Gears Of War: Judgment - Lost Relics DLC out now VIP - 6/25 for Non VIP

Whew! Just beat Survival hardcore with a bunch of randoms on the Estate map. The 1st ehole is hard to cover but the rest are much easier to work with. Lost the 1st ehole on the 2nd round...I thought, Oh this is gonna suck. Protected the generator with rounds 8-10. No one else had a mic but somehow we were all working together, after the 1st ehole was lost. I hated playing the engineer because I sucked with the gnasher, but now I know I can pretty much take out anything with 1 or 2 shots with that thing..if I got close enough to it. Finally!!
 
[quote name='The Ebbtide']Play Aftermath...
it won't answer everything, but will explain her absence.
[/QUOTE]
Yikes... that was some pretty dark stuff, even for Gears. I think it's actually a lot worse not knowing what became of her after getting kidnapped than if he had just seen her get killed by Locust or whatever.
 
[quote name='Ryuukishi']
Yikes... that was some pretty dark stuff, even for Gears. I think it's actually a lot worse not knowing what became of her after getting kidnapped than if he had just seen her get killed by Locust or whatever.
[/QUOTE]
At first I thought he said the Locust had taken her, and they left her COG tags behind. I actually expected Baird and Cole to help him find her, like a complete Kilo Squad Reunion. I just felt surprised that they make her character, then write her out so effortlessly, in the same game.

[quote name='GuitarMan']Whew! Just beat Survival hardcore with a bunch of randoms on the Estate map. The 1st ehole is hard to cover but the rest are much easier to work with. Lost the 1st ehole on the 2nd round...I thought, Oh this is gonna suck. Protected the generator with rounds 8-10. No one else had a mic but somehow we were all working together, after the 1st ehole was lost. I hated playing the engineer because I sucked with the gnasher, but now I know I can pretty much take out anything with 1 or 2 shots with that thing..if I got close enough to it. Finally!![/QUOTE]
That's so lucky. I played 4 games of it, and everytime I'd get to Wave 10 with random players, except on Estate. That one we got destroyed on Wave 6. None of them would use a Turret, and the Engineer on our team wouldn't drop his sentry. Plus we had two Paduks who constantly were running out of ammo, and were rarely killing anything.

I played as a Cole all night, and am surprised at how many people either expect you to toss them ammo, especially if they don't crowd up, and even more surprised by those that run away when I do that. I was defending sides of the map by myself, all 4 other players guarding the opposite, and they would suddenly run over a hit me to get them ammo. I'd drop it, then have some other idiot do the same thing. I just dropped it, it takes time to reset, and they didn't move to it; how dumb do players get?

I wish it had the kill feed so that players could see I'm busy, holding an entire side solo, and that them being annoying won't make the ammo grenade regenerate faster, or encourage me to give it to them, either.

I still want to try it on Insane, since I know I could do it, I just need competent players to work with.
 
[quote name='The Ebbtide']
At first I thought he said the Locust had taken her, and they left her COG tags behind. I actually expected Baird and Cole to help him find her, like a complete Kilo Squad Reunion. I just felt surprised that they make her character, then write her out so effortlessly, in the same game.


That's so lucky. I played 4 games of it, and everytime I'd get to Wave 10 with random players, except on Estate. That one we got destroyed on Wave 6. None of them would use a Turret, and the Engineer on our team wouldn't drop his sentry. Plus we had two Paduks who constantly were running out of ammo, and were rarely killing anything.

I played as a Cole all night, and am surprised at how many people either expect you to toss them ammo, especially if they don't crowd up, and even more surprised by those that run away when I do that. I was defending sides of the map by myself, all 4 other players guarding the opposite, and they would suddenly run over a hit me to get them ammo. I'd drop it, then have some other idiot do the same thing. I just dropped it, it takes time to reset, and they didn't move to it; how dumb do players get?

I wish it had the kill feed so that players could see I'm busy, holding an entire side solo, and that them being annoying won't make the ammo grenade regenerate faster, or encourage me to give it to them, either.

I still want to try it on Insane, since I know I could do it, I just need competent players to work with.[/QUOTE]

So how was she gone? I didn't hear the whole explanation (game glitching out on sound for me on a TB headset, no other game glitches) and my friend tried to explain it to me but I didn't understand. Thanks.
 
Finally beat karn on insane with a buddy. Its not too bad once you get used to it and have someone to help out. We took out all the ragers and then were able to focus on karn before he could call in more ragers. So glad thats done.
 
[quote name='MSUHitman']So how was she gone? I didn't hear the whole explanation (game glitching out on sound for me on a TB headset, no other game glitches) and my friend tried to explain it to me but I didn't understand. Thanks.[/QUOTE]
Essentially the COG took her. The problem with that answer is we don't get a time when this occurred. We never know when Paduk and Hendrick left the COG, so we have no idea how long they've been at Halvo Bay as a sort of un-stranded stranded.

What's been inferred is that because she was a Cadet Onyx Guard, when she left with Paduk it caused hatred by the COG towards her. It's never mentioned in the game series, for good reason, but in the books, women were supposed to be kidnapped and raped by COG soldiers to create babies to replenish the dying numbers of humanity to help fight the Locust in the future. That's what is speculated to possibly happen to Sofia, since COG took her. It's no different than Hitler's plan with the Nazi's, except that the war wasn't occurring at the potential time, so the COG rape plan is pretty empty as a plot device in a story.

Again, it doesn't make much sense (why not kill Paduk, too), and I wouldn't be surprised if this was somehow leftover from a Karen Traviss writing, but it's all that we're left to go with.
 
I kind of didn't get the impression that she was taken by the COG per se, like not in an official capacity. More like just kidnapped by a competing band of survivors to Paduk's group, who happened to be former COG soldiers. But yeah, I guess the question is when it happened relative to the COG dissolving between Gears 2 and 3.
 
[quote name='The Ebbtide']
That's so lucky. I played 4 games of it, and everytime I'd get to Wave 10 with random players, except on Estate. That one we got destroyed on Wave 6. None of them would use a Turret, and the Engineer on our team wouldn't drop his sentry. Plus we had two Paduks who constantly were running out of ammo, and were rarely killing anything.

I played as a Cole all night, and am surprised at how many people either expect you to toss them ammo, especially if they don't crowd up, and even more surprised by those that run away when I do that. I was defending sides of the map by myself, all 4 other players guarding the opposite, and they would suddenly run over a hit me to get them ammo. I'd drop it, then have some other idiot do the same thing. I just dropped it, it takes time to reset, and they didn't move to it; how dumb do players get?

I wish it had the kill feed so that players could see I'm busy, holding an entire side solo, and that them being annoying won't make the ammo grenade regenerate faster, or encourage me to give it to them, either.

I still want to try it on Insane, since I know I could do it, I just need competent players to work with.[/QUOTE]

Yes, we were lucky. 1st being that it wasn't the upteenth time we'd get a skyline map...seems like 80% of the time, that's where I'd end up. 2nd, we had 1 Paduk and he was good at hitting the right area at the right time with the spotter grenades..So guys knew what they were up against.

They should put up a marker over their heads if Cole or the Medic have their stuff replenishing, so the others won't get too mad if they don't get their ammo or can't be revived.

I'd love to join you for an Insane Survival run but I'm not sure I'm competent enough yet, especially with my limited time with other maps beside Skyline and Estate.
 
[quote name='The Ebbtide']

You could always ask for help on here. I know there's one guy who has always offered to help people with those games. I think his name is ebtied, but I also hear he's an asshole, so you might want to ask others for help, too.[/QUOTE]

I didn't take offense to your comment earlier by the way. I see you are a huge Gears head. If I can't find someone I might have to hit you up :)

It wasn't cuz I didn't want the challenge I just want to move on from Gears:J until there is DLC achievements or whatever. I feel campaign wise it is the weakest in the whole series. Love the MP so far though. :bouncy:

Is everyone liking them finally adding execution?
 
Yes Execution is great now bring back horde and remove the stim grenade and I'll nothing to complain about (except the mediocre SP)
 
Man i just played against two level 3 gold stars. Wow. Im only a 29 level 3 bronze.

Execution is alright, sometimes it gets boring waiting for the other guys to finish the round. Also for the amount of XP you get, its a long gametype to play. I pretty much stick with TDM. I was playing FFA last night with some friends and its more enjoyable when you are playing with a party. Maybe because they dont play cheap?

I would love it if they brought back Guardian, Locusts, and removed Stims from everything other than overrun. Then i wouldnt complain about the MP. Well i would like some more maps too, 5 maps isnt cutting it lol. Especially when gondola is a bad map. The other maps i can live with, i just hate playing on gondola.
 
[quote name='The 7th Number']Man i just played against two level 3 gold stars. Wow. Im only a 29 level 3 bronze.

Execution is alright, sometimes it gets boring waiting for the other guys to finish the round. Also for the amount of XP you get, its a long gametype to play. I pretty much stick with TDM. I was playing FFA last night with some friends and its more enjoyable when you are playing with a party. Maybe because they dont play cheap?

I would love it if they brought back Guardian, Locusts, and removed Stims from everything other than overrun. Then i wouldnt complain about the MP. Well i would like some more maps too, 5 maps isnt cutting it lol. Especially when gondola is a bad map. The other maps i can live with, i just hate playing on gondola.[/QUOTE]

I agree with Stims being removed from everything except overrun. I think that above anything ruins the balance of the game.

Actually personally I would rather have everyone spawn with the normal weapons we are used to and not with a grenade! Smoke grenade fine but not the others :bomb:. Since nades were pretty much their own power weapons in the previous entries of the series. I do also dislike being able to stick people with grenades! I hate when I am mowing someone down and they throw a last minute nade and I get stuck. :booty:
 
Well yeah anything goes in overrun but in MP you can throw a stim on the ground and absorb everything. Choosing your start nade is cool and all but I'd rather choose my own rifle and shotgun.
 
[quote name='Ryuukishi']
I kind of didn't get the impression that she was taken by the COG per se, like not in an official capacity. More like just kidnapped by a competing band of survivors to Paduk's group, who happened to be former COG soldiers. But yeah, I guess the question is when it happened relative to the COG dissolving between Gears 2 and 3.
[/QUOTE]
Yeah, without a time to go from, it just doesn't explain much. Judgment occurs right near the start of the war, so we have no idea when they left. This could've happened shortly after then, or somewhere closer to the original trilogy. It's not that I care to examine the games storyline too much, as they contradict each other at points throughout their sequels, it's just still weird since I thought she was actually a neat character that could've used more than just, "uh, yeah, she's gone...dead maybe...I think...yeah...or not..., here's your boat."

[quote name='GuitarMan']I'd love to join you for an Insane Survival run but I'm not sure I'm competent enough yet, especially with my limited time with other maps beside Skyline and Estate.[/QUOTE]
Of the two of us, you've actually beaten it on Hardcore, so that should tell you something about your ability.

I feel like Skyline is the hardest of them. Junkyard seems like it should be because of how congested everything is, but Skyline is so tight and open that spammed Grenadier and Boomer explosives easily take out barriers and damage objectives. Island is actually a decent level, it's just that the second area has a straight path to hit the E-hole, making it something that, like Skyline, can easily be damaged by explosive enemies.

I've read that 4 Bairds and either a Hendrick or Cole are great for Insane. If you had two Bairds on the bridge at the first part of Estate, setting up sentries in alternate timing on the railing side closer to the E-hole, while having a Baird somewhat near the E-hole, setting up a Sentry, and have the final Baird by the spot that can overlook both the right and left path, somewhat near where Paduk can climb, you'd have a really strong defense. If you have a Cole player just running around, shooting off Booskha fire while also resupplying, you might be able to hold of that first area for a while.

The upper bridge Bairds would be ideal for taking out Maulers, Serapedes and Boomers, as their shots would be hitting behind them, where they're most vulnerable. If you can hold that first area for at least the first 4 rounds, the team is doing something right.

I don't know if people have noticed, but when you lose an E-hole Locust get some forces back. If you look at the red bar it jumps back a bit. I wish we knew how much it went back, like if they gain half their numbers back, or if it was a generic amount. If it was a multiplied number, you could possibly lose an E-hole strategically. Like if there were less than 5 enemies attacking, and they get 1.5 times their amount back when an E-hole is destroyed, it might be worth losing the E-hole then so that their regained numbers are less than if you lost that E-hole the next round and the Locust had a fuller bar potentially giving them greater numbers.

That's assuming that there's a method to how they regain numbers though. I wish Epic would explain this.
 
[quote name='The Ebbtide']It's not that I care to examine the games storyline too much, as they contradict each other at points throughout their sequels, it's just still weird since I thought she was actually a neat character that could've used more than just, "uh, yeah, she's gone...dead maybe...I think...yeah...or not..., here's your boat."[/QUOTE]

LOL.

Could be that they left it open-ended because they intend to use her in a future story. I kind of hope so. I agree she was an interesting character so it sucks her fate ended up as "She's probably dead, likely got raped and tortured, possibly she's alive but a slave-- but we'll never know for sure."
 
[quote name='Ryuukishi']LOL.

Could be that they left it open-ended because they intend to use her in a future story. I kind of hope so. I agree she was an interesting character so it sucks her fate ended up as "She's probably dead, likely got raped and tortured, possibly she's alive but a slave-- but we'll never know for sure."
[/QUOTE]
I was more interested in helping marcus then the fate of that cog
 
Man the plaid skin for red team makes you very hard to see, but then again im colorblind. Just played a bunch of them using the same skin on rig, and its hard to see them. Of course they were using female onyx guard, seems like its the most popular character.
 
[quote name='Monsta Mack']Yeah Lancer damage got boosted by 15%, no wonder I was doing so much better with it last night. Game is defenitely a lot more fun when you can kill other people outside of using the gnasher every game.

LOL. 80% of all deaths (excluding melee) come from the Gnasher. Go figure.

http://forums.epicgames.com/threads/952066-What-are-we-doing-!?p=31191272[/QUOTE]

Yea I noticed this too. I kinda like this change, no more of that bs melee/shoot combo now that the rifles got a damage boost. Gotta think twice before you charge at someone now :)
 
Campaign was okay. It just didn't feel varied enough. I wasn't even aware i was done with the game until the damn main menu popped up for me to play Aftermath if I wanted. Jesus that was a sloppy ending. The objective was 99% recycled throughout where you just go into a room and clear out the variety of hordes. I enjoyed the map layouts though to the credit of People Can Fly devs.

MP is mixed for me still. It's sort of weird but I can't figure out my final "impression" of it until I play it for a lot longer. Maybe it's having played for Gears 3 for so long I'm still trying to get accustomed to the changes.

Overrun is fun but because it relies on so much team work I get annoyed with my teammates easily. It seems like to me a lot of newbs are figuring this mode out because I'm always the first to rush to the first barrier (COG & Locust) and everybody sits behind to let others go first - wtf. Barely anybody has a mic. Maybe 1 - 2 players on each map which is pretty bad odds. I don't think it's a good idea to rely on a technological feature like a headset to maximize the most out of a MP mode when probably 10% of gamers only have it.

TDM is my preferred Gears mode and I don't like the structure of the single round to 50 kills. I prefer the best out of three rounds. If you get slaughtered in one round because of not enough players early on, you get screwed because you have to play catchup the rest of the way. With the old way with the best out of three rounds, at least you could "start over" by forcing a 3rd round. The COG vs COG is a terrible idea. There is no justification for this. I'm sorry but whoever thought of this needs to have his head examined. On the other hand, I'm glad they balanced the game more with stronger rifles. The game is setup to favor gnasher play. I don't like the automatic spawn with the grenades. It's too CoD for me. You have to worry about nades from anybody at anytime. I enjoy the varied gameplay to hop on structures and use helicopter guns and such. It's fun to just mow the opposition down looking cool while doing it. LOL. I suppose I'll get used to it the more I play it.
 
[quote name='Donut2922']Overrun is fun but because it relies on so much team work I get annoyed with my teammates easily. It seems like to me a lot of newbs are figuring this mode out because I'm always the first to rush to the first barrier (COG & Locust) and everybody sits behind to let others go first - wtf. Barely anybody has a mic. Maybe 1 - 2 players on each map which is pretty bad odds. I don't think it's a good idea to rely on a technological feature like a headset to maximize the most out of a MP mode when probably 10% of gamers only have it.[/QUOTE]
The saddest part is that every Xbox 360 came with a microphone. Between this, and the awful invention of party chat in team based games, voice communication is a completely useless tool in online gaming. It's another example of why class based games are bad. It's not that the game is bad, it's that the people who play them are awful, selfish people.

Don't be a Medic if you're only going to heal yourself. Same rule applies with a Soldier and supplying yourself. Stop being an Engineer if you aren't going to repair those key barriers and protect yourself with your sentry. And Scout players absolutely need to toss those spot grenades within the areas where the enemy is coming, so that we know what type and how many of each enemy are coming in a certain path. Plus those grenades help to weaken the enemy.

But instead people play as an individual, and not as a team. It's even worse with the Locusts, where people play as Grenadiers constantly, but never move up or actually attack barriers. No one, not a single player on the Locust side, should spawn as anything but a Wretch or a Ticker initially. Grenadiers guns are weak against barriers, and they move slower than the others. There's no point of having a gun to shoot if you cannot get by the barriers first, but people are too dumb to realize this. The worst are the guys who play as Ragers, going for only headshots, but not working with the team. Killing the enemy is pointless if you're not moving up afterwards, getting to that objective.
 
I bought an Xbox arcade console which I don't remember it coming with a headset. You're right about your main point though we all are supposed to be have a headset already. I paid for the PX5 headset though since I like to play competitively online anyways.

The class based Overrun mode is a lot more fun than I thought it was going to be. I always spawn as a ticker whenever I start any round as the locust. It really sucks when I'm so close to taking down a barrier with my melee and suicide ability only to get taken out by a COG just getting in range to kill me before I can succeed lol. I think the abilities are pretty well balanced enough. My favorite is Cole because that Booshka gun is so boss. You can refill your own ammo while spamming the gun behind the barriers lol. I'm glad they made it so that you don't need to hit ”X” to pick up the ammo, just walk up to it. Smart idea. Locust is fun to play as a Kantus whenever somebody upgrades to a special Locust class and I can stay somewhat far away while healing my teammates. Wretches are so dangerous to go behind enemy defenses and attack the e-holes when there isn't an engineer around to defend the base.

I think the gameplay will improve and ultimately be more fun to play as people learn to play Overrun more.
 
[quote name='Monsta Mack']Yeah Lancer damage got boosted by 15%, no wonder I was doing so much better with it last night. Game is defenitely a lot more fun when you can kill other people outside of using the gnasher every game.

LOL. 80% of all deaths (excluding melee) come from the Gnasher. Go figure.

http://forums.epicgames.com/threads/952066-What-are-we-doing-!?p=31191272[/QUOTE]

Holy crap...so that's what happened. I noticed I was kicking a lot more ass last night with the Retro...and getting killed quicker too. Now nerf the damn gnasher! No meele/gib combos!!!
 
[quote name='The Ebbtide']
Of the two of us, you've actually beaten it on Hardcore, so that should tell you something about your ability.

I feel like Skyline is the hardest of them. Junkyard seems like it should be because of how congested everything is, but Skyline is so tight and open that spammed Grenadier and Boomer explosives easily take out barriers and damage objectives. Island is actually a decent level, it's just that the second area has a straight path to hit the E-hole, making it something that, like Skyline, can easily be damaged by explosive enemies.

I've read that 4 Bairds and either a Hendrick or Cole are great for Insane. If you had two Bairds on the bridge at the first part of Estate, setting up sentries in alternate timing on the railing side closer to the E-hole, while having a Baird somewhat near the E-hole, setting up a Sentry, and have the final Baird by the spot that can overlook both the right and left path, somewhat near where Paduk can climb, you'd have a really strong defense. If you have a Cole player just running around, shooting off Booskha fire while also resupplying, you might be able to hold of that first area for a while.

The upper bridge Bairds would be ideal for taking out Maulers, Serapedes and Boomers, as their shots would be hitting behind them, where they're most vulnerable. If you can hold that first area for at least the first 4 rounds, the team is doing something right.

I don't know if people have noticed, but when you lose an E-hole Locust get some forces back. If you look at the red bar it jumps back a bit. I wish we knew how much it went back, like if they gain half their numbers back, or if it was a generic amount. If it was a multiplied number, you could possibly lose an E-hole strategically. Like if there were less than 5 enemies attacking, and they get 1.5 times their amount back when an E-hole is destroyed, it might be worth losing the E-hole then so that their regained numbers are less than if you lost that E-hole the next round and the Locust had a fuller bar potentially giving them greater numbers.

That's assuming that there's a method to how they regain numbers though. I wish Epic would explain this.[/QUOTE]

Damn, I just did it again with Randoms on Estate...this time we held on to the 2nd e-hole. 1 of the guys had beaten Estate 2 other times before this one. So I guess I'm okay to work Estate on Insane.

Skyline sucks! Grenadiers just keep tossing 'nades, tickers exploding at your feet and wretches stunning you from all directions.

On the 1st e-hole, I was one of the two engineers and tried what you suggested...each takiing turns, with slight delay, setting up the sentry and it worked for a while and also working at striking locust below the bridge...but eventually we'd run out of ammo & lives and lose the bridge.

2nd e-hole, I took the turret as an engineer so I can repair the thing and the barriers on the right and near the e-hole. Had 1 Paduk up on the tower. Sofia, Baird and Cole working the left.

Tried a private casual survival on Junkyard to get a feel of the map and man do those COG bots suck. I was manning the turret at the generator and Paduk would come up and throw his spotting nades right next to me and then stand where I couldn't see the opening on the right. Cole would hardly resupply my ammo. Did beat it though, but those COG bots didn't make it any easier.
 
[quote name='GuitarMan']Tried a private casual survival on Junkyard to get a feel of the map and man do those COG bots suck. I was manning the turret at the generator and Paduk would come up and throw his spotting nades right next to me and then stand where I couldn't see the opening on the right. Cole would hardly resupply my ammo. Did beat it though, but those COG bots didn't make it any easier.[/QUOTE]
I've noticed that too. I feel like Paduk needs to have a design change with Cole and Hendrick, as their grenades are always thrown away from me, while Paduk keeps trying to send me a spot memento.

I was fortunate enough to actually win 1 of the 7 games I played on Junkyard today. Somehow we were able to hold the Locust at the first E-hole until Wave 6 (in two games), and the second E-hole until Wave 10. Even with all of that, the Locust did destroy all of our barriers in the final wave, and damage the Generator to around 70% when we won. Had it have been Insane, we probably would've lost.

The other six games taught me some interesting information.
1. A team without a Baird will not last very long. No barriers getting repaired allows the Locust to move in easily. No sentries shooting handicaps your team.
2. More than 1 Hendrick is useless. Most enemies, except for the Kantus and Wretch, rip you apart, blow you up, or headshot you, so there's no chance for revival. Her Lancer is fine...but useless. It takes too many shots to down or kill, and the Sawed-Off is bad in that it means the enemy is already getting in too close. Plus, it has no effect on Serapedes, so one of the most dangerous close range enemies is almost immune to her best attack. She's fantastic as a healer, especially when protecting an Engineer who is repairing a barrier while under fire...that's about it, though.
3. Paduk was actually a really useful class. His spot warned the Engineers which side was going to get hit hard, and when to deploy their sentries. The Paduk we had was pretty good at nailing headshots, and they stayed right behind E-hole of the first area in cover, so that anything that got by us was quickly eliminated. It was a great defense for that. He just runs out of ammo too quickly, though. Knowing that, more than 1 is a mess of people demanding ammo.
4. More than 1 Cole becomes an issue after Serapedes and Corpses enter the game. Lancers are fine against Serapedes, but they'll still be moving freely enough to either destroy barriers or objectives. Baird and Paduk can take them out better. Corpsers seem to shrug off Booshka shots, though.
5. In many waves, the very last enemy is a straggler. Almost like in Nazi Zombies, you don't want to kill them quickly. Instead, let the Engineers repair, get everyone ammo, and then kill off that last guy. The last 5 enemies get red carrot icons above their heads, so you can see where they are through walls and know which path(s) they are taking and how far they are.
6. It's better to chainsaw a lone Kantus than it is to waste ammo on it.
7. Tickers tend to claw at objects if you're not nearby or shooting at them. Knowing this, it's actually worse to stand next to the objective, as they'll try to blow up right away. The claw attack does less damage than the explosion, so you'd prefer that they claw it than explode, so that you can at least shoot them.
8. It's better to rush a Wretch, instigating their scream in your direction, if you know your teammates in the opposite direction will kill it. If the Wretch can move freely, they may get to the objective, or scream in a worse spot, distracting your whole team.
9. Baird's sentry blocks tight spaces, so putting it in a small spot sometimes prevents the Locust from getting by, it also sets them up to be killed in inescapable positions.
10. The two barriers on each side of the objective are the most important. Aside from things like Corpsers, Wretches, or explosives, nothing will get by them, and this defends your objective better than you know. If you have two barriers on the left side, and are about to lose the last one on the right, you're almost better off sacrificing one on the left side to keep the right side secure. Without those barriers, Tickers, Bloodmounts and Maulers just move right in and destroy.
 
This games MP is getting lame.

Overrun was fun, but now all i do is run into 4+ bairds and its pretty much impossible to beat that. They need to limit them to at most 2 of the same classes.

Ive been playing TDM a lot and its just annoying how you spawn with frags. I always see someone and the first thing they do is throw a nade at you. I played a match today and i started out 0-3 because i was stuck with a nade all 3 times. I also dont like how you can hold LB while in cover and pinpoint your throw with no risk of getting your head shot.

Then i played a match today and was against a 3 on 1 and dude still throws a stim by his feet. WTF? You really need a stim when you have a 3 on 1 advantage? LOL

I think that are the things that annoy me the most. Just too many people hiding behind their nades instead of getting a legit kill. Or those who throw stims down at their feet and then want to gnasher battle.
 
You know it's tough as shit to defend in Overrun when the Locust all level up together to be Mauler/Corpsers/Serapedes. My team was doing well and maybe 2 minutes away from holding and then we just got bum rushed by a flock of these heavies all at once and our e-hole just went bye bye. Damn it. Sucks when you lose by 20 freaking seconds.

FFA is chaotic but in a good way. I ran into a 3 man firefight and survived since I got the jump on them only to be joined up by 3 others immediately after I took the first 3 out. In the midst of the chaos somebody threw a well thrown frag between us and killed all 4 of us at once. 7 dead in what couldn't have been more than 20 seconds. It was really funny to see but awesome :)
 
I really hope they have DLC that adds guardian and you get two weapons, and cant spawn with frags, inks, stims. As much as i love gears, this games MP is really getting old fast, and its not even about the lack of maps. It just gets redundant with dying from frags. Not having the proper weapon to counter someone because you only get one, my gnasher only has 8 shots, stims, etc. I think the only thing that keeps me playing is wanting to max out my rank. I could play execution but i want something more fast paced like TDM or Guardian where there is always people to kill, and if you die you dont have to wait 5 minutes for the next round. And i really hate how LB is the nade throw, because half the damn time im tapping it i never throw one. it was so much easier in past gears games to switch and toss.
 
there really was no need to change the control layout!!! I'll keep an eye on GOWJ but right now i'm just GOWA it's been along time for my ps3 to be turned on!!!
 
I think TDM is the worst. FFA and Overrun are fun but TDM is supposed to have the best longevity from a competitive standpoint. I'm going to buy Gears 3 again because the weapon loadout and 50 kill super round just isn't cutting it for me. I worry about the future of this franchise now that Cliffy left and Epic overall took a step back with this franchise.
 
I figured out a strategy for Estate when you reach the second area. The randoms I played with last night consisted of 2 Bairds, Paduk, Cole and myself as Hendrick. We lost the first E-hole by Wave 2, so I figured this would be a short game. At the second E-hole, I guarded the right side, with a Baird behind me. Essentially, he stayed back after Wave 4, as he realized his Gnasher had no range. I stayed by the initial barriers, just around the archway leading into the E-hole area.

On the opposite side, Paduk stayed on the Troika, throwing out Beacon grenades on his side. The other Baird was ahead of him, by the left side archway, deploying his sentry above the cover, repairing the barrier, and using his shotgun on close things.

Cole stayed by the E-hole. Anything that got by, especially Wretches from the middle, upper area Paduk can climb to, were his to kill. From that spot, Cole could Booshka around corners, taking out aggressive enemies if we were getting overwhelmed. He could also easily toss out ammo to us from there with no obstructions. I, unfortunately, could barely revive teammates over on the left, because I could never tell where they were laying, and couldn't leave my side.

Right side Baird and Cole could tell when it was bad on my side as I'd retreat back quickly, through the archway. Baird would deploy his sentry and man the Troika. This worked well at destroying crowds, and it also distracted enemies who were unaware of me moving up their blind-side with the Sawed-Off. As soon as I'd fire it, I'd quickly have ammo being thrown at my feet, allowing me to quickly reload. This was key; by Wave 7, clusters of Bloodmounts, Maulers, Boomers and Corpsers were all rushing together, so I'd need a quick reload to take out more of them.

We eventually were pushed to the Generator on Wave 9, with only a few single digit enemies left. I may be correct about the math of them only getting 1.5 Locust Horde back, as the next area seemed to be very brief with the amount of enemies faced in the remainder of Wave 9. It was probably better that we lost it then, than losing it during Wave 10, where they would have gained more enemies back.

At the end, we still had the four barriers guarding the Generator. Our playing aggressive allowed us to keep them from getting explosive damage at the objectives, while playing smart allowed us to avoid congestion among each other. I was actually glad the Baird player on my side stayed back, as I didn't want to have to focus on revives as well as shooting.

I think if a similar strategy was used, and if we'd held the first E-hole for longer, we potentially could have beaten Insane Survival.

That mentioned, is there a team of 5 that want to try and complete that this week? Some here have already expressed interest, but if we can agree on a time and day to it we could potentially come up with a plan before the actual day.
 
[quote name='The Ebbtide']I figured out a strategy for Estate when you reach the second area. The randoms I played with last night consisted of 2 Bairds, Paduk, Cole and myself as Hendrick. We lost the first E-hole by Wave 2, so I figured this would be a short game. At the second E-hole, I guarded the right side, with a Baird behind me. Essentially, he stayed back after Wave 4, as he realized his Gnasher had no range. I stayed by the initial barriers, just around the archway leading into the E-hole area.

On the opposite side, Paduk stayed on the Troika, throwing out Beacon grenades on his side. The other Baird was ahead of him, by the left side archway, deploying his sentry above the cover, repairing the barrier, and using his shotgun on close things.

Cole stayed by the E-hole. Anything that got by, especially Wretches from the middle, upper area Paduk can climb to, were his to kill. From that spot, Cole could Booshka around corners, taking out aggressive enemies if we were getting overwhelmed. He could also easily toss out ammo to us from there with no obstructions. I, unfortunately, could barely revive teammates over on the left, because I could never tell where they were laying, and couldn't leave my side.

Right side Baird and Cole could tell when it was bad on my side as I'd retreat back quickly, through the archway. Baird would deploy his sentry and man the Troika. This worked well at destroying crowds, and it also distracted enemies who were unaware of me moving up their blind-side with the Sawed-Off. As soon as I'd fire it, I'd quickly have ammo being thrown at my feet, allowing me to quickly reload. This was key; by Wave 7, clusters of Bloodmounts, Maulers, Boomers and Corpsers were all rushing together, so I'd need a quick reload to take out more of them.

We eventually were pushed to the Generator on Wave 9, with only a few single digit enemies left. I may be correct about the math of them only getting 1.5 Locust Horde back, as the next area seemed to be very brief with the amount of enemies faced in the remainder of Wave 9. It was probably better that we lost it then, than losing it during Wave 10, where they would have gained more enemies back.

At the end, we still had the four barriers guarding the Generator. Our playing aggressive allowed us to keep them from getting explosive damage at the objectives, while playing smart allowed us to avoid congestion among each other. I was actually glad the Baird player on my side stayed back, as I didn't want to have to focus on revives as well as shooting.

I think if a similar strategy was used, and if we'd held the first E-hole for longer, we potentially could have beaten Insane Survival.

That mentioned, is there a team of 5 that want to try and complete that this week? Some here have already expressed interest, but if we can agree on a time and day to it we could potentially come up with a plan before the actual day.[/QUOTE]

Those were some good points you gave in your earlier post.

Yup! on the generator area, the team has to be very aggressive and try and contain them around the big arch area. With maybe, 1 person back manning the turret and taking out wretches coming over the left wall and whatever they have a shot at. Those that die, have to roadie run as fast as they can back to that area where hopefully the rest of the team is still there putting up resistance. If you can hold this area till the last 2 levels, you've got a shot.

I'm still recovering from my cold and having the house repaired (Hail damage in ATL) but I'd love to give it a go.

Avail days: Fri-Sat. 8-11p EST. SUN 12-9p EST
Characters: Baird/Cole/Sofia...if needed, Paduk but not very good with Sniper rifle headshots.
 
[quote name='Ryuukishi']Anyone else constantly get the Season Pass DLC notification popup? I've already downloaded Haven.[/QUOTE]

I kept getting it after i queued the download from xbox.com and downloaded it. I just downloaded it again through the pop up and it went away, i didnt even delete the old download.
 
[quote name='GuitarMan']Those were some good points you gave in your earlier post.

Yup! on the generator area, the team has to be very aggressive and try and contain them around the big arch area. With maybe, 1 person back manning the turret and taking out wretches coming over the left wall and whatever they have a shot at. Those that die, have to roadie run as fast as they can back to that area where hopefully the rest of the team is still there putting up resistance. If you can hold this area till the last 2 levels, you've got a shot.

I'm still recovering from my cold and having the house repaired (Hail damage in ATL) but I'd love to give it a go.

Avail days: Fri-Sat. 8-11p EST. SUN 12-9p EST
Characters: Baird/Cole/Sofia...if needed, Paduk but not very good with Sniper rifle headshots.[/QUOTE]
Looks like it's just you and me versus the Horde! For now, at least.

I'm horrible with scoped weapons, but somehow I can get headshots with it. I just blind-fire or aim without scoping in, and the auto-aim does the rest. But I'd rather the group play with classes they're most comfortable with, so that way no person is obligated to play as a character they are confident with. I was just over-thinking strategies.

Ryu, it's been answered above, but if you downloaded it from the Marketplace, download from the in-game prompt. Or do the opposite if you downloaded from the game menu.

Essentially, it's mislabeled as content for the Season Pass. I'm not sure why, but they said this would occur when it initially released. They were supposed to correct it, but clearly haven't. If you notice, there's a Free For All DLC playlist, but it consists of all the maps, not just Haven. It's just an error on Epic's side.

You should be okay to delete one of the Haven downloads so it doesn't take up extra space, I'm just not sure which one.
 
Just out of curiosity, what's everyone's current level/re-up? I'm level 20/2nd re-up.

I kind of wish they would have kept the system they had in Gears 3. Getting to 100 was incredibly satisfying, getting to 50... Not so much. I also miss the wings and the Gold Omen weapons.
 
April 8 Update Notes


  • All rifles being reverted to values they were at ship
  • Stun on smoke grenades being converted to match melee stun (reduces stun from 2 seconds to 0.3 seconds)
  • Stumble after falling from high distance also getting slight reduction in length (ongoing effort to remove bad stun issues from game)
  • Smoke martyr being removed for reals (didn’t take last time)
 
Still waiting for

- Removed Stims from normal MP
- Removed Frags and Inks from starting loadouts

BTW Retros still feel OP, i get killed by them before i can get a 2nd gnasher shot off.
 
[quote name='The 7th Number']

BTW Retros still feel OP, i get killed by them before i can get a 2nd gnasher shot off.[/QUOTE]

That's not OP, that's having a fighting chance. If you want to win that battle using a gnasher, you better gib the other guy in one shot. It's not fair to a guy unloading an entire magazine from the rifle to lose because the gnasher had time to fire twice.
 
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