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Pandora may be a Death World, but you can make it pleasant with the following tricks:


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    Still in the game 
  • In the only true Escort Mission in the game, where you escort the constructor bot in Opportunity to destroy Jack's statues, if you stay as far away as possible from the Constructor, no enemies will spawn near it. However, you should clear the area where the statues are of enemies prior to starting the quest, as they will attack the constructor and given enough time, can kill it.
  • There's a spot in "Arid Nexus - Badlands" where Saturn spawns that, if you stand there, it can't attack you. It just sits there and doesn't move no matter how much lead you pump into it. There are also spots for the end boss and the first raid boss where they absolutely can't hit you (though Terramorphous' tentacles can still hurt).
  • If you get Gaige's Anarchy up high enough (>550, only possible with the "Slayer of Terramorphous" class mod) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a Reality-Breaking Paradox, break the game, and enter the territory of Epic Fail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint but, instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to die.note 
  • When doing the quest to hunt Old Slappy for Sir Hammerlock, if you climb back up the ladder after placing Hammerlock's arm in the water, and then hide behind a big, curved pipe overlooking the lake nearby, you can shoot under the pipe and hit it, while its own attacks are unable to hit you. Makes this otherwise frustrating quest rather easy.
  • Unkillable enemy units can still be harmed before you trigger their "vulnerability" flag, which can result in severe loss of limbs or severe loss of everything. It is easier to trigger by using homing grenades from afar.
  • The ragdoll physics don't quite work right sometimes, especially with Hyperion Loaders. Unlike the Evil Smasher bug, the devs simply left that one in just because it's hilarious.
  • Deathtrap in general:
    • He's buggy to the point that a certain skill can make him replenish even the shields of the enemy.
    • His melee attacks may not even connect against his target.
    • He can phase through walls, which can be very advantageous for a Gaige solo since he could find the nearest enemy to revive Gaige should she be downed into Fight for Your Life mode.
    • His anti-flying enemy electric beam attack locks on and damages the target like a Hitscan and can even reach extremely far flying targets, for as long as Deathtrap notices them.
  • There are some clipping issues that make the enemies stuck within the terrain or environmental objects. These can be exploited by a player to single out enemies and take potshots without risking a close-quarters combat:
    • Enemies with large hitboxes (i.e. Bullymongs, Skags, Loaders) can clip with a Light Runner should you ram them, and exit once the vehicle is on top of their bodies. Sure, they will rise up, but will instead be stuck unless you do something (like explosions) that forcefully move either them or the vehicle.
    • Axton's turret can clip with enemies if you plant it near their feet.
    • Enemies randomly float into the sky and eventually out of the game world. Turns out to be funny if it happens to an enraged Goliath, because all you'll hear throughout the map is their evil laugh. Doubly as funny if it was an enraged Midget Goliath, making all his lines high-pitched.
  • If you spend too long fighting Handsome Jack (as in, way longer than it takes to beat him in most playthroughs), his AI breaks (as seen here). He'll wander into a corner and stop doing anything, giving you a free win.
  • Due to how the engine works, melee has infinite vertical reach. This means that no matter how high up an enemy is positioned or flies, you can hit it if you stand right under its hitbox even if it isn't rendered into the game anymore. This also means you can melee bosses such as the BNK3R or Bloodwing without even having to look up if you didn't respec out of your melee build before fighting it.

    Patched out 
  • On release, Commandos could retrieve other Commando's turrets. This may sound like a trolling tactic, but with the Double Up talent you could literally make infinite turrets, because retrieving a turret automatically starts the cooldown of throwing another turret for both the person who originally owned the turret (because it's now off the field) and the person who retrieved the turret (because the game did not distinguish if the turret retrieved was his or not, and it assumed his turret was now off the field).
    • A Commando with at least one point in Expertise can increase his movement speed to an absurd degree if he equips a weapon from the ground (hold the interaction button) while aiming down the sights with his current weapon. For some reason, Expertise's increase to movement speed while aiming is then applied to general movement and can be repeated to increase movement speed again. It's amusing to watch Axton zip around the map faster than a boosting Runner, but Inertia Is a Cruel Mistress applies, making navigating around hazards far more difficult.
  • Michael Mamaril, a tribute character with a 10% chance to spawn in Sanctuary and hand you decent loot, appeared 100% of the time on the console versions of the game before the first big patch.
  • There's a Unique gun called Evil Smashernote , a middlin'-meh gun itself for a blue rarity, but has a special effect; when reloaded, it has a chance to gain accuracy, damage and a larger magazine size, until the next time it's reloaded. The effect is displayed by an explosion on the reload. It's supposed to apply the effect then remove it, leaving it with the temporary buff. If you interrupt the reload during the explosion by switching to a different weapon, it 'infects' all the slots and now all weapons get the buff, which stacks and does not go away. Fire a shot, reload the weapon, and it gets more powerful, more accurate and a larger magazine. This video shows the Infinity pistol, which normally has a magazine size of 1 (it doesn't use ammo normally) with a mag size of 477, and shows him afterward taking down a raid boss that is normally a minutes-long fight in less than five seconds. Furthermore, this glitch works on all guns with a reload effect. Including talking guns, including one that talks on every single shot fired but has a unique line for reloading. Marvel as none of your guns shut up until you save and quit.
  • For a while, you could power-level by repeatedly accepting the "You Are Cordially Invited: RSVP" mission and killing Flesh-Stick over and over. This was especially exploitable in co-op, where one player would keep accepting the mission and the other would keep killing him. He would spawn every time you start the mission, and killing him would fail it, and he also gave a ton of experience when killed (probably because he's a boss character, after a fashion). And he's not much tougher than a regular psycho. You can see the problem. A patch would eventually fix this — killing Flesh-Stick no longer nets you any experience.
  • There was a bug around release that left many a player with a good giggle. Very early in the game, just after beating Knuckle Dragger and when approaching the barge, there's a point where Claptrap tries to open a Hyperion door, fails, and immediately concludes this means they're going to die, at which point Angel steps in and opens it. Occasionally, the door was known to open just fine without Claptrap responding any differently. The hilarity of the situation wasn't helped at all by Claptrap giving a farewell speech.
  • Equipping the Rough Rider shield on Krieg prevents him from being downed by Redeem the Soul. Additionally, you will be reduced to low enough health to Release the Beast. Sadly, this was eventually patched.
  • Merging weapons was available until 2015 or so. A player would swap from one weapon to another and go into their inventory before the full swap animation was completed, then switched the weapon with the one they wished to merge with the other; resulting in certain attributes being carried over into the "new" gun, such as increased critical hit damage, healing when hitting something or someone, as well as infinite ammo if used with a Vladof rocket launcher. Players could merge up to 4 guns as they MUST be in their quick access slots and not just the inventory, and stack many effects or stack one effect 3x onto a single weapon, resulting in ridiculous outcomes (think of 80% damage dealt returns to you as healing + 800% critical hit damage + infinite ammo on an 18 pellet quad Jakobs shotgun).

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