Gears of War Judgement Multiplayer

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Gears of War Judgement Multiplayer

Post  Dwlr on Wed Mar 20, 2013 10:57 pm

Just going to go through the starting choices of weapons and some Overrun info.
All ratings are based on comparative values to other starting weapons, they're just out of ten to give a better idea of the gaps between them. The skill rating is the effort that is required to get the most out of the gun for example the Marksa is a decent gun even if you hit body shots and that's not too hard to do with a pinpoint accurate gun, but to hit wallbouncing headshots it is significantly more difficult whereas a gun like the Lancer is perfectly fine hitting body shots has a high rate of fire and is generally the most forgiving gun you can get.

Markza
Range: Mid to Long
Damage: 8/10
Rating: 10/10
Skill: 10/10
Randomness (Bullet Spread): 0/10
Description:
The Markza can kill in a minimum of 2 shots so if you're a decent shot it can beat out pretty much beat out every other weapon that you can start with. The ammo is fairly low, but in terms of kill potential you can't beat the combination of safety and damage the Markza provides amongst the starting weapons. The bullet won't hit where you are aiming is if you're hipfiring or moving though it will be pretty close. Outside of headshots the Marksa is a reliable gun that kills in 4 body shots and the firerate isn't so bad that it's unusable by a less skilled player it's accuracy actually makes it a good a choice for long range for unskilled players as if nothing else a body shot can be used to assist others if you lack the confidence or skill to go for the headshots, do note that if you simply are aiming for mass it doesn't beat out the other rifles in their intended effective ranges. *The Marksa CANNOT headshot on Execution

Hammerburst 2
Range: Short to Mid-long
Damage: 7/10
Rating: 9/10
Skill: 8/10
Randomness (Bullet Spread): 1/10 (Single Fire) 3/10 (Semi-Auto)
Description:
The Hammerburst 2 can kill in a minimum of 3 shots and can shoot faster than the Markza. The recoil at a long range means that you have to readjust your aim and the limited zoom makes the Marksa the clear choice for extreme ranges, but the Hammerburst is a decent second. At a short range the Hammerburst 2 can utilize it's rapid fire pretty well and if you can control the recoil which isn't that hard the Hammerburst 2 has staggering DPS potential that doesn't require headshots, ofcourse a skilled player will beat you out at any range with a Marksa since squeezing off 2 shots with it goes faster than even the fastest finger or if you feel like cheating modded controller. *Was supposedly balanced to counter modded controllers, but it can still easily be abused as the recoil isn't as bad as they let on and actually just starts to kick in after the 3rd rapid fire shot though if you fire the first 3 shots too fast there is a little bullet randomness, but not enough to make it better to play manually than it is with cheating with a modded controller.*

Lancer MK2
Range: Short to Mid
Damage: 4/10
Rating: 5/10
Skill: 1/10
Randomness (Bullet Spread): 1/10 (Burst Fire) 4/10 (Full Auto)
Description:
The Lancer's damage is the lowest of all the starting chosen weapons, but is easier to control than any of them. The low damage makes the gun ill-suited for anything but Mid range as in Long range combat, enemies can easily escape and in Short range you'll be out damaged pretty easily. Even at it's sweet spot in Mid range it can get beat out by any of the other rifles. The Marksa will win if you only have to shoot 3 times if every shot is a body shot and they are pretty accurate with their Lancer the Lancer will win. The Hammerburst 2 solidly destroys the Lancer if you have a modicum of skill when wielding the Hammerburst 2. The Classic Hammerburst wins out against the Lancer at Short range and are pretty close at Mid range due to the Bullet Spread on the Classic Hammerburst making it hard to reliably hit even if you are on target. The Retro Lancer has higher damage, but can't fire nearly as quick and still be accurate at longer ranges, so even if the Retro user is skilled at fanning the trigger the Lancer has the advantage, the Retro can beat out the Lancer at longer ranges if the Retro user is not only skilled at fanning the trigger, but can also use the lower bullet spread on the first shots of the Retro Lancer to hit the head consistently. If you're using it a long range you can eek a little more DPS out of it by burst firing it as at full auto in extreme ranges you'll miss far more often than you hit. The bottom line is that you trade some DPS for ease of use, range versatility, and ammo capacity which makes the Lancer pretty great all around, but in terms of getting the maximum out of it it's maximum is far less than the other guns' maximum hurting it's Rating for this guide, but overall it's probably the 3rd best gun you can take for the average player being behind the Gnasher and the Hammerburst 2.

Hammerburst 1 (a.k.a Classic Hammerburst)
Range: Short to Mid
Damage: 5/10
Rating: 7/10
Skill: 4/10
Randomness (Bullet Spread): 6/10
Description:
The lackluster return of the Hammerburst 1 mitigates it mostly to nostalgia over use. Two solid bursts kill and the bullets fly pretty quickly making it a good at Short ranges. To put it into perspective the Classic Hammerburst has high enough dps to beat out the Retro going full auto at close range, but as you go out it becomes easier and easier to miss with bullets either from your target moving, the recoil, or even just the random bullet spread. The Hammerburst 1 has the slight edge over the Lancer at Mid-range, but will require adjustments and maybe a little luck where the Lancer is pretty easy. The Hammerburst 1 is truly one of the worst guns you can take, the rating here comes from the high DPS potential at very close range, but the problem is if you have miss with enough bullets to go to 3 bursts instead of 2 at close range the Retro Lancer can win pretty easily. In practice the Classic Hammerburst is probably the worst rifle you can choose, but is above the Sawed Off Shotgun.

Retro Lancer
Range: Short to Mid
Damage: 6/10
Rating: 7/10
Skill: 6/10
Randomness (Bullet Spread): 2/10 (Fanning Trigger) 8/10 (Full Auto)
Description:
The Retro Lancer is mediocre at best not because it's a bad weapon persay, but it has a very limited scope of uses being that is is really only good at Short-mid range compared to the other rifles and up close the shotguns clearly have the edge. The Retro beats out the likes of the Lancer and will usually beat out the Classic Hammerburst if the Classic Hammerburst requires 3 bursts not 2 and can beat out the Lancer and Classic Hammerburst at Mid range if you fan the trigger though the latter depends more on the opposing player letting you also headshot them with your fanned bullets than your ability to fan the trigger well. The Retro is IMO the best choice of Rifles for Close range unfortunately the Gnasher is just so much better for Close range that you should pretty much always take it over the Retro if you are just concerned about winning.

Gnasher
Range: Short to Short-mid
Damage: 9/10
Rating: 10/10
Skill: 4/10
Randomness (Pellet Spread): 2/10
Description:
The Gnasher isn't the only usable gun in the game anymore like it was in 2 and even in 3 the Gnasher could be used exclusively, now without the active reload it takes some doing to insta-kill anybody at all but the closest ranges but the old hipfire melee still kills easily. You have to worry about your range to the enemy even if they aren't carrying a Gnasher or Sawed Off as 2 melee attacks will kill you. You can still use it at Short-mid range to moderate effectiveness and since it can insta-kill at a common range scenario it's a quality gun choice and one of the few weapons that can reliably beat out the Markza on it's own Damage. The problem with the Gnasher is that the levels favor it heavily giving it a skewed 'goodness' and making it obnoxiously overused because people don't care about entertainment value they just want easy points and the Gnasher will give you that if you want to sell out and use it which is also why it merits a 10/10 rating if the levels weren't all favoring it I'd put it behind the the Retro Lancer as the Retro gives some better range versatility and can kill a Gnasher user if they don't have a ridiculously short path or so much cover that they can wallbounce right up to you unfortunately all the levels pretty much do except for a few spots in Haven.

Sawed Off Shotgun
Range: Short
Damage: 10/10
Rating: 3/10
Skill: 3/10
Randomness (Pellet Spread): 10/10 (Random mechanics included in score)
Description:
The Sawed Off Shotgun is irrelevant in this game, it can kill randomly at a longer range than the Gnasher if you use both barrels and randomly seems to be longer than it usually is for gibbing in a single shot. The degree of absurd randomness and the wide range up close can make it better than the Gnasher once in a blue moon, but the Gnasher beats out the Sawed Off reliable and any of the rifles will likely have the Sawed Off user dead in the water before they get into even the double barrel kill range. The Sawed Off pretty well just beats out Melee reliably and shouldn't be taken since you only get to choose 1 weapon. *The Lancer's Chainsaw range is about the range the Sawed Off can be used at under normal circumstances.*

Snub Pistol
Range: Mid
Damage: 4/10
Rating: 3/10
Skill: 3/10
Randomness (Bullet Spead): 2/10
Description:
The Snub Pistol is free with all loadouts, but it's pretty bad. It won't beat out any of the rifles due to the higher fire rate and even with a fast finger or a cheating controller the Snub Pistol doesn't have the dps to compete as the firing rate caps to low. It takes just about a full clip to kill with so you have to hit or it'll cause you to reload in the middle of a fire fight further making the Snub inferior. The Snub is only useful at a Mid range as at Close range it gets soundly defeated by everything with the exception of the Sawed Off depending on where you draw the line at Close versus Close-mid and at Long range it doesn't afford the damage needed before they get away. At Mid range you have the opportunity to beat out the likes of the Hammerburst 1, Gnasher, Sawed Off, and Retro, I exclude the Lancer from this list because the Lancer is so easy to use. The Snub is actually weak enough that you can Retro charge somebody using the Snub relatively safely as they need to hit you with almost every bullet and roadie running can usually cause people to miss and force a reload which they can't come back from in time to kill you if you can force that reload.

If there were such a thing as a neutral level I'd put the weapons as:
Markza > Hammerburst 2 > Retro Lancer > Gnasher > Classic Hammerburst > Snub > Sawed Off
As it stands with the current levels as of 4/1/13:
Gnasher > Markza > Hammerburst 2 > Retro Lancer > Classic Hammerburst > Sawed Off > Snub

Overrun/Survival (COG only)

Engineer
Weapons: Gnasher
Ability: Sentry Turret, Blow Torch
Rating: 10/10
Description:
The Engineer is hands down the best, the ability to repair fortifications may be boring, but the Sentry Turret will kill pretty much anything that is foolish enough to wander out in it's way, while it can be destroyed it blocks grenades with moderate success so to destroy it you have to either get a grenade as it's being put up or shoot it outside of a range where it won't shoot at you. Ignoring the best ability in the game in repairing the fortifications when the name of the game is stalling for time you also get the Gnasher as a weapon which like it or hate it is arguably the best weapon in the game.

Soldier
Weapons: Booshka, Lancer MK2
Ability: Ammo Supply
Rating: 8/10
Description:
No matter your team make-up you need Soldiers, the Engineer less so than the other classes since the Sentry gives them a means to attack even if they have no ammo and the Blow Torch has infinite ammo, but they will still want ammo for their Gnasher. In terms of the weapons the Booshka is fairly lackluster in Overrun and in Survival, it should kill Wretches, Tickers, and (Un)Ragers in a single shot, but for whatever reason it doesn't always. It takes atleast 2 shots to kill a Grenadier and higher which gives people in Overrun time to live and in Survival it depletes your ammo count quickly in high pressure situations. The Lancer is reliable but lack luster as it doesn't always seem to kill Tickers easily like it should and it's DPS isn't all that high letting players get away and taking time to kill when enemies are destroying fortifications you can't rebuild once destroyed in survival. Ammo is needed I'd say generally 2 Soldiers is ideal one for each side, but a minimum of one or your team is going to be in some real trouble.

Medic
Weapons: Lancer, Sawed Off
Ability: Stim-Gas
Rating: 6/10
Description:
The Medic is nice to have around, but not needed, the Sawed Off's power is nice to have for the larger enemies, but again not necessary with proper team coordination. If people are well supplied with Ammo the Stim-Gas is nice to keep your presence up at the front lines. The Lancer is again a little lack-luster for Survival and Overrun.

Scout
Weapons: Marksa, Snub
Ability: Scout-Grenade
Rating: 3/10
Description:
Ammo is hard to come by online with randoms so you will find yourself retreating and not contributing trying to get a modicum of ammo to use until you need more. Pure Damage isn't as important as you think since you have 5 people to contribute to damage and even then the Marksa isn't that useful for Large enemies except it hurt the Corpser pretty badly on headshots, it is supposed to kill Tickers in a single shot, but that's not always the case for whatever reason. The Snub is the definition of useless for Survival and Overrun. Scout-Grenades are nice for awareness, but if the team is competent spotting the enemies is the least of the problems and the debuff doesn't seem to do much of anything at all. The Scout is pretty bad, but has a good gun in the Marksa if you have a good team behind you that gives you some Ammo while in your nest the scout can be effective, but having more than one is redundant and will prolly hurt the team more than anything.

Ticker
Ability: Detonation
Rating: 6/10
Description:
The Ticker can be shutdown by a competant opposing team or it can be invaluable to get that little extra damage on the objective or to quickly break through fortifications. It's best used in groups to really ravage fortifications before the opposing team can even get to them to start to defend them and you can usually break the first barrier if you team up before the COG side can reach you at the start. Solid shock trooper that can be lethal to players if you have a Grenadier feed you even a single grenade to up you self-detonation powers.

Wretch
Ability: Scream
Rating: 7/10
Description:
Like the Ticker the Wretch can be invaluable or shutdown easily, unlike the Ticker the Wretch won't provide much support as the Scream isn't as useful as one might assume it would be stopping guns for a few seconds. The Wretch's only real purpose is to kill the objective by sneaking past defenses, it can kill scouts fairly easily if they aren't paying attention, but a good Grenadier can handle them aswell.

Grenadier
Weapons: Lancer, Gnasher
Ability: Frag Grenades
Rating: 10/10
Description:
The absolute workhorse of the Locust Army, they reliable do decent damage to fortifications, the objective, and players alike and have no real weakness as they have a diverse weapon set and infinite lethal grenades albeit on a timer. They can do it all and do it all well, they also have more life than the COG on Overrun Mode so you have an innate advantage in duels though a Gnasher can still OHKO you so don't think that extra life makes you invincible.

Kantus
Weapons: Classic Hammerburst
Ability: Heal/Revive
Rating: 4/10
Description:
The Kantus has less life than the COG and a lack luster gun. Healing is handy for your better units like the Mauler and Corpser, but lackluster for everything else save maybe a Rager on Roids, Grenadiers can revive other Grenadiers if they go DBNO and using the Kantus to Revive leaves them extremely vulnerable anyway. The Hammerburst 2 would be way more useful in Overrun and make the Kantus a solid choice, but the Class Hammy just isn't useful for Overrun's setup. You'll rarely see a Kantus and when you do they either aren't doing much or anything at all.

Rager
Weapons: Breechshot
Ability: Rage
Rating: 5/10
Description:
The Rager is good for killing and will get stuck on fences, when the game is about destruction the Rager just keeping down the team's presence isn't all that useful and will cost more time than the benefit they afford in most situations. I wouldn't waste my points on a Rager if you are going for a win, if you are playing more for fun go right ahead the Breechshot is a fun gun and Rage Mode is nice.

Serapede
Ability: Rear-up/Acid Spit
Rating: 5/10
They're essentially Tickers. The trade-off is they have more health and do less damage. They get completely ravaged by a Sentry Turret or a Troika essentially becoming a waste of points. The Acid Spit is good for killing players, but the Serapede isn't going to do much that a Ticker can't and a Ticker is free.

Mauler
Ability: Spin-Shield
Rating: 10/10
Maulers are great they do alot of damage to fortification and are durable, the problem is they cost points and if unsupported they go down surprisingly easily for the point cost. They're essentially the best place to spend your points and will really press your team forward.

Corpser
Ability: Burrow
Rating: 5/10
The Corpser is lackluster for the cost, if it was cheaper it'd be great, but it's not so it's not that good. Burrow will kill a Sentry simply by going under it so that's a good support, it'll also let you go under fences. The Corpser will die very easily and won't do as much damage as a Mauler unless it's left alone by an incompetent team. The low rating comes from the cost and not the use entirely, but both have to be considered on the 2nd tier Locusts.
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