Frustrated by Demolitions Class lack of ammo? Try a no locker build

The “Heavy” class has always been my favorite with Gears because even a low-skill player can deal a lot of damage with the class, but if you know what you’re doing it’s even more powerful.

I’ve seen a lot of players on this forum frustrated by the JD / Demo class as its ammo gets nerfed more and more, as they envision this meaning even more lockers will be needed to make that class tough, but this simply isn’t the case at all.

Frankly, I never even buy / use lockers as Demolitions, and it’s still incredibly tough.

If you have bleeding explosives, grenade satchel, and extra grenade tags, you can litter a map with grenades and kill a large group of enemies using this method to start the match.

Then, I have GL mastery and the card that buffs ballistic damage with explosives kills, and using those cards the GL regular bullets can just melt enemies, with the buffed damage you just got from all the bleeding grenade kills.

Using this method Demolitions class is tough, maybe almost still OP, but I rarely see anyone play the class this way, so I guess that doesn’t matter as much. Truth be told, it can be so powerful that I rarely play this class, the horde matches become almost too easy / not fun.

5 Likes

I play using this method and there’s no turning back, Is better for me but there’s many people who refuse on try different play styles so let them complain about it.
And execution rule mutator isn’t the problem if you know how to plant grenades properly, putting them with certain distances between grenades, one damages enemies and the other finish them before they downed.

1 Like

There is only one problem: Execution Rules. However, if able, you can just toss another frag at em.

2 Likes

Yep, but in those instances I just lob a boom shot round at the field of downed drones, if that happens.

Many bleeding planted grenades, especially if aggressive enemies is turned on, just kill so many enemies at once.

1 Like

Yes, it works great… until you hit wave 11, enemies get double health, and you need most of your frags to get a single kill…

At least that was my experience with frags on master… And then without frag/bleed cards, no extra ballistic damage, and we’re back to square one…

Demolition Class is OP, I barely use it. The problem with it is people quitting because they don’t get enough kills.
I only use Lancer GL at the start on the game. I mostly just wait until I get a locker with 4 Salvo on it lmao! It’s GG after that! :rofl::rofl::rofl:

1 Like

Here’s what I use (And I’ve been using it since I got my Demolition to Level 19):

  • Lancer GL Master
  • Custom Lancer GL
  • Custom Boomshot
  • Razer Hail
  • Bullet Boost.

I don’t like using Frag Grenades mainly because it takes too much time for me to plant them all over the map, especially when you have impatient teammates who just want to “skip, skip, skip”. And also the issue of chucking them. I sure love chucking them and then going down [snaps] like that (while “blind throwing” in cover) as I pull the trigger to chuck a frag. When going down, that trigger pull turns into the input the game registers that you intended to Self-Destruct, when you didn’t mean to. Offing yourself and forcing your team to fight a man down for a short bit. And often times a short bit that can make the difference between clearing a wave & a wipe. Yeah sure this is funny, until it happens to you. Admit it, this has happened to you a few times. If not more… And I’ve seen this happen when I have a teammate playing as a Demolition who mainly uses Frag Grenades.

But the whole purpose of my build is so that I no longer have to use a Locker. And have the issues of self-entitled “teammates” of taking them out, never returning them, stopping me from contributing & making the team play a man down.

With this build, I’m using every gun I have on me (Lancer GL, Boomshot & Snub).

The Bullet Boost for increasing the Ballistics on my Lancer GL and Snub after getting Explosive & Bleed kills (Razer Hail).

The Lancer GL & Boomshot cards are for more damage. (Lancer GL Mastery increases Headshot damage, which is often times overlooked).

And there are also the Ammo Regen, Assault Rifle & Critical Damage perks. I use those 3 as well to increase the damage output and regain my explosive ammo. I just use either the Assault Rifle on the Lancer GL & Snub while I wait for my Explosive ammo (and no, I don’t spam my explosives).

Seeing this, makes me glad that I’m not the only one here who stopped using lockers.

1 Like

I love to play with gambit and grenade pounch cards. Also these two cards are very effective in frenzy, imminent kills with bleeding. Best thing is you don’t have to beg to engineer for locker

tbh not sure what is so hard about investing into the demo. demo only need 21500 energy to just clear waves

Add in if “Aggressive enemies” is turned on then enemies are even more likely to run quickly into death.

People complain that yes, it wastes a little time planting 5-6 grenades, but those traps make the following level go by much quicker, so why not let them do it?

1 Like