Demo in Horde: powerful, but boring to plsy

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.

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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.

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Longshot handlinggggggg​:crazy_face::crazy_face::crazy_face:

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mfw

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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?

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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.

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Had a swarmak do this on several occasions. Even saw a Carrier do this today.

Unreal amounts of explosives needed to bring it down.

I’m fairly happy with horde atm. I think it’s in a good place.

By blowing myself up when a Reject gets into the base. Play Connor with maxed out radius to see for yourself that increased radius is a very bad idea.

Also, Keegan is basically OP2 JD now, want his bleed gone as well?

Same for me, for the most part. I just think a few small details could be polished to perfect PVE in this game.

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I never said I wanted bleed gone, I was just asking what others would think. Some reading comprehension goes a long way.

Nah. What would we moan about if it was perfect? :wink:

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post videos of your tests, and let us see those ourselves, because as of right now, there is at least ONE element you list which contradicts my own testing:

I did not find that to be the case in my tests. Getting an active on the GL increased the explosive damage, but perking up the rifle damage perk did not. This was the opposite of what my tests showed me when testing the GL with the tactician - actives did NOT increase the damage, but the rifle damage perk DID.

So yeah, let us see the videos, where we see what you did, and the before/after damage numbers, then we’ll be better able to appreciate what you are saying. For now, I can’t trust / believe any of it, since I see at least SOME parts which I feel to be inaccurate.

On an unrelated note: I played my last Demo game, which got it to 20.

I tried using the frag capacity card, and my take away is: frags are fun on the first 10 waves of Master, if you get robots or imagos (i.e. no execution rules apply). After wave 10, I needed to throw most of my whole frag collection to do any damage, and I constantly kept getting downed when trying to accurately throw frags.

I found the frags approach frustrating, boring, and ineffective beyond the first 10 waves. The idea what you can plant a lot of frags around and “pre-bleed” dangerous enemies to make it easier for others to kill turns Demo into a SUPPORT role. Pilot and Gunner, especially, are perfectly able to deal with full health enemies, never mind Marksman, Tactician, and Nomad, so they don’t need Demo’s frag help.

I also found it extremely difficult and inconsistent/unreliable to hit fliers with the GL. Even when stationary - I don’t know what happened… I feel the Demo class is just simply not for me, regardless how much damage it can do spamming artillery attacks…

If you like it, play it. I’m done with it.

I based this claim on what I was told quite a while back. After testing it for myself (and it was kinda tricky to get consistent numbers on the GL strike) I found that I was wrong, and I stand corrected. Didn’t test Crit perk, though, since it’s even trickier to get consistent numbers when crits are involved.

I have the recordings for the Ult tests from the day I posted the numbers.

Base test

Boomshot (non-active)

Boomshot (active)

Ult on Kestrel to show bleed damage is higher than it is supposed to be when crits are involved

Didn’t look at the numbers for this last one, but it is fairly easy to test, so I can go do it again.

EDIT

Got numbers for the “crit” ult. Note that Razor Hail is now at lvl5, as opposed to 4 in the previous tests.

Ultimate deals 68267 damage (175.8% in relation to base test)
Five Bleed ticks of 33385 each (166925 damage)
For a total of 235192

Unknown how many rockets actually landed a critical hit.

Note that when the Ultimate landed critical hits, the bleed damage is higher than what the card would suggest. Here, bleed is doing 51.1% of the ult in damage, which is nearly double of what Razor Hail is said to be doing at lvl5. I also keep getting red hit markers on each bleed tick, so eseentially, bleed damage is also doing critical damage.

Here’s the clip

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ok, cool. I’ll take a look…

When I was doing my testing (I was only interested in comparing the GL and boomshot damage across JD and Keegan, didn’t test the artillery) I was basing them on shooting at a non-open carrier on all fathers (so I was in the same position always, the carrier was at the same position, etc, so I was trying to keep it as consistent as possible between tests… Sometimes it took me a LONG time to get the carrier, hahahaa, I had to keep killing myself, when the game was giving me the wrong bosses :slight_smile:
)

I could agree with this to an extent. Love sniping in this game, and Marksman can wipe waves like no other, with a good shot. Whenever I REALLY want to win and safely carry, I have been choosing Marksman a lot lately. Critical Parade Ult extending ( only works on headshot KILLS only, not hits), Longshot Handling for rapid-fire sniping, and Explosive Headshot for crowd-nuking. Excellent, without any risk, though it does still have disadvantages. I’ll agree with what everyone else said though, it does take a decent bit of skill compared to others such as Demolitions. Marksman is ‘OP’ all the way up until you miss, then it isn’t, lol.

Anyway, back on the topic of Demolitions. Yeah, the class is still strong and a top-tier boss killer, and the weird Ult-buffing interactions need to be fixed. But I can definitely say that the launcher capacity nerf makes it a lot less fun. Constantly running back to the lockers is pretty boring, and the ammo regen perk is way too slow at max to even partially compensate. I’m all for carefully placing shots and not outright spamming, but it definitely feels way too stingy right now. All it does is make Demolitions even more dependant on having even more lockers.

That said, the new passive mini-game of ‘how many things can I and allies mark before I use my Ult’ is pretty fun and interesting. Granted, the marking needs to go a lot faster.

Also, looking forward to trying Bullet Boost. I hear good things about it, and sounds like a fun an interesting new way to play the class.

The story of TC: demo is great, well, other than that stupid capacity chsnge which makes is super boring/annoying to play and makes the player extremely dependent of multiple lockers… The new ultimate is cool, except for the fact that it is actually broken, cant actually mark 5 targets and marks do NOT last longer…

So yeah… Other than the crap and bugs which i was complaining about, yeah, other than THOSE things, yeah, it’s great, good job, TC…

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