Category: Tips Articles

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In Gears of War: Judgment there’s a new mode called OverRun. For those who are new to OverRun, this mode pits the COG vs. the Locust in a 5 on 5 Horde/Beast mash-up with a time based objective where the best time from each team, or whoever completes the most objectives, wins. If your head is spinning from the thought of that, don’t worry. Hit the break for the breakdown on this new mode.

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COG Side

On the COG side of things there are 4 classes that you can choose from consisting of the Engineer, Soldier, Scout, or Medic. Each class has a custom load out and specific role to fill on your team. It is up to you and your teammates to figure out what combination of the 4 classes below will play part in your objective. The objective of the game is played in 3 parts where you have 3 chances to try and stop the Locust from reaching the Generator at the end by defending 2 Emergence Holes first. The longer you hold them off, or if you can hold them off all together, the better it is for you when you switch sides to the Locust and it becomes a game of beat the clock or beat the number of objectives needed to win. The classes, custom load outs, and their roles are as followed:

The Engineer (Baird)
Weapons: Gnasher and Blowtorch
Special ability (LB): Sentry Turret.

Baird plays a crucial role with the Engineer. He’s the guy who can repair your fortifications as support with his blowtorch, while also having the ability to create choke/blocking points with the Sentry Turret he can deploy almost anywhere and be an aggressive up close fighter with the Gnasher. The Sentry Turret can also shoot down incoming Frag Grenades that get thrown by the Locust.

The Soldier (Cole)
Weapons: Lancer and Booshka
Special ability (LB): Deployable Anywhere Ammo Box.

Cole has a very balanced role for the Soldier. Anytime that a player would need ammo for something, he can chuck you an ammo box for a fill up or refill. Also, when thrown while an Engineer is using his blowtorch, it gives the blowtorch unlimited ammo for a short amount of time. The Booshka, while tricky to use, can be devastating in the right players hands.

The Medic (Sofia)
Weapons: Lancer and Sawed-Off Shotgun
Special Ability (LB): Stem Gas Grenade.

Sofia plays a pure support role. Anytime one of your teammates would get downed or take a lot of damage, getting hit by one of Sofia’s Stem Gas Grenades can turn the tide of a fight. Her Sawed-Off Shotgun also does a good chunk of damage to the bigger/bulkier Locust.

The Scout (Garron)
Weapons: Markza and Snub Pistol
Special Ability (LB): Beacon Grenade.

Garren plays the spotter in the group. He has the ability to climb perches to get an elevated position on his foes to have a really good line of site while sniping with his Markza. The Beacon Grenade will spot out enemies above and below ground while also buffing any damage done to the Locust.

Locust Side

On the Locust side of the coin there are 8 different beasts that you can take command of and just like the COG, have a specific role, some have a load out, and each have an ability at their disposal. Except, when you are playing on this side, your objective in the game is to do whatever it takes to destroy the 2 Emergence Hole covers and the Generator in the fastest time that you can. The Locust beasts and their roles/load outs are:

Wretch
Standard Ability: Jump over/through blockades like caltrops/razor wire/electric and red laser fences, can climb perches, and smack his enemies with a melee attack.
Special Ability (LB): Stunning scream.
Duration: 2 Seconds
Cooldown: 8 Seconds

This little dude can do a lot and if your opponent isn‘t careful, he can knock off a good chunk of the Emergence Hole cover or Generator health. He’s fast and agile while also being extremely hard to hit but is also very squishy. If played right, he can hide out in one of the perches and be a scout for your team.

Ticker
Standard Ability: Destroy fortifications by attacking them, eat grenades thrown by the Grenadier or shot by the Booshka, explode on fortifications or enemies, can be kicked over fortifications.
Special Ability (LB): Temporary Speed Dash
Duration: 1 Second
Cooldown: 5 Seconds

Tickers are a very good starting Locust to take down early defenses as well as do a ton of explosive damage to either the Emergence Hole Cover or the Generator. They can also eat the grenades thrown by the Grenadier for a double explosion or if you’re feeling lucky enough to give it a try, they can also eat Booshka shots before they explode.

Kantus
Weapons: Classic Hammerburst
Special Ability (LB): Chain Heal or Revive downed teammates.
Duration: 7 Seconds
Cooldown: 5 Seconds

The Kantus is a support role. Being able to revive your teammates as well as chain heal the heavy Locust like the Corpser and Mauler during those times that you are trying to make a push for the objective can be quite vital and a time shaver.

Grenadier
Weapons: Lancer and Gnasher
Special Ability (LB): Frag Grenade.
Duration: The Explosion
Cooldown: 12 Seconds

Going up against a team with a bunch of Engineer’s Sentry Turrets? The Grenadier and his grenades are a very good counter. The Frag’s themselves are also a wonderful tool to use against the objective as well as flush out opponents from behind cover.

Rager
Weapons: Breechshot
Special Ability (LB): Rage
Duration: 8 Seconds
Cooldown: 18 Seconds

This short tempered sniper when ticked off, will discard the BreechShot he wields to transform into a large red monster with a powerful melee attack. But, before he goes Hulk on you, he’s quite the marksman with his Breechshot.

Mauler
Standard Ability: Wreck fortifications and kill COG soldiers with his Flail. Hide behind his shield to block bullets
Special Ability (LB): Spinning Shield.
Duration: 5 Seconds
Cooldown: 10 Seconds

The sponge, distraction, heavy hitter, pain train, or whatever you want to call him. This guy is lethal with his flail and high health. With his spinning shield, the Mauler can reflect bullets being fired at him back at the enemy to kill them or just run head first into them and mulch them up with the shield. If he gets too damaged with no Kantus around to heal him, he can hide in a corner to recover health and come back out swinging again.

Serapede
Standard Ability: Eat through fortifications, zap the cog.
Special Ability (LB): Rear Up. Acid Shot when Reared Up (RT)
Duration: As long as you like. But, you will need to take time to re-charge your shots and you are immobile while Rearing Up.
Cooldown: Going from Crawl mode to Rear Up mode has no cool down. But, you do have to wait a few seconds for your acid shots to re-charge.

The Serapede is a tricky one to run. Due to the weak spot at the tail, if an enemy flanks around, it can be taken down easily. It can be hit on any of its segments and can not be healed by the Kantus. But, the bite and acid shot on this thing are not one to be joked about.

Corpser
Standard Ability: Smash fortifications and any COG’s in his wake with his legs
Special Ability (LB): Burrow
Duration: 8 Seconds
Cooldown: 12 Seconds

While being the highest costing Locust, he’s also the most damaging Locust in the bunch with the Mauler coming in at a close second. Pair the Corpser up with a Kantus and you have an almost unstoppable beast to lay waste to fortifications, COG soldiers, and the objective. His burrow ability also gives him access to not having to worry about fortifications being in the way as well as healing him while he is underground.

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10 Tips for future PAX Attendees

Attending PAX is a dream come true. The event its self is a festival of booths, cosplayers, panels and more. The atmosphere is filled with the happiness and excitement of thousands of gamers all coming together to celebrate video games. It is impossible to have a terrible time at PAX (unless you are Mr./Mrs.Cranky Face) but there are key factors you will need to know to make your experience the most stress free and enjoyable.

 

Buy your pass early.

 

Three Day PAX passes are a hot commodity. They sell out quick and every attendee wants one. Make sure you check the Penny Arcade Expo website and twitter often for updates on pass availability http://east.paxsite.com/ Purchase your pass as soon as possible. Waiting until the last minute may limit you to a 1 day pass. NEVER risk buying a pass from a scalper. They may be counterfeit and 2-3x more the cost.

 

Comfortable Shoes.

 

There is nothing worse then sweaty, sore, swollen feet to ruin your happy day of fan boying and frolicking through the Exhibition floor of PAX. I would recommend bringing 1-3 different pairs of shoes to wear depending on how many days you are attending. Having a fresh pair of shoes to change into every day will help keep your feet clean and comfy. I think the best shoes to bring are 1 pair of closed toed tennis shoes or flats for one day and then switching to a pair of cushioned sandals the next day to give your toes and feet a chance to breath and be free from the confines of close toed shoes. I DO NOT recommend foam flip flops.

 

Water.

 

Staying hydrated is very important especially with all the walking and talking you will be doing at the event. Drinking water will ensure a long day of energy and will also keep you from feeling cramped and tired the next day. I recommend bringing a water bottle or Nalgene that is easy to carry. There is water for sale at the convention center as well but there are often large lines anywhere food is being sold so if you do not want to wait in line to purchase water it may be best to bring your own and refill at a drinking fountain or bathroom sink if you don’t mind tap.

 

Camera.

 

PAX is an experience you will want to remember forever but it is a bummer when your cell phone camera turns your epic picture with your favorite gaming celeb or dev into an unrecognizable blurry mess. Bringing a suitable camera with a flash is ideal for capturing every memorable moment of PAX. Also remember to charge your camera and bring the charging cable as well. There are usually free outlets around where you can plug in and charge up.

 

Food.

 

It is important to keep yourself fueled with good energy creating food during the event. You don’t want to find yourself feeling shaky and weak mid line to play Lollipop chainsaw so I suggest packing some fiber/granola bars and fruit to take with you as a healthy and energizing snack. The food sold at the convention center is usually fast food.

 

Comfortable fitting back pack or satchel.

 

Whatcha gonna do with all that swag? All that swag inside that bag? We all love swag but we don’t love to carry it around on our fore arms! Bring a back pack or comfortable fitting satchel to toss all your new T-shirts, posters, plushies and other great PAX swag in!

 

Come prepared to wait.

 

Several developers will have their latest upcoming titles available to play at their booth but due to the large volume of PAX attendees you will mostly likely have to wait in line to play any new game that is being show cased. Make sure you get to the event early enough to get in line. The exhibition floor closes at 6pm so make sure you give yourself plenty of time.

 

PAX Buddy.

 

If you plan to attend PAX bring a friend! PAX is fun regardless but it is even more fun when you have another person to share your adventure with. Don’t have any IRL friends that want to go? Don’t be sad! There are thousands of other gamers at the convention and plenty of opportunities to meet and chat with other attendees. A great way to see who is planning to attend PAX is via twitter by discovering the #PAX hash tag.

 

Walking.

 

Taking a taxi around the city can be expensive especially with heavy traffic you may end up paying a lot of money to go a short distance. The best way to lower the cost of traveling around is to walk. Booking a hotel within walking distance of the venue is ideal. It may cost a bit more but will save you time and money rather than taking a taxi miles to the convention center. If you must take a taxi the best way to cut down the cost is to share with other people.

 

Rest.

 

Make sure you get plenty rest before you leave your home to attend PAX. Pulling an “all nighter” before you leave may not be the best idea. You don’t want to spend all of Friday PAX day sleeping and missing out on the event all together. It is also important to have some down time during your visit. With all the excitement you may find yourself up until the AM hours of the morning so make time for a nap and keep yourself energized and feeling well.

 

With these tips in mind I hope you have the best PAX experience possible.

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My favorite gametype ever since it premiered has been and always will be Wingman. It originally started out that way because, sadly we all know when Gears of War 2 launched it wasn’t exactly what we all were expecting. It wasn’t long that most of my friends bailed and I was left with only 1 other friend who really wanted to stick it out. Well, when you only have two people it’s kind of an obvious choice to choose the two person team gametype. Since then I have cycled through many, many wingman partners and I slowly realized that even today now that Gears 3 is out and established that most people don’t understand the finer strategies and tactics to be successful in Wingman. That’s where this guide comes in, I’m going to share with the rest of the GCON readers my guide to be a successful Wingman player in Gears of War 3.


First the Basics:

Sounds silly but, get yourself a reliable wingman. You might think playing Wingman by yourself would be ok because of the small teams but in this gametype your partner is vital for your chances of winning. Just like with anything else, you and your partner will only get better with more practice. Now when it comes to you and your partner you have plenty of options. Of course go with what your good at but it doesn’t hurt either to switch it up between the two of you. Maybe you start with a Lancer or Hammerburst and have your buddy keep a Retro handy for those really close quarters scenarios. You can even do the same with your shotguns. In fact, the only gametype I ever use a Sawed-off in is Wingman. Now while hearing me say I use that gun will probably make most of you cringe, let me tell you why. Wingman uses execution rules which means enemies cannot be killed from a distance and seeing as how when one guy gets downed they only have 1 team mate to revive them which for me sets up the perfect opportunity for a Kaboom (2 enemies 1 bullet) kill with my Sawed-off. Plus should I happen to miss my wingman always has a Gnasher (and the skill to back it up) to clean up anything I didn’t. Showing once again the idea that you need a wingman who compliments your play style. If you’re great with Boom but just iffy with the Longshot, get a wingman who is a headshot pro. Going into the match just make sure you know what each of your strengths and weaknesses are so that you can make sure to account for each other.

Now onto tactics during the match:

One of the most surprising things that I still hear is when people think you need to be the last one alive to win a Wingman match. While being the last alive does net you an extra point it is by no means a necessity to win. The true object in Wingman is to be the first team with 15 points. Each kill is 1 point and winning a round gets you 1 extra point. What this equates to is that camping and waiting for teams to come to you actually hinders your chances of winning. When you first spawn in a Wingman match I always tell my partner that we need to commit to a direction and fight that team. A mistake I see a lot of rookie Wingman players make is to start in one direction and as soon as they see a team they jump into cover and try to play it safe at a distance. While this may work in the larger team games, in Wingman it is usually a bad idea. One or both of the following will usually happen; either you will be flanked from behind or the team that you have put all that damage into will be flanked from behind. Either way, that’s a bad thing. It doesn’t matter how much damage you do to anybody, in Wingman it’s all about the kills. Once you pick your direction and you see that first team you need to put as much damage into them while still making your move forward. If you second guess yourself or you’re not aggressive that will lead to you being shot in the back or your kills being stolen. Which brings me to a side note here: Steal kills. Not so much from your Wingman but EVERYONE else. By stealing a down you not only boosted your score but deprived a team of theirs. What you don’t want to do however is down an enemy or team that is already engaged in a fight with someone else. I see this time and time again in Wingman and it boggles my mind. Why would you want to give another team an easier or free kill. Whenever you see those two teams fighting that should trigger in your mind to pull out the shotty and rush for clean up or if you’re really lucky get that explosive weapon (Frags, Boom, Digger) and cause some real carnage.

Now to talk about situational strategies:

What I mean by that is when you switch up what you would normally do to adapt and find a way to win the match. Now earlier I mentioned how you would never want to down teams from afar and give away kills. Here is the exception to that rule. Your team is at 10 kills while the enemy is at 14. When that next round starts you know you need to find the team with 14 and take them out immediately. However, you see them battling it out with one of the other teams. This is where you pull out your rifle and try your best to weaken and hopefully down those guys because at this point it’s much better to give away those kills and have a chance at victory than let them get to 15. Make sense? Even if you don’t win that round you still gave your team another shot to catch up and win the next one. As long as the game is still going you have a shot to win.

Another one of my favorite strategies in Wingman is to try and manipulate the scoreboard by killing yourself or letting another team kill you. Here is the scenario: A team already has 15 points but they are dead. It’s you versus a team of two. Your team only has 10 but the other team has 13. Now you could grab that boomshot and take out both of them but if you. you will be at 13 and the other team will have won anyways. Here is what I try to do, take out one of the other opponents and get to 11. Then pull out your smoke and sacrifice yourself and let the other team win the round. Now we have two teams tied at 15 the game doesn’t end but goes to overtime rounds. Most people don’t realize however that in overtime any team can still win as long as they have the most points at the end of the next round. Not to mention with your team at 11 you’re not too far behind to still pull off a comeback victory next round.  This kind of thought process never occurs to most Wingman players and it can be incorporated in a variety of different ways to give you and your partner the most opportunities to win a match.

I really hope this little guide helps some of you out there who still think Wingman is a foreign gametype. Wingman isn’t that difficult and when you put enough time into it you really can have a lot of fun. For my departure I’ll leave you with this little tid-bit I made up. “If you’re going to get sandwiched in Wingman just make sure you’re the bread and not the meat in the middle.”

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Alright Gears, Listen up! Chairman Fenix is here to give you a debriefing on how to improve your horde gameplay for Gears of War 3. Whether you are just starting your horde journey from the ground up or have been grinding through those waves; I’m here with several different improvements that can help cruise through all fifty waves with ease. Let’s get started from beginning, and work our way up into the more advanced tactics!

Step 1: Find Your Role in the Squad

Let’s face the facts, no one likes to play with people they don’t know, and it‘s hard to enjoy of a game type alone. This gametype relies heavily upon teamwork, communication, and most of all execution. When playing with friends you already know what needs to be done, and more than likely have some or all tools for those more advanced levels. Although this isn’t the case if you are entering this gametype with group of random people; here are things that you should know upfront.

  1. How do my teammates play?
  2. Do they have headsets to communicate?
  3. How are we going to execute our plan of attack?

 
If you don’t have the opportunity to have these questions answered before the map starts, or if you happen to join mid-fight, then sit back a few rounds and watch how your teammates play to figure out what strategy you want to run. One person may play very aggressive and charge out into the middle of the fray screaming, “Come at me, bro!”. While that isn’t particularly a legitimate strategy, you almost have to be prepared for anything horde. One person may sit at the top with a Hammerburst and just rain bullets down on anything that moves. We’ll break down more play styles in upcoming articles. For now, you have to learn to crawl before you can walk.

Now, once you have a feel for how your team is going to play, communicate via your Xbox Live headsets to confirm a plan of attack for the rest of the map. However, one player usually is missing a microphone or is shy, doesn’t like to talk to people or strangers. This is where one of my new favorite components in this game comes in at, spotting. With a simple click of the left stick (or if you re-arranged your button set up, remember what button you set your spotting trick to), you can light up your enemy for all your friends to rain bullets down upon. Amazing little thing that can be used during play, or in the ghost cam if you are unlucky and happen to die during play. Why is it so important? If the “come at me, bro“ player is about to get flanked by all of the bigger locust, he better be ready to either fight to the death, or run like a girl if no one is giving him cover fire. To be honest, no one wants to run their emergency plan because they are the last player alive, but sometimes, it’s all you have.

Speaking of emergency plans, do you have one that is almost always ready to be executed? Remember, not all plans are full-proof. One well placed ink from a Kantus, one well thrown frag from a Grenadier Elite, one well timed Grinder/Mauler combo and it’s all over but the crying for that wave or run for the top of the leaderboards. Any plan can be developed on the fly if need be, but the location of where to execute that plan is what you want to plan ahead for as well. There should always be a main plan and an emergency plan for when you get sent up the creek without a paddle.

Step 2: Location, Location, Location.

Not only is it the key strategy in real estate, it also dictates a good portion of how you can plan and plot for the long haul in horde mode. If you are the type to run up and grab the first outpost, chances are you are NOT planning accordingly and need to pay attention, ya yellow bellied maggot. You are dragging your team down by going for the first shiny outpost without prior discussion with your teammates first. If you are just joining into the fight, get your backside over to where the party has already begun and start helping with the fortifications for the outpost.

A great outpost has four things:

  1. Elevation for Snipers and Hammerburst/Lancer fire
  2. Choke Points to funnel enemies into
  3. Exit Strategies for when it hit’s the fan.
  4. A Command Center for when it REALLY hit’s the fan

 
Even if you have 2-3 out of the 4 things listed, you have a viable place to start hunkering down.

We’ll get into how you will instinctively know if a certain place is good enough for hunkering down in the next part. For now, let’s move onto what makes each location a great place to hold up at.

 

Step 3: Mind your barriers, turrets, sentries, decoys, command centers, and the silverback.

Here is your bread and butter. This is what will make or break your starting position. Each maps outposts have a set number of barriers, turrets, sentry guns, decoys, and command centers with a lone silverback usually sitting in the middle of the map. While you’re going to learn next article about using your instincts to figure out where the best place to hold up is, right now your going to learn the pros and cons of each fortification.

Barriers

Pros: Slows down the enemy. Cheap fortification to repair if you keep it at level 2. Very good for creating choke points with using the electric and laser fence. If you use your ears you can figure out which razor wire your enemies are coming thru. Decent health.

Cons: Can be very expensive to repair at higher levels. If you walk thru the electric and laser fence you are temporarily left with no barrier (which can be hurtful in a time where you have to run like hell). Getting to a level 3 or 4 barrier will cost a pretty penny which can be spent elsewhere.

These are always the first line of defense and a damn good one to boot. Keep it cheap and it’s cost effective.

Turret

Pros: Conserves your main ammo supply. Has to be bought in certain situations for the bonus wave. Very powerful. Can one man army a wave. Average health.

Cons: Will nickel and dime you if you use it all of the time. The game puts some of the turrets in the oddest of places. Going past level 3 will only net you more health and defense, which you really don’t need.

Very, very powerful fortification and something I recommend you having 2 of if the command post has them.

Decoy

Pros: Can kill multiple enemies with the explosion it can create. Can be stuck with grenades to make more explosions happen. Its name says everything it does.

Cons: Weak in health. Can be shot from afar to be destroyed. Those grenades you stick to it can kill you too if you stand too close.

The Decoy does just what it is designed for, becomes a distraction so that you can run/shoot anything that is shooting at it. Works very good when you are in a tight situation and need an escape.

Sentry Gun

Pros: Does not need a player to be standing in it to shoot. Can slow down and damage the enemy. Has stopping power at higher levels. An annoyance or distraction to the locust horde. Combo’s well with a decoy.

Cons: Sucks in the health department. Costs way to much to upgrade. Damages itself, so you have to repair it after every round if you want to keep it around. Reaching deep in the pockets to repair it after you decide to upgrade it. Only good if you REALLY want to use it.

To be honest, I do not recommend using this unless you really want to use it. It is not that good of a fortification.

Command Center

Pros: Helps with completing certain objectives for the bonus wave. Can kill a lot of enemies when upgraded on a good map. Has a different upgrade when you an in an in-closed roof map.

Cons: It is very in-accurate at times. Difficult to use two on one map.

The big red button. This can work wonders on every map, and it can have very large in-accuracies for reasons unbeknownst to any of us. Upgrade to the level of your liking.

Silverback

Pros: Walking cover. A literal tank. The rockets on this thing tear apart anything they come into contact with. Works very well in a tight space. Best used if you want to choke all the enemies into one certain choke point. The chain gun is very beastly and has a rapid cool down time.

Cons: Buying this, the rocket upgrade, and the repairs that sometimes go into this beautiful piece of work are just UNGODLY high.

While buying everything you need for the Silverback and sometimes the repairs are high, this thing is worth the purchase if you just park it in some random corner and use it only when the time calls for it. I’ll explain more where this beauty is concerned at a later time.

Got all of that? Good! I’m not through with you yet though soldier, be sure to come back for the Intermediate and Advanced level of learning for Horde.

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Eager to get that Onyx Beast Mode medal but can’t seem to figure out how to complete all twelve waves of Beast Mode on Insane without dying? If so, this is the article for you! If you are continually trying and failing to get the “Im A Beast!” Onyx medal, as well as the Savage Theron Guard playable character skin that comes with it, make sure to follow these steps in order to successfully reach those milestones.

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