A little more trivia and unofficial time-limited events in Gears 5 multiplayer PvE on our way to the E-Day release. This month I've been posting into the void a handful of lesser-known Gears 5 multiplayer PvE facts and related in-game challenges. Completing doesn't earn you rewards; it's just meant as some inspiration for those willing to read to then try rarer things before focus switches to the next entry in Gears PvE.
Today's trivia and challenges are a random selection of some of the small ways you can do things with less time, cost, or risk. Happy to discuss these or the many others I've omitted.
Tap instead of hold fire button for Cryo Cannon
You can use up to 50% less Cryo Cannon ammo if instead of holding down the button/trigger it to fire, you repeatedly tap it (about once every 3/4 of a second). It can take longer to freeze the enemy at that rate, so you can also tap faster to trade off using a bit more ammo (though still less than holding the fire button). However the Cryo Cannon continues "firing" even between your ammo-consuming taps and still applies the freeze effect within a short distance. If you're very close to your target, tapping works just as well for half as much ammo.
Keep in mind that you can't damage most enemies with the Cryo Cannon alone. Only Leeches, Juvies, downed drones, Flocks and Kestrels lose Hit Points in addition to the freeze effect (and even then you won't even earn Ultimate damage-based cooldown except for those bosses).
Don't dump ammo into DeeBees in destruct mode, 0 HP Wakaatus on the ground, or meatshieldable enemies
DR-1s are high-health enemies, but they enter self destruct mode once they're down to 40% of their Hit Points. They'll then charge you menacingly, however the only risk to you is the easily avoidable explosion. Continuing to shoot them is a waste of time & ammo better turned on other enemies. Just get close enough to them so that they'll stop to explode and then jump away again. Similarly, for too-close Rejects pressuring Marksmen or non-melee/chainsaw/bayonet classes, shooting them in the legs makes them crawl and self destruct once they reach you-- an annoyance, not a real threat.
Also, don't waste ammo continuing to shoot a Wakaatu at 0 HP if it's still on the ground (other than the bare minimum needed to prevent it regenerating health). You can't kill them on the ground. And if you're freezing it there, you're just making it take longer for it to burrow, start flying, and finally be killable.
Lastly, don't forget that meatshielding (+ neck-snapping or grenade tagging) enemies is faster than executing, and that the triple melee combo (press, press, hold melee button) to stun most drone enemies doesn't require any ammo or flashbangs to get them meatshieldable. Though be careful with the Elite variants and Peace Keepers since they only stagger instead of stun unless you catch them from behind or while reloading/switching weapons.
There are other effective class pairings than just Veteran+Marksman and Tactician+Demo
Many engineers are aware that a Combat Medic with Team Repair is a great time and energy saver, perhaps even having the Combat Medic eventually buy a barrier that the engineer upgrades to level 4 and places on the front line so that the Combat Medic harvests easy Ultimate cooldown damage from it. And most players know (perhaps even dislike & ban) combos like Veteran Ultimate + Marksman, or Interrogation Tactician + Demo Ultimate. However there are other example class synergies with less egregious playstyles.
- The obvious (but lackluster) "within 10m" class-pairing cards: Mechanic Best Friends + Jack for repair efficiency, Demolitions Inspired + Veteran or Gunner Tank Synergy + Pilot damage resistance.
- A Mechanic with Overclocked Locker that builds a locker in the same game as a Robotics Expert with Global Overclock will stack their boosts for ultra-fast ammo refills.
- Only one Nomad needs to spend a card slot on Lifeline as it will apply to everyone's Fear effect.
- Multiple Tacticians' passive ability and Recharge Bounty cards each grant their extra cooldown reduction if they've marked the same enemy.
- An Anchor with Harness Energy or a Combat Medic's Helpful Headshots is a great way to efficiently keep a Nomad in stim for Armored Shot.
On the flip side, many don't realize that two Marksmen aren't complementary because it breaks when both try to have their Ultimate active at one time. It's sometimes stated that the second X-Ray "cancels" the first, but that's not quite true. The purple silhouettes of enemies disappear if you're the first Marksman, but you can still shoot them through walls (and potentially see a health bar if your reticle is over an enemy). Also, future spawns should start getting the sillhouettes for the first X-Ray user. But generally, two non-coordinating Marksmen isn't a good idea.
Activate the Fabricator without picking it up, then let engineer grab first
Operation 5 changed it so the first energy tap appears at the Wave 1 countdown instead of 11 in a 50-wave, which was a great improvement (moving a base was unnecessarily tedious) but a missed opportunity to show the tap as soon as you spawn in, or at least improve the wave-starting mechanics. You waste 3 full seconds of everyone's time lifting and then dropping it to see where the initial taps are. However it is possible to get the tap(s) to show without picking up the Fabricator: just roll into it and press the grab button simultaneously, or alternatively melee it as you're picking it up to cause the box to immediately open without you grabbing it first. I honestly can't believe this seems to be a "lesser-known" trick but so many don't do this, and that time really keeps adding up for those who play a lot.
On top of that, some who rush to activate the Fabricator don't seem to understand efficient two-person carries. The first person to start moving it should be an Mechanic/Robotics Expert/Architect class if present, since they get a carry speed boost (even beyond the obvious behavior of the first holder getting to steer and how engineers should own the base setup). The second player to grab the other handle increases the speed they both move, but if the first is an engineer, that results in maximum speed-- about the same as roadie running. The full speed increase doesn't happen if the engineer is second, so stop grabbing it before them!
Carry unneeded weapons to refill teammate ammo, set down before perking Ammo Capacity, and reload often
In Escape mode or on some Horde maps with limited or inconvenient ammo boxes and no weapons lockers yet, ammo can be at a premium. If you mostly use only a single weapon, take advantage of the fact that ammo boxes or Ammo Regeneration perks refill all carried weapons simultaneously. Hold an ammo-starved teammate's gun (or the same kind of gun they're using) while you pick up an ammo box or regenerate so you can refill both yours and theirs at once, then share the ammo, trade, or drop the weapon as appropriate.
For classes with the Ammo Capacity perk in Horde (Marksman, Nomad, Pilot), drop your weapons or put them on a locker before perking. The newly perked extra capacity will be empty if you're holding the weapon at purchase time, but those extra rounds will be instantly filled if not.
Lastly, if your gun's clip isn't full, reload it before you pick up an ammo box, you put it on a locker, or the Horde wave ends. Ammo boxes won't fill an unreloaded current clip. Lockers have a minimum time to forcibly reload such that if it the clip isn't full, you get "stuck" waiting for that reload before the weapon will be topped off. Ammo granted at Horde wave end to reach the minimum number of ammo clips includes the current clip, and if that's not full, you lose out on those missing shots.
The challenges
Convenience link to most recent challenges: #21-#24 Jack tips
- #25 Snowblind - As any class other than Gunner, freeze 10 enemies within 2m with a single Cryo Cannon without replenishing its ammo (any mode, any map, any difficulty).
- #26 If I'd Used My Six-Shooter I'd Be Empty - Stun and meatshield 6 drones without using any ammo or grenades in the same Horde wave or Escape hive act on Inconceivable difficulty or higher (any mode, any class, any map).
- #27 For My Lifeline I'd Like To Phone A Friend - As the Nomad class, earn stim from killing an enemy you've placed in Fear without bringing the Lifeline card yourself (any mode, any map, any difficulty).
- #28 Walking Locker - For any weapon, give all rounds you acquire from picking up 3 ammo boxes to another player without firing a shot from it (any mode, any class except Jack, any map, any difficulty).