I was going to make a long reply to your long reply, but I think we’ve communicated most of what we think with peripheral conversations, so I’ll reply to only a couple of things in it.
In response to all engineer related comments in your long reply-
I too felt a slack off from using engineer, and figuring everything out, at first.
I got back into it, getting over my dislike of del. Just push through the aversion man, I know del is a drag, but, hey, he gets the job done. Base building in my opinion has been improved in 5, from both 3 and 4. I didn’t play 4 but I did keep an eye on it from afar, and I’m much more impressed with horde base building in 5. I think it takes more thought, calculation, money management, teamwork, and learning.
I think the lack of teamwork is holding you back the most. Try to organize your own games if you can. I know you mentioned personal issues with this, and I can relate, but I still think the higher requirement of coordination between teammates in higher difficulties in horde 4.0 is a good thing for the game and player-base skill level even if it negatively affects socially averse individuals.
I still disagree on the spread of damage and weapon balance. I like how it is. The big weapons SHOULD be the BIG weapons. Period, although I agree torque/boom/dropshot feel weak, you would be surprised how effective they are on any character if you just spammed them in the proper types of bases where you aren’t having to do the entire enemies health bar in damage to kill them (Barriers, sentries)
As for angling on walls, let me tell you a short story-
I grew up in fps online games playing games that favor this type of mechanic.
My first battleground online was a game called rainbow six vegas.
In RB6V1 we had a similar function in the game where if you hugged walls and only slightly popped out, part of the character on other screens would not show through the wall.
It was a severely over-used mechanic, but we loved it. We called it “shouldering” and those who got exceedingly good at it ruled the game. I was one of those, racking up over 400 1v1 wins against any who would take my challenge, with a mere 7 losses over the same career of 6 years.
I moved to modern warfare 2 as that game breathed its last breaths, where my friends and I developed a similar use of that system, and finally on to gears 3 where it was blatantly the same as in RB6V1.
I see nothing wrong with this, and its just another skill to develope.
All in all man I think you have lost your taste for the direction gears pve is going in. Theres nothing wrong with it, but others including myself don’t mind the evolution, and I’m quite happy with the balance as it stands, if not a little upset they won’t pay more attention to our side of the games content…
As for kestrel- You need people to be ready and coordinate, attack the vents, with heavies. The vents will cause the kestral to stagger, spread out, take turns tanking the aggro from cover, use good cover. Don’t camp the dead ends where you’re usually fish in a barrel.
Higher difficulties? More density, higher health/damage. Despite common complaints it is not one shot down. It could be. I wouldn’t mind a hell mode. Maybe a no fortifications option. I’ve already done 1 of those on master. It was extremely difficult, but we got it done with smart use of jack’s beam, an infinite resource of damage absorption