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Just can't seem to hold enough bullets for your favorite gun? Sounds like you need a Storage Deck Upgrade! — Marcus Kincaid, advertising from an ammo vending machine A Storage Deck Upgrade (or SDU) is an upgrade item that can be applied to a character's inventory to increase that character's storage capacity. The different types of SDU that players will interact with include a Backpack SDU and a number of different weapon ammunition SDUs. Some kinds of SDUs are automatically applied to a character upon receiving them, requiring no player interaction. These are the Weapon Equip Slot SDU and the Skill Point SDU. The Backpack SDUs each offer 3 additional slots of storage capacity. Each one is gained as a reward for completing one of the ten Claptrap Rescue Missions, for an extra thirty spaces of storage that can be earned throughout the game to a total capacity of 42 on the first playthrough. Once players complete the story on a first playthrough the higher difficulty second playthrough will allow them to repeat the Claptrap Rescue Missions for more Backpack SDUs.

Unlike the first playthrough, only the first five of these missions (Sledge's Safe House, Lost Cave, New Haven, Tetanus Warren, Earl's Scrapyard) offer a chance of getting an extra SDU when completed. This can take several tries from either exiting without saving or loading from a backup file because the SDU reward is not 100% guaranteed. These additional Backpack SDUs are often referred to as glitches by players in Borderlands community forums.
high sierra vex laptop backpack reviewGearbox has not released any information confirming the additional SDUs to be glitches and they appear to be intentional 'bonus' SDUs that players have a chance of obtaining.
animal aklan backpackThe appearance of the intentional nature of Playthrough 2 SDUs is the PC-confirmed program code that deliberately increases the chances of obtaining these 'random' SDUs if characters have less than 42 inventory slots already, or has more inventory slots filled when turning in the mission for the reward.
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Not completing the missions in the first playthrough does not affect the chance of getting an SDU on the second playthrough. Once the second playthrough is finished, it is impossible to gain any more SDUs from the Claptrap Rescue Missions. The only known legit way for a character in playthrough 2.5 to gain SDUs is to finish the Claptrap Rescue Missions in a multiplayer game hosted by a player who didn't finish the second playthrough.
samsonite ict backpack 41 The original total maximum inventory slots is 57 on the game disc alone, but with the release of the Zombie Island of Dr. Ned DLC, which includes an additional Claptrap to save, backpack capacity can be increased to 63.
pelican u105 laptop backpackThe two additional SDUs can be gained by accessing the DLC from each main game playthrough (one per playthrough).
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In The Secret Armory of General Knoxx the Claptrap in Lockdown Palace has a chance to reward a Backpack SDU in Playthrough 1 (much like playthrough 2 in the regular game), bringing the latest inventory maximum to 66. Playthrough 2 has not yet been seen to reward another backpack upgrade. Furthermore, Claptrap's New Robot Revolution features an additional guaranteed 2 SDU's to collect throughout the two playthroughs, increasing the total possible inventory space to 72 slots. Secret Armory of General Knoxx (Playthrough 1 -or- 2, not both) Two Weapon Equip Slot SDUs are available as required mission rewards in Playthrough 1. Together these increase the weapon equipping capacity of a character up to four weapons, allowing a greater selection of weapons in the thick of a fire fight. Each weapon equip slot provides self-contained 'storage' of one weapon in addition to the inventory capacity. The missions that offer these as rewards are: Eight other SDU types that players interact with are SDUs for increasing a character's ammunition storage.

These SDUs are purchased from Ammo Vendors and have quality levels that increase in the same manner as weapon quality, indicated by colour. Characters gradually unlock higher quality weapon SDUs as they increase in level and progress through the game. The higher the quality, the greater the capacity and the higher the cost. Ammunition SDUs do not have to be bought in the order that they appear in game. Higher capacity SDUs can be purchased later in the game without having to be added to the low capacity SDUs at the start. Consequently, a cost effective method of upgrading all of a character's ammunition limits is to focus on upgrading just the few that are mainly used by the character, then waiting until the dark orange quality SDUs are available before upgrading to the maximum ammunition capacity for all weapon types. Players with The Secret Armory of General Knoxx DLC can purchase orange ammunition SDUs at T-Bone Junction for $223,286 at any time. They can either buy the dark orange SDUs at the vendor at Crawmerax's Lair for $722,393 in Playthrough 1 or join a game on playthrough 2 and purchase the dark orange ammunition SDU at T-Bone Junction for $722,393.

Not all SDUs grant the same total ammunition capacity bonus, in terms of percentage. For example, Repeater Pistol, SMG and Combat Rifle SDUs will give a 50% boost per level, reaching a total of 400% base capacity. Shotgun and Sniper SDUs though, will only give a 25% boost per level, reaching a total of 250% base capacity. Revolvers, Launchers, and Grenades gain 33% base per level, ending with 300% base capacity. A mission reward item; when acquired automatically gives one Skill Point to the player character independent of level. Awarded in both Playthrough 1 and Playthrough 2. Upon completion of the Prove Yourself mission in Mad Moxxi's Underdome Riot, characters are rewarded with a Skill Point SDU. Upon completion of the mission Operation Trap Claptrap Trap, Phase Four: Reboot, characters are also rewarded with a Skill Point SDU. Sign up or log in to customize your list. Here's how it works: Anybody can ask a question The best answers are voted up and rise to the top

A glitch or exploit that I often see in speed-runs somehow makes it so that weapons don't cost ammo to fire. How do they do that? (1) Wield a Vladof rocket launcher. (2) Fire it until the next shot is a free shot (i.e. won't cost ammo). (3) Switch away from the Vladof rocket launcher (without using the inventory menu). (4) Before the animation of pulling out the next weapon begins, change the Vladof rocket launcher's weapon slot position (in the inventory menu). Thenceforth, weapons will cost one less ammo to fire until you wield the Vladof rocket launcher again. The glitch is also known as the Vladof rocket launcher glitch for the obvious reason. I suspect that this glitch is doable with other weapons that have an identical effect. This seems to be a subset of what has been called the "weapon merge glitch", because other glitches exist with identical methodology to apply the special effects of other weapons to other weapons. I confirm that following these steps with Bane or Morningstar causes effects of these weapons to be applied to other weapons wielded, at least Bane's firing sound effect and Morningstar's weapon-switch sound effect.

Which version of Borderlands 2 am I confirming this on? The bottom-right corner of my Match browser/Online Games menu says, "Version 1.8.3". Otherwise, "Details" tab of the "Properties" of my "Borderlands2.exe" file: "File version 1.0.29.41124", "Product version 1.0.29.827556", and "Date modified 2014-07-15 22:59". Apparently, it is also possible to "stack" the effect at-will so that even weapons that consume greater than one ammo per pull-of-the-trigger may have their ammo cost reduced to 0 as well, but stacking only seems possible before version 1.4. Update: ProfessorBroman explains the glitch more in-depth here. He's a Borderlands 2 speed-runner who uses glitches extensively, so I trust his theory. In summary, on the latest patches, the glitch cannot reduce ammo consumption by more than one, and other entities using Vladof rocket launchers can unset the effect. Update 2: While the AGDQ 2014 co-op speed-run demonstrates this being done as non-host, I was unable to perform this glitch as non-host on patch 1.8.3.

And ProfessorBroman stated such. its possible that they use an infinity pistol and merge it with it or just use the pistol alone this pistol is obtained by doc mercy after finishing the mission given by dr. Zed at sanctuary For this glitch to work, the vladof weapon must be on the round it is gonna make free to fire. The way that has worked every time for me is to try and switch weapons normally without firing the rocket. If it doesnt work, then fire one round and try again. Its possible you may have to attempt this a second time if firing a round and trying again doesn't work. So to put it into steps: Have your Vladof weapon in your hand Switch weapons with dpad/button and quickly go into inventory Switch around the two weapons you just swapped Try firing weapon to see if it worked. If that doesn't work, pull your Vladof back out and fire one round and repeat steps 1-4. You shouldn't have to try more than twice. Sign up or log in Sign up using Google