What do storage deck upgrades have to do with the Heavy Gunner COM?

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Wait, are you talking about total ammo capacity? Because im pretty sure there arnt any skills or coms that do anything for that stat in the first game. However, magazine size always seemed to work for me on the heavy gunner, it was always a huge boost. If youre talking about rolands overload skill, i dont think ive ever noticed a problem with it, but ive never really used the rifleman class mod. since ive only used the heavy gunner which always has extra magazine size on it, its harder to tell where the skill boost starts, and the com’s extra magazine size begins. Im probably gonna test that next time im in game.

The upgrade you make when buying more ammo capacity is referred to as a sdu. And again I state, that the numbers of how much the magazine size is boosted by the com to what it is when you get the maximum you normally can carry doesn’t seem as much as it should.

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Okay, I’m looking at it right now a heavy gunner class mod, a purple. When I look at this at the top of the com it says a +70% boost to your maximum ammo count initially. That’s in the white print, then if you factor in the skill overload at 5/5 you get another 60 percent boost to all of your magazines and with what I have on the mod which is a extra +4 that beefs it up to 108%. Again I state the numbers that are boosted to grand total of ammunition are incorrect. I’d have to take time to do math which isn’t my strongest suit but that to me, just by taking a wild stab at the grand total, is way more than what’s appearing before me on screen.

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I’m guessing that the “boost to your maximum ammo count” text is actually referring to magazine size? (That’s what the Wiki state anyway.) It’s possible that the % increases from the two sources (item text and Overload) aren’t combined the way you think they are. By comparison to eg damage boosts etc., they can be additive or multiplicative. So you’d have to run the calculations every which way to figure it out. While you’re at it, you need to take into account any points in Assault if the equipped weapon you’re looking at is an AR.

I’ll note that none of these should have any effect on the maximum number of AR rounds you can carry i.e. if you’ve got the highest AR ammo SDU available, you can’t have more than that maximum number of rounds total.

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How can they not be? Both directly state they affect magazine size, one directly, and the other due to both points you have put into it as well as the extra from the class mod. To me doesn’t make much sense, if so then it makes having the skill overload worthless on it. Maybe your using it as a example but there’s nothing multiplicative in this case from what I’m seeing, but again I know my math isn’t all that.

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Ok, so my roland has a 120 mag size serpens. So with just my 80% mag size heavy gunner mod, you get 216. So the equasion is 120/216=100/180. And yes, it does. divided they are both .5 repeating. This post is gonna be filled with a lot of caveman math that might or might not be accurate btw.

So now i put one point into overload without the mod on. So the equasion now is 120/134=100/112. Not an exact match, .895522 as opposed to .892857, granted im not the best with math either, this is sorta just caveman math, rough approximating. But in that case, its actually a little above what it should be. although it could just be a negligible remainder of the mag size number.

So with 5 invested points and no clas mod still its 120/191=100/160. thats .62827 equals .625. So again, youre actually getting a bit more again due to the magazine size and percentages not quite matching up.

So now onto the class mod with 1 point invested into overload, which my class mod already has 4 points in. At this point, some weird stuff happens. Its 288, but when you go into your inventory and come back out, it goes to 230 but not full, so reloading it brings it back to 288. This is a bug worth noting, as it also happens when you combine tourge shields with health boosting skills, and you cant reload health. So 120/288=100/240. This is correct. So since 120 is basically 100 plus one fith, 20% of 240 is 48, and 240+48=288. I know, a different method than last time, but it makes more sense to me for this particular equation.

So last but certainly not least, with 108% bonus from 9 points in overload and the class mod bonus of 80% is 120/345=100/288? Yep. 1/5th of 288 is 57.6, so 288+57.6=345.6, but il forgive the game for rounding down on .6. So idk if i did anything wrong, i dont try brushing up on math usually. So if i did it wrong and you can see how, atleast you know thats how the game did it wrong too i guess? Pretty sure i did it right though.

So on my game atleast, im pretty sure the heavy gunner mod checks out. I didnt test the rifleman mod, as i dont have one.

Yeah I really struggle when it comes to arithmetic. I honestly thought the grand total would be a lot higher, almost around a 2000 shot magazine, with that much of a boost. But anyway, wish I was better at it, oh well I guess.

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That was ARs by the way, itd be different on others.

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Well i was gonna measure my bulldog’s mag first, but 120 was easier to work with than 20. Basically, with the same extra 188% mag size aquired by the heavy gunner mod and 4 points into overload, i get 57 rockets. Which makes sense, since If it was an extra 200%, id get 60. Im satisfied by the results, i wasnt expecting it to be multiplicitave.

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Something else bumping up the rng on what comes out of crimson Lance chests, I’ve done a few runs here in the last week and seen far too many whites coming out of them. Since their a rare chest not as easily found, the loot should be a bit better than even a regular red chest.

Just a run of bad luck - it happens. You wait: go do something else for a bit, come back, and you’ll get an ultra-rare something or other to compensate!

That’d be awesome, I actually took a Ogre that I got off Ajax out for a spin, not expecting a lot, and it worked better than I thought. So cheered me up.

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Another update nobody asked for!
Seriously though, here are some new things i kind of picked up over the past month or so. Some of these points ive made earlier in their own posts, but i wanted to consolidate things into one big list, something im fond of as im sure you might have guessed. Ima space them out this time to see if it makes the list easier to get through. I could easily edit my other posts to be the same way if anyone at all wants me to.

• Might have mentioned this before, but there are a lot of blatant invisible obstacles in the more open areas, most notably dahl headlands.

• When you buff your health or mag size, they default to not full when you load into the game, or switch to a weapon. This was fixed in the 2nd game, so they realized it was a problem.

• Your car, enemy cars, and mountable turrets have the same characteristics. This means you can damage all 3, most notably with melee, yet you cant lethal strike them. I just dont like how you can kill your car trying to get it unstuck, yet you cant lethal strike krom. Atleast go all in one way like the 2nd game, where you dont damage your vehicle with melee at all, including turrets.

• If you get knocked down while you have bloodwing out, bloodwing will not give you health after you become revived, even if bloodwing wasnt the one who gave you the second wind. I consider this a glitch because i cant imagine anyone not wanting a little extra health after a second wind.

• Ive said this before, but there is a glitch where sometimes echo logs will stop playing audio randomly as the echolog still plays, if that makes sense. You can reset the dialouge by going into your menu, or you can, you know, play them again. Ahem second game Also, lip syncing animations are not that intensive, and would be a welcomed addition.

• Roland’s turret should not be lost during fight for your life, thats when youd need it most, id argue. Reclaiming would also be nice, but that might be a bit time consuming to port over from the 2nd game.

• Ok, so this might just be me, but i really feel like there is something missing after you beat the game in new haven. The npc’s dont have dialouge for when youve opened the vault, not counting the dlc’s. Im only saying this because its so noticeable if you activate the npc’s often that id think they wrote scripts for them, or even made them, then honestly forgot to program them in. If they were never a thing, its not that big of a deal.

• I really think wee wee’s super booster and the cracked sash should have had some text to tell you what they do. Even just flavor text, like pearlescent shields.

• If you need anymore proof that this list is nothing more than biased ramblings, i submit to you the beer advertisements in t-bone junction. They took a bit of the texture off of the sign to censor it for calling the beer by its name, clit. Id understand if there was a patch or something that was specific to countries that would bully you for doing “morally degenerate” things like lewdness and swearing. ahem again germany, australia. Id really like it if i could play the game uncensored if i payed for it, and never selected the CENSOR option in the menu. (Bonus points for turning all beer in the game into clit)

• Again, something borderlands 2 did because you guys knew it was a mistake in the first game. If you cant give us a buy all ammo option, atleast get rid of the “Are you sure?” message after every ammo buy. Also, i know i talked about how more backpack space is always good, but i also feel the need to mention how buyback space is almost as important. Also, please make the buyback last through traveling, atleast until the timer goes past 20. Why not give your character a buyback cache that saves the guns you sold in the previous session? Even if nobody uses it 99 times out of 100, why not? For a game that loves guns so much, there sure are a lot of ways guns are allowed to slip into oblivion.

• If there was a remaster, why not do it like how bethesda did it, and make the game full 64 bit, possibly a higher DirectX on pc? Memory bandwith would cease being a problem, and you could do things like add way more bullet decals, inventory space, reflections, crank up the max render distance on things like vendors, seeing the player’s lower half like battleborn to name a few. When i set my ragdolls to stay for a few minutes, i always start lagging because all of the skags keep making noises after they have died. This wouldnt be a problem on a 64 bit borderlands.

• Having every enemy spawn as soon as you load into a map would be an interesting idea to play with, if not just to see if anything bad happens. It would make actual sniping a thing.

• I personally dont enjoy the underdome because you dont get guns, or xp. I dont think it would be the end of the world if enemies gave you their better weapons if that mutator is on. A huge thing to help replayability would be to let people do custom rounds with custom mutators. That would have me putting more time in the underdome than any other dlc.

• I feel like depending on the character and skill, kill skills are finicky, especially having to do with fight for your life. It feels like you lose some when you get downed, and it feels like you dont get others after you get a second wind.

• In borderlands 2, you dont need to buy more stuff with eridium to progress through the story. I feel like this should translate to me not having to buy the shields, or grenades during the second playthrough to progress.

• I already talked about walking to pick up ammo and money being brought to borderlands 1, but if it is, theres no reason the car should be left out. Also, what if you could look at and pick up guns/activate things while still in the car? I just dont like having to get out, no matter how quick it is.

• Picking up the mine key mission is tricky sometimes because there is a bug where you get it, drop it, then get it again or something. Just a small bug.

• I wish the snow didnt buzz around back and forth while it is falling in the eridian promontory. On second thought, make it optional. Its kind of funny sometimes.

• This might be contriversial, but i believe you should be able to jump when you are phasewalking. I feel that given practice, people would know how to navigate without falling off a ledge. It would be a fun learning curve with a pretty good benefit to master.

• Just an idea for a remaster, but maybe add the screen effects of taking a damage over time? Im NOT saying buff them to be longer or do more damage to the player. You could just use generic getting hurt sounds for the getting hurt dialouge.

• I already did an entire thread about this, but bosses not taking any DOT

So that is probably going to be my last list. Honestly i have no real reason to pick up the game again anytime soon. Just know that you can add any little thing to the thread if you want, be it a bug, or an opinion.

Pretty sure i am the only person who likes the fall damage in BL1.
Something something immersion something something.

I was more disappointed than i am willing to admit when i learned it was practically removed from BL2. I legitimately like having fall damage.

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Same here, the original wasn’t all that vertical anyways. Although there are some places like Krom’s canyon that you could die by jumping it never really bothered me. If I fell to my death it was off the side somewhere, like back pedaling off of craw’s area not paying attention like a jackass.

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Although it would be easy for me to exert my opinion unto you and claim it to be objectively better to not have to worry about fall damage, it should just be optional. Think about it. You get the options before you start your character. fall damage, hardcore, fast travel, weapon proficincies, this guy’s idea [quote=“KauluMaisas, post:2, topic:1547522”]
when crippled:–“crawl” (easy-ish (?) );–“lock on” (medium);–“die instanly” (hard);
[/quote]

And make it so you also have an option to lock them as soon as you make the character, or change them whenever. You can already reset your skill points whenever, so its obvious gearbox likes freedom to play how you want. I dont see why this couldnt be a thing in future games at least.

I think you are confusing fall damage for death walls there.

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Nah I could have swore I remember my buddy falling from somewhere in Krom’s canyon from higher up down to the ground and dying… I just don’t remember many deaths from just falling to the ground unless you fell from a ledge into the
"Death wall" lol

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Oh. You must mean during the begining. I thought you meant during krom’s fight itself. A “death wall” is any barrier that will instantly kill a player. Examples are cliffs that are guarded by turrets, and the bottom of krom’s canyon in the arena where you fight him. I honestly dont remember fall damage ever killing me in the game to be honest. Ive honestly never died to fall damage after level 20 or so because of the way your health scaling and shield strength interract with fall damage. I bet you could fall from higher if you went to overlook in rust commons east though.

So that’s why my graphics and key config was totally butchered when I returned to the game after a long break.

You’ve mentioned auto pick up for money and ammo, which would be great. I’d also like a larger “pick all” area. Perhaps it’s just my BL2 bias talking but the area you pick stuff up from in BL1 is is annoyingly tiny.

Campaign reset would be my biggest hope. Would be nice to take a high level character through it all again. Is there any way to do this on PC? PM me if that’s something that is not supposed to be talked about on board, please.

If there could be a change to a whole DLC, I’d really like it if Underdome was made more interesting. The length and repetitiveness of the arenas is such a drag and besides the 2 skill points on different difficulties there is nothing to gain in the whole DLC. It’s a constant slaughter with no story. That sort of thing tends to be pretty fun in Borderlands games but the Underdome is just boring, at least for me.

I need to google the .ini file changes. That FOV is giving me a headache.

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