I still enjoy demo in small doses, especially with the new gambit card.
Part of the exhaustion with the class is because JD had been the meta (and still kind of is) for so long.
Fortunately, there are plenty of different viable ways to play now.
I still enjoy demo in small doses, especially with the new gambit card.
Part of the exhaustion with the class is because JD had been the meta (and still kind of is) for so long.
Fortunately, there are plenty of different viable ways to play now.
Gunner is a fine class, but he isn’t the one who’s OP. If any are OP I’d have to go with Marksman, still, even after the “nerf.” Complete horde noob here, who barely plays the mode, I was able to run the table on today’s daily. When it came to bosses, I’d just pop the ult and either outright kill, or bring down to low health from safety of the base. The ult with parade is just insane, man, and with the loadout weapons he starts with. Very economical when it comes to power spending. And the class can do it all from safety of the base. Also, it’s slightly broken. A melee hit counts as an explosive critical hit, lol. But really, I’m sick of people asking for nerfs. Over a year in, I wish they’d stop nerfing as a solution to balancing and instead make smart tweaks to bring up the weaker classes.
Since when can Fahz do that?
Pretty sure just about no one ever agrees with anything you say, because you’re typically advocating for balancing changes that’d kill the casual player base.
The changes you want would make about 1% of the Gears community happy. No normal person wants them, I can assure you.
Nerfing Gunner’s passive would more than likely make the class pointless, as the point of it is that the Gunner can stand their ground with a heavy weapon and not go down in 3 shots.
I personally think all of your ideas are awful and will kill the game, but what do I know? I’m not a god tier player like yourself and others who literally make gears their ■■■■■ everytime they play.
What? The explosive melee hit? As long as I can remember. Not sure how much it helps though. Maybe just if you get a few juvies swarming you at once. Most of the time you’ll avoid that though.
Don’t get them started.
Marksmen is balanced. I’d like to see someone pick up the class and immediately be capable of chaining their ult an entire wave. I’ve got about 4 days of playtime in horde and escape with marksmen, and it took about 3 days to really get good with them to the point that I’d clean out entire horde waves on my own.
You cleaned out an entire wave and you think that’s balanced? Come on now. Like I said, I’m not into nerfing, but if we’re gonna call out a class here I just didn’t want it to be the gunner because it’s not warranted compared to some of the others.
I’ve never seen that before, and I play Fahz/Marksman alot.
I once saw the COG Gear get stim by melee-ing a Juvie. I wonder if there’s a way of differentiating where you melee them?
I’ve done that before but not on masters. It happens.
To be fair, sniping accurately takes more of a skill than some other play styles. If someone can chain together multiple headshots in a relatively short space of time then they should be able to reap the reward. That’s why I like Consecutive Shot (Paduk) and Critical Parade (Fahz).
But when you’re at base and they’re behind walls they don’t even know you’re shooting them. So it’s just target practice.
Considering you actually have to be good to clean out a whole wave with Marksmen, unlike another class cough VETERAN cough
Yes. Marksmen is balanced. If you suck, you’re a bad marksmen, and I’ve seen many bad ones, and that’s with very few good ones.
I gotta agree with Pepper. Marksman takes skill. Can’t really call that class OP. Mine is nearly on 20 but I’m a very average sniper. I find it hard to play the class sometimes.
But that is basically Horde all over - set up a base and shoot the enemy. Some classes with powerful AOE weapons, namely explosives, don’t have to be as precise with aiming. Just fire the weapon close to them and the explosive and bleed will do the job.
It’s based around skill. If you miss 2-3 Headshots or active reloads in a row your Ult is gone.
Fahz is high-skill imo, despite his simplicity and is so much fun when your aim is actually good.
Longshot handlinggggggg:crazy_face:

I would like to bring some Ult numbers into perspective.
Officer’s Prerogative (lvl6)
Razor Hail (lvl4)
Boomshot (lvl5)
Base test
Ultimate deals 24750 base damage.
5 Bleed ticks of 5940 each (this is 24% of Ult bleed damage, so the calculation is correct) for a total of 29700 bleed damage
Ultimate deals 54450 total damage
When holding Boomshot (non-active)
Ultimate deals 24750 base damage.
5 Bleed ticks of 8910 each (bleed damage is increased by 50% in relation to the base test) for a total of 44550 bleed damage
Ultimate deals 69300 total damage
When holding Boomshot (active)
Ultimate deals 33665 base damage (damage is increased by 56.22% in relation to the base test)
5 Bleed ticks of 13915 each (bleed damage is increased by 134.25% in relation to the base test and 56.17% in relation to the non-active boomshot test) for a total of 69575 bleed damage
Ultimate deals 108240 total damage
Several things to note:
Simply by active reloading the Boomshot, the damage output of the Ultimate was nearly doubled. This damage boost to the ult also applies if you are using the GL card and have it equipped. Also, consider that since I don’t have the relevant cards maxed out yet, the damage potential of a maxed out Demolitions class is beyond the numbers I am presenting.
I tested this on a Snatcher. This means I didn’t get Critical Hits on the boss. When Criticals occur, both Ult base damage and bleed damage are increased by a significant margin. I don’t have numbers yet, but the bleed damage certainly goes way beyond the intended percentage.
Upgrading Critical Damage and Assault Rifle perks make the Ultimate even stronger. Combined with Ultimate Cooldown, you can get your ultimate back in just a few bleed ticks, provided you got Ciritcal Hits on a boss. This is more evident on a Kestrel.
This all comes down to the bug that causes properties to carry over to unrelated things when you are holding a certain weapon. The same bug that caused barriers with bleed/freeze/stun properties, or the Flame grenade bleed.
My take on Demolitions is that the Ult needs to be fixed as a priority.
I would like for Launcher Capacity to be given back to Demolitions. When it was taken out, this class lost some of its flair, and both it and Tactician are now too similar for my tastes.
I think easy explosive spamming is a valid concern, but nerfing capacity, and lockers is not the way to go. Bullet Boost is a step in the right direction, but as it stands right now, using only explosives is easier and more effective. The changes they applied this Op just made it so Demiolitions players just want more lockers.
I never considered the class itself to be broken. In fact, I think the GL and not the class’ cards is what needs to be looked at. Particularly, the ease of spamming the rockets. This weapon can deal more damage than any other explosives because of the GL card, and the perks Crit Damage and AR damage both buffing the explosive. I don’t want the damage nerfed, but I think a short cooldown (around 3 seconds, like a reload, but automatic) between alt fire uses can mitigate the spamming issue, and people would be more compelled to use Bullet Boost or another explosive weapon while the GL reloads.
I’d be down for Ult cooldown perk to stay if the unrelated damage boost to the ult is addressed, since it is the high bleed numbers that make it come back as fast as it does.
I really want the screenshake cause by team explosives to go. This is aggravating when one is playing as Marksman, or Nomad, and there is a good Demolitions on the team.
I saw some comments about the bleed card ealier in this thread, and how it interacts with the Ultimate, so I have a question for any regular Demolitions’ players in this thread: How would you react if instead of bleed, this class had explosive blast radius?
I’d go with no.
Played demo and tactician a bunch recently.
It’s been my observation that something has changed with bosses health. Much harder to reduce health overall. Not sure if it’s bleed damage or what. Had several bosses yesterday that absolutely wouldn’t budge after a certain point in their health.
No more nerfs.
This is horde Gears 5.
Let’s let suggestions go into the suggestion box for Gears 6.
I know the Swarmak does this, for some reason. It only takes explosive damage when the blisters are hit.