The game also uses an extremely complex loot system: using a procedural generation program, every weapon, shield and class accessory you get is randomized, allowing for about Eleventy Zillion different combonations.Further, the game has four DLC packs developed in the year following the original game's release, consiting of:
Mad Moxxi's Underdome Riot: A series of Arena challenges set by recently divorced Mad Moxxi.
The Secret Armory of General Knoxx: A continuation of the main story. Enraged over the loss of the Vault, the decimation of their forces and the death of Steele (though mostly just losing the Vault), the Crimson Lance have decided that the Vault Hunters must die. They send a fresh army of Lance operatives, headed by seasoned General Knoxx, to both take out the Hunters and conquer Pandora for their own. With the help of former Lance Assassin Athena, the Vault Hunters must now fight to destroy the Crimson Lance once and for all, and maybe even get some sweet loot while they're at it.
Claptrap's New Robot Revolution: Due to the Vault Hunters being a massive drain on the economy, Hyperion hires the Interplanetary Ninja Assassin Claptrap to take care of them. Instead, he rallies the Claptraps into rebellion against the humans.
A Date with Rosie Palms: The mission Dumpster Diving for Great Justice has you search around for something 'of great value' to a man that his wife threw away in a rage (read: dirty magazines). Picking them up, they say "Ugh! Some of the pages are stuck together." The guy tells you to not ask when you turn the mission in. Even worse is when he pays you for the job. He says "Don't worry if the money is damp, I just washed my hands."
General Knoxx just wants to finish his job of dealing with you and get out of Pandora as quick as he can. By the time you meet him he doesn't even care anymore.
Dr. Ned (who is totally not Dr. Zed) as well. He just wants to sit in bed with his comfy slippers... and make horrible undead monstrosities.
A.I. Is a Crapshoot: Interplanetary Ninja Assassin Claptrap and his revolutionary friends, though averted with the regular Claptraps.
Airborne Mook: Rakks, annoying bird-bat-like creatures that come in swarms, fly around and divebomb you. Thankfully, they (usually) have very low health.
All There in the Manual: Most of the characters back stories are told in the game's guide. Like how Krom and Baron Flynt used to be Wardens on Pandora before becoming bandit leaders, etc.
Amazon Brigade: The Lance Assassins. Sirens are this, but there's only a handful of them.
Ammunition Backpack: Certain enemies have ammo tanks which can be blown up (which is good, since these enemies tend to be the insanely powerful ones).
An Adventurer Is You: While there is a lot of variation and hybridization that can occur, each character roughly fits a basic class archetype. Moreover, each of their three skill trees also fits into one of the sub-classifications as well.
Brick: The Tank.
The Blademaster: The "Brawler" tree, which focuses on turning Brick into a close-combat monster, especially when using Berserk.
The Meat Shield: The "Tank" skill tree, which focuses on allowing Brick to absorb tons of damage.
The Nuker: The "Blaster" tree, which focuses on improving explosive weapons and dishing out damage on large groups of enemies.
Lilith: The Status Effect Guy (Girl).
The Mezzer: The "Controller" tree, which focuses on weakening enemies while also improving survivability in combat.
The Debuffer: The "Elemental" tree, which focuses on inflicting elemental effect damage.
The Backstabber: The "Assassin" tree, which focuses on using hit-and-run attacks to eliminate small groups of enemies.
Roland: The Jack of All Trades.
The Do T Master: The "Infantry" tree, which focuses on Roland's proficiency with firearms and his turret's firepower.
The Power Re-Generator: The "Support" tree, which focuses on defensive and non-combat support, namely shield and ammo regeneration.
The Healer: The "Medic" tree, which focuses on keeping Roland and his teammates alive.
Mordecai: The DPS.
The Archer: The "Sniper" tree, which focuses on utilizing sniper rifles to pick off enemies at range.
The Beastmaster: The "Rogue" tree, which focuses on improving Bloodwing's combat abilities and overall utility.
The Scrapper: The "Gunslinger" tree, which focuses on eliminating foes at close-range with a pistol and sword.
And I Must Scream: After the first mission, virtually every enemy you fight in New Robot Revolution, with the exception of the D-Fault enemies, is a cyborg monster, and even beg you to "Please... just let me die..." upon being finished off.
As said by a Crimson Lance Probe: "At Atlas, safety is our primary concern. When near drone, please avoid shooting, cursing, skipping, and/or jump-roping."
Some of those same probes have corrosive weapons on them. They advertise that they are carrying poison that is very effective against skags, vault hunters, and people named "Steve".
Before he started a revolution against humankind, the Interplanetary Ninja Assassin Claptrap was programmed to take the Vault Hunters out indirectly - trapping, poisoning, and spreading catty rumours about town.
Art Shift: The in-game cutscenes are rendered in the engine, but whenever you enter a DLC's first zone, you get a cutscene that's usually either silhouettes (Moxxi's Underdome Riot) or pen drawings (interrupted by a child's chalk drawings several times during The Zombie Island of Dr. Ned's intro.).
Skags and Psychos lead their targets whenever possible, instead of blindly chasing after them. The novelty wears off, but it's effective for such a simple strategy.
Lance Troopers will hop to the left or right if you take too long to aim at them.
Gang Up on the Human is not in effect. Enemy factions (usually bandits and whatever wild animals are nearby) will fight each other unless you give them a reason to join forces against you.
Every enemy will shout a warning and assume a stance before engaging you in combat, giving you time to respond. If you heed the warning and leave their territory peacefully, they don't attack.
Enemies will also be on high alert if you shoot at them from a distance and miss your target, now knowing you are out there somewhere.
Artificial Stupidity: Some of the flying guardians just fly around, not even noticing you while you're shooting at it. They can get caught up in the area geometry, and later on, just hover in mid-air, allowing players to just casually pick them off at a distance.
For human(oid) enemies it's the head. For Skags, you have to shoot their exposed mouth, with a similar Pink Mist effect. Finally, for Spiderants, you have to shoot the abdomen at the rear. Bosses are where things get a bit more complicated, but it's generally pretty obvious; large glowy bits, things that look squishy, etc.
The only time you can get the Rider sniper rifle is during the quest where you have to kill the Rakk Hive. The tagline for the weapon says "Careful... you might put someone's eye out." Guess where the weak-point is on the Rakk Hive...
Before fighting the final boss, you're told that "you just have to know where to hit it." Hint: Its big, gaping vagina of a mouth, giant clit-eye, and glowing tentacle testicles should clue you in.
Authority Equals Asskicking: Leaders invariably have noticeably more health than their mooks. In many cases this does makes sense (guys like Sledge and Krom who rose to the top by being the baddest of a bad lot would naturally be expected to be the toughest of the bunch), but it also applies to characters you wouldn't normally expect to be able to withstand several rockets to the face (such as Baron Flynt and Dr. Ned).
Autosave: The game uses autosave both when a player changes areas and when they enter the proximity of a New-U station.
Awesome Personnel Carrier: the Lancer in the Lance DLC, being the previously undrivable Crimson Lance vehicles seen in the original game's Crimson Fastness level.
Awesome, but Impractical: Some of the more esoteric weapons are harder to use than just shooting straight at things. The Eridian weapons probably top the list.
Carnage shotgunsnote (Holy crap! It shoots rockets!). Despite firing rockets, they have shotgun level accuracy (which is far worse than your average launcher), and the same low projectile velocity that regular rocket launchers have. They also have less splash damage than launchers, and most come at the expense of doing less damage than same-level shotguns. They're somewhat rare to boot, combining the worst of two weapons in an overpriced package. They are, however, handy as Disc One Nukes at first, doing more damage than most basic playthrough 1 guns.
The Boomstick would be the Trope Codifier for impractical rocket-shooting shotguns, were there such a trope. It literally has no accuracy, being very capable of missing an enemy at point-blank range with one rocket. The one (Dubious) advantage it has over Carnage shotguns is that it shoots rockets in six-round bursts, so unless you've invested in something that gives you more ammo, it only gives you one shot. It does work very well, however, on large crowds or targets at point blank, so if you don't have the zombie DLC then you're likely to only use it on the Destroyer and then forget about it.
Shotguns that fire in patterns (i.e.: T.K.'s Wave and other similar shotguns) are pretty hard to get a consistent hit in with until you figure out said pattern.
Jakobs Rifles at higher levels. Case in point: You got a powerful rifle! SWEET! Problem is, its scope is locked at 1x, or, if you're insanely lucky, at 1.5x. In other words, your bullet velocity is noticeably slower, say, compared to an Atlas rifle, and your scope is less effective at picking off people from a distance, due to a tiny magnification distance. And since most enemies will shrug off a non-critical round and will close the distance between shots, you'll find yourself itching for another sniper rifle. However, once you find Jakob's ultimate offering, the "Brute Bessie", one shot is all you'll need, be it body or head. Six accurate shots will take down even the great Crawmerax.
Vehicles in certain areas or at higher levels are basically gigantic death traps that are only useful for getting around certain zones more quickly outside a few quests specifically designed to be completed in a vehicle. Ramming a higher-level badass mook will result in the vehicle exploding (downing the players inside) with said badass losing about 50% health.
Sniper rifles with less than 94% accuracy. Even if it does a lot of damage, it won't do you much good if you keep missing due to having such a wide radius when zoomed in with it. Especially painful if it only has a 3 round magazine, and a really long reload animation.
Long range weapons in general tend to fit this trope; after all, unless you're Mordecai and investing in the Sniper tree, why bother taking the time to line up a head shot at a distance (that probably won't even kill the target)when you can just unload 10+ shots per second at point blank range directly into the enemy's head?
Most medium ranged weapons such as assault rifles or SMG's, without a zoom of some kind. Iron sights don't seem to work well in this game, so you'll either end up shooting from the hip, or you'll end up using the non-zoom weapons up close, which may not always be a good idea, especially if they have small magazine capacity and long reload time.
Rapid fire rocket launchers. Any launcher with a "+500% Fire Rate" will fire off 5 shots in rapid succession. You might think this makes it easier to clear out a crowd of enemies, but you need extremely rapid response and precision to carefully aim the extra shots. On top of that, Every time you shoot, you're firing off 5 missiles, eating up your limited ammo in a snap. Contrast to Helix rocket launchers, which fire out 3 spinning rockets per shot. It takes a little getting used to in order to make sure the 3 rockets hit anything (don't aim directly at an enemy. Go off to the side a little,) but each shot only uses up only 1 rocket in your ammo.
A Winner Is You: The Guardian says it will be another 200 years before the Vault opens again, and instead to turn the key in to Tannis for a cash reward. Claptrap turns evil. Roll credits.
As it turns out, she told you to give the key to Tannis so it would be less defended so Jack could steal it to open a different Vault.
Ax-Crazy: Judging by her personal logs, Dahl Corporation scientist Patricia Tannis is equal parts this and Cloudcuckoolander, laughing to herself as she fed her colleagues to Skags after they died. She even dated the recorder she used for the logs, though they broke up.
Also the majority of the bandits, and at least two of the player characters.
The enemies with the label 'psycho' pretty much take the cake, though, according to the borderlands wiki (who got it fro somewhere) they went insane with a freakish obsession for the vault after a vault key was found in headstone mine.
Badass Preacher: One of the adventurers who tried to stop the Zombie Apocalypse at Jakobs Cove was Father Jackie O'Callahan! He kicked zombie arse with the best of them, but wound up turned into a wereskag after getting "nicked in the neck" by Hank Reiss.
Bathroom Stall Graffiti: While not in a bathroom, one quest given to you by Mad Moxxi has you cleaning up graffiti about her. Considering how badly written and childish said graffiti is, it's either a take on or a shout out to the trope.
Moxxi likes to do it Scaggi style!
Beef Gate: Attempting to travel through an area with enemies that are of a higher level than you will result in your immediate and painful death. This is due to the damage system, where, if you're the same level as a enemy, they can be handled with a reasonable amount of effort, whereas if they're a higher level than you they take less damage (as low as 5% if they are six levels higher) and deal more than they would if they were even. When combined with Level Scaling, it generally means players need to be close enough in level to be effective teammates.
Berserk Button: Scooter doesn't like it when people blow up, crash and otherwise wreck his runners, or when they sleep with his mom, known as Mad Moxxi.
Literally with Brick, whose action skill (single button press) is "Berserk".
BFS: Hanz, one of Baron Flynt's bodyguards, has one.
The Baroness: Commandant Steele, who even comes with an over-the-top Boer accent.
Bi the Way: Mad Moxxi hits on the player character... even if you're Lilith. That's not to say Moxxi yells the same lines no matter who you're playing as.
It's a shame that hot ass won't save you from this!
Bittersweet Ending: The Vault Hunters come to Pandora looking for riches, and in the end they end up with only a fraction of their original intents. Sure, they (are somewhat forced to) stop a centuries old evil, and are probably millionaires just from the loot they've found along the way, but still.
Bandit: Hold on! Rape is such a strong word. I liked to think of it as. Well, uh...you see... Nope! It's rape alright! Carry on!
A Claptrap: I think you ought to know I'm feeling very depressed. A guy finally gets a break from all the shooting and raping. Oh yes, these are desperate men.
Blatant Lies: Towards the end of Claptrap's New Robot Revolution, just before fighting Knoxx-Trap, Undead Ned-Trap and Steele-Trap for the last time each, each boss arena is surrounded by signs reading such things as "puppies for free", "free treasure", "no evil boss here", and so on.
Mr. Shank on Athena's imprisonment:
If you're looking for the girl I can assure you she is unharmed. ... Shit! Not that we wouldn't. I mean, we'd totally harm her. I'm thinking of harming her right now.
Body Backup Drive: The player-characters possess immortality through the New-U stations (save checkpoints) they come across. If they do take too much damage and subsequently bleed out, they are simply cloned and deposited back at the last New-U station they passed. For a fee.
Bonus Boss: Crawmerax the Invincible. By far the toughest fight in the game, he's always five levels above you. He's all but impossible to beat in a solo game. There are many others scattered about (Motorhead, King Wee Wee, Skyscraper...) but Crawmerax is indeed the strongest.
Book Ends: The final battle of Claptrap's New Robot Revolution is the very place you started the main game, fighting the same Claptrap from the beginning
Boss in Mook Clothing: If an enemy spawns with a really nice, top tier item (or dare we say two) they can very well become this. Badass enemies also count, as they're as tough as bosses and yet can randomly spawn in place of any normal enemy.
Boss Rush: Claptrap's New Robot Revolution has this before the final boss, where you fight roboticized versions of Dr. Ned, Commandant Steele and General Knoxx. You even happen along The Destroyer, only for it turn out to be a cardboard cutout.
And in the same DLC there is a log by a random "adventurer" that's mostly him complaining about the game's guide arrow. Subverted in that it's part of the HUD provided by the Dahl Corporation.
Bullfight Boss: Alpha skag, and especially Skagzilla: they have thick front armor and a charge attack, so jumping out of the way and shooting their backs is the easiest way to defeat them. Corrosive weapons or a critical hit, however, are more efficient.
Cain and Abel: Jaynis and Taylor Kobb. Actually subverted, as once Jaynis is killed and Taylor takes control of his town, he proves to be just as bad as his brother.
Call Back: In the introduction where you choose your character, Marcus remarks that Mordecai's appearance reminds him of "a Truxican wrestler moonlighting as a dominatrix". In The Secret Armory of General Knoxx DLC, you can find Truxican Wrestler midgets hiding inside of lockers who may drop Truxican Wrestler class mods for Mordecai which improve his melee abilities.
Came Back Wrong: Motorhead, a powerful optional boss in the Knoxx DLC, is actually a (poorly) resurrected Sledge.
Canned Orders Over Loudspeaker: Several of the corporations are fond of this, especially Atlas and Jakobs in the DLC. Interplanetary Ninja Assassin Claptrap does this in the Claptrap's New Robot Revolution DLC, in a blatant parody of Andrew Ryan's speech from BioShock.
Cargo Ship: invoked As part of her descent into Cloudcuckooland, Patricia Tannis dates her voice recorder. She gets into fights with it. And then they decide to remain friends.
Car Fu: Encouraged by the game, to the point that there is actually a quest whose sole goal is to kill a number of enemies using a Runner (the game's car model). In addition, there is at least one achievement (on the X-Box 360 version) and several in-game challenges involving running enemies over or ramming them. The final one is "Hell On Wheels," granted for killing 1,000 enemies with the vehicle. Problem is, enemy vehicles can do this to you. On a more direct Also consider that Melee-ing a car will send it flying (to avoid the runners getting stuck on things).
Cel Shading: The game is often mistaken as using it, but the lighting and shading are realistic, not cel.
Cheerful Child: Young Brick, in the introductory sequence, is aww-inducing. Out of the introductory sequence, though...
Cherry Tapping: Very possible, for example if you're feeling suicidal enough to use the melee attacks (Brick's Berserker or stun attacks don't count) or an amazingly underleveled weapon. Or you could just go for the Goomba Stomp...
Which will get you the Achievement/Trophy, "My Brother is an Italian Plumber".
Chest Monster: Several containers in The Secret Armory of General Knoxx have midgets hiding inside.
There's also a subversion with a somewhat rare Loot Goon zombie who literally caries a red weapon chest on his back. Killing him lets you open it up and take what's inside.
The Chew Toy: In-universe, Claptraps. The Fyrestone Claptrap notes that the local bandits like to use them for target practice. After his transformation into Interplanetary Ninja Assassin Claptrap, his disgust at the treatment his kind endures provoked the titular Robot Revolution of DLC 4.
Chunky Salsa Rule: Various enemies feature this. Many animals and most humans can be outright blown up with a good placed explosion. The bandits and midgets in particular. Once Brick gets strong enough, killing them with the basic melee attack is more than enough to make their head explode or shear off an arm or leg. It doesn't even have to be a critical hit either. Even Bruisers and Bad-Ass Psychos can be blown up with a strong enough weapon, but it really has to be over the top. The Crimson Lance avert this trope altogether though, but that doesn't mean they can't die in the gruesome deaths that the elemental effects cause.
Mordecai can do this with a sniper rifle if he outlevels an enemy enough, provided he gets a one-shot kill.
Color-Coded for Your Convenience: Elemental weapons have distinctive color markings on them that represent their element. Shock (good against shields) is blue. Fire (good against fleshy bits) is red. Blast (average against everything except scythids) is yellow. Corrosion (good against armor) is green. There is one weapon that cycles between them, which is orange.
Loot is also color coded by rarity. (White=Normal, Green=Uncommon, Blue=Rare, Purple=Very Rare, Orange=Incredibly Rare, Pearl=Obscenely Rare. And to top that off, orange comes in three different shades for just how badass the weapon you just found is). There's also red for healing items.
Enemy shields and clothing are coded this way too. Red enemies tend to be fire resistant and use fire attacks, green enemies are corrosion resistant and might spit poison at you, blue enemies are shock resistant and use electrical attacks, and so on.
Even the companies themselves have this to a large extent for the color of their guns, such as brown for Jakobs, S&S's yellow, Maliwan's blue, Dahl's green or tan, Tediore's light grey, Hyperion's red, etc.
Making his turret regenerate the team's health and ammo when close to it;
Giving the team a regenerative factor when he kills an enemy.
The General Knoxx DLC adds actual Combat Medics to the Crimson Lance's ranks. They're similar to the engineers except they put up a device which heals their allies rather than act as a sentry.
Comeback Mechanic: The "Second Wind" feature, whereby if you manage to kill an enemy as you're in the throes of death yourself, you gain a small amount of health back, and can continue. The game keeps track of how often you get a second wind. If you end up getting knocked down again and again after each new Second Wind, the timer you have to get your next one shortens more and more.
It isn't simply just a game mechanic either, it happens In-Universe. In the sequel, the DJ for Crimson Lance Radio tells a PSA about being careful about what you shoot, as one of his buddies cleared out a whole bandit camp, but ended up shooting an explosive barrel at the last moment. He had nothing to get a Second Wind from and couldn't save himself.
Combat Sadomasochist: The Hyperion Guard-Traps enjoy the pain you inflict on them. They enthusiastically say lines like "Thank you! May I have another?" when you shoot them.
Continuing Is Painful: If you are fighting a boss character and are killed, the boss will fully regain all of its health, meaning all those bullets and grenades you used were wasted.
The Computer Is a Cheating Bastard: It doesn't matter if you're maxed out at level 69, Crawmerax will always be at least 3 levels higher than you (Because it's 4 levels higher until you reach max level, but its minimum level is 64 and tops out at 72). Always.
Co-Op Multiplayer: Tag-along style. The host determines where in the plot the players play in, and also has the character used to scale enemies. If the guest is behind the host in level, he will be up against constant beef gates. If behind in plot, any completed missions will be treated as "ineligible", and won't transfer over to the guest. As such, co-op players should mainatain progress parity.
Crapsack World: Borderlands takes this trope and runs with it. Although the planet Pandora was originally colonized in the hopes of turning it into a lucrative, prosperous mining settlement, it was found to be an almost completely barren and borderline uninhabitable wasteland - and that was before the spring cycle began seven Earth years later and the local wildlife woke up from hibernation. Then, of course, there are the several thousand murderous bandits who prey on the few remaining locals, the extreme scarcity of food, clean water, electricity and medical supplies, and the near-complete lack of anything resembling functioning infrastructure or an effective government. Death is so common that never once do you see an NPC express grief, even when close friends or relatives are killed. And to make matters worse, it's implied in the Secret Armory DLC that the planet Promethia is even worse than Pandora.
Crazy-Prepared: Taylor Kobb apparently puts armed midgets in storage containers (complete with beds and toilets) in case he has a sudden need to betray someone.
Or they just live in there. Pandora doesn't have much in the way of sweet digs.
Credits Gag: Killing the Final Boss within the Zombie Island DLC causes fake credits to appear for a few seconds.
Critical Hit Class: Critical hits are dependant on where you hit your opponents rather than chance, but the Hunter class has a strong emphasis on accuracy (and thus hitting crit areas). Plus there are builds based around high crit damage.
Crosshair Aware: Played straight in the game thanks to the AI. Sometimes, you are JUST taking aim... And they suddenly notice you and run to the next cover or rain bullets upon you.
Zombie Island. You can SEE where your transport will land to rescue you.
Played too damn straight in The Underdome. The effect Dodgeball makes the enemies evade more.
Suddenly... That bandit shooting a Skag is looking at you.
A Vault Guardian actually does this to you! They create a beam of light before raining energy beams on you.
Cutscene: If you wait a minute on the main menu, you even get an unskippable attract movie - the same one that plays when you create a new character. The original game was supposed to feature a lot of these, but were cut out in the final product.
Cyborg: Claptrap's New Robot Revolution has human enemies with claptrap parts grafted onto their bodies.
Damage Over Time: Many weapons that deal elemental damage have a chance of causing damage over time as an added effect.
Deadly Doctor: Played with 'Dr.' Zed. His first appearance gives him a small cutscene with Boss Subtitles for him, pausing before he strikes down on a corpse he is about to chop up. He explicitly states he's lost his license when first meeting him and his medical machines occasionally say in his voice "Who needs a real doctor when you've got my machines and their scary needles?". Afraid of Needles yet?
There isn't a way out of the Armory. The final objective in the loot-gathering mission is "Boom!", which counts as Fridge Brilliance on a planet where Death Is a Slap on the Wrist. And being resurrected as a result of the Armory kaboom doesn't even cost you anything.
Death Is Cheap: Literally. If you die you'll get resurrected via cloning, for a fee of course; how much it is being a percentage (around 7%) of how much cash you have at the time. If you're broke, it's free.
Knoxx is about to quit when you meet him, but for different reasons (the incompetence of his higher ups - according to his journal, one of his superiors is a five-year old who sends him macaroni pictures instead of orders).
Demoted to Extra: Helena Pierce's role in the story was scaled back a lot after the game had a drastic visual overhaul. (For starters, she's prominently featured in the pre-cel game trailer.) Now, she's just a minor NPC you only meet halfway through the game, doing the occasional quest for.
The inverse happened to Patricia Tannis, who wasn't even mentioned at all in the trailer, and features a lot more than Pierce and actively helps you with your quest.
The Vault Hunters of the first game are NPCs in the second, though still important to the story.
Department of Redundancy Department: Some of the randomly generated weapon names can be this. The Fatal Death, Mean Rage and (bug notwithstanding) Pestilent Plague spring to mind.
"I'm gonna squeeze you 'til you bleed blood!"
Operation Trap Claptrap Trapnote "Christ, what a mouthful.".
Did You Just Punch Out Cthulhu?: The End Game Boss is a giant Cthulhu like monster complete with tentacles, giant gaping maw, and a massive eye that shoots energy beams. The character is armed with ballistic weapons and maybe some alien weapons you found. And if you're Brick, you can literally punch it out too. Though Justified, since the Guardian Angel tells you it can be hurt because it's not in its own dimension.
Difficulty Spike: Playthrough 2.5 really ramps up the difficulty. For one thing, most enemies are now always either at or one level higher than you, and Badasses and bosses are much more lethal.
Disc One Nuke: Due to this game's Random Drop system, it's extremely rare, but very possible to find weapons that possess incredible power at a low level requirement, early in the game. If you have a decent amount of luck, you can find a weapon that will tear the rest of the game apart.
There's multiple breeds of weapons that are disproportionately powerful for their item level, which can be incredibly deadly in the right hands: any rapid-fire weapon with a high ignite chance (fire damage seems to be at the very least partially-HP-percentage-based, which renders them capable of utterly destroying Badass/boss foes regardless of level), mashers (relatively-accurate and fast-firing shotgun pistols), Anarchy submachine guns (quad-shot), the list goes on. God help your foes if you stumble across the Playthrough 2+ versions...
And thanks to unencrypted save files and the save file editor and gear construction kit, it is possible to construct the best possible weapons for any given level (and scale up or down weapons from early or late in the game to suit any level). Build your own Disc One Nukes.
Gearbox gives you one in a sidequest: the Madjack, a revolver that has crazily spinning bullets and a high ricochet chance. But that works to your advantage with distant, powerful targets: a Madjack can take out a Mulciber in just a few shots.
You'll get the Clipper in your first hour or two of gameplay. It has a very high rate of fire, with a chance to do fire damage with every hit. You'll be killing skags and Lance with it all the way to the end of the game.
Marcus Guns Vending Machine: Get yourself a Maliwan, and light some people on fire!
Do Not Run with a Gun: Played straight in that players cannot fire while running (crosshairs disappear, and taking a shot will just toggle back to walking speed), averted in that this is ignored if firing while airborne, so run-and-gun is possible by bouncing around.
Dude, Where's My Reward?: After fighting through an entire world full of nasty monsters, brutal thugs, and vicious soldiers, you finally reach the Vault and find...another monster. Angel even admits she played you, for the sake of the well-being of the galaxy...or so she claims at the time.
Dumb Muscle: Brick can barely read or write, but has strength that's best described as "rhino-like".
Dynamic Loading: Dynamic Loading Fail is practically guaranteed, at least for the largest areas.
Early-Bird Cameo: The Eridians show up briefly in an early sidequest, but you don't actually learn who or what they are until the finale.
And Playthrough 2.5 upgrades them again, this time to 'Superbads'.
The Engineer: Roland (obviously), and the Crimson Lance Engineer enemies. Further, the badass Crimson Lance from the the 3rd DLC have an elemental turret as part of their skillset.
Every Car Is a Pinto: The Runners explode fantastically when reduced to 0 whatever-it-is points. Don't be standing next to them when that happens. Or in them.
Made funny with the monster-construction mission in DLC 3; Scooter banters about product recall "cus' of people burnin' alive an' shit." He also lampshades ripping out the passenger seat to make room for the GIANT NITRO TANK which is probably the reason for the big boom on all runners.
Evil Laugh: Or giggles, in the case of the midget mooks in the game. Mordecai and Lilith give off a pretty good one from time to time when you score a critical. Brick ain't the only Blood Knight in this game...
If you can scrounge up an old copy of Game Informer with the pre-release article on the game, take a look at the characters and note that they were all different then. Zed is Roland, Steele is Lilith (who apparently was a male character called the scientist originally, one of the later sub-bosses (Reaver) was Mordecai, and supposedly the badass bruiser model was Brick.
Extreme Omnivore: Skags will eat anything, but they vomit back up whatever they can't digest, which is why you find items in the "piles".
That's what the in-game tips say, but just about every other kind enemy that tries to eat you also has "piles" laying around their habitat. Rakk are the exception — they don't have piles, but the Feeder/Bloated/Gravid etc variety have a higher probability of dropping stuff.
Faceless Goons: All enemies, whether bandits or Crimson Lance, invariably wear some sort of facemask to conceal their faces. This also applies to almost all of the civilians living on Pandora as well, including some of the major characters. This saved Gearbox a lot of work by not having to program in facial animation for dialogue.
Fake Ultimate Mook: The elemental Crimson Lance forces in The Secret Armory Of General Knoxx, arguably the easiest new enemy in the DLC. They aren't any tougher than regular troops, and only use combat rifles, one of the worst gun classes to have elemental effects. To rub salt in the wound, their Badass variants can only take a few shots in their backpacks before they go kaputz and take the soldier along with them.
Fetch Quest: The Journal and Scavenger Hunts, and a few others.
Flamethrower Backfire: The game uses this trope in spirit; the elite Crimson Lance units all have ammo packs on their back and come in electric, acid, and fire varieties. You can shoot it until it explodes (although it'll take quite a bit of damage before blowing up) For Massive Damage.
Flash Step: Lilith's special ability allows her to step into an alternate dimension (causing an explosion that helps discourage her enemies from attacking), run quickly to her target, pop out with an energetic shockwave that stuns her foes, and then proceed to mow them all down.
Flipping the Bird: Mordecai silently flips off Marcus for the Truxican Wrestler/Dominatrix comment on the bus.
Even then, aside from some very vague similarities, its not even all that Fallout-y.
Foreshadowing: The Hyperion Satellite at the end of the game. Guess who's the enemy in the sequel?
Fun with Acronyms: a very subtle one with the Eridian Cannon, as its description "010011110100110101000111" is a binary-encoded ASCII string for the letters "OMG" (Oh My God). (It makes a sizable explosion, leading to the aforementioned expression.)
The 'Claptrap's New Robot Revolution' DLC gave us the "WIRED" device. The Wireless Information Router Encoding Device is a wireless controller for rebooting the Claptraps.
Game Mod: Gearbox won't provide a development kit for fear of breaking what little balance the game has already, but this hasn't stopped people from creating save editors to experiment with. Want a 40000 damage twenty-cap revolver that shoots fire rockets and never needs reloading? Okay!
Not quite 40,000 damage revolvers that shoot rockets and don't need to reload, but you can do some pretty creative things nonetheless—such as combining parts from The Dove (a pistol that never runs out of ammo) with parts from the Hyperion Invader (a pistol that fires its entire clip when fired while the aim button is held down) to create a pistol that, when you fire it while aiming, never stops shooting and never runs out of ammo (until you let go of the aim button, anyway.)
This, along with other related exploits, has since been patched out (it's now impossible to combine parts from different manufacturers) but others remain effective. To use the Dove as an example again, it's possible to add on the Hornet weapon trait from the Dove's manufacturer, and combine it with a prefix from a shotgun and a suffix from a sniper rifle, to create a Shredder Wrath pistol that fires 3 shots with every pull of the trigger, and has a potent Corrosive elemental effect to boot. A level 25 Shredder Wrath can remain your best weapon until level 40.
If you really want to break the game, it's possible to creatively modify "stock" weapons (the weapons your enemies normally use if they don't spawn with a droppable weapon, which players cannot obtain without save file editing) to get weapons with no level requirement that deal damage into the millions, or even negative damage. Negative-damage weapons are extremely bizarre; they instagib anything but their damage counter reads 0...unless you hit something invincible (such as newly-spawned bosses in the Underdome) in which case the gun deals 99999 damage instead and still instantly kills your target. A similar method works on shields, rendering your character totally invincible to everything other than a stock weapon.
Apparently it is possible to use UnrealEd to create custom maps, if you're willing to modify the exe.
The Bleeder, whatever the hell that thing is supposed to be, there is no indication in the sidequest that you encounter it that it is anything BUT a an ordinary Scythid.
Hell, one of the challenge achievements for killing the Guardians is titled "What is this thing?", as if to Lampshade the sheer absurdity of the situation. It's explained by the Voice afterwards, but still.
Gladiator Subquest: Three times. The first pits you against Skags, second against bandits, and third against the Crimson Lance, including their vehicles. The Mad Moxxie DLC is nothing but Gladiator Subquests.
Glass Cannon: The Eridians are extremely powerful, but have very low defense and health. They do, however, have extremely powerful shields.
For the same reason Mordecai might need them on a desert wasteland planet-in case of sandstorms or something.
Good Bad Translation : In the French version, Steele is still casually talking about putting you to jail while the Destroyer impales her because the French voice actor takes too long. The same happens with the psycho who gets stabbed by M.Shank in the third DLC.
Good Old Fisticuffs: Brick (Berserker). Can specialize in hand to hand combat. Keep in mind the planet is populated with gun toting road warrior type bandits and assorted monsters. Good thing Brick hits like a train.
Gradual Grinder: Elemental weapons aside from Explosive ones are this. They generally do less overall damage than their normal gun counterparts, but if you manage to hit the mob with a damage-over-time component, then it'll gradually whittle their health away. The humanoid mobs will often scream in pain as it slowly kills them.
Gradual Regeneration: There are shields that will replenish your health in the game, and each class has its own way to regenerate health-
Brick runs off screaming his health back with Berserk activated.
Roland and Mordecai get regeneration boosts on kill, and Roland's turret has a healing aura.
Lilith regenerates during Phasewalk.
Grail in the Garbage: Doesn't happen often, but sometimes you can find a really good gun when searching through Pandora's many trash cans. Or Skag barf.
Groin Attack: A viable (in fact, more like necessary) tactic when facing the Crimson Lance if you don't have any Incendiary or Corrosive weapons and can't get a straight shot at their heads, since their groins lack armor.
Guide Dang It: Some of scavenger and even some of the regular mission will make you grow to hate the waypoints which can make finding certain mission related objects confounding to say the least. Further, some missions themselves have really out-of-the-way trigger points.
Turns out, the waypoint for scavenger missions are placed specifically in the general area the parts can be found in. For example if the 4 or 5 parts are found scattered about a single bandit encampment, the waypoint will likely be in the center of that encampment.
The worst part about the Scavenger missions is the gun itself is usually Vendor Trash.
Lampshaded in one of the Echo recordings in the Dr. Ned DLC.
Guilt-Based Gaming: If you let your character idle around long enough, they will start making snarky comments.
Gun Accessories: Scopes and bayonets and all sorts of other things. And if you want to get technical, the procedural weapon generation means the guns are basically a set of modular parts in various combinations; in other words, everything is an accessory. Considering that different parts can be the difference between a gun shooting fire or shotgun shells or having infinite ammo, this is more than a technicality.
Gun Porn: According to The Other Wiki entry for Borderlands, the debug menu for the game shows over three million guns (varying in stats) are available in the game. According to the devs, they stopped counting once they hit 17 million.
Suddenly the commercial touting "87 bazillion guns" doesn't sound so far-fetched.
The Gunslinger: Every playable character can use guns and has skill trees relating to them, but Mordecai actually gets a skill tree that's called this, specifically with pistols.
Hand Cannon: Most of the revolvers would qualify, but mashers — revolvers that shoot seven or eight bullets per shot — are the undisputed kings. At level 50 the average masher can exceed 2,000 damage per shot (more than most rocket launchers). And God help your enemies if you get one with the very accurate Jakobs barrel... and a Dahl body with recoil reduction...
Healing Shiv: Roland (The Soldier) can access Cauterize, a special ability that makes his weaponry heal allies. The text of the skill states this also works with rockets and grenades.
"Hold still while I heal you..." BRAKKA BRAKKA BRAKKA. "There, all better."
And for everyone else (Okay, even Roland) there's Transfusion grenades. That's right, a grenade that heals you by unhealing your enemies. There's also a couple of weapons that do the same thing.
Heel Face Mind Screw: In Claptrap's New Robot Revolution, INAC is defeated by the Vault Hunters using the WIRED devicenote which is actually wireless to undo the advanced programming Hyperion gave him and reverting him back to his original, friendly self.
Heroic Mime: The game dips in and out of this trope. The player characters can talk, as shown by their taunts and comments on a weapons cache discovery, but when it comes to interacting with other characters in game or in a cut scene, they never speak.
Heroic Second Wind: A gameplay mechanic and part of the Borderlands universe. When your health reaches zero, the message "Fight for your life!" flashes at the screen, and you get a chance to take down an enemy with you as your vision darkens. If you do manage to kill an enemy before dying yourself, you get resurrected with minimal health and full shields, while the message "Second wind!" flashes.
Heroic Comedic Sociopath: Pretty much all of the player characters love dispensing death, but Brick probably takes the cake.
Brick (after running out of ammunition for a gun) "Ammo. GONE!"
Humongous Mecha: The Lance's Devastator unit. General Knoxx also has one. Mega Interplanetary Ninja Assassin Claptrap
Hyperspace Arsenal: As the game starts out, you'll already be able to wear two weapons, equip a shield, a grenade mod, a class mode, carry about 1000 rounds of ammunition for all the different weapon type, three grenades and carry twelve other items. Every playthrough allows you to find upgrades for your backpack to give about 30 more slots to carry items, you'll be able to buy ammo storage which will end up allowing you to hold around three thousand bullets and 9 grenades.
Each character wears a device called a 'Storage Deck', which is basically a dead-end transporter, into which they can dump practically anything. Hence why backpack upgrades are called 'SDU's. (Storage Deck Upgrades) It appears as a metal device with a glowing blue 'beam' across its surface. When playing in multiplayer, it's possible to see a teammate pull something out of it. Examples: 1, 2, 3, and 4.
I Meant to Do That: INAC invokes this after you destroy his factory; claiming that its all according to a "ridiculously convoluted plan you couldn't possibly understand with your feeble human brain".
Improbable Weapon User: This is made of this trope. Rocket Launcher that fires 3 rockets, that each split into 5 rockets, which all explode into acid? Check. Shotgun that has a spread in the shape of a smiley face? Check. Full-auto sniper rifle? You betcha.
I Am A Humanitarian: Psychos ("Just three more steps and I got me dinner", "Hahahaha!! MORE! More meat for me!!", "It's time, for my pound of flesh! Hahahahahaha!"), as well as some normal bandits ("You gonna squeal before we cook ya?!")
How do you make a shotgun, revolver, automatic pistol, machinegun, or sniper rifle more awesome? Simple - incendiary rounds.
Also, Burning Psychos. Cackling insanely and trying to kill you while ON FIRE. It actually gives them immunity to fire damage to boot.
The Infiltration: The Circle of Duty opens up after you defeat General Knoxx himself, giving you a chance to enlist in the Crimson Lance and quickly rise up through the ranks through a series of arena matches. After completing the last match, Zach must politely decline your application to the Crimson Lance since he just learned that you killed the CL's leader.
Infinity+1 Sword: If you find a gun made by Atlas, it will often serve as your personal Infinity Plus One Sword for a given level range. The Secret Armory DLC adds a new rarity color to replace the glitch-based Pearl weapons. These new Pearlescent (or Aqua) weapons and shields are frustratingly rare, incredibly potent, and by the time you get them there likely won't be much left but the Bonus Boss, fitting them into the trope nicely.
The weapons go in a set range — White, Green, Blue, Purple, Yellow (aka Orange), Orange (Aka "Dark Orange"), and "Pearl" (aka "Aqua"). Still, given the right number of mods, the lower tier weapons can be much more powerful.
And then there are the boss weapons. Some players have suggested that you can kill practically anything with Sledge's shotgun and enough magazine size bonuses.
Insufferable Genius: When Tannis isn't being a scatterbrained Cloudcuckoolander, she's this. She'll continually mention how she's the intellectual superior of everyone else, bombards her conversations with casual misanthropy, and never truly gives up that haughty air even when she's lost it to dating her voice recorder.
One such obstacle that remains bizarrely unpatched is a large metal palette in a puddle near the bridge in Rust Commons East which a Claptrap lowers for you. Every single person who has ever played Borderlands will have crashed into it at least once, despite the fact that it looks (and was probably intended to be) easily navigable. Might be a joke on the developer's part.
In-Universe Game Clock: Technically, it's the planet currently having a really bad day/night cycle (in some seasons it's day for three months straight).
Invulnerable Knuckles: Brick can beat alien monsters, bandits with various head gear, and other things to death with his bare hands and not bat an eye. He even regenerates while he does it.
They aren't really just his knuckles. If you look carefully in the opening cutscene when he punches his hand he appears to have a bit of plate metal over his knuckles with small bolts welded on pointing outwards.
Lightning, acid, fire or explosions erupting from Brick's fists don't hurt at all considering the proximity to the said effects.
Item Amplifier: The game gives us Class Mods which offer boosts to specific armaments. Borderlands 2 adds Artifacts which can do similar things to just about all aspects of your character.
Jerk Ass: Tannis and Pierce also consider you to be beneath them, and don't hesitate to let you know.
Kick the Dog: Very little characterization is given to Krom, one of the bosses, except that he is apparently pretty bad, so in his pre-fight cutscene he shoots a tiny cowering robot off of a bridge for good measure.
Additionally, Tannis says about Baron Flynt: "After he left he took the artifact and punched my dog..."
Quest log: The bandit's dying wish was that his treasure not fall into the hands of the Crimson Lance. You feel duty bound to grant the man's final request by taking it for yourself.
Random Townsperson: Have you seen my gun...?
It probably doesn't help that they keep their guns in unlocked boxes stored outside.
Hell, the events of Claptrap's New Robot Revolution are set in motion because of this.
Kill It with Fire: The best way to deal with zombies. The Maliwan Hellfire submachine guns in particular cause a stacking fire damage-over-time effect with every shot and turn anything that's not fire resistant into a living torch in a few seconds.
Marcus Guns Vending Machine: Get yourself a Maliwan, and light some people on fire!
Kinetic Weapons Are Just Better: Eridian weapons usually have a short range, long recharge time and/or slow moving projectiles that effectively blind the person using them. Compared to human weapons, they're little more than a novelty. The icing on the cake? They also force you to move slower. The rocket launcher equivalent is even more useless than regular rocket launchers.
The Eridians also aren't slowed down by the weapons, since they float. They're probably very awesome weapons...if you belong to the species it's designed for.
The Eridian sniper rifles also have one very useful advantage over their kinetic counterparts: their bullets have no travel time/delay. Very good for Mordecai, even if he doesn't have any perks for Eridian weaponry.
They also have technically unlimited ammo. While they need to recharge after a certain number of fired shots they will never run out of ammo, which can be helpful if you find yourself in the extremly unlikely situation that you are completely out of ammo for all your guns.
Lampshade Hanging: Numerous examples. The NPCs occasionally ask you if you've seen their missing stuff. A log from a dimwitted zombie hunter in the first DLC is just him getting confused by and whining about the game's guide arrow. When you meet Scooter in the 3rd DLC he greets you by saying "hey guy, and... maybe girl... c'mon in!"
In New Haven, Scooter tells you his concerns about joyriders taking his Runners and smashing them all to hell. Given how most players probably use them with reckless abandon, he asks if you knew anything about it.
Law Enforcement, Inc.: The Crimson Lance who work for the Atlas Corp. It's hinted they've gone somewhat rogue, however.
The Robo Revolution DLC shows that Hyperion also has a military presence on Pandora, though their sphere of influence seems to be rather small compared to that of the Lance.
Laughably Evil: Several of the villains (especially, Dr. Ned, General Knoxx, and Mr. Shank).
Leaning on the Fourth Wall: Marcus does this at the beginning of the game as you're getting off the bus, saying that "We'll be doing this again soon enough".
Also, the writings in Tannis' cell at Crimson Fastness imply the second playthrough as well.
Level Grinding: A little, but Level Scaling means it isn't very efficient. DLC, however, let you outlevel enemies by doing the DLC before going back to the plot.
Level Scaling: Within a particular range for each area. Finishing the second playthrough makes the range for everything on par with yours.
Little Useless Gun: If there's a repeater pistol in the game with no special effect, Not Enuff Dakka, and no elemental enhancement, it feels like this.
Lightning Bruiser: Sledge is deceptively fast for his size, especially since, at first, he seems to use the slow "Bruiser" fighting style. This is especially noticeable if you try to fight him with a scoped weapon (don't aim for the head - his helmet blocks out all crit damage - unless you can reliably hit his red eyeslit) and find that he's always closing the distance to you much quicker than he should. He attacks rather fast, especially if you back into a corner.
Skagzilla- its huge size compliments all its standard issue skag melee attacks quite well.
Another Eridian weapon, the Thunder Storm, fires orbs of electricity in a buckshot-like pattern.
Loads and Loads of Loading: The console versions takes over 30 seconds to load from the main menu to Fyrestone, with similar waiting times every time you travel to a new area. Hardware improvements can reduce these times, but not by much.
Look Both Ways: The Skag in the intro gets nailed by Marcus's bus as soon as he walks into the road, spending most of the intro stuck in the front grill.
Lost Forever: Wonderfully averted, since you can switch between your first and second playthroughs. Most of the unique weapons can also drop from bosses, and most bosses that drop unique items respawn. That said, be sure not to kill King Wee Wee in your second playthrough until it's done.
Also played straight in Dr. Ned's Zombie Island. If you don't get his gun before you fall in the trapdoor, it's gone when you go back. presumably you can do a second playthrough, but still, it's easy to miss.
Likewise with the Jakobs weapon vendor. After completing the quest to reactivate the Jakobs weapon vendor machine, you only have for as long as you remain in that area to actually use it. If you plan on buying an ultra-powerful gun, you'd better hope the Random Number God is kind enough to give you what you want, or you'll be waiting a long time. Once you leave the area, it deactivates for good.
Through the diligence of the wiki's users, it has been confirmed that on Playthrough 2.5, boss enemies that had quests with a unique reward (TK's Wave, the Spy, The Sentinel etc) drop both their standard loot and a beefed up version of their quest reward.
Unfortunately, the third DLC plays this straight with the Kyros' Power, Typhoon and Knoxx's Gold weapons, as the bosses that drop them no longer respawn after their respective quests are completed.
Ludicrous Gibs: Running over a bandit in your vehicle will cause chunks to go flying about 35-40 meters high and rain down for several seconds. And that's not even counting the weapons with explosive or incendiary ammunition...
You don't even need explosive ammo to turn someone into gibs; crit significantly weaker enemies with a powerful weapon and watch the chunks fly a good 100ft into the sky. It can sometimes rain meat for 10-15 seconds after a good Boom, Headshot.
Thank you valuable Jakobs employee for you continuing patience during this transitional —Zombie Apocalypse.— Your satisfaction is very important to us and thank you for your continuing commitment to making Jakobs number one in customer satisfaction and accident awareness!
Male Gaze: Just look at Lilith's wanted poster in Secret Armory.
Meaningful Name: Some of the Eridians are called Arch Guardians, arches are prominent architectural choices in their design. Even the Vault door is an arch.
Interestingly, the French version translated "the Vault" into "the Arch". Which made the whole "Pandora's Vault/box sure contains bad things, doesn't it ?" hidden joke fade away, sadly.
The Medic: Roland has a skill tree called 'Medic'.
And his main medic skill converts friendly fire damage to health. Yeah, he shoots people to life (See Healing Shiv above).
Medium Blending: The Guardian Angel's transmissions are comprised of live action footage, albeit with heavy post-processing.
Mega Corp.: Every gun manufacturer seems to have spinoff products scattered around the world. Atlas is the current leader, with control of the Echo network and commerce grid, but Dahl's insignia shows up everywhere. Jakobs seems to have a prefab housing division, just for starters...
Dahl Corporation seems to have run the mining firm on Pandora, but they had to quickly evacuate once the Crimson Lance rolled in.
Jakobs also has a company town built around a lumber mill in the DLC. It harvests wood for their guns. In fact. EVERYTHING is wood. Its Claptraps are wood. Its vending machines are wood.
Pangolin's full name is Pangolin Leather. Ostensibly, they're the ones keeping everyone clothed.
Hyperion, one of the rarer manufacturers, owns everything from the Claptraps to the New-U stations to the satellite 4N631, which the Guardian Angel is apparently transmitting from. Atlas is the most famous, but Hyperion keeps Pandora running...
Men Are the Expendable Gender: There isn't a single female NPC that you kill anywhere in the core game. Well... there are Spiderant Queens, but animals don't really count.
Misplaced Sorrow: You often get this reaction from NPCs when you break bad news to them. For example when you tell Scooter that T.K. is dead, he angrily laments that he never returned his tools.
Money for Nothing: Money is very critical within the first and second area, but by the time you reach the Dahl Headlands, you will be either selling more than spending or just keep farming for money found in lockers. Even though the money display caps off at $9,999,999, you can still get even more money beyond the display.
Earn enough cash and you'll trigger an integer overflow, giving you billions of negative dollars until you earn your way out of the supposed debt. This really only impacts your ability to buy ammunition, though
Money Spider: The Clap Traps in Robot Revolution. They have a high drop rate(and mostly drop pretty decent gear that can be re-sold if nothing else) and there's an area that spawns a nearly infinite amount as long you're willing to wait around a few minutes between waves spawning. They also die extremely quick and easy if you have a decent sniper or shotgun.
Monster Arena: Besides the Fighting Ring, Mad Moxxi's Underdome Riot is all about this.
Mood Whiplash: For the most part the game plays its Crapsack Worldfor laughs, but once in a while.... For example, in the first game area there's a friendly blind-and-crippled Cloudcuckoolander questgiver. Later you're given a quest to go check on the guy. That should be fun, right? Oh, look, he's not in his porch chair. Must be inside his shack, let's go check— Oh, there he is, hung by his one good leg from a turning ceiling fan, with his neck cut and loads of blood all around.
The good news is, in the first DLC he comes back as a happily deranged zombie.
More Criminals Than Targets: Let's just say the raider population outnumbers the non-raider population. And since raiders are never seen fighting one another, one can't assume they raid one another...
It's been mentioned that the gang Scooter once was a part of had some fights with another gang, so presumably even raiders will get to the point where they have to raid other raiders. There's just not much point in it until said raiders have stolen anything worth stealing for yourself, of course.
More Dakka: Roland can summon a turret to add more firepower. And upgrade it through his skill trees for even MORE dakka, as well as guided missiles. And then we get into the guns themselves...
A Double Anarchy (each bullet fires as four) SMG with bonuses to fire speed and magazine size can put hundreds of rounds downrange in seconds... and that's not counting the boosters from Roland's Metal Storm skill, which increases rate of fire and accuracy for a few seconds after killing an enemy.
"Vladof! You don't need to be a better shot, you just need to shoot more bullets." Vladof guns feature high rates of fire, and usually a large magazine to boot.
S&S guns have even bigger magazines, but their machine guns tend to fire relatively slowly.
Don't forget "The Meat Grinder" Combat Rifle dropped by a boss. It has a skill that increases its fire rate when you kill stuff with it. Combine THAT with Roland's Metal Storm skill and a good class mod that adds points to that skill and well... you get the idea.
And in the 3rd DLC, there's The Chopper. Drops from a Side-Quest Boss. Damage? Between 170 and 260. Accuracy? Not much. Fire rate? 16-17. Red text means it fires all the magazine in one shot (unless you melee). Oh, almost forgot...the magazine holds 536 bullets. FIVE-HUNDRED THIRTY-SIX BULLETS. And that's WITHOUT any + magazine size skills or class mods.
And WITH class mods it's possible to make the Chopper's ammo cap MORE then the player can carry at most, which is 1120 rounds, with the right skills and mods for Roland, it could hold roughly 500 bullets more than the maximum ammo limit. It's also completely impossible for any amount of Ammo regeneration to keep up with the amount of death this crazy thing spews out according to its page on the Borderlands Wiki. It is quite likely this gun is the closest the unvierse will ever get to Enuff Dakka, EVER. There is never enuff dakka.
Odd Name Out: All but one of Dahl's Legendary weapons are named after threatening animals, with examples including the Hornet repeater, the Anaconda revolver, and the Bulldog shotgun. The exception is the Penetrator sniper rifle.
One-Hit Kill: The selling point of Jakobs-brand guns (particularly their Sniper Rifles)
Marcus: "If it took more than one shot, you weren't using a Jakobs!"
One-Man Army: If you're playing solo. To get the "I Am Become Death" challenge you'll have to kill ten thousand enemies.
The Only One Allowed to Defeat You: one of Scooter's quests he wants you to save Lucky from being killed by bandits so that Scooter can kill him later on for 'ruining his momma's girl parts' In the 3rd DLC he actually gets round to doing so, and threatens to bury you next to him if you don't treat his mom right.
Scooter: Don't act all surprised, I told you I was gonna do it!
Our Zombies Are Different: A combination of type F/P. But with a variation on the F type.For one, they don't mind eating the brains of other zombies.
Painfully Slow Projectile: Missile launchers, some eridian guns, and occasionally sniper rifles. All guns have a velocity stat (which you can't see), but normally its short enough range and a fast enough bullet to not matter. Lilith also has a skill that mitigates this, by upping said velocity stat.
Which makes a Maliwan Rhino (Elemental rocket launcher that explodes over and over until hitting its target) practically useless because it explodes fewer times before hitting its target when its velocity is increased.
"Cold" machine pistols have this as their gimmick: they tend to be very powerful, but their bullets take their sweet time hitting the enemy.
Palette Swap: You can change your character's colours, so don't be surprised to see two Bricks standing next to each other, one in black and the other wearing bright pink.
Paper-Thin Disguise: Dr. Ned bears a striking resemblance to Dr. Zed. That said, it's still possible that they really are different people, they are, as Zed is seen alive and well in the 3rd DLC. But then again, it is also possible that they are the same person because Death Is Cheap.
Personal Space Invader: Played straight by 99% of Pandora's wildlife, which just loves to leap at you in an attempt to gnaw your face off.
Pink Mist: Any headshot with a significantly powerful gun and/or significantly lower-leveled enemy. Special mention goes to the Boomstick, which people often discard after the Giant Space Flea from Nowhere battle. It may not look like much, but point it at some zombies that get too close to you... and they are reduced to Ludicrous Gibs and Bloody Hilarious green mist that put the Masher or a blasting pistol to shame.
Post Final Boss: After taking out the viciously difficult Mega Interplanetary Ninja Assassin Claptrap, you finally get to take on the Interplanetary Ninja Assassin Claptrap, which is no stronger than any of the mook claptraps... though by this point, beating the tar out of it before finally resetting it to factory default is hugely satisfying.
Randomly Generated Loot: The game uses a system where its equipment (guns, class mods, shields, grenade mods and, in the sequel, artifacts) is built up from randomly chosen parts which have different traits (although the player can only see this in the stats and the unique model this produces). It also has several manufacturers, who all have their own unique gun parts and special effects.
Real Is Brown: In the first game, all the deserts and generic badlands and trash piles. As the game progresses, things get more varied, particularly in the Eridian ruins. The East Rust Commons and Trash Coast have lots of green scrub brush, and the final few areas completely break from the previous general color palette, complete with an overgrown ruin and a mountain range in the middle of a snowstorm.
Real Song Theme Tune: "Ain't No Rest For The Wicked" by Cage The Elephant. It's both used in the games trailer and the intro to the game itself.
Recursive Ammo: The MIRV, Bouncing Betty, and Rain grenade mods, as well as some rare guns.
Red Eyes, Take Warning: Again, Interplanetary Ninja Assassin Claptrap and his revolutionary friends. A number of the worse Bandits also have red lenses on their masks. Averted with Mordecai, who has red goggles as a default, unless you're on the opposing end of his sight.
Psycho zombies in the DLC. If you manage to knock them down without killing them, when they get up, you better run (or not, since you will not outrun them).
The Reveal: The Vault isn't an armory of alien weaponry, it's a prison the Eridians built to keep the Destroyer from destroying the universe.
Respawning Enemies: Taken Up to Eleven. Even the bosses respawn if you leave the area and return. Sometimes, the enemies will respawn while you're still in the area!
Revolvers Are Just Better: The designers certainly seem to think so. Revolver pistols, revolver shotguns, revolver sniper rifles, revolver rocket launchers, in six shot, three shot, two shot, side-gate, cylinder swapping, break-open with speed loaders... almost every gun with under 8 rounds per reload. This may be because revolvers do not eject shells, and would thus be preferred in zero-gravity environments. Also, don't take that as an explanation for the elemental revolvers and other weapons-do you really want to have a bunch of, say, acid that probably has no trouble eating through metal floating around in zero-gravity?
It's hard not to like a Revolver with the name Bloody Justice. (Unless it does shitty damage or has a ludicrously low ammo count.)
Short-Range Long-Range Weapon: The elephant gun, an otherwise top of the line sniper rifle that lacks any sort of scope, making it useless at the long range you usually use snipers for.
Inverted with the Jakobs Striker Shotguns. They have a mod called "Sniper Rifles are for Chumps" that increases accuracy, and if you're lucky enough to find one with a scope, you're likely going to be killing everything with scoped headshots. Too bad it's not exactly the most stable weapon out there, making it hard to actually aim with.
The Gamble series of sniper rifles have decreased accuracy, so they aren't very useful at a long range, but they've got a lot of power. In fact, it's impossible to increase the accuracy of a Gamble with COMs, unlike other sniper rifles.
You can, of course, use your sniper rifle as a sidearm, especially if it's got a fast rate of fire (i.e. made by Vladof)
Short Range Shotgun: Subverted and averted to some extent: a shotgun with a scope and an elemental effect is fairly accurate and damaging at a surprisingly long range, due to using the scope increasing your accuracy percentages. Also, as your shotgun proficiencies increase, it increases your damage and accuracy so. While there are shotguns that are specifically close-range weapons with pitiful accuracy and a ridiculous spread, there are also quite a few shotguns that can be created with longer barrels that are more accurate, for a more realistic distance - some of them even have attached scopes, which can actually be put to use effectively. Interestingly, they're often even more effective in close-range than the really inaccurate ones.
This gets ridiculous when you have a shotgun with more zoom and accuracy then your sniper rifle. Specifically, The Blister, a corrosive shotgun with 3.5x zoom, when the average sniper rifle between 1.0x zoom and 2.8x zoom. This is a quest reward, so you'll probably come across it.
The range of your shotgun is never fully appreciated until you figure out that the Goddamn Bats of Downloadable ContentThe Zombie Island of Dr. Ned are easily dispatched hundreds of feet away with a single shotgun shell in their general direction.
Of course, the random generation mechanic of Borderlands means its perfectly possible to get your hands on a sniper rifle with no scope (in addition to that one quest drop), so this had to be averted even if by random chance.
It also features an utterly ridiculous example in the form of Sledge's Shotgun. It's an over-under that fires two rounds sequentially, has a range of literally four or five feet and has a spread only about twenty degrees shy of being able to shoot sideways. Anything in the shot cone vanishes. Not to mention that it's one of the only three guns in the game that can (and will always) have 0.00 accuracy. The other two are The Chopper and The Boomstick, which are both shotguns of a sort-except the chopper shoots 18 machinegun rounds per second, and the Boomstick imitates a shotgun effect with rockets.
The Anarchy series of submachine guns spit out an insane amount of firepower but have no accuracy to speak of.
Sliding Scale of Idealism vs. Cynicism: Idealism got shot in the face with a Double Anarchy. Unless you are the vault hunters which in this case is looting season and it is time to strike it rich.
Sleeper Hit: While not without excitement leading to its release, an original IP from a relatively unknown studio becoming universally acclaimed was unexpected, to say the least.
Sniper Pistol: Both Repeater Pistols and Revolvers can sometimes come equipped with a scope. Even better and more reasonable if it's made by Hyperion (although the company doesn't make revolvers).
Sniper Rifle: Oodles of them. Everything can have a scope. Nothing like finding a shotgun with a 4x scope, whilst your best sniper rifle is only 1x...
Technically, that's 1x Weapon Zoom. All weapon types have a built-in default zoom (with or without a scope), and for sniper rifles it's the highest.
Sniper Scope Sway: All sniper rifles have different amounts of sway as a hidden attribute of sorts: it can be reduced by crouching and certain class skills.
Space Western: Lawless deserts overrun by outlaws, scattered outposts of decent people, oppressive but distant rich powers, and glory-seeking treasure hunters. Plus, revolvers, everywhere.
Special Attack: All the PC characters have them and several enemy characters seem to have them as well.
Standard Status Effects: Fire is Burn (continuous damage), Corrode is Poison (continuous damage, other attacks do more damage and can spread to nearby enemies), Shock is like Fire but weaker (except against shields), Daze is Slow (though it's so powerful it verges on Paralysis), and Explosion/Blast increases power and does splash damage. Most trigger on a Critical Hit (the ones described by the trope, not the For Massive Damage kind).
Stuff Blowing Up: Barrels, Fuel tanks, vehicles, rockets, grenades, any weapon with the Blast element - quite a few things go boom, but the most memorable example is probably the Rakk Hive. After you kill it, it falls over like any other enemy. A few seconds later it explodes for no apparent reason. If you look closely after it explodes, it's still breathing.
Sturgeon's Law: Full stop. Among the 87 bazillion+ more like in the ballpark of 18 million guns you can find in the game, you'll be very hard-pressed to find one with a good combo of damage and accuracy alone, let alone more specific factors like elemental effects and zoom in the case of sniper rifles. Don't be surprised when you realize you're treating all white-titled guns like Vendor Trash.
Suspiciously Specific Denial: Dr. Ned, who is totally not his completely real (and in no way imaginary) brother, Dr. Zed, in a ridiculous moustache disguise.
Of course, that first denial is the truth. The second one? Well...
In the Secret Armory of General Knoxx DLC, we have Mr. Shank:
Mr. Shank: Chaz is really nice— hey, I'm not into him. No way.
Take That: An IGN exclusive show Gearbox executive literally attacking everyone who complaining about this game.
Taking You with Me: Psychos will randomly yank out grenades if the player ignores them for too long/they have low health. They're extremely annoying - they will put you into Fight For Your Life (see just below) with no one around to shoot and recover, even if you have a shield that doesn't suck.
The player can do a version of this. When the character runs out of health, they don't die immediately; instead they collapse on the spot and have a few seconds while they bleed out, during which they can still fire their equipped weapons (as if they'd been to the Imperial Stormtrooper Marksmanship Academy, mind you). If the player gets a kill in this time, they regain a small amount of health and can continue on.
Roland: Wanted for desertion and the murder of a Crimson Lance member. Reward: $1,000,000.00 Lilith: Wanted for Conspiracy, Witchcraft, Theft, and Murder. Reward: $1,000,000.00 Mordecai: Wanted for poaching and possession of endangered species. Reward: $1,000,000.00 (Another million for that annoying bird!) Brick: Wanted for the murder and dismemberment of anything that moves. Reward: $9,999,999.99
The most obvious example would be Pandora itself. Then there's the planet Promethea, named after Prometheus. In fact, many of the planets in both this game and the sequel share this type of Theme Naming.
Hyperion and Atlas are the names of two of the Titans in Greek mythology.
A few of the squad leaders of the Omega Assassins share names with goddesses: Athena, Hera, and Minerva. Vulcana is named after Vulcan, the Roman god of fire.
Tiered by Name: the game prefixes its upgraded enemies with "Badass", then "Badmutha", and finally "Superbad" as player progresses through levels of New Game+.
Token Minority: Roland is the only black character (There are some Faceless Goons that make their ethnicity unclear...), Lilith follows The Smurfette Principle for the playable characters. However, the sequel reveals that Mordecai is hispanic, averting this trope.
Too Awesome to Use: Deliciously averted: You'll be throwing away or selling epic loot every fifteen seconds. Of course, there's no weapon durability, the only consumable is ammo, and it's both cheap and easily lootable.
Even more so with the Soldier if you have a good Support Gunner mod. Ammo regen!
Some weapons even regenerate their own ammo!
The alien guns don't even use ammo (but unfortunately must not be fired too much at once, or you'll have to wait longer to fire it again.)
Too Much Information: To quote Dr. Ned's Claptrap; "Dr. Ned gave me the following awards this year; 'Most effective claptrap in life threatening situations', 'Hardest performer of mid '80s breakdance fighting', 'Master orator' and 'Best kisser'." Thanks, Claptrap. Thanks.
Trick Bomb: There are various mods that can be attached to your grenades to turn them into sticky bombs or Bouncing Betties, make them do fire or lightning or acid damage instead of simply exploding, cause them to throw off cluster bomblets or teleport to their target...
Trigger Happy: Does this trope apply to you? You will probably enjoy this game, then. See Gun Porn Above.
Unfortunate Names: Lampshaded with the WIRED device (which stands for "Wireless Information Router Encoding Device"):
Mr. Blake: Hmm... that is an unfortunate acronym for a wireless device. I'll have to speak to marketing...
Unusable Enemy Equipment: Averted with the guns. If an enemy is shooting you with a cool gun, it will be there for you to take when you kill him. Played straight with normal weapons, melee weapons, and shields (the non energy sort) though.
Universal Ammunition: While there are seperate ammunition categories (sniper rifle, combat rifle, rockets, etc.), the numberable variations within the types still use the same ammo... even if that shotgun variation happens to shoot rockets or fire, and such.
Vengeful Vending Machine: When you reach New Haven, you can find Dr. Zed's Claptrap assistant running around all over the place. He stops at the medical vending machine and pounds on it, frustrated that it isn't working. The vending machine works just fine for the player.
Violence is the Only Option: You shoot anything that gets in your way, which is just about everything. It's lampshaded when the player is requested to find Reaver (a bandit who killed his father shortly before joining up with Krom's crew) - the player's idea of discipline is blasting his balls off; the mission giver (his uncle) is distraught.
Likewise, a bounty quest in New Haven has you searching for a woman's husband and son. When you find them, the son has killed the husband and then turns on you. Killing him is your only option. When you turn the bounty in, you explain everything that happened. It's a lot for her to take in, but she understands that killing her son was probably the best course of action for you to take anyway. She also says that she wishes to never hear from you ever again.
Visual Pun: In real life, a wheel clamp, or "boot", is a device strapped to a vehicle's tire to prevent it from going anywhere. In Mr. Shank's prison, there's a Claptrap imprisoned by a wheel clamp with a literal boot strapped to it, preventing it from getting away.
Sledge, especially to Hunters or players who've been primarily using the sniper rifle or shotgun for headshot critical hit kills. Unless you're using a guide, it's likely you'll die against him once or twice before realizing his helmet makes him immune to headshots except for the dismally small red eyeslit.
Nine-Toes for players who don't expect backup in boss battles. Nine-Toes is easily killed, but the two skags that accompany him are armoured in the front and can easily flank and maul an unobservant player.
Again, especially for hunters. One headshot plus another bodyshot can take down Nine-Toes. But his attack skags...good luck trying to take them out with whatever shotguns or revolvers you picked up on your way there.
Wham Episode: You wouldn't think that a game with an Excuse Plot would have one, but after you kill Baron Flynt, the Crimson Lance suddenly invade Pandora with the intent to both conquer it and claim the Vault for their own uses, Tannis is revealed to have a (partially) unwilling asset to them, and Sanctuary, one of the last thriving settlements on Pandora, is forcibly occupied. Oh, and the Eridians turn out to be still alive, and they are pissed.
Where It All Began: The final battle with Ninja Assassin Claptrap takes place in Fyrestone.
Get a rifle with enough damage and your entire freakin' body asplode.
...Or just get Brick angry enough to punch a raider to make instant raider puree!
Or just get an Explosive Artifact upgrade for your character's special move or a gun that does Explosive element damage. Chances are SOMETHING on your foes will asplode.
Let's just say there's a whole lot of asploding in this game.
Your Mom: As the special thanks section rolls up during the credits, one of the developers says this for his special thanks.
You Will Be Assimilated: Happens to all the non-claptrap enemies in the Claptrap revolution expansion, who also get the -trap name added to them, such as Rakk Trap. The sole exception (aside from the players), is the group of enemies known as the D-fault, who are barely holding them off.
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