Gears of War 4: the weapons and the changes
The familiar weapons are still a big part of Gears 4, but the new ones make you pay attention to how you're firing. The Overkill reacts when you release the trigger. The Dropshot waits for you to tell it when to come down. The Buzzkill can turn a wall into part of the shot, including a shot you really didn't want coming back toward you.
Regular weapons
- Lancer/Custom Lancer: automatic rifle pressure and the chainsaw; don't confuse a familiar weapon with permission to rush every enemy.
- Retro Lancer: powerful nearby, with recoil to manage and a bayonet charge rather than a chainsaw.
- Hammerburst: burst fire is back. Use it for controlled rifle shots, not point-blank panic.
- Enforcer: rapid close-range fire; less useful when you're trying to stretch it across a large battlefield.
- Gnasher: close-range shotgun damage and deliberate follow-up shots.
- Overkill: fires on trigger press and release. Learn that rhythm before wasting both shots.
- Snub: quick backup pistol.
- Boltok: slower, stronger individual pistol shots.
- Markza Mk1: repeated precision fire without the old Judgment Markza's scope.
- Longshot: scoped headshots; one missed round means a reload.
- EMBAR: charge, aim and release within its firing window. No scope to do the aiming for you.
- Torque Bow: charge an explosive bolt while keeping protection close.
- Boomshot: explosive area damage; leave room for your own shot.
- Dropshot: hold the trigger to send the projectile across the battlefield, release to drive it downward. Useful against cover if you judge the position correctly.
Campaign arsenal (https://t.co/jNoeRicmbl), Markza/EMBAR distinctions (https://t.co/V1nD1VurVB)
Heavy weapons
Mulcher: heavy sustained fire, with heat and mobility to manage.
Tri-Shot: more controlled heavy fire. Don't keep holding the trigger until heat ruins the advantage.
RL-4 Salvo: repeated rockets against a major threat or defended position. Powerful doesn't mean unlimited ammunition.
Buzzkill: bouncing saw blades can cut through targets and reach around cover. Watch the angle; a ricochet can come back at you.
Heavy-weapon handling (https://t.co/v4juLA82AT)
Grenades
Frags give you the explosion. Incendiaries punish a position with fire. Shock grenades create an electrical hazard that can interrupt an enemy's plan. Smoke is about disrupting visibility and creating an opening, not doing a frag's job. Think about what the situation needs before treating all four as interchangeable.
Grenade reference (https://t.co/xuhiig9ShA)
Cover becomes more aggressive
The running vault kick and pulling an enemy over low cover change how safe a wall feels. You can turn an enemy's position against them instead of waiting for them to stand up. But getting close also gives them a chance to counter you. The knife finish is an opportunity you create, not an automatic reward for running forward.
Campaign is back to two-player co-op. Horde 3.0 is five-player, with classes, skills and the Fabricator. Fortifications can be positioned around the map instead of only buying into the old fixed layout. The team needs to agree on a position and spend toward it; scattering equipment everywhere isn't the same thing as defending the map.
Official Gears 4 features (https://t.co/k3LgqKBHs2)
The storms also deserve attention. A Windflare is not just something happening behind the fight. It can change projectile travel and turn debris into a threat. The shot that made sense in a normal corridor may not be the shot you want in that weather.
Projectile behavior (https://t.co/jNoeRicmbl)
Gears of War 4: the weapons and the changes
· Games / Gears of War 4