Escape needs better Maps

Guess our strengths just lie in different modes. I rarely fail Horde, and if I do, it’s because we have a really ■■■■■■ Engineer.

Escape requires more precise knowledge and coordination. Horde, IMO, is the far easier experience even when teammates aren’t coordinating at all.

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Escape has easy hives for skill/XP farming, pretty much like Horde used to have Forge(or still has? if people still try control room setups with the breakable fab) and now more likely Overload or potentially still Exhibit. Surge runs on Insane basically just require you to run through the hive and Clock runs on Master aren’t very difficult either, providing you have one capable teammate at least. If not, Incon with health off is also an easier option for Clock.

Both of those are miles ahead of 50 wave Horde and still somewhat better than Frenzy when it comes to skill drops.

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I wouldn’t necessarily say it was hindered by repetitive tiles. Maybe they could have added more variety of tiles but the tile system allowed quantity in map generation. The sheer square km/mi of escape maps dwarfs standard maps precisely because they were easily rehashable cookie cutter tiles that, though repetitive, allowed for mass production.

I agree with Hulk. If you farm Escape with the Hives he mentioned you can earn cards much faster than Horde as it is right now. It can get boring over time and sometimes the card drops suck, but it’s still faster and more efficient.

Don’t get me wrong, I love Horde and it became my main mode after Gears 2, but Escape has become my favorite now. I still play Horde Frenzy now that it’s available, but just don’t have time for a 1-50 anymore. I will tolerate VS for the medals/achievements/unlockables, but I just can’t stand the toxicity and BS any longer.

You’re wrong, that’s it. Enjoy your dead mode in a dead game.

You’re the reason why this company can be lazy with this franchise.

You’re asking for less effort and less imagination. You’re just too dull to see it.

Im enjoying it very much. That’s why i disagree with you. Each to their own pal.

I’m not talking about what you like, I don’t even know you.

I’m a paying customer just like everyone else, and I made a thread saying we need new Escape map types, yet here you are saying “To each their own” but then also coming in here saying no.

If you really were a believer of that saying you’d have just moved on, yet here you are still posting.

My idea allows for Hive style Mine maps to exist alongside different tile sets that can take outside. My solution offers variety, while yours offers stagnation. Actually, you’re not even offering anything, you’re just nay saying as you seem to love to do.

You are wrong.

My last post was 4 days ago so I have moved on. You however decided to reply that late.

I guess your just one of those who needs to have your last say. I’ll let you have it. Sounds like you need it.

All the best to you.

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I’m not on your time.

You have zero integrity if you’re going to make that kind of comment.

You didn’t make any argument why you think Escape shouldn’t evolve, and now you’re baiting with that snide insult?

You’re pathetic.

@GhostofDelta2 Can you close this thread as the OP has become a little upset and has resolved to attacking other forum members because they disagree with their idea.

“I guess your just one of those who needs to have your last say. I’ll let you have it. Sounds like you need it.”

@GhostofDelta2 While you’re here mind telling him baiting isn’t okay either?

Instead can we just disagree respectfully.

Both of you have valid points of view

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Thank you.

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Well, I gotta say this : While I think that Escape also could use some more map variety especially(which I don’t think is happening for Gears 5 now), playing the Hivebuster DLC kind of made me more interested in the idea of starting out at the hive entrance then making a mad dash out of there.

Spoiler tags for anyone who hasn’t played the DLC yet.

Mostly, what I found interesting about it was how the section around Sanctum played out, felt and also looked visually with the increasing signs of Swarm infestation but also playing around the theme of the bunker having been built either without proper funding or just in an unstable location, which would require different types of hazards to be overcome, not just from the Swarm but also the hostile environment(of course, the volcano setting made the temperature specifically something that could have been used but ended up mainly creating a few not immediately lethal hazards if you took a few seconds to think, as we never had to cross any rooms with temperatures beyond human tolerance because of system malfunctions), but also unmaintained sections of the bunker. It could have some small collectibles detailing what the purpose of the bunker was as well as the state it is in, and finding a schematic of its layout(if a map wasn’t provided right off the bat) could tell the player what they’re getting themselves into more precisely.

Of course, the story details wouldn’t necessarily be there or be nearly as present as in the Hivebuster DLC, and it would definitely take more time to complete than an Escape run as well as being basically a different mode of its own with a different name, but now that I’ve had a taste for it, this type of concept sure seems like it could be interesting in the end. Whether to include the ending escape with a crazy ride across a lava river on a giant metallic door or some other sequence of that sort, well, I haven’t thought of that too much yet.