Hi TC this is the Horde Community speaking

This!!! ^

Yes. Fighting the same enemies and fighting DBs over and over again is getting boring.

Well since TC is here, here are my posts on horde. and most of them are long posts btw.

Just make these improvements/additions and I’ll be happy

-Make every 5 waves award two skill cards instead of one across all difficulties
-add horde event/variants to custom lobbies
-additional modifiers similar to escape to increase skill card rarity and challenge beyond master(ex: shock grenadiers,freezing snipers, etc.)
-increase the amount of damage swarmaks take from non blister hits

I’ve been playing through the gears 3 campaign for the first time the last week and I have been stunned by the amount of different enemies in that game. There’s even enemies that transform.

Welcome to the greatest Gears ever :wink: I implore you to try Horde mode and Beast mode and wingman and…you get the idea :+1:

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I’m happy with the concepts of gears 5 horde, I’m just saying that gears 3 seemed to have a far greater amount of enemies to kill.

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Yeah, the whole variety of lambent made a big selection.
If we get locust back, even in some form it would help

It did. The strange thing is that TC want their own identity with their Swarm and DB’s in Horde which I sort of get, (but not really) however they are happy putting in Locusts, albeit the variants of the Brumak and Zerker and we actually now have Sires, for some reason we can not chainsaw them anymore but they are there at least.

TC have also copied Epic’s characters albeit changed them slightly…no issue there but add bloody Locusts:

Tickers are now trackers
Juvies are now Wretches
Gunkers are now Carriers
Snatchers are now Reavers, likewise you could put the Kestral in there.
Brumak…well that is to on the nose to even bother.
Matriarch…see above

Glad you are enjoying 5, if you have not tried 2.0 Horde give it a go, you will see among others:

Shriekers
Formers
Serepedes
Bloodmounts
The twins
Polyps
Drudge
Lambent
Butchers
Theron
and not a robot in sight :+1::fist_right:

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the idea sheet is gold. thumbs up for the suggestions! im all in for them!

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I never understood this comparison. How is a Carrier anything like a Gunker? I hardly see any similarities whatsoever besides the chest being weak, which is something present amongst all of the non-bipedal Swarm - a weakspot on the belly or chest. And it’s hardly something Epic have invented either.

Also, Leeches. A more annoying Polyp. I’d also argue Poppers are more similar to Tickers… albeit with a larger explosive radius and an added dose of madness.

Also, it is perfectly acceptable for a developer to favor their own creations, as far as enemies go, to see what they can do with them. There is nothing wrong with adding some of the Locust back in(I was surprised we didn’t see more of them brought back in the Campaign for 5, given that Swarmaks exist), but I don’t see it happening until wayyyyy down the line when the main issues are resolved. They could add the ones from the Campaign though, perhaps. Not seeing why they aren’t in but Sires are.

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I believe ryan has said that he has more enemies to bring to us, and also would like to bring back old enemies, but that it takes a lot of code work.

So I know hord isn’t cannon, so yea they could add old enemy’s in, but I dont think people understand how much work goes into making a new enemy with AI, balancing ect… all the existing enemies come from the campaign, and due to the campaign taking most likely most of the development time I dont see how developing enemies for one game mode would be a good use of their time.

What I would like to see (in future gears titles) is what happened to the rest of the locust that crystalized? The regular drones became sires so what about the boomer classes. They could be a bigger/ stronger variant with similar (but new) weapons. Kantus could get new support abilities, hell we could get a crazier looking blood mount, all with the swarm crystallized makeovers.

I just dont see us getting new enemies for one game mode ( locust in escape would make no sense) when we need more maps , a PvP / hord map editor, more playable characters, ect.

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you’re absolutely right. It’s a heavy workload, but even yet they have said they have new enemies on the way, and potentially older enemies, if they can manage it.

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I’m down if it happens, I just wouldn’t count on it

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Yes. I played for a few hours yesterday and I was really getting bored with the lack of enemy variety.

The DBs are boring to fight.

No one drops a Lancer. And it’s a staple of the series, but if you want to use it(unless your character starts off with it), someone else has to buy it for you. Why?

Keegan has a grenade card but he can’t buy frags. He can’t buy a Lancer and starts off with a Hammerburst, a Locust weapon. He’s a COG soldier. Again, Why?

He has a explosives card but can only buy a Boomshot. And the enemies rarely drop The other heavy weapons during the waves.

I do believe they said they are thinking of opening up the Fabricator weapons purchases but I’m not 100% sure on that.

But why all these artificial restrictions? Like ammo scarcity?

And why does his ammo ULT not add ammo to his Boomshot when that’s a starting weapon? You need to use a card I presume?

It just shows that Gears was not ready for a Hero system. I mean, some of the ULTs are kinda meh, like Sarah’s and Emile, for ex. IMO.

Actually, I’m sure that once you power up your characters cards it all becomes more enjoyable but the journey to get there is really a turn off. If you’re will to tough it out, great, but initially, it’s pretty meh, and even if your cards are powered up, there are still things that aren’t addressed just because you’re more powerful as a character.

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I’m sure TC have ample data about how many people are, or aren’t, playing Horde, and can tell if this iteration is popular or not.

I was (and still am) fine with the “hero” system in theory. In practice I think it was a critical error to release with so few characters if you were going to lock classes to characters like that. I also think it accentuates character imbalance in the meta, because it renders several of the characters who ARE available kinda useless outside of relying on stuff like tri-shot and salvo spam.

Think of how much time they probably spent modeling and voicing someone like Kat, and then think of how often you see her in a game, because she’s been poorly conceptualized relative to other engineers. Or Emile, for that matter. They even brought back their old voice actors! Spend all of that time building out cards that are meant to emphasize their class role and default loadout, only to have them reduced to yet another tri-shot wielding human Stump.

If they’d not locked classes to characters, then no character is like that, since you can mix and match classes., It’d also let them release new characters faster, since they wouldn’t need to build an ultimate for each character, in addition to a full loadout of cards, and then balance and playtest both.

All of the above said, I’d be all for them making another go of this system, if they can build-on and refine what they’ve already got. I like the idea of characters feeling more unique, but increased uniqueness comes with trade-offs that require more choices.

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Here’s an idea :

Further depth to the difficulty based rewards. What do I mean by this?

Well, as we probably all know by now, modifiers can now be used in Horde to change difficulty and create varying levels of it within the same difficulty level. So, as an example, an Insane run with More Health and More Lethal off will be much easier than a run with one or both of those modifiers enabled.

My idea was that the current rewards could either be tweaked or kept and playing Insane with more difficult modifiers enabled could yield better or just more skill drops(over 10 for 50 waves) than an Insane run using only the “easier”(relatively speaking) modifiers for the match. This would of course not apply to Master as it has all of the modifiers turned on… but then it might make players question why they should do Master for better rewards if they could be doing Insane or Inconceivable instead.

Any thoughts? Is it clear what I mean? I’ve been playing around with the idea of there being higher rewards than the base rewards within the individual difficulties if players choose to turn on harder modifiers for a more challenging experience. But it may require some thought/careful balancing so that Master would likely still be the most rewarding… unless you want to argue that the hardest difficulty shouldn’t be.

Theres no doubt the carrier is another version of the gunker…doesnt really matter…tc have little to no imagination…to create decent enemies or bosses :roll_eyes:

Yeah, porting old enemy would be awesome idea, I remember porting Mauler to Gears Pc, a hundreds lines of code, the flail has circa 500 lines of code itself due to ita physics, boomshield has large ammount of settings and damage negation coding, ai settings and coding, model coding itself (attaching helmet, weapon, shield loadout) all code for mauler was about 2000 lines of code. And add to this textures, particle effects, models, animations, setting animtree to let engine clearly transmitting between some animations, it took about 2 weeks of work and testing. For a dev team it should take one week i think.

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