Judgment: weapons, controls and what feels different
Judgment changes more than the people you're playing as. You can feel the difference just switching weapons and throwing a grenade. Coming straight from the trilogy, your hands can be trying to do one thing while the game is expecting something else.
You carry two weapons, not two primary weapons plus a separate pistol. On the default Xbox controls, Y switches between them and LB handles grenades. That makes every pickup more of a choice. Keeping a pistol means using one of those two spaces. Ammunition dropped by enemies is picked up automatically.
Control and inventory changes (https://t.co/yJePybxO8o)
The new weapons
- Markza: scoped, repeated precision fire. A useful middle ground between an assault rifle and committing to the Longshot's heavier individual shot.
- Breechshot: stronger shots without the Markza's scope and with a smaller magazine. Be deliberate; missing has a bigger cost.
- Booshka: bouncing grenades let you attack around an angle. You still need to understand where the grenade is going, including when it comes back toward you.
- Tripwire Crossbow: place explosive traps across approaches. It rewards anticipating the enemy's route rather than only reacting after they reach you.
New-weapon comparison (https://t.co/3slNunDcz0), Tripwire description (https://t.co/lwA5LrQwx4)
Returning weapons: the short version
- Lancer: automatic pressure, with the chainsaw for close encounters.
- Retro Lancer: hard-hitting bursts and a blade charge; recoil limits distance.
- Hammerburst: controlled rifle fire; not a chainsaw substitute.
- Gnasher: close fighting with follow-up shots.
- Sawed-Off: commit at close range; don't waste it at distance.
- Snub: backup pistol, but now occupies a normal weapon slot.
- Boltok: a hard-hitting revolver for deliberate shots; its small cylinder makes misses costly.
- Gorgon: automatic close-range pistol fire, with a short magazine and a reload you need to plan around.
- Longshot: precision shooting rather than sustained fire.
- Torque Bow: charge before an explosive penetrating hit.
- Boomshot: explosive damage, with room needed for the blast.
- Digger: attack beneath ordinary cover; walls still obstruct it.
- Scorcher: nearby targets and short-range pressure.
- Hammer of Dawn: devastating only where orbital targeting is available.
- Mulcher: sustained heavy fire; manage heat and exposure.
- Mortar: distant bombardment; direction and distance both matter.
- OneShot: heavy precision damage; prepare the firing position.
- Vulcan: standalone heavy firepower in Judgment. It doesn’t use Gears 3’s second-player ammunition-box setup.
- Cleaver: melee damage with limited durability.
- Boomshield: protection, not immunity from being flanked.
Weapon reference (https://t.co/lwA5LrQwx4), Digger and mode-specific equipment (https://t.co/1N6rxlZwjP)
Weapon availability depends on the campaign section and multiplayer mode. A list of the game's equipment does not mean every weapon is a starting option in every mode.
Grenades aren't all about damage
Frags deliver the direct explosion. Ink denies an area, and incendiaries leave damaging fire. Smoke obstructs visibility. Stim-Gas heals within its area, so it can be particularly useful when a Declassified condition interferes with normal recovery. Spot grenades expose enemy positions rather than doing the job of a frag.
Grenades and Stim-Gas (https://t.co/1N6rxlZwjP), Spot grenades (https://t.co/3slNunDcz0)
The bigger changes
The main campaign is divided into scored sections. Declassified missions add restrictions or complications to the testimony you're playing through. They can make earning stars easier by giving you more opportunity to score, while making survival harder. Those are two different things.
OverRun combines playable Locust attackers with class-based COG defenders. Survival uses the defensive side against AI enemies. Picking a class means accepting a job for the team, not just choosing the face you like. An Engineer repairing defenses, a Medic keeping people alive, a Soldier supplying ammunition and a Scout watching the approaches all contribute differently.
Official Judgment overview (https://t.co/CV1TZj0ZOp), Mode explanation (https://t.co/MIqxMcd1y8)
Aftermath is the separate campaign following Baird, Cole and Paduk during the Gears 3 period. Don't mistake it for another batch of scored testimony sections. It's a different part of the story, even though you access it through Judgment.
Judgment: weapons, controls and what feels different
· Games / Gears of War: Judgment