Daily Horde and Escape Challenge Map, Modifiers, and Rewards

Oh yes! I ADORE the split!

■■■■■■■ split…

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I think the Waakatu is broken on Bunker. Had to leave a Horde Frenzy game early because after surfacing twice it refused to come up again. A Mechanic even used their Trackers and they went over a spot but we all went there and nothing happened. Not enough open space for its pathing algorithm?

Come on now, we all know it absolutely is your favorite map in this game. Don’t deny it.

General response : I find myself getting tired of the daily maps with their modifier sets because for one, the randomizer isn’t very good at not choosing the same maps and modifier sets over and over again at least for Horde it feels like(while we haven’t seen Bunker often I’ve seen this mod set with the 3x power modifier and more aggressive enemies at least three times within like a week or so now), and on the other hand, it almost completely fills the lobby browser with almost all of the same map on top of your usual grind runs for Horde/Escape, especially for the higher difficulties, which just makes me not want to play.

Or it could just be being tired of Gears a little in general, that apparently people are still more preoccupied with TCs stupidly ridiculous grind systems over a year in, and the fact that I wake up after 1-2 hours of sleeping when I was tired as I fell asleep and then don’t fall asleep again for several hours which makes me tired throughout the day as well.

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So more difficult hive: surge or split? Which gets your vote? Based on what I’m reading, it feels like most are leaning Split, when it’s other way around and not very close for me.

I’d say The Split is harder by a fair margin. The Surge is 2nd hardest for me.

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I’ve usually had less troubles beating Surge with a group of three good players while Split just gets the vote for being harder because of the Sentinel BS causing fails and bad layout for fighting the Sentinels on the left path in act 2 as well as the DR-1 mob with Sentinels in the end room, which is still a nuisance even with 3 good players. I will say I haven’t played it in Op 5 yet, though, partially because I either haven’t had an opportunity to or don’t trust the randoms with this map.

Hmm maybe it’s that my reaction times have just gone down a bit. I don’t respond very well to being surrounded by enemies. At least on the Split they’re typically all in front and can be taken from range. In Surge they are coming from multiple angles and up close and personal. Also, nobody I play with seems to know any good choke point to set up. The general feel is pressure to keep moving due to the fast moving venom and head on a swivel. On the Split. it’s obvious where to set up for the big fights. You’re typically given some walls or a cover piece and then the enemies all come out in front.

For me, The Surge (the 2nd part) isn’t really about creating chokepoints. I found I had the most success by moving left to right, then back left again to gradually whittle the number of enemies. It’s kinda about dragging them about and sometimes going in small circles around a couple of map tiles. If you stay in the first layer of map tiles (immediately after you come out of the corridor from the shower room), this is probably the most sheltered section. The next few layers of tiles are much more open and I rarely push until I’m ready unless I’m doing a quick circle back around. I personally used Nomad with an execution build and it helps massively - the key is to control the angles by staying back initially so you can scatter them with Fear, push a couple of them aggressively and then back off again. If you push too aggressively too early, then the Fear from Faze and executing enemies just won’t affect the enemies further away and they’ll gun you down from a distance. Grenadiers will push you, but the Elite Drones are a mixed bag, and Hunters typically stay back. The Rejects and Juvies are easy fodder for Nomad to strike Fear into a small crowd which creates openings.

For part 1, I only really go down the left-sided path to get the Lancer. Depending on who my team mates are, you can double back and hit one of the other paths to collct other weapons if necessary, but I found it wasn’t always necessary. Even when I played with a JD we didn’t and he just scavenged Salvos from the Scions we killed in part 2. We just put them in Fear and meleed them until they died.

Hahaha with Clayton it took me a very long time but with Kait it was very easy because of her changes.

I still have some hair on my head remaining.

Some.

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Not quite but so far I’ve noticed that there are at least 2 or 3 sets that feature Aggressive Enemies as one of the modifiers.

Jumped in for one last run as Tact for old times sake despite not earning any bonuses. This run was, shall I say interesting. It took much longer than ever before. Must’ve sat there for like an hour in second act with a Protector host who had racked up a lot of kills in first act, but wasn’t very useful in second act, obviously. The third would get frustrated after getting frozen and come and go.

I think I saw a bit of that unpredictable cheapness from the sentinels others complained of, but mainly from the first set. Sometimes they’d come directly at us in the ammo room. Other times they’d sit back for a long time at the bridge where I had a hard time hitting them. On one occasion they immediately flew out into the big room at the first encounter with the DR-1s which was bizarre. I’d never seen that happen before!

The only reason I stayed so long, and host wouldn’t kick me, I assume, is because we were always either a hair shy or we’d be on a roll then someone would stupidly get frozen. Or maybe he just really wanted the bonus for his Protector and there was no one else to do the job! Finally, after ages, a decent Marksman came in to take some of the load off. The final set of sentinels and DR-1s bunched up to where I could take them out quickly, and we all made it out smoothly, with plenty of time to spare. What a relief!

Daily map and hive today:

Horde: Icebound
Mutators (in order): Ultra power drain, more lethal, ultra slow recharge, more health, instant reload, regen penalty, survivor

2500 class xp = Beginner
5000 class xp = Advanced
6 additional cards = Inconceivable

Escape: The Choke
100 Gears coins = Beginner
3 additional cards = Advanced
1 Legendary card = Inconceivable

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Finally I might be able to get players to join Icebound. This map has been the hardest to get people to play on. Takes way too long to wait around for players to join lol.

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Master is still a nightmare without a Clay who knows what he’s doing ( aka not a random)

Hell no. CXP has to go and coins should be increased. Leaving aside that the 4x cxp event has done enough damage already, the CXP rewards constantly attracts leeches with underpowered low level classes. There’s so many Lv19/20 players out there who have 0 clue what they’re doing that it’s not even funny anymore.

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1st match on Icebound “we need an engineer” … onto the second match.

Edit: Second match. Got a brilliant team. I was the host. Wave 24 “You have been disconnected from gears services” … onto the thrid match

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The trouble is there are now lots of level 20 players who don’t even have cards. I’ve played with quite a few in escape who have said they don’t have many cards as they ran them up on escape running to the safe room.

The worst thing that’s happened to pve for me was adding the extra levels 19 and 20. You now have lobby after lobby of people with no interest in team composition and just working on the next one to 20. It’s awful at the minute and I can’t wait until people have them all to 20. The promo classes they should have just given them out to everyone, level 20 and all the cards. People won’t have the skins unless they paid.

I wouldn’t play another gears game pve if it had this f2p grinding model in the way of just playing the game.

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Yeah, but the CXP rewards aren’t the major factor to cause that as they aren’t that high. The difficulty multiplier that has now been removed for those rewards and easy XP grind methods are far more to blame for that.

That’s gonna take a long, long time…

I don’t even understand why the CXP wasn’t awarded retroactively. I might be wrong but there should be a tab that tracks completed runs/ mastered runs which could have been used to calculate missing CXP. TC has to keep people grinding somehow I guess…

The first problem is not dropping a number of cards equating to boost. A player that got to any given level without boost will have higher and more cards than the person who was on boost. Same goes for double or triple boost events.

The second problem is through escape awarding cxp just for getting a certain distance in the hive. It should have been set to only award it upon reaching a saferoom or closing the helipad doors successfully.

Speedruns themselves aren’t a problem. Sure, it doesn’t teach people how to play properly but they at least keep levels and card skills in balance, providing people finish and get cards.

But as it is, we have loads of level 20s running about with level 1-2 cards. So now the only solution is host private and kick anyone that isn’t able to pull their own weight.

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