial.

I’m not really sure what the best approach to the DLC is now. I think you should definitely play through the game at least once without the DLC if you haven’t. But if you have? I don’t know. Ned sometime in your 20’s, maybe, so you’ve got all 4 weapon slots and a reasonable amount of pack space, and Knoxx immediately after finishing the Vault, before starting a 2nd playthrough.

I’ve decided I was valuing some weapons incorrectly. I now think rate of fire on burst weapons is largely irrelevant. It’s more damage per trigger pull, so a 100 point per shot, 10 shot per second scoped assault rifle is comparable to a 300 point per shot, 1 shot per second revolver. Even so, as the game progresses it seems there are only two important kinds of weapons - reasonably accurate, scoped full-auto weapons (machine guns, SMGs, some machine pistols) and sniper rifles.

  • Gus

I just finished the game tonight with my soldier. I did the Zombie Island from 30-34ish, finished the main game around 36 and finished General Knoxx at 42. I think I’m done.

I did have a great pistol I found near the end of the main game. It had the “Give Sick” attribute and I used it almost exclusively (damn you chemical troopers!) through the end of the main game and all of General Knoxx. An amazing pistol.

I’m tempted to start over again as a Siren in a couple of months just to see what a different playstyle would be like.

SMG’s are cool, particularly if you can regenerate ammo, and her phase is a great ability.

I started over as a Siren after three (four?) playthroughs as Mord. SMGs are a lot of fun. Found a Hellfire in Knoxx that just tears through unarmoured troops - can’t wait to start 2nd playthrough with that weapon.

After today, I’ve officially played Borderlands longer than MH3 (84 hours vs 82 hours). What a game!

Siren’s one of the most interesting characters to play, because the teleport ability changes things significantly. I’ve played as both Soldier and Hunter recently, and despite the ability differences, the experience was substantially similar. The character specific weapon bonuses tend to be quite small. Usually the weapon differences are large enough that you’re going to use an excellent weapon instead of a good weapon that gets skill bonuses.

Even with 5/5 Gun Crazy (+40% pistol damage) and 5/5 Hair Trigger (+30% pistol magazine capacity, +24% ROF), I still ended up using assault rifles for medium range combat much of the time, and SMGs, machine guns, or shotguns for short range. Most revolvers lack scopes, which makes the worthless for medium range combat, and none of them can compete with the raw DPS of a good SMG. Most repeaters have too much recoil for medium range combat, and not enough DPS for short range.

There are exceptions. I ended the game with a TMP8 Rage that dealt about ~3000 DPS before the gunslinger bonuses, about 5000 with them, about 80% accuracy, a good scope, and enough recoil compensation that I could usually keep it on target. It wasn’t stable enough for headshots, but for raw power it was pretty good.

On an unrelated topic - Gearbox really needs some lessons in mission flow. I noticed it before, but it really stood out playing through three times on the PC. They routinely have missions have lower level requirements than the missions that unlock them. They also unlock missions when you enter a zone, but the mission-provider is distant.

This is really nasty in Knoxx, where you fight through a ton of crap to get to the Sunken Sea, just to have ClapTrap tell you there are new missions for the Sunken Sea back in T-Bone Junction. Since you can’t fast-travel, the sensible thing is to finish your business in the Sunken Sea and then pick the missions up when you return to the hub. This pretty much guarantees that you’ll do Mr. Shank’s side-quest after you’ve killed him.

  • Gus

I’ve just started playing Borderlands the past couple of weeks after the DLC went on sale on Steam. I’m enjoying it but wish there were more people playing and more information about the game. This thread is one of the only places I’ve seen recommended timing of playing the DLC addressed.

Question, I haven’t seen answered elsewhere: When you get a class mod that provides a skill bonus (say Quicksilver +3), and if that skill happens to be maxed out, do you still get a bonus?

It’s unfortunate that the class mods you have equipped don’t affect the skill tree display at all. :(

I got this during the steam sale also ,sadly my IRL friends all gave up on their 4th play through with me (on my 1st play through) , I am now rank 14 and playing solo, its still fun, but much harder on your own.

I’m on my first playthrough with a Siren that’s lvl 17ish if your interested in teaming up?

Yeah, you still get the bonus.

I really like everything about Knoxx except for one thing, but that one thing is almost completely killing my interest level. It’s that there’s only one spawn point/fast travel station. It means that every single time I launch the game to play some Knoxx content, I get to start at the town and drive around miles of enemy-infested highway complete with roadblocks just to get to the stuff I was actually doing. It takes forever, it’s repetitive as hell, and it’s driving me nuts.

And that’s a pity, because I dig the new toys, the new vehicles, the new enemy types (skag-riding midgets!), the humor, the environments, etc. The highway system thing would honestly be really cool if I didn’t have to repeat all that every single fucking time I go in.

Nearly everyone on here has complained about the lack of quick travel in Knoxx, myself included. I’m really a little baffled that they didn’t catch this problem when they were (presumably) testing it.