I like it all. I just want a good amount of damage per HB shot. The HB should be a beast for every shot landed, but take a good amount of skill to land the shots.
Did this test personally many times with a stop watch honestly. I can Maintain Pinpoint Accuracy at longrange, firing 4 bullets in 1.06 of a second at best. Never really did any better without the bloom countering my "feathering" LambentHammerburst can you do the damage math for me i don't have all the weapon Stats availiable ATM?
However when close/Mid range feathering i can do what gnashes said and fire at about 75% efficiency and have a high probability of hitting my target. not guaranteed to hit, but in a pinch i may increase my ROF and hope to get lucky. I think with "Adaptive Bursting" (coined a new term xD) i can fire about 5-6 shots without much bloom interference.
That only works if you can Burstfire just after feathering a few bullets. By the time your burst ends your bloom would be just about maximized though, so follow up shots after attempting this in the next two seconds are near impossible. (Very rarely do i attempt this), as the disadvantages tend to outweigh the advantages.
I also like to formally apologize to the Forums for being such a Tryhard Retro Whore xD i hate that it is this ridiculously overpowered, Even at CQC range... 108 damage a shot with a potential for about 5-9 bullets connecting in CQC really gives me the "shivers". Add to that, that after using the Retro almost exclusively for three months i have been recently working on mastering Hipfire feathering, and that seems to be quite useful for preserving your bloom for a full auto situation when i come across a Gnasher in CQC.
All in all this weapon has such potential to be beyond overpowered if you learn to use it moderately well. The kicker is it really isn't hard to do either
EDIT: Great post also Lambent! Your weapon balance suggestions are alot better than the current games, (aside from Zeta)
Last edited by TH3 ZomBifiieD; 06-18-2012 at 12:37 AM.

TH3 ZomBifiieD -- you be outputting 360/432[AR] damage in 4 shots. Players health is 600. So you'd just need 3/2[AR] more bullets. So you're downing in a second and a half.
Changed up my Retro idea.
Making the AR 10%. Overall it doesn't change the power of the gun. The only time the difference could be seen is on unharmed targets. If they have ANY damage - the shots needed to down match what they presently are (minus long as my original idea nerfed it anyways).
This idea greatly balances the gun even more.
Last edited by LambentHammerburst; 06-19-2012 at 04:55 PM.
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Hammerburst is still semiautomatic,you can catch that fact from overrun gameplay video.
As for topic itself, i think hammerburst should get slight dmg increase.Compared to other starting rifle lancer, it is underpowered as hell.(Yeah, i know it is meant to be long range rifle,so dmg wise it just could not be as effective)
Lancer can down 3-4 people in one clip if you have half active clip(i have done this) Hammerburst can down max 2 people only because if second person has taken damage before.I would like at least add headshot dmg increase and maybe one bullet less to down.
Retro isnt even rifle,it is full auto shotgun.Like said before, reducing retro's long range damage GREATLY would balance weapon fine. Honestly, if you are going to keep retro in game, make it pick-up weapon as it should been in first place.
Last edited by LordOfDeath; 06-19-2012 at 06:20 PM.
"You have ruled this galaxy for ten thousand years, yet have little of account to show your efforts. Such failure must be as depressing to bear as it is pathetic to behold."
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The Hammerburst has been completely redesigned. They made it so after 3 shots the recoil is insane. It's also been displayed it can pop heads. So expect the Hammerburst to deal more damage per shot and have a head shot multiplier.
Read my OP. The changes I suggest make it significantly more balanced. It as a pickup weapon is kinda pointless as it isn't powerful enough to be one really. It'd need a buff to justify making it a pickup. Yes it's powerful and OP for a starting gun - however it's not OP enough to make a pickup. If you get what I mean. It'd be the weakest pickup weapon overall.
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Seems like a legitimate idea. I'd be willing to try it out. Besides, why ditch a starting weapon that has already been introduced? (Referring to the SO and Retro) Nerf it if needed. I love the idea you have behind the SO.
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Thanks for the math rundown. The potential of this gun when compared to all others is pretty imbalanced. Even though i barely ever hit peak feathering efficiency, because it has the chance to screw up your bloom if you are off by a milisecond. Downing at pretty much any range in 2-3 seconds doesn't sit well with me, even in gears 3 where by design dying is supposed to be very fast.
BTW THAT 4 bullets in 1.06 SECONDS "Feathered" WAS ONLY POSSIBLE WITH ACTIVE SHOTS, just so i don't misinform people.
I just very much hope Epic can deter feathering altogether, or else nerf the gun back down to Acceptable levels. I Like your idea's Lambent, for the Retro but i also think there should probably be more falloff damage... 85% DAMAGE AT MIDRANGE, and 75% DAMAGE AT LONGER RANGES. (approx values) something like 7/8 shots to down at longrange and 6/7 to down at midrange.
(All based on assuming the Retro Lancer doesn't change from it's current design concept)
Seeing how the Retro Lancer no matter what is done with it will likely be the best choice for short range and CQC anyway, i'm beginning to think it should be disadvantaged against the other rifles at all other ranges. Especially when you consider that such a large portion of Gears Of War MP is fought at those ranges (CQC, AND SHORTRANGE)
Just some thoughts, do you agree that the Retro "for balance sake" should be disadvantaged somewhat at mid and longrange? Or am i overstepping my bounds?![]()
Last edited by TH3 ZomBifiieD; 06-19-2012 at 08:05 PM.

It was 75% at launch and it was pretty weak. It being 9/8[AR] shots to down. Due to the feathering - this made it completely useless at long imo.
So with my idea of 10% AR it would make it 9 shots both AR or not. However it gets that same treatment. If they have ANY damage - it'd be a 8 shot down.
Still very high.
I agree a mid-range reduction could be fine. However I left it as mid range I find the guns equal as they are. The Retro only really dominates at mid-range when it's AR'd -- which in my idea I've nerfed. I tried the 90% and 95% and both resulted in it becoming a 8 shot down at medium range (7 with active) in which makes it equal to using it at long. Issue with the 90 base damage is the % jumps are so high.
I even tried 97.5% and as a result of that AR or not it was a 7 shot down.
I think medium range is fine at 1.0 as it is still less than melee/short range as those have 1.2/1.13 modifiers. So it still emulates fall off damage.
Goes from 120%/113%/100%/85%
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Hmm i see, but i still think the chances of EPIC making the AR 10% is very unlikely. But i can see that being superior to my idea when i think about it. the Whole "Feathering" mechanic, just has me wishing for the Retro to have more falloff damage is all.
Without the 10% AR decrease you propose... 113%/100%/85%/75% would be my ideal. The thing still dominates in CQC and Short, which i think warrants something like this.
Last edited by TH3 ZomBifiieD; 06-19-2012 at 09:16 PM.

Could happen as they have adjusted the AR bonus' on other guns from the default of 20%.
The Boltok - has no damage boost with AR. It just gets double rate of fire.
Hammerburst gets 5% AR damage bonus.
Lancer gets 30% AR damage bonus.
Longshot gets 10% AR damage bonus.
Boomshot gets 15% AR damage bonus.
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Retro should become a burst fire weapon, something similar to the original Hammerburst. The damage should be dropped (something like 10 shots to down, maybe 12) and stopping power upped significantly, with a larger clip size and reduced recoil if necessary. IIRC old HB was 6-shot burst, so it would be 2 full bursts to down. Players would be forced into CQC because ranged combat would be too difficult due to bursts and recoil, though they can still provide support. The stopping power INCREASE coupled with burst fire turns this into a weapon that is difficult to push but easy to get around. Think of it this way. Even though it will almost stop you dead in your tracks, you can simple wait for the burst to finish, then make your move. Even if you get hit and can't move at all, you can still easily escape inbetween bursts. It would be more focused for CQC like this without being too strong. IMO giving it high damage to compete with Gnasher in CQC doesn't make make the Retro it's own thing. It feels like a second shotgun that has better teamfire abilities and worse point blank potential than like a CQC rifle. Like I have said, I don't see the balance in Gears 3 as a problem, just that Lancer, Gnasher, and HB all feel different and unique, but Retro feels like a clone of the others.
HB should have a higher damage than it does now considering it must be 3-shot burst fired. That means it's harder to use up close as the damage isn't persistant like the Lancer, so it focuses it to long range without changing the modifications. It should be 8 shot down across the board, which is 2 bursts plus 2 bullets, or 2 very accurate 4-shot bursts (in those dire situations).
Lancer and Gnasher sound like they will be balanced well.
Sawed Off should have a long reload still, but move the PAR up to like 1/3 the way and make it a LOT harder to hit. SO players would then be able to keep up in close range but have to keep hitting difficult reloads over and over really fast. Also, when a shot connects the range should increase a bit so as to increase the chance of a multi-kill. Only on a hit, meaning 1 person has to be in range when it goes off. It feels like that never happens now, but I don't think it should have it's old range back. This would bring that feeling back without going OP.
-thesuicidefox-

I never said bringing back the SO old range.
I'm talking about taking how it is NOW and removing some more spread. Then the AR gives back what was removed.
Not AR = Old spread
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They should move the Gnasher A/R to end of the bar. Also make the spread random until you get an A/R.
Shortening the range is just common sense as well.

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In hands less talent retro user, yes it would be weakest pick-up weapon. But in hands of good user it looses only to longshot,boomshot and torque bow in terms of pick-up weapon power.
I have read your OP,i was just saying my thoughts about them. HB did look excatly same in GOWJ as it was in Gears3/2 in overrun video. But in that video what i saw about it showed only 2sec of hammerburst in action so i didnt knew better.
Last edited by LordOfDeath; 06-20-2012 at 03:46 AM.
"You have ruled this galaxy for ten thousand years, yet have little of account to show your efforts. Such failure must be as depressing to bear as it is pathetic to behold."
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Presently it does need SP - correct.
That is why I suggested a higher rate of fire. Means it outputs more damage quicker while having SP weaker.
Half way between Zeta and GoW3 RoF would be 13 shots.
It's 10 right now.
So in melee range:
929.5/1115.4[AR] (using 1.2x instead of 3) vs GoW3's 715/929.5[AR]
Short/Medium range:
715/858[AR] (1.2x) vs GoW3's 550/715[AR]
Long Range:
572/686.4[AR] (1.2x) vs GoW3's 440/572[AR]
As you can see the extra 3 shots a second makes its damage output per second match a active reloaded Lancer today. Yes fires more shots a second but its damage output per second is equal to a AR'd GoW3 Lancer. Why it would not need SP or just reduced SP. Especially if they AR this.
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HB appeared the same yes. However those who played it reported that it's a weapon where you can only fire it in bursts or single fire. If you try and spam the trigger like you do now you will be shooting the sky pretty damn quick.
So why I didn't address the Hammerburst in a huge way. Simply because they seemed to of redesigned it entirely and sounds like it will be significantly balanced as it is.
3 shots, any more = insane recoil.
Can pop heads (could be Overrun only)
They made it a precision weapon like it should of from the start.
I hope it deals equal damage at all range due to the high recoil and gets its headshot multiplier.
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Lancer adjustment updated to explain in more detail.
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Great job, OP. This is how suggestion threads should be made. It's such a shame that your intelligent and well-thought-out post was followed with ludicrous statements like 'They should just remove this gun because I don't like it.'

Sadly its a common mentality. People just want devolution. The game has been expanded so much and they want to things to just go back to GoW1 with updated features really.
Retro as a loadout weapon - Can be fine. It just needs tweaking.
SO as a loadout weapon - Can be fine. It just needs tweaking.
People just act like things cannot be tweaked or adjusted.
Like the GoW1 Lancer is 100% different overall than the GoW3 Lancer. It has been heavily tweaked since its first appearance but maintains the same same function. Retro/SO can get same treatment.
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Just because I say I want it removed doesn't mean it's a bad thing. Just giving my opinion.
Pretty sure people complained about the Gears 2 Lancer as well. I did. Just because it has been changed, doesn't mean people complained about it.
~ SQ ~
Yes I am looking forward to Judgment. But NOT because it's Gears.

Any change people complain about. Even if the change was good - people will complain.
I was just using the Lancer as a example of how a weapon can be tweaked quite a bit while keeping it still like how it was originally. GoW3 Lancer is nothing like the GoW1 Lancer - yet it's still feels like the Lancer. Still functions like it too.
It was just heavily modified to adjust the balance.
Saying Retro/SO can go through the exact same process. They can be heavily modified to adjust balance without completely changing the gun either.
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That's also something I want to touch on.
There is more then one way to balance a game. The hard part is fining which balancing is the most fun to play with. The DBS is the perfect example of this. It's perfectly balanced, but it is not fun to fight. Also making sure the game is competitive is important. I just feel like people overlook this sometimes. Because honestly, is the Retro fun to fight? Is an over-ranged Gnasher fun to fight? I understand balancing with this in mind is extremely hard, and differs from person to person. But still a fact to look at.
~ SQ ~
Yes I am looking forward to Judgment. But NOT because it's Gears.

Agreed. You have to try and find that middle ground.
However even that will anger some on both sides as they will call foul on change/slight nerf on their favorite weapon due to being biased towards their gun.
This is why I 100% support a HUGE nerf on stopping power or even full removal. This was the biggest issue for the Shotgun users.
However removing SP does make the rifles significantly weaker. That's really what made rifles so damn powerful. I can use Zeta as a example. At medium range I could SLAUGHTER rushers with my Retro in all gametypes - simply because of the SP. I stopped them dead in their tracks. In Zeta they ran right through it and I had to make my shots count more. I honestly was breaking even overall in Zeta with the Retro. However part of that was due to the nerf in close range.
So remove SP - use the Retro as I stated. Still a power house however if you're full health you can rush him with a Shotgun and stand a VERY good chance. If you go in slightly damaged - he is given upper hand.
Lancer is only OP because of the SP. Why I suggested the higher RoF. However I nerfed the AR bonus by 10% and greatly reduced the HS multiplier (as it was insane).
It's the closest way I think you can find that middle ground. You have to keep both powerful while still weakening them too.
So you have to nerf one aspect of a weapon to make the opposite style gun more powerful (remove SP to make Shotguns more powerful in rushes against Rifles) but have to find a equal buff to replace it (increasing the RoF on the Lancer but making the bloom larger resulting in it being less accurate).
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