Mulcher:
This includes some ideas that involve the other heavy equipment too (boom shield & mortar). Besides these ideas the mulcher is pretty prefect as is, with some small changes added for gameplay speed increase.
> Roadie Run with Heavy Equipment: I believe one thing that makes the mulcher & mortar somewhat unpopular is how you almost have to stick in one spot with them. If you were able to roadie run with them then it will be used a lot more. Now RR with them won’t be the full speed RR of course, just like how walking with them isn’t at full speed, but it would be faster than walking. You can RR with the boom shield which is heavy equipment, why not the other two? Again, goes with faster gameplay.
> Climb up/down half-wall dips with Heavy Equipment: You should be able to step down & climb up those large steps, like you can with normal weapons, with the mulcher & mortar & shield. Your character would just put the equipment at the top, climb up, then grab it again. For going down you would just hop down while still hanging on to the equipment. I know you can’t take cover behind these steps with the shield so there would just be an option to climb up.
Also, mantling over half-wall cover: Same thing pretty much, you guys puts the equipment on top the chest-high wall, mantles over, then grabs it again and keeps on his way. (both of these happen fast)
> Be able to aim in any direction with mulcher & mortar when behind cover: Currently when you’re behind some half-wall cover but looking away from the cover you will be forced to turn around & aim when you hold LT. Why should we have to exit cover to shoot people coming up from behind us with the mulcher? Especially with the mortar, we should be able to do a full 360 while behind cover.
> The mulcher Gut Hacker: During my time playing gow1 I always thought a mini-gun would be sick, and I got one in gow2: the mulcher. And to my surprise they made it ever better than I imagined by making it a part of the cover system by having it rest for better aiming. But there is something else I always wanted on a gears of war mini-gun which is still missing, something that would fit in the gears universe perfectly: Blades, at the end of the of the barrel, making the mulcher part mini-gun, part weed hacker, or “gut” hacker as I like to think of it when the gun spins.

Bad ass. Blades at the end of the barrel. When the mulcher spins the barrels, like it does when it’s shooting, these blades spin like a weed hacker from hell, ripping thru flesh like grass.
Sorry I wanted the blades to look more narly than that but you get the idea…
It would work much like chainsaw bayonet where you hold down B to activate it. You character holds the gun so the barrel is in the air and runs around with it spinning.
*The difference from this & the chainsaw is with this wielding you move a bit slower than normal walking speed, but you can’t get stunned. You can run, but if corned you’re resorted to downing them before they can reach you. Remember, it’s a pick up & it’s slow. It can also engage in chainsaw duels against lancers or other mulchers.
-When you reach someone from the front while having your gut hacker ready, you rip their chest open, not exactly cutting them in half like the chainsaw.
-When you get someone from behind, you drill a hole thru their back using the hacker. You character keeps going until the barrel goes all the way threw, then your character pulls it back thru & their body will stand there for a second, petrified, as you can see right through the large newly made hole in their stomach, then it collapses.

*the front can be like this too, idk.
-If you hack someone who is DBNO your character shoves the mulcher’s barrels against the DBNO person’s back at a straight 90 angle like a blender, pushing them to the ground. They then get caught on the blades and they start spinning like crazy on the ground while being ripped up. After a second of their body twirling around on the ground your character lifts up the mulcher and continues being under your control.
Also, for campaign and horde you can hack boomer types & bloodmounts and similar larger locust creatures that you can’t chainsaw with the lancer.
Longshot Sniper Rifle:
Now for the sniper, overpowered in gow1, a bit underpowered in gow2, these are ideas that will hopefully balance it out in gow3. Overall, I enjoy the gow2 sniper with no active downs more than the gow1, but the sniper could use some boost.
>
Large headshot boxes that are the same for every character. This will go well with a speed increase, since with faster CMS it will he harder to hit moving targets, this will balance it. Large hit boxes as in their entire head &
their neck will count as a headshot, possibly more. I never want to shoot Dizzy or Kantus in the head and see blood come out but no headshot ever again (same goes with any other character).
> From hurt to dead![/B] This is an idea I would really like to get used: Make it so the sniper can’t DBNO people, instead they go straight to death if downed with a sniper shot. Going straight to death would be great because shooting people in the chest would actually do something again, if you’re already hurt you’ll need to fear the sniper & you can help teammates in a battle across a map without getting you kill stolen. Next time you DBNO a person with a sniper, think of this idea, then you’ll like it.
> Perfect reloaded bullets with the sniper cause the bullet to be suppressed (silenced) with no contrail (the smoke that follows the bullet’s path). This way the sniper’s position can stay hidden if he gets nothing but prefect reloads. This would also add some stealth to the game. When silenced the sniper when shot makes a quiet sound that only people close by can hear. With normal shots, the contrail should be more visible to balance out this idea.
Original idea by commandrew, Supported here
> Please make popshots & blind firing more accurate with the sniper. This is something a lot of us asked for, for this is what’s need to make the sniper a feared weapon again.
- some say only perfect reloaded bullets should do this. But I disagree, every sniper’s bullet should be just as accurate as any other longshot bullet, no matter how it was loaded.
> Please reduce or remove the amount the scope shakes around when you get shot, please make it so it doesn’t shake around at all when shot by a torque and maybe some other weapons. Do you know how frustrating it is when you’re in a duel against a torque while you have a sniper, you’re about to shoot him in the head & he’s about to torque you, and when he torques you your scope jiggles and so you miss you’re shot, and so you die and he doesn’t? I swear I wanted to rip someone’s head off after that. While the torque’s aiming doesn’t jiggle at all ever! Even by nearby mortar explosions!
*How about for all weapons besides torque which should never jiggle the scope, if you get shot while behind cover your scope doesn’t shake, but if you’re out of cover & you get shot it will still shake.
> Make it so sniper bullets can go thru multiple people, so we can hit multiple people with 1 shot or get double & triple headshots

. The exception for this is meat shields, bullets should not be able to go thru meat shields, I don’t care if that does make sense gameplay comes first!
Gorgon Burst Pistol:
> The Gorgon’s rate of fire has been discussed a lot because many players argue it’s a bit under powered. Many people think it’s RoR should be increased, but I have a totally different proposal: to make the gorgon pistol fully automatic! It will be much more popular this way. Imagine wielding an Uzi-like pistol with a meat or boom shield

. Of course, it would also need a larger clip & a tad bit of nurfing.
Hammerburst:
Epic has confirmed(?) that the Hammerburst will feature a scope!
Like the shotgun, I’m sure Epic is working on perfecting the mechanics of the Hammerburst. But I do have one cool idea:
> *Here’s an interesting idea of mixing the Hammerburst half burst half semi-automatic:
With normal reloaded bullets, the hammer
burst shoots burst again. However when you get a perfect active reload it becomes semi-automatic (shoots as fast as you can press the trigger) & becomes deadlier! Just something to mix the two prevous hammerbursts together. It could be the other way around, single shot normally, burst when perfect active.
See Snub Pistol about headshots with any bullet-type weapon.
Snub Pistol:
> Make it so the snub pistol has infinite ammo, because it should be the support when all other weapons run out. This means if you swamp it for another pistol you risk losing ammo for all weapons. Gears isn’t suppose to be realistic warfare game, gameplay comes first.
> Make it so it can do headshots again! A reason why Epic may have taken this away is the fact that, realistically, such a small pistol could never blow someone’s head off (not that any bullet type weapon could in real life but that’s not the point). Instead, when you get a headshot with the snub only a chunk of their head goes flying off with a big splat of blood.
Also, I heard of this interesting idea of making it so all bullet type weapons could get headshots! It would defiantly be interesting, more balancing would be needed but it would be fun.
Hammer of Dawn:
Overall, make the HoD more consistent. How come sometimes my HoD will begin to fire right away & sometimes in a spot just like it I have to listen to it beep 10 times first? Also, pls keep the battery limit you introduced in the 2nd.
> I think we should be able to “drag” the HoD’s aimer a little bit more as its charging (as in not have to aim it in the same spot for it to fire).
> I think it would be cool if when the HoD is charging the ground where everyone will get gibed would light up, so we know where it’s safe and where it isn’t.
> Please make it so we can blindfire over cover with the hammer of dawn. In would move around a bit so it won’t go exactly where we want it to go. We can with every other weapon…
Chainsaw:
As for the chainsaw bayonet on the lancer; let the chainsaw be more of a last resort thing rather than a weapon. Remove the vacuum!!
> Make it stun very easy, with 1-3 bullets of anything stunning a chainsaw-er. Also, no more seizer (being stunned over & over for weird reasons like what often happens in GoW2 when trying to rev it right after getting stunned), however you shouldn’t be able to use you chainsaw until ~.7 secs after getting stunned so people can chainsaw right after getting stunned.
> To make up for the above idea & to adjust for faster gameplay, in gow3 make it so you run faster than normal non-RR running when wielding a chainsaw! It would only make sense that people in real life would sprint to each other when trying to chainsaw them before getting shot. Have the speed be ~(normal run + roadie run /2).
> For Chainsaw duels, go back to my DBNO Fighting idea in which it talks about a substitution for the ‘press B as fast as you can’ system.
Torque Bow:
Ahhh the torque, gow’s unique weapon.
> I don’t know what it was, but I swear in the 2nd gow the torque had
horrible hit detection. Due to minor lag, when I would hit them on my screen it would be a miss, but if a where to miss sometimes I hit them. If I had a nickel for every time I torque someone but hit detection said otherwise I would have about 6 bucks. Please fix that. *How about if you stick someone on your screen, it gives the message to host that they got stuck, rather than letting the host Xbox deal with what happen which does not work due to lag.
> Some people want the torque’s splash damage range to be decreased. I have a compromise: keep the torque’s bow splash damage, but make it so if you are taking cover you can’t get affected by it. This way amazing wall bounce shots can still happen but you won’t ever get frustrated again after being killed by a torque that was shot next to you while you were behind cover, which is the main reason player’s dislike the bigness of the torque’s splash damage.
> Make it so you can’t down people with the torque when you stick them, it doesn’t make sense to me why that happens, just let them blow up. Also, hitting someone with a torque that just bounces off should do some damage.
> Make getting active reloads with the torque less powerful: Make the charge up of an active reload torque isn’t as fast compared to a normal charge, or just increase the charge rate of normal reloaded torque for faster gameplay. Also keep the total time you can have a torque charged the same. (Currently an actively reloaded torque can’t stay charged as long; making getting an active reload a disadvantage sometimes)
Boomshot:
In campaign & horde the boomshot was under powered, but in multi player it’s over powered. This needs to be changed!
> In multiplayer either reduce its ammo to 2 shots per pick up or reduce the splash damage OR BOTH!
> However in campaign & horde however, make it more of a killtacular nuclear missile!
> Please also make the grenade it shoots move slower, even if the gameplay is faster. It’s undodgeable currently.
Boltok Pistol:
I don’t have anything to say about the boltok, its great in gow2, thanks for giving it a boost from gow1 to gow2 Epic! Again, could use further boost for faster gameplay in gow3.
> Now with all the pistols listed, here is how they should remain balanced:
Boltok: Best overall pistol, good enough to use as a weapon on its own, best at long range
Gorgon: Best pistol at close range, best pistol for being wielded with a shield.
Snub: Good at both long and close range, with infinite ammo it’s good to have when other things run low.
Boom Shield:
> Make it so boom shields can get engaged in chainsaw duels! I find it really annoying when chainsaws go straight threw my metal shield and get me. These duels would work just chainsaw vrs. Chainsaw & DBNO fighting duels. If the chainsaw wins, the guy with the shield gets cut in half. If the guy with the shield wins, he pushes the other guy over onto the ground and springs out the bottom springable part of the shield, and chops him in half while he on the ground by slamming the shield down.
Also, this should be possible against mulcher gut hackers too, so now there can be a variety of duels: saw vs. saw, hacker vs. saw, hacker vs. hacker, saw vs. shield, hacker vs. shield. (Just no shield vs. shield)
*This is just a maybe idea, but since the boom shield is a pickup it should have a slight advantage in duels over chainsaws somehow, such as the guy with the chainsaw has to press 1 more button.
> Make it so the boom shield interacts with surrounding cover! What I mean by this is I wish we could do Swat Turns between a shield & built in cover if there is any next to it. Example:
ALSO, if a shield is at a >~80 degree angle of some other cover that it’s touching, we could be able to go from the shield to the cover without leaving any cover; just by walking, while still in cover, from shield to cover, like any other built in cover that makes an angle.Karen Traviss Example:
> IMO when you pick up a boom shield that’s planted into the ground your character should have to pull it out of the ground, or you can kick it down then pick it up.
> When you do the boom shield’s extended execution you should chop them in half, like with the duels.
> Make it so we can standup while aiming with the shield by pressing right bumper, which would expose our legs. The reason we would want to do this is so we can effectively use the shield while taking cover behind half-wall cover too.
Mortar:
Go back to mulcher to see ideas that include move movement options will all heavy equipment, such as the mortar.
> I think if you get an perfect active reload with the mortar there should be 2 more explosions at the end of its explosive rain, to increase its range. I’m not sure what a current perfect active reload does with the mortar, but I think this would be good.
> Please make it so we can drop it whenever we like again.
Scorcher:
I think the scorcher is good as is in mm, could use minor boost for faster gameplay but that’s about it.
> I heard this idea where the scorcher can catch ink clouds on fire by lighting them making them into a flaming could of death, dramatically increase the cloud’s damage.
> I would really love it when someone gets hit by the scorcher their character would actually catch on fire! (No damage unless if still being shot) Rather than the corny “flame” affect on the bottom of your screen.
> However in horde & campaign the Scorcher is underpowered. A fun solution to this would be if the enemies in horde & campaign actually caught on fire, like the idea above, except they still take damage while on fire! This is the perfect boost the scorcher needs in horde/campaign, just scorch a group of grubs for a sec then get your ass out of there as they burn to death! The fire last about ~4 seconds, so for bigger enemies you may need to stay there and help the fire burn.
Now before I go on with this idea, let me explain the idea of Clogger Grenades:
As for the “New Pistol”, I do not have a concept idea on what this pistol could be. I was just thinking of a pistol that could replace the snub. It would of course be deadlier in some way and have limited ammo.
Now, with this idea included and the probable loadout Epic has already created, let’s see all the Pros and Cons of all the options you could Choose From. I’m going to list the combinations as Primary Loadout Option, Secondary Loadout Option, and finally the Equipment Loadout Option
(new)
Primary Loadout Option
Lancer
Pros:
-Medium Range
-Large Clip
-Deadliest Melee Capabilities
Cons:
-Weakest?
Plancer
Pros:
-Deadliest in Firepower
-Deadlier Melee Capabilities
Cons:
-Horrid Range
-Kick Back
Hammerburst
Pros:
-Best Range
-Accuracy
Cons:
-Weakest Melee Capability
Secondary Loadout Option
Gnasher Shotgun
Pros:
-Better Range
-Classic
Cons:
-Not as deadly as Double Barrel when close enough
Double Barrel Shotgun
Pros:
-Deadliest in Firepower
-Wider Spread
Cons:
-Shorter Range
-Short Clip?
Equipment Loadout Option
(New)
Grappling Gun
Pros:
-You can climb up ledges
-You could possibly get to a weapon or hill in a high place faster with a grappling gun
-Doesn’t replace any items
Cons:
-Not any really, doesn’t have the uses of the clogger grenade & pistol
Should be used when:
-In games when you want to reach a high place fast
-In games where campers will be hiding in a high place, you can sneak around with this, like in guardian surprise the leader by doing this
Clogger Grenade
Pros:
-Can clog people’s weapons when you need an escape from power weapons
-Much better for getting around & destroying planted grenades
-Can screw a group of people over at once
Cons:
-Replaces the smoke grenade
-The smoke’s blinding effect, if the idea is used, can be just as harmful as getting your weapon clogged
-No smoke to cover your movement when picking up weapons
-Unlike the smoke making the beep when the marked a grenade, you don’t know when you clogged a grenade, also the clogger’s effect on planted grenades isn’t permanent unlike the smoke’s.
Should be used when:
-In games when you need to get around people’s planted grenades
-In games where you want to clog people’s power weapons or any other weapon
-If you want to plant a default grenade that will be a bit better than a planted smoke grenade
New Pistol
Pros:
-Great for when you pick up meat shields & boomer shields
-Better than snub pistol
Cons:
-Replaces the snub pistol, meaning no unlimited ammo
-You could also just find a boltok or gorgon pistol on the map to get a better pistol
Should be used when:
-In games when the other two choices don’t have much use
-In games with shields
(continues on next post…)
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