******************************************************************************
******************************************************************************
Gears Of War
In-Depth Multiplayer Guide
V 1.22
******************************************************************************
******************************************************************************
Copyright 2006 by Patrick Connors. Any portion used in any
other guide may be used only by my permission, although is otherwise
Welcome. I don't like people plagerising my work; just give me credit
for my long nights of frustration getting worked by online gamers!
******************************************************************************
******************************************************************************
FAQ Objective:
I am attempting my first FAQ with this guide, for I feel a
lack of coverage with the multiplayer aspects of this amazing
game. This is probably due to everyone playing it non-stop.
I intend to keep this guide as pleasing to aching eyes as possible.
V1.1
Updated to include a couple of errors. Thanks to FrozenFOXX for your help!
V1.2
More updates and name corrections (hammerburst, ect). Thanks to ArmadilloTaco.
I personally noticed I forgot a map in the list completely (duh). Hope no one
noticed... ;)
V1.21
Slight changes, nothing too noticable.
v1.22
Even slighter changes, doubt you'll notice these.
******************************************************************************
******************************************************************************
Table of contents:
PART 1: GAME OVERVIEW
>>> GAME DETAILS
PART 2: WEAPONS
PART 3: MAP OVERVIEW
PART 4: FAQ (Frequently Annoying Quirks)
******************************************************************************
******************************************************************************
CHAPTER 1, PART 1:
GAME OVERVIEW
******************************************************************************
******************************************************************************
The 3 words that describe the versus mode: TEAM DEATH MATCH.
The versus mode in GOW is designed purely with the aspect of teamwork in
mind. This is very important for you, as a newer player, to understand before
you go jumping into your doom; even if your a level 35 in Halo 2, your not
getting very far at all in this game online if your going balls-out on the
maps. Allow me, if you wish to read it, to explain the concept of versus in
GOW:
Teams of 2, 3 and most often 4 wage short battles on mainly symetrical
maps, placing flank manuvers and supressive firing techniques to outsmart and
outgun the competition. This is, of course, not how every battle is waged,
but you may find yourself in truly epic battles when you use your HEAD
instead of using your trigger finger.
Each battle starts out with your team on one end, and your opponents on
the other. Most of the maps as mentioned, are symetrical. They are ALL very
simple to map out in your head, with cover spots varying somewhat on each
end, to spice things up. Generally, powerful weapons by default are placed
either in the center, or in other fought-over locations.
The main initial (and never ending) difficulty factor to overcome within
GOW is the perspective in which you fight. The 3rd person, over-one-shoulder
perspective is designed for limited and immersive action. When you run to a
location, you are hard to hit, but you also have a hard time seeing where
you are going. You are always vulnerable to attack from each side and behind,
and need to be aware of your surroundings at all times. You will find, or
have found out, how easy it is to be flanked from the side in this game.
With time and experience, however, this is something you will overcome.
Each player starts out with the same weapons, and can be used effectively
by themselves to achieve victory; the more powerful weapons located on the
map are deadly in the correct hands, but never underestimate any player with
his default weapons. More on that later.
Your health in GOW is more or less regenerating, ala Halo 2. When you take
damage, a COG symbol (a gear shape) appears in the center of the screen.
The more red the symbol is, the more hurt you are. You only need a few seconds
of not getting hit for the symbol to dissapear.
When you take too much gunfire, you will drop to your knees. You are
completely disabled at this time, and depending on the game setting, in
immediate need of assistance from a teamate. There is a major difference with
the 3 different gametypes, in which you can be finished off before a teamate
can revive you. Basically, 2 of the 3 involve your immediate death from an
enemy shooting you again when you are on the ground. A third gametype requires
the enemy to be right next to you to kill you off; more on that later.
GAME DETAILS
Here are some general facts that assist in starting off in GOW:
Game modes: WARZONE
ASSASINATION
EXECUTION
WARZONE: In warzone, a single shot when you are down will eliminate you for
the remainder of the round. If you are down, tapping "A" will SLOW down the
timeframe in which you "bleed out", and die if you teamates do not revive you.
This timeframe is set by the host, and can be from 5 to 60 seconds.
ASSASINATION: Same details as above, but with 2 key differences:
1: Your objective, and points awarded, are directed at the "leader" of the
other team. If you or someone on your team kills the leader, you win the
round. Whoever kills the leader of the other team becomes the leader for the
next round.
2: Only the leader can use the weapons stored on the map. This means snipers,
frags, whatever. It's good to be the king.
FrozenFOXX update: -You mentioned that only the leader can use special weapons
in Assassination. This isn't so, even as detailed in the manual. Nobody else
can pick them up *initially* but after the leader picks it up (say, the
Longshot) they can pick up their old weapon, thus dropping the special weapon
for anyone on your team to pick up. Good assassination players ask people
what special weapons they want when a round starts; bad ones horde the guns
for themselves and weaken the team as a result. (Thanks) ********************
EXECUTION: Same strategy applies as to warzone, except one HUGE difference:
The opponent that downs you needs to be a couple feet away from you to kill
you. ANY KILL FROM THIS RANGE IS AN EXECUTION, REGARDLESS of
the weapon involved. If you are down, tapping "A" will SPEED up the time in
which you will revive on your own. Take great care when approaching a downed
opponent; many hosts set the "bleed out" time to 5 seconds, so a suprise kill
might be in store for the cocky.
RANKED MATCHES/PLAYER MATCHES
If you are starting out and getting used to GOW, do us all a favor, and
yourself, by starting out in Player Match mode. It's more fun and less
irritating to your teammates if you are new to the game. Now that that rant
is out of the way:
REACHING A HOST
Do not call it a server. Every match in GOW is hosted by another player,
heince he/she is a HOST. When selecting options on finding a game, you may
press the "X" button while it's in "refresh" mode. This will reveal an instant
ping of the immediate results, with less refined details. If you are impatient
this is a good way to get into a game.
PLAYING WITH A GUEST
This is suprisingly hard for some people to figure out (it took me about
30 minutes to get it right), but it's very simple to do.
Make sure only 1 profile is signed in the main menu. Select "X Box Live
Player Match", and the option of "guest sign in" will appear on the bottom.
Sign in as a GUEST, not a profile you made up in the X box dashboard.
As you might guess, you cannot have guests in ranked matches. (No pun)
PREGAME SETUP
After loading up a map when connecting to your host (or starting a match),
you begin in the "center" of the team setup. You will be invisible to the
other players for the most part, but you can talk to them still if you wish.
pressing either direction will pick your team you wish to be on; the game
does not allow unbalanced teams, so if there is 1 more player on 1 team, you
must go on the opposite.
Player matches continue until the host removes himself, and usually has a
rotating map scheme. You will often come into a match in progress, and join
after the round (not match) is over.
PREGAME SETUP (RANKED MATCH)
All ranked matches are started in the pregame lobby; you can't continue a
match after it's over, and must start a new game every time. Simply put, get
in, play, go home.
Unlike player matches, you can't start the match until it is a least 3 on
3. Most matches begin with 4 on 4.
Like previously stated, only experienced players should go through the
trouble to get into ranked matches. Don't start learning the ropes in this
area, or you're going to have a rough time getting into this game.
BASIC CONTROLS
You probably should have played the Campaign a bit before jumping into
multiplayer, so the basic, basic controls I will not list. But here are some
details:
Running forward does not require any actual pressing of UP, only the A
button. This is important if you are running forward and trying to drink coke.
IMPORTANT: This is a VERY helpful technique you should learn right away:
Pressing in ANY direction and holding "a" (RUN) will make you run in that
direction. This is KEY in getting around quickly, and getting away from
danger! A nice move is rolling left or right, and in mid-roll, holding the
direction you want to run. At the end of your roll you will take off.
The most difficult thing about GOW is NOT taking cover when you don't want
to. You will most likely (and we all do) struggle with certain spots in which
you "catch" cover when you're actually trying to get away from somebody. You
need to devellop a timing, and let go of "A" when you know you're going to
take cover on something coming up.
Advanced cover: Taking cover by hitting the "A" button against a wall or
other object can be done from any angle, if you press directly towards the
object and pressing "A". For example: If you run along a wall that is on your
right, simply press "right" and "A" at the same time, and you will take cover.
Moving the control stick in the respective direction to leap out of cover is
done in the same fashon; in order to gain critical speed in this game you
should practice moving around the map without hesitastion.
Roll and fire: This is a technique that irritates players, but works best
when you are caught off-gaurd and under fire: Roll left, right, forward and
backward, and pulling the left trigger (aim) to pop off a shot. You will at
the very least buy some time for backup. Use this with the shotgun!
Blindfire: Do not overuse the blindfire feature, in which you fire without
pulling the left trigger to pop out of cover and aim. You are vulnerable to
sniper fire, and are generally 80% more harmless than you think. The shotgun
is the closest thing to deadly with this technique, but takes practice.
Conversely, one of the best techniques with blindfiring is throwing frag
or smoke grenades with blindfiring. This is suprisingly deceptive and very
fast.
Melee attacks: Like in H2, melee attacks are quite deadly if done right.
Every weapon deals the same damage (except the chainsaw), requiring 2 hits
to down the opponent. A third strike can kill the enemy, but you can also
curb stomp "X" the opponent at this point as well.
If you catch a player with a Melee attack, and they look stunned, your
best bet is circling behind (if you're not) him, and do not let go of "B".
Your attacks are the fastest when you hold the button down, making melee kills
quite easy.
A frequent technique is rushing forward with the pistol, hip firing (not
using the aimer) and scoring a few hits. This wounds the other player, making
1 melee strike down the opponent.
As you may know, meleeing a player with the grenade equipped will "tag"
the other player, causing instant death, or heartburn, depending on the type
of grenade.
Updating on E-mails I've recieved, I should note that the Hammer Of Dawn
(listed below) is the only weapon that takes more than 2 strikes to down an
enemy. And on topic, the Torque Bow (also listed) is NO different than the
other weapons; it makes a neat sound when you slash someone though.
Longshot/Pistol zoom: Clicking the right stick with the left trigger held
down will zoom in the respective weapon.
Reload/Active Reload
This is where I explain the ACTIVE RELOAD system, if you don't already
know. This is VERY important in multiplayer; it may make the difference in all
of your matches from here on if you master this gamebreaker.
When you press the right bumper, an icon appears on the right hand side,
with a slider running across it. If you press the button within the grey area
that appears within the bar, you will reload instantly.
If you time it incorrectly, you will audibly grumble as your gun jams.
Your gun takes then 3 times as long to reload, and you CAN'T SWITCH GUNS.
This is very important to pay attention to when dueling an opponent. If they
screw up their reload, you can close the distance, and vice-versa!
Now, if you time the reload within the small white line wihin the bar, you
will both reload instantly, and replace lost bullets with more damaging ammo!
This is the most important part of firefighting opponents, as you can
devastate them with proper active reloading. 3 things are to be remembered
about the active reload:
1: The effect lasts 5 seconds, so you need to time it correctly.
2: The LongShot (sniper rifle), when AR'ed, downs you with 1 shot to
the body. If you are dueling someone with the longshot, do not expose yourself
when you hear them exclaim with joy when they AR. More on that in a bit.
3: You need to deplete ammo to replace it with active reloaded ammo;
you will notice the shells/bullets/arrows flash when you reload correctly. In
other words, if you use 1 shell from the shotgun, and you AR, only the first
round is more powerful. If you use ALL of the ammo for the shotgun, you won't
be able to use all the rounds in AR mode, because the effect is too short.
******************************************************************************
******************************************************************************
PART 2:
THE WEAPONS
******************************************************************************
******************************************************************************
I think this would be everyone's favorite secion to write about.
Each weapon is listed with basic functions, and also a detailed account on
is true deadliness when used against other players. In a nutshell, do not go
against an opponent if you know he has a better gun than you.
LANCER:
This is your versus default weapon, used primarily to down opponents from
a medium distance away. It has a large clip, and is very deadly when AR'ed.
The most glaring and now overused feature of the lancer is it's chainsaw
bayonet. You may instantly kill any opponent in melee range with it's gruesome
blades of death. It's really quite fun, although cheesy to opponents...
USES: Always an all-around weapon to carry with you when you're not sure on
what to use. It's average in every killing category. And it has the bayonet.
ADVANTAGE: Great for assisting players in downing opponents; it's spray-
and-pray uses are numerous, and is good at pecking away at players who are
attempting cover.
DISADVANTAGE: Weak up close, unless you pull off the chainsaw kill.
Players that are experinced at this game will take you down quickly if you
attempt to use the chainsaw up close. Do not get into the habit of trying to
chainsaw close opponents that are facing you. And DO NOT chainsaw an opponent
when there is more than 1 enemy nearby! You are guarenteed to die as a result.
BEST AGAINST: A charging player.
WORST AGAINST: A sniper. Don't even THINK about it!
SHOTGUN: (Gnasher)
This is the definitive weapon presently used in GOW. It's overall
deadliness is unmatched compared to the other default weapons. This obviously
applies to any action up close, and shouldn't be used from and distance beyond
a few feet.
USES:It's one of the few weapons that can be successfully blindfired. You
should get into the habit of learning to roll and shoot with this gun. The
weapon of choice when you take cover right next to an enemy; you can kill
him instantly by pulling the left trigger and aiming down!
ADVANTAGE: Instant death when fired up close. Can dispose multiple
opponents at once when used correctly. Suprisingly large clip.
DISADVANTAGE: Very difficult to aim. Spotty use when online. I've
noticed an apparent glitch in where using 2 melee strikes is impossible with
this weapon; the 2nd attack passes through the opponent for no reason.
BEST AGAINST: A sniper, if you can close the gap. It's always your best bet
if you get in close; even if you don't like it right away, you should practice
the use of the shotgun in close range battles.
WORST AGAINST: A sniper, if he's a good shot.
PISTOL: (Snub Pistol)
A underestimated weapon in GOW, the pistol is relatively weak at medium
range, but can down players from a further distance than with the lancer.
Skilled players can also decapitate opponents with repeated shots to the
head. This is usually done with an active reaload, but is tricky to pull off.
USES: Clicking the right thumbstick when aiming zooms in the pistol a bit,
allowing precise aiming.
ADVANTAGE: Longest range default weapon. Very short reload time.
DISADVANTAGE: Difficult AR timing, and crap at medium range.
BEST AGAINST: Single opponents trying to outgun you with the lancer at
long range. It's priceless.
WORST AGAINST: Any other weapon when the enemy is a good shot.
SMOKE GRENADE:
Leaving out the descriptions, you are allowed 1 smoke grenade each at the
beginning of each round. It's smoke is useful for creating a path around
snipers and distracting opponents. You can also "tag" an enemy with the B
button (melee), smoking them litterally. That use is obviously for humorous
purposes only.
FRAG GRENADE:
This is a very powerful weapon to aquire, because of it's "tag" quality.
Basically, running up to an opponent gives you the oppertunity to melee him,
and get an instant kill. You are vunerable to him getting next to you after
you tag him, and blowing yourself up. The key issue at hand is that if you
are down to 1 player on each team, and a tag/suicide is triggered, the
tagger's team will win the round! (This may and should change when the game
is updated.)
USES: Versitile weapon, limited to 2 on your person at once. Can be
"blindthrown", thrown, and tagged to opponents. Stuns enemies that are near
the blast range, allowing fast players to capitalize on their vulnerability.
ADVANTAGE: Perfect for flushing out enemies from hiding spots, and
causing massave mayhem in a firefight. Most matches have no friendly fire,
so you can simply toss them into a firefight without repercussions.
DISADVANTAGE: None that I can think of. It's something that you
should always have if you have the chance to pick it up.
BEST AGAINST: Multiple opponents. It's your best bet if your faced with
a 3-on-1 scenario. Guerilla tactics are needed of course.
WORST AGAINST: Another tagger. You can't win in that scenario.
HAMMERBURST:
This is the starting weapon in single player, and frankly, deserves
little space in this FAQ. I will summerize it as a longer range weapon than
the lancer, and fires 3 round bursts. The time it takes in a round a aquire it
and put it to use far outweighs any advantage it might have over the lancer,
which I found few of when using it. AVOID IT!
MAGNUM: (Boltok Pistol)
A tricky weapon found in easier-to-aquire locations in the various maps,
the magnum replaces the pistol when picked up, like the frag replaces the
smoke grenades. When used online, it's trickiness increases.
USES: Just like the pistol, it's range is longer than most weapons. It's
very powerful when AR'ed, and should not be underestimated.
ADVANTAGE: Deadly when aimed at the head, with AR rounds in it.
DISADVANTAGE: Spotty aiming online, and horrible at close range.
BEST AGAINST: A pistol user.
WORST AGAINST: A charging enemy.
LONGSHOT:
1 of the 4 "power" weapons that are fought over on every map (that
have them), The longshot is extremely deadly in the correct hands. You
can instantly decapitate an enemy from across the map if your aim is steady!
USES: Sniping, naturally. When AR'ed, the single round you possess will
down an opponent with a shot to the body. This comes in handy when you are
getting charged, so get that timing down!
ADVANTAGE: Absolutely invaluable tool for assisting your teammates!
You can cancel a curb stomp on an ally by shooting the noggin of a cocky
enemy, totally turning their world upside-down.
DISADVANTAGE: SLOW reload time, with only 1 round at a time. Very
tricky to use at first, seemingly useless to a player that does not understand
the mechanics of sniping in GOW.
BEST AGAINST: A lancer, and anyone blindfiring.
WORST AGAINST: A charging enemy, if you panic and miss him. I suggest
switching to your shotgun!
BOOMSHOT:
Your standard RPG, the boomshot is very, very deadly in the right hands.
USES: Fires a arching projectile that explodes on impact, instantly killing
anyone who comes in contact with it. There are only 2 rounds, so aim well!
ADVANTAGE: Can kill 2, 3 and possibly 4 enemies at once. Hillarious
gib-flying ensues. Can kill people taking cover when used correctly.
DISADVANTAGE: Limited ammo, and tricky use in killing opponents.
The key is to hit the player directly. You can hit the ground and kill them
with splash damage if you AR the remaining round, but to kill multiple players
you NEED to hit an enemy directly. Basically, you must hit a player dead-on
to create splash damage to kill other players.
BEST AGAINST: Unaware opponents. The perfect party crasher for a camped
out team.
WORST AGAINST: Anyone if you miss. You're completely vulnerable while you
switch to your other weapons.
TORQUE BOW:
The most original weapon in GOW's arsonal. The bow fires explosive arrows
and can kill multiple opponents if you're lucky. The weapon of choice for
wannabe snipers who can't aim well otherwise.
USES: Pulling the fire button pulls the bow back, either while aiming (L)
or running around, blindfiring, ect. You need to have a target at the end
when the bow eventually releases automatically, or you waste time and ammo.
You need to pull the bow back for about 2-3 seconds to penetrate the skin
of the enemy, killing them instantly. A short pull-and-release bounces the
arrow along the ground, creating a mini-grenade.
ADVANTAGE: Quick, easy kills with steady aiming. Easier to use than
the longshot, and almost as far a range. Easiest AR timing of all the weapons.
DISADVANTAGE: Slow reload time, vulnerable when aiming on foot,
limited ammunition, and bad locations (usually).
NOTE: Despite what you may hear, the melee strike for this weapon is no
different than any other weapon; it takes 2 strikes to down an opponent.
BEST AGAINST: Consealed or blindfiring enemies, and awesome against
enemies who are unaware of your possession of it.
WORST AGAINST: A skilled sniper; do not attempt to duel a sniper if he
has a shot on you when you are covered, you will most likely lose that
battle.
HAMMER OF DAWN;
A laser targeting death machine, the hammer is flawless in it's use for
flushing out enemies from cover, and has other practical applications.
USES: Targeting an object, player or ground area that has a NOTHING
blocking the sky will trigger a short countdown. You need to keep it steady
on the target to trigger the hammer, so you shouldn't target an enemy directly
for fear of cancellation. When it does release, and a powerful laser beams
down from above, any opponent within 20 feet will be instantly killed or
stunned. You can then track along the ground and try to tag others with it's
death beam, but beware of it's difficult use.
ADVANTAGE: Splatters unaware enemies, and tags aware enemies if you're
skilled enough to aim ahead. The main initial blast is VERY powerful.
DISADVANTAGE: Long down time in-between hammer blasts makes it's
direct use difficult. It's best used as a support/suppress devise. An
important note: The melee strike with this paticular weapon is nearly
useless; it takes at least 3 strikes to down an opponent with it.
BEST AGAINST: An enemy walking up to execute a teammate.
WORST AGAINST: A sniper, and anyone up close. Don't fry yourself!
******************************************************************************
******************************************************************************
PART 3:
MAP OVERVIEW
******************************************************************************
******************************************************************************
Most maps in GOW's multiplayer are symetrical, with weapons stored in
strategic locations that force firefights over them. Listed are the basic
strategies for cooperating with your teammates in achieving your most basic
goal: To destory the opposition.
The important point I need to make about these map descriptions is that you
need to experience these maps for yourself to really get them down; I will not
go into grim detail about these maps because through text you will learn
nothing about the intricacies of this game, and merely become confused.
Map name: GRIDLOCK
Weapons stored on this map: LONGSHOT, BOOMSHOT, HAMMERBURST, FRAG GRENADES
This map is the most frequently played, and often the most liked, for it's
sheer simplicity. Of all the maps in GOW, you will be flanked the least.
Basically, you start on each end, and charge the longshot, frag or boomer.
All three of these are lined up within the center of the map; the longshot is
the most fought over, located at the top of the stairs. the frag grenades,
which are located in the direct center of the map, in-between a bunch of cars
on the ground, are also a neccesity to your team. Further along the center,
underneath a small archway, lies the boomshot. It's offset to the longshot
makes it tricky to gamble a possible sniper attack.
Also on this map, are 2 "towers" that are basically shelters and/or sniper
covens. There are no weapons here. Rounding the corner in this area, there is
a small balcony that overlooks the boomshot, and the hammerburst is there, if
you insist upon it. (I've recieved about 10 E-mails informing me to correct
this, so there you go!)
Map name: CLOCKTOWER
Weapons on this map: LONGSHOT, BOOMSHOT, FRAGS, MAGNUM
This map is more intricate than most maps, with varying levels, cover
spots, and weapon placement. Communication and teamwork are paramount on this
map, even more than usual!
As you turn either corner at the start of this map, which also hides the
magnum, you come to a large parking area with a series of vehicles in the
center. Turning to the nearby stairs takes you up to the top of the map, with
2 paths leading up to the top courtyard. At the very top of this map you will
find the longshot. Within this area you can snipe anyone below, at the
possible price of a suprise flank from either side.
Within the parking area, turning into the dark end, over a guardrail,
hides a pair of grenades. It's difficult to reach without exposing yourself.
Turning the opposite way, over a different guardrail, harbors a boomshot
on the far end. Beware: you are vulerble from almost every direction when
you reach it!
Map name: CANALS
Weapons on this map: LONGSHOT (2), TORQUE BOW, FRAGS
This map is another popular one. Starting out, you round a corner and
attempt to either charge a nearby longshot, or the torque bow located at
the very center of the map, underneath the center bridge. Above it lies
the grenades.
There are 3 bridges running across the map, with a high and low section
connecting each of them. The longshots are located on each spawn's bridge.
Although there is generally a power struggle over the torque bow, to
get to it involves extreme vulnerability from the other side. A skilled
sniper can decapitate you as you retrieve it, so use caution. Speaking of
which, along the "upper" path along the side of the map is a squared area
with no level changes; making it a deadly sniper arena.
Map name: FUEL DEPOT
Weapons on this map: LONGSHOT (2), HAMMER OF DAWN, FRAGS (2)
A wide open map, the fuel depot consists of a helipad and a garage to
each side along the center of the map. One team starts in a barrock, and
the other starts outside near a gas station. Each end houses a trailor
to either the left (barrock side), or on the right (other side). Each of
these trailors hides the longshot.
In the gas station between the gas pumps, and within the fuel depot on the
opposite side, hide the frag grenades.
Next to these areas that house the frags lies a stairway connecting to the
helipad, which house no weapons, but serve as the highest point to use the
longshot or hammer.
The hammer is located in a vulerable spot, the center of the main garage.
The garage is across the helipad, and is accessed from the front and each
teams side. This area is very tricky to navigate safely, as there is a lot
of cover to sneak around in.
There are a multitude of strategies with this map, and a lot of hiding
places, if need be.
Map name: ESCALATION
Weapons on this map: LONGSHOT (2), FRAGs (5), HAMMERBURST, MAGNUM
This is a nonsymetrical map. The objective is more or less an assault
on the above team, switching from round to round, naturally.
Starting at the bottom area, you can grab grenades right next to where
you spawn. Running along a walkway along either side houses a longshot and
another set of grenades, at the base of the stairs.
Each side you ascend crosses over to the other side, and has multiple
staircases to ascend. on the 3rd level, a set of frags lies at the center.
Starting at the top of this map, you need to run down quickly, to grab a
magnum if you wish. Dropping down to the next level also has the repeater, if
you really need one. Most of the action takes place at the 3rd level, with
some strategic exceptions. One strategy that should be avoided if you spawn
at the top is to camp there; your lack of weapons will leave you at a huge
disadvantage. In fact, at all times, the top team has a disadvantage in terms
of firepower, but has an obvious height advantage.
Grenade tagging is a very huge issue on this map; your team MUST cooperate
to take the grenade taggers down, because they can be up to 4 of them coming
from the bottom of the map!
Map name: TYRO STATION
Weapons on this map: TORQUE BOW (2), MAGNUM (2), HAMMER OF DAWN, FRAGS
This map has a series of trains coming through every 20 seconds or so
through the center of the map. The objective weapon is of course the hammer
of dawn, located on the tracks. Don't get hit by the train, stupid.
Each spawn starts mid-level, in a storage area. Your team has the choice
to go down a set of stairs to a parking garage. Here you will find a set of
frags, and a pathway to the opposite end of the map. You can also head up a
narrow stairwell leading directly onto the train tracks, right next to the
hammer of dawn.
If you do not go to the garage at the start of the map, you can head in
a straight line, and curve up to the train tracks once more. There is a
magnum behind the dumpster on the far left of this area. Running along
the cover of the tracks provided, you will lead up to your side's torque bow.
You obviously need to watch out for the other team's bow user when rushing
this weapon.
When you are in this small walkway next to the bow, you have a clear view
of your side's spawn and stairway area; the hammer of dawn can be put to good
use here, if you have adequite protection.
Map name: MANSION
Weapons on this map: HAMMERBURST (2), MAGNUM, LONGSHOT, BOOMSHOT, FRAGS
The mansion is one of the simplest maps in GOW, and the smallest. You
begin outside the mansion, with a clear option of pathways leading into the
building, or around the front. Going into the map, you have the fork leading
up the stars, or through to the main room. Both paths lead to the same room,
but on different levels, natch.
Going up top has a good view of the people underneath and above, but has
only pilliars for cover. Going low has a bit of cover, but no shot on people
above. The advantage of being on the bottom is an excellent flank oppertunity
via the main stairs leading to the top-center of the main room. This spot has
two couches, and a longshot in between them. This sniper area is a good spot
to camp out if your team is experienced enough.
Now, if you take the outside route, your options are limited to 3 pathways
once you round the main hedge: Left, right or straight ahead. The furthest
path (from the mansion) off has the coveted boomshot, and the sidewalk going
up to the mansion holds the frag grenades, directly in front of the doorway.
This doorway is in direct line with the main room, and the sniper sitting
at the top balcony, so watch out when you grab the frags.
Map name: WAR MACHINE
Weapons on this map: TROIKIA, FRAGS (2), TORQUE BOW, LONGSHOT
Running down the spawn stairwell, your choice of direction on this wide
open map is referred to as "torque" side, and "sniper/longshot" side. The
"sniper" side is reached immediately around the corner, with sandbag cover
laying everywhere. In the center spot between this hot zone lies the sniper.
Going the opposite way to the "torque" side has a longer path, leading
directly to an open spot with frags laying on the ground. Turning to the
opposite side from you at this location, you will spot the torque bow.
The torque bow is in the absolute open, with the possibilities of flanks,
grenades, trokia and even the longshot to hinder your acquisition of it.
Running up the stairway by the frags leads up to the troikia zone. This is
a safe haven for players when the other team is winning, as it provides the
most cover. There is an outside walkway, and the trokia in the center.
I say this, until someone proves me wrong: DO NOT USE THE TROKIA, YOU WILL
DIE, YOU WILL LOSE, DON'T USE IT, DO NOT BOTHER. There, I said it.
Map name: ROOFTOPS
Weapons on this map: HAMMER OF DAWN (2), LONGSHOT (2), FRAGS (2),
MAGNUM (2), TORQUE BOW
This map is a bit more intense than the others, due to it's tight,
confined spaces, difficult cover techniques, and bizzare strategies. It's
the Pulp Fiction of GOW maps; you either love it or hate it.
Rounding the first series of corners, you come across a small hut. Laying
in here is your hammer of dawn. Continuing on the path, running straght ahead,
you can grab the longshot as well. In this tight area, you need to master a
quick ascention to the rooftop itself; you do not want to have your fight in
this area.
Reaching the flat area by either climbing or taking the stairs, you can
take cover along the walls lining the roof; the magnum is here.
if you take an immediate right and head to the far end of this area, you will
find a tricky set of frags.
Continuing the other way in this area, you can take refuge in your side's
"garage". From here you can snipe, frag and use the hammer, with some cover.
Do not think you are too hard to hit in that area though, and notice you can't
leave it unless you backtrack.
On the rooftop, you can ascend towards the torque bow. There is a main
battleground here, consisting of 2 covered walls, and a clear shot at the bow.
Take an important note here: Under the cover of this wall, the hammer of dawn
cannot harm you (at least the beam).
Climbing this ledge to the bow is a risky, but neccesary affair if you are
the aggressor. A smoke grenade can give you a decent chance of living if you
rush the bow. Be aware; the "garage" for each spawn has a direct shot at your
feet when you are on this area!
Map name: MAUSOLEUM
Weapons on this map: LONGSHOT, MAGNUM (2), TORQUE BOW, BOOMSHOT, FRAGS (2)
This map is essentially a giant circle with a path cutting across it on
the upper level. You start out in your spawn with 2 directions, left or right.
Going in one direction (depending on what side) takes you through a pathway
that leads to a passage to the graveyard. There are 2 graveyards, both of
which are across one another.
One end, with a circular monument, holds the torque bow. The other end,
with a staircase sitting in front of a statue, holds the longshot.
Coming back to your spawn, the basic thing to remember is this: When you
round the first corner, and before you head down the next hallway, notice the
weapon on the ground. If it is the magnum, you are heading toward the torque
side. If you spot the frags, you are heading toward the longshot. Both sides
that you alternate per round obey this rule, so you won't get confused if you
remember this.
Both sides have a larger staircase leading into the mausoleum itself,
which is basically a narrow pathway leading to the very center of the map;
this spot is where you find the boomshot. From this center, you can be snipe,
and be sniped, with either the bow or longshot. Or blown up.
This map has a LOT of cover in it, and can hinder your advance/retreat if
you are not careful.
******************************************************************************
******************************************************************************
PART 4:
FAQ (FREQUENTLY ANNOYING QUIRKS)
******************************************************************************
******************************************************************************
Here I explain some of the little things that might be of irritation, and what
you can do to relieve the situation. I in do way condone any negative action
therin, and if you do it to me, expect negative feedback!
Latency: Latency, ping, delay and lag are all the same thing. Latency is
the time sending your information about what you are doing on your X Box,
getting it to the host, and him sending it back to you for you to continue.
Your archaic means of calculating this time is by firing your weapon and
counting how long it takes for the bullet to land. A good time is almost
instant, and a bad time is anything close to a full second. The only way to
combat this plague is to simply aim ahead of the enemy. If you are lagging
really bad, my best advice is to assist your teammates from a distance, using
the lancer.
Jumping down ledges: This sucks, and requires your attention when in
battle. You cannot slide down short ledges unless you are basically at 90
degree angles to it (facing it directly, perfectly sideways when rolling).
If you are trying to roll out of danger next to a ledge, you need to get
the angle right. Something to consider practicing.
Host advantage: Make absolutely no mistake, the host is your nearby God if
you join a session. Take a personal note if you haven't by hosting one of
your own to notice the deadliness of the shotgun and other weapons due to a
total lack of latency. Most hosts will use the shotgun during matches to
their advantage, so you merely need to be aware of his location/looks, and
adjust your strategy. Whatever you do, don't go toe to toe unless you're THAT
much better than him/her.
Chainsaw glitches: Expect many glitches with chainsaw kills. The most
noticable is the "invulnerable" chainsawer. Simply put, get behind a player
cutting up a teammate, wait until he's DONE, and pop him with a shotgun round.
Problem solved there. Do NOT: Grenade tag, boomshoot or snipe him during the
animation, or it's YOUR problem, not the game's. You've been warned. DO:
fill him with lead with the lancer/pistol, shotgun or other similar weapon to
hurt him during the animation, and down him after he's done carving up your
lame teammate. Possibly do: Chainsaw him during the animation, but beware of
how vulnerable you are while doing it. Be smart: Think ahead.
Another glitch which completely sucks is the "Paralysis" glitch, in where
you simply cannot move after you chainsaw a fool. You can't move or shoot
until you are hurt, and you are usually sniped. Sucks to be you! I'm not sure
what triggers this glitch, but any E-mails with help on this would be great.
A funny but really confusing glitch is when a teammate chainsaws an enemy,
and the chainsawer does the wiggly animation while the enemy explodes. Don't
worry when this happens: He'll be fine.
***FOxx update: "-The wiggly-animation for chainsawing seems to be caused
whenever there's a bit of lag and the victim player activates their chainsaw
as they're about to be chainsawed. Thus the attacker gets the signal they're
going to be chainsawed but the host system knows better...of course, you're
already into the animation by then."****************************************
Chainsaw defense: As mentioned earlier (and FOXX mentioned I should cover
this) under the lancer coverage, I loosely explained the vulnerability of
attempting to use the lancer's chainsaw to slaughter your opponent. If you
are getting cut up repeatedly, take these notes:
1- Getting shot with anything lowers the bayonet, leaving you open. If you
see a guy coming at you, revving away, shoot the dude. A lot. Don't melee him
though!
2- You can chainsaw a tagger, but you both will die, most likely.
3- And I will mention this again: You are VULNERABLE when you use it! Don't
overdo this weapon like I see everytime I play, I personally make mincemeat
out of players that go for chainsaw kills! (It makes an excellent execution)
NEGATIVE TECHNIQUE: In Execution mode, expect a lame team to repeatedly
down a remaining teammate with melee strikes, racking up "down" points. This
usually happens with a game setup of 5 second-revives. If there are more than
2 players doing this, do not bother tapping "A" to get up; you're only giving
the cheaters more points. Go get a sandwich.
Yes, I said CHEATERS. The game was not meant in the least to be played
that way, so **** off if you think otherwise. Leave feedback on any player(s)
that abuse this loophole. Leave emails at the_gamer_lives@yahoo.com if you
wanna flame me, so I can locate you, drive to your house and slap you in the
face for even arguing with me. Back to the game:
Sniping technique: No one who I asked gave me any hints with the longshot,
probably because he didn't want me to know this very important point:
LET GO OF THE LEFT AND RIGHT STICK WHEN YOU PULL THE TRIGGER!
If you are missing people's heads left and right, odds are you are trying
to aim and shoot at the same time, ala Halo 2. You MUST be standing still
when firing, or you are merely playing the lottery, hoping for a head shot.
Boomshot technique: Hit the guy, head on. End of story.
Torque bow technique: Nobody I play with realizes this fact, clearly
visible on the loading screen: Even if you directly hit a player with the
torque arrow, it won't kill him if you don't have that bow pulled back far
enough (about 3 seconds).
Game startup glitch: This one sucks too. If in the pregame lobby
during startup, you have the timer stick to 5, you need to quit the game.
Ask the host to leave the game via X Box dashboard so the other players
may be booted to the main menu.
Quitting: Although annoying and unfair most of the time, and despite
what you may hear, quitting in a ranked match poses NO penalty to your
OVERALL score. You will not gain any points that were earned within the
match however.
FrozenFOXX Tip: If you use cover, even in a bunny-hopping-like sense, you
can move MUCH faster than someone without it. This is just because of the
speed of the animations and was designed this way. Fast players use cover,
even if only as stepping stones for speed, and happen to get out of firing
lines as a result.
Tip #2: -The hammerburst isn't completely worthless, but it requires a
steady aim. In about a half a clip I can down an opponent, especially if
there's headshots involved without AR ammo. The the Lancer it takes about
three quarters of a clip. If you're looking to actually take people down
at range instead of weakening them it's definitely a solid choice and
absolutely tops for long range support fire (since most people are complete
crap with the Longshot, including myself).
(I appreciate this knowledge and may put it to good use, perhaps I am
underappreciating this gun. I stand by my initial viewpoint, however, that
the time getting this gun simply isn't worth the benefeits. And another
point to make is that downing players at a distance comes to little value
in many instances if you are playing Execution mode, where a lot of players
are at right now. But there is a place for everything I guess. - Trevelyan)
FIN...
******************************************************************************
******************************************************************************
Thanks for reading this far, and like I said at the top, this is my first
FAQ. I would appreciate the flaming mails to be minimal, but any suggestions
or comments, corrections ect. Would be awesome.
Patrick connors
Trevelyan2 (Gamertag)
the_gamer_lives@yahoo.com
Gears Of War
In-Depth Multiplayer Guide
V 1.0
Copyright 2006 by Patrick Connors. Any portion used in any
other guide may be used only by my permission, although is otherwise
Welcome. I don't like people plagerising my work; just give me credit
for my long nights of frustration getting worked by online gamers!