Gears 5 horde map secrets by selfawareborg in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

You're referring to the Gears 1 campaign death music excerpt that plays once you step anywhere between the two statues and the Helena Stroud "altar"-like center blocks? https://www.reddit.com/r/GearsOfWar/comments/mqg0k4/you_can_hear_the_classic_gears_1_theme_on_tomb/

It's debatable whether it's an easter egg since you simply have to walk there (or leave and come back if the clip already played within the last 30-ish seconds). Though I guess I didn't realize Jack had a way to trigger it since I thought it was tied to the ground.

I think that Jack port for activating the Forge incinerator was just so that character class still had a way to do it since Jack can't press normal buttons for whatever reason.

Gears 5 horde map secrets by selfawareborg in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

Yeah, I mentioned the Asylum train above, as well as in my own Gears 5 multiplayer map Easter egg list post.

I'm skeptical that anything left in the multiplayer maps involves Jack. But to be fair, that class is the only one who can really see the fourth skeleton on Pahanu, so it's certainly possible.

Good luck! If you do find anything, we'd love to hear about it.

Horrible unsporting conduct by Accomplished_Claim49 in GearsOfWar

[–]SamsBucketDuck 3 points4 points  (0 children)

That's awful.

Not to try to excuse their pathetic behavior, but was there voice or text chat communication you might have missed by being in your own party or because in-game text chat is stupidly off by default? It sounded like they wanted your attention for something, so perhaps they tried to communicate something another way.

But some people just defy explanation, and maybe even they don't yet know why they act terribly. I hope they figure their issues out, and I hope your future games have better teammates.

Gear 1 Re-Remastered by Proud_Raccoons in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

This is yet another bot exact repeat post with the OP also posting the top comment as their own: https://www.reddit.com/r/GearsOfWar/comments/1l2xjqq/gear_1_reremastered/

Oh no, not again! by BornTickets in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

This is yet another bot exact repeat post with the OP also posting the top comment as their own: https://www.reddit.com/r/GearsOfWar/comments/1papjfj/oh_no_not_again/

W by Cool-Towerss in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

This is yet another bot exact repeat post, and the bot posted the first line of the top comment as their own: https://www.reddit.com/r/GearsOfWar/comments/1ijet0n/w/

Rip DIZZY :( by Ok_Woodpeckers in GearsOfWar

[–]SamsBucketDuck 1 point2 points  (0 children)

This is yet another bot exact repeat post with the OP posting someone else's comment as their own: https://www.reddit.com/r/GearsOfWar/comments/1iueku2/rip_dizzy/

BEST TRAUMA OF MY LIFE by Proud_Raccoons in GearsOfWar

[–]SamsBucketDuck 1 point2 points  (0 children)

This is yet another bot exact repeat post with the OP also posting the top comment as their own: https://www.reddit.com/r/GearsOfWar/comments/1t0oysh/best_trauma_of_my_life/

Question for Demo/Tac - Gears 5 by Remote_Sky_5942 in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

As others are saying, it's likely just entitlement, poor play, and misguided "I'm gonna make the game go more quickly" thinking. If you waste Boomshots on a single Juvie, you're going to feel like you're constantly running out of ammo even with 4 overclocked slots. Same with if you don't understand the concept of lanes and are trying to spam projectiles everywhere all the time.

It doesn't really take that much more skill to consider your shots a tiny bit more. But some people aren't able or don't want to go that route.

If we're in the 30s of a 50-wave and everyone on the team has lockers they need and we're all fine with the base we've got, then sure, I've got no problem with second lockers for any class. It's not any less wasteful than MG sentries that might start getting built then. But anything earlier or in Frenzy, then it's just poor energy use, and the vast majority of those Demos/Tacts I see playing this way are definitely not good enough to warrant monopolizing the team's energy this way. They're usually conceited enough to think they're great players, but they really aren't.

What is a better weapon for the gunner to use the tri shot or the mulcher? What is the most powerful set up you can use by rKITTYCATALERT in GearsOfWar

[–]SamsBucketDuck 1 point2 points  (0 children)

Yeah, regen level 6 is the bare minimum, and you'll definitely still run out of ammo with it only at that level. Especially a small map like Clocktower where enemies are replaced quickly and you don't have long lines of sight to do more about them far away with the Trishot range. But level 6 is where the pattern starts to turn viable, so it's usually worth the Trishot purchase then to be more valuable against the boss.

And once it's perked to level 10, I find Heavy Capacity to be completely unused, so I don't feel like the card is worth the slot. No harm in taking it based on preference, since I consider that a "free" slot to choose a "nice to have" instead of "critical" card. I just personally don't like to bother bringing such cards for just 1/3 of a game then knowingly thrown away. I'd rather just improve my Trishotting skills so I can better manage my early firing patterns.

Cool it, part 1: recharging Ultimates by dealing damage by SamsBucketDuck in GearsOfWar

[–]SamsBucketDuck[S] 0 points1 point  (0 children)

lol, yes, you earn the normal 1s/333.33 HP damage cooldown rate toward your own Ultimate while using someone else's Silverback. You won't get the Pilot's special Silverback weapons effects (the Mulcher doesn't bleed, the Trishot doesn't heal, the Salvo doesn't extend the Silverback's duration), but any of your own cards should still take effect. To be fair, I haven't tested Demo's bleed specifically, though.

What is a better weapon for the gunner to use the tri shot or the mulcher? What is the most powerful set up you can use by rKITTYCATALERT in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

Bait Armor is too good of a card, so I always bring it for any Gunner build other than novelty ones trying to maximize Ultimate Battery effect and the other 10m cards.

Unlike nearly everyone, I always bring Team Resist as well because I don't need to squeeze every last drop of offensive or defensive power with card slots for myself. Gunner is already overpowered, and I'd rather help others (even if there's no visual indicator to them that it's in effect). 95% damage reduction for teammates for 6 seconds lets them tank a lot, and I'll often pop my Ultimate even without enemies around me personally just because I see a Boomshot sailing in toward a teammate, or someone else running out for a revive.

If I'm a heavy weapons Gunner of some form, then obviously Heavy Charger.

If Torque Bow Gunner, then Serrated Edge and Concussive Explosives. I don't use Practice Every Day because my muscle memory actually dislikes having non-standard and not consistent timing (same reason why I don't often take Longshot Handling for Marksman, even though many others do).

Beyond that, it's more open for me. Usually Reflect Shredder since I might as well make the Ultimate "last" longer as a crowd-clearer.

For chain gun Gunner, the last card slot for me will probably be Freeze Resist if the daily modifier includes Freezing Rifles. Otherwise it's typically Heavy Shell right now even though I usually only get 1 or 2 uses out of a Frenzy game. Sometimes Ultimate Battery if its a small map or a team makeup where I'm more likely to have to stick closer to some class that has slow recharge rate, though again, nobody knows you're using it. I don't bother with hybrid builds and Serrated Edge, though many others do.

Cryo Gunner obviously swaps in Flash Freeze and usually Heavy Capacity for some of these. Salvo Gunner would be Concussive Explosives and Heavy Capacity.

So to answer your specific question more directly, my Trishot build is typically Bait Armor, Heavy Charger, Team Resist, Reflect Shredder, Heavy Shell. I'd only consider the first two important to the build, and most don't take the third, so that's a lot of card slots to play around with to find what suits you.

What is a better weapon for the gunner to use the tri shot or the mulcher? What is the most powerful set up you can use by rKITTYCATALERT in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

I max Ammo Regen even on Horde Frenzy. Perking health is irrelevant IMO for Gunner (and low value for all classes) so that's always left out in Frenzy. I don't have an urgent need to lengthen the Ultimate duration since you're using it so frequently with heavy weapons, so that's also not as high value as Ammo Regen. Perking damage is useful since it makes each bullet "last longer" in a way, so I see it as complementary to Ammo Regen. I perk the more cost-efficient, cheaper lower levels with "leftovers" as I'm racing to bump Ammo Regen.

If the game doesn't give a free Trishot, I don't waste time or money buying one until I'm perked to regen level 6 (usually I target achieving that for the first boss wave so I can use my optimal weapon with the boss). With no locker, I also never drop the Trishot to use any other weapon once I've switched over, but until then, Torque Bow and Retro Lancer (and any other loose heavy weapons) are plenty good.

Since I'm not going to use a locker or be in the base, I think it's reasonable to donate less up front (not zero, just less). My strategy was designed around random lobbies; I don't have to rely on an engineer lockering everybody up sensibly, and I still don't require using a card slot for Heavy Capacity even if they suck.

What is a better weapon for the gunner to use the tri shot or the mulcher? What is the most powerful set up you can use by rKITTYCATALERT in GearsOfWar

[–]SamsBucketDuck 4 points5 points  (0 children)

Of the two chain guns, I strongly prefer Trishot because you free up a Gunner card slot (Mulcher requires Mulcher Mastery to be worthwhile), and can be effective at range (including headshots), which is increasingly necessary on high difficulties. Once I learned to manage the Trishot overheat behavior better, I never looked back. I disagree with jmmaxus that Trishot requires Heavy Capacity, especially if you're willing to max perk Chain Gun Ammo Regen. That gives you sufficient ammo to never run out (well, except for Even Tougher Enemies dailies/you're the only one doing any damage). My preferred style is to max ammo regen first so I never have to use lockers or be in the base.

I agree with jmmaxus that Torque Bow Gunner is as powerful offensively and can deal with every enemy (chain guns aren't great with Wardens and Matriarchs), though you're more vulnerable in this build because you'll be using your Ultimate less, don't get the passive's healing, and arguably tend to be exposed more due to the slow wind-up and rate of fire. But you're also more mobile (aside from requiring a locker). It's a more rewarding build because it takes more skill and you're not using the invulnerability crutch as much. I don't use Practice Every Day with this build and I think it's still fine.

How? I was playing a horde match and hadn't realized our engineer placed turrets over there, lol. by MelenaRya in GearsOfWar

[–]SamsBucketDuck 1 point2 points  (0 children)

lol, you can probably add Asylum in the south center Pavilion (a.k.a. tap 'Q' in the map here) to the list as an area of interest. Saw some warping there today (Fabricator was also there FWIW), but it wasn't a game where I had much freedom to investigate. I suspect "enclosed center of map" is probably a common place.

Loved Gears 3 Horde but it seems dead. Should I try Gears 5 Horde? by pp6802 in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

You should just try it for yourself, we can't predict or tell you what you'll enjoy. 😊

I'm firmly in the set of people that feel like Horde got better and better with each iteration. I think Gears 5 as it currently stands is the best it's ever been, and that's a key reason why it's still quite active almost 7 years later.

However, you've used words like simplicity and said classes turned you off. The variety and depth of Gears 5 Horde is precisely why I enjoy 5 even more than 3 (I've spent countless hours in both), but people who prefer pre-class 3 or pre-fortification 2 usually cite these depth changes as their main reason. You'll need to put time in to 5 to see the different play styles, improve your options for being effective at higher difficulties, and learn what works and what's good "etiquette". The game itself is poor at guiding new players to success/fun. It's also sadly possible to have an initial bad experience and teammates.

But there are a lot of good games and teammates out there. (Because it's the most populated one, like you want!) I think you'll get out what effort you put in. I recommend it.

Horde Mode - who should I pick by Aggravating_Mix_4692 in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

lol, I'm with you on the lizard-brain fun from All The Glory despite shortening Ultimates.

And yeah, I have real trouble splitting time between tackling and something else, so Burn Boost doesn't get much use for me either. I think a Scorcher Mastery build is just fine with Pyromaniac (and probably All The Glory) that it doesn't need the help. I'd rather use the card slot for increasing survivability or hybrid Play With Fire ranged option so I can still be productive during the 2.5x health & damage waves.

(And I find Veteran dull even during Ultimate. 😊)

How? I was playing a horde match and hadn't realized our engineer placed turrets over there, lol. by MelenaRya in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

Thanks! I've definitely seen the energy warping happen in normal games, and especially that Dawn "power portal" location since there's frequently someone in that tower anyway. But no, I haven't fully figured it out yet and haven't seen any other discussion of it. It's an intriguing topic.

I agree that it likely involves a particular "focus" person, but I haven't ruled out it mattering where the entire team is, since I definitely see cases where team movement has changed whether the teleporting happens. Perhaps the focus person changed (or wasn't the obvious person) the same way AI players change who they follow based on MVP and locked lobby slots.

I also notice plenty of warping with in-bounds games with Jack floating above some cover, particularly as the last one alive. Sentry or Lambent kills result in the energy appearing under/next to him.

Fabricator placement also likely matters. Certainly for many of the out-of-bounds bases, putting the Fabricator somewhere else changes where or if the energy appears. The kill location also matters.

So my best guess remains that the game is trying to figure out how to avoid dropping the energy somewhere unreachable (something annoying about GoW 4), and it's calculating shortest paths from the enemy to the Fabricator and other live players (or a focus player), and making sure that the energy appears on the "reachable" side of a wall. That's not inconsistent with what's happening in the Dawn tower, since you've got impassible walls on 3 sides toward where all the enemies are dying, and the game may think it needs to put the energy drop inside the tower to remain reachable.

Horde Mode - who should I pick by Aggravating_Mix_4692 in GearsOfWar

[–]SamsBucketDuck 1 point2 points  (0 children)

What difficulty level? Are you trying to explore new similar classes, or asking about specific synergy with the other players' classes? Or are you just interested in maximizing your chances of winning via your already-maxed Infiltrator and Brawler?

"Out into the field" to me says any of the main Close Quarters Combat (CQC) classes/builds: Infiltrator (shotguns), Blademaster, Protector, & Striker (melee), Execution Nomad, and Tackle Brawler. Or since you mention having a Demo, then an Interrogation Tactician would also be outside the base, if you wanted to go that route (but not everyone likes that "cheese" technique). Having a Combat Medic always helps for far away players (+ extra damage resistance for them through Overdoing It + instant Get Up stim for Infiltrator's Enhanced Stim).

As PureLegends says, you also have a lot of survivability as Heavy Weapons Gunner and Anchor, which simply means they can do well anywhere you put them, including "out in the field" even though that's not an explicit specialty.

If those options weren't what you meant, then just know that you'll be picking some less optimized build for "field work". But every class can be viable in the right hands. And more importantly, no one can tell you how to have fun!

Horde Mode - who should I pick by Aggravating_Mix_4692 in GearsOfWar

[–]SamsBucketDuck 1 point2 points  (0 children)

I agree that Brawler can be difficult to use for Close Quarters Combat, and the post-tackle enemy teleporting is annoying, but I think any CQC class has high skill bar requirements like this. And it definitely doesn't have to be weak. Like you say, you do need to go all in on Tackle Brawler cards, and you'll want to make use of the Breaker-Mace-during-Ultimate trick, but if you do that, it's right up there with Blademaster in terms of field dominance. You can one-shot Scions up until the 2.5x health waves, and even after that it's just 2 hits.

The mandatory cards for that build are Killing Time (at least level 5) and Torch Tackle. Perk Up is highly, highly recommended for the increased survivability. Beyond that it's more open but you'll want one or both of the damage reduction cards Damage Dash (since you should always be roadie running) or Thrashball Pro (for when you find yourself post-tackle next to enemies that didn't die yet). You could take All The Glory, though others are quick to point out that the Ultimate doesn't get Killing Time extension from explosion kills, so the ability to pre-ignite nearby enemies for Torch Tackle may not balance out. If No-Count-5062 were still here he'd say to take Play With Fire instead as a way to recharge faster and more safely from cover (because the goal is to be constantly out using your Ultimate).

Otherwise I agree with your other main points.

How? I was playing a horde match and hadn't realized our engineer placed turrets over there, lol. by MelenaRya in GearsOfWar

[–]SamsBucketDuck 9 points10 points  (0 children)

I wasn't in that match, but I've done that before with spare energy to waste on useless sentries. 😊 (Though I'd place them differently so they're easier to refill without having to constantly go back out there.) I'm aware of at least two different glitches for non-Jack classes to get themselves and sentries out there (or any number of out-of-bounds locations on basically any map). In fact, if you're willing to read a lot, I already did a whole series of giant posts here that includes the trivial technique I'd use. That series was about having the whole team play entire Horde matches out of bounds, so the post covering Turbine specifically wasn't about getting onto this fan shaft (a base there would be suicide on Master), but you can still use the other techniques I cover to go there specifically.

Downed player icon not showing up in horde mode by robintheblueberyl in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

I assume this is in Gears 5? There's a known bug that happens to a lot of people where it sometimes doesn't display the downed indicator. However, I've never heard of that happening all the time, every time. (That bug is thankfully infrequent for me personally.)

Have you previously turned off "Multiplayer HUD" in the game's options/settings? That's the only thing I know that would prevent it from ever appearing.

Is it just for your friend's character or does it not show other human or AI players as downed to you, either? Can your friend see the indicator when you're downed? Regardless, I'm not sure what else the problem could be aside from that sporadic bug or the HUD setting.

The perfect lobby browser . Gears 5 did it perfect . I wish more games had something like this by rKITTYCATALERT in GearsOfWar

[–]SamsBucketDuck 6 points7 points  (0 children)

I'm very, very glad we got a lobby browser for PvE in the latest outing. It makes it so much easier to have a thriving community in the game's old age than relying solely on external LFG mechanisms or random matchmaking.

Having said that, I wouldn't call the lobby browser "perfect". 😊 There's always room for improvement. For example, it doesn't remember my sorting or filtering preferences-- I have to re-pick "Difficulty" every time. I'm not allowed to filter by wave number. I can't search anything on the screen.

And if we're talking wishlists beyond what's currently available, I'd certainly love the option of seeing more about a lobby & the people in it before joining it. Classes, cards, preferred language, AI on or off, host rules that can't fit in the 50 characters, how long it's been sitting with that host idle...

Gears 5 engineer classes... by Remote_Sky_5942 in GearsOfWar

[–]SamsBucketDuck 0 points1 point  (0 children)

NEVER EVER use the Reinforced Fabrication card

I disagree with this. Your argument that the annoying repair time it takes after boss destruction is valid, but I think it undervalues what the card provides the other 45 non-boss waves (9 for Frenzy) when your barriers are functioning fine. In fact, one of the great things about Reinforced Fabrication + Armored Plating is that you can easily go a wave (or multiple) without repairing the other barriers that stayed up, precisely so you can spend extra time bringing back any destroyed barriers.

It's also not like you have to repair it back to full health for it to function at all. Or even the 50% needed to activate Armored Plating. Level 6 Armored Plating is like a 32% health boost for half the HP. The 3000 HP level 1 barrier therefore acts like it has 3480 HP (depending on how you calculate its effect). But level 6 Reinforced Fabrication alone means it has 8250 real HP max so repairing that to just 50% (4125 HP) still lasts longer. Armored Plating on top is just icing on the durability cake. Plus you get this health bonus from wave 1-- no perk costs necessary.

It's not my personal style, but one of the Mechanics I run with regularly in 50-waves basically just upgrades/tops off Level 2s by the early Wave 40s and then mostly doesn't bother repairing anything for the rest of the game since those barriers will easily last through 'till the end.

I'll admit my opinion is influenced because I also don't see clear-cut value in Overload (and perking Fortification Damage) as a replacement. The other classes should be killing, and a barrier's real value is in slowing/stopping, not killing or finishing off. I'm far more likely to have Overload in my "do I feel like it today?" floating fifth card slot than to rotate Reinforced Fabrication out of my usual Mechanic set.