That makes for 21 unique hard point setups, not counting the effects of other skills and augments. As she levels up her three skill trees, she can gain access to three new attachments, a flamethrower, a rocket launcher, and a giant clawed fist. With just the starting three attachments, that already makes for six different possible setups (not counting equivalent left/right swaps). Players can mix and match hard point attachments, so you could have two miniguns, or a minigun and a railgun, and so on. Like Zane, she gets to pick two of these to use at a time unlike Zane, she doesn’t have to sacrifice her grenade to do it. At the start of her skill trees, she has only three options: a minigun, a grenade launcher, and a railgun. Each arm acts as a hard point to attach weapons, and there are a fair number of options. Not only is using the Iron Bear an active experience, but customizing the mech affects how it is played. She hops into the mech, lumbers around in it for a period of time, and fires off some big guns while she’s in it. Her Action Skill is the Iron Bear, which first called to mind comparisons with Axton’s Sabre Turret or Gaige’s Deathtrap, but it isn’t one of those “set it and forget it” abilities it’s something Moze actively takes part in. Moze can’t stay in her Iron Bear mech indefinitely the way Salvador could keep Gunzerking forever, but when she’s in it, she feels like an unstoppable beast in the same way. See, my favorite character to play as in Borderlands 2 was Salvador the Gunzerker, and after a short session playing as Moze the Gunner, I got a tinge of what it felt like to play Sal. And while I’m still going to put her poster up in my locker and draw hearts around it in pink permanent marker, I may have to go back and choose somebody else as the first Vault Hunter I take to dive into Pandora, Eden-6, Promethea, and wherever else Borderlands 3 takes me. When we called dibs last month, I was dazzled by the south Asian muscle woman Amara.
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