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Gears of War 3 eGuide
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Contents

  • Introduction
    • We’re All Stranded Now
    • About This Guide
  • Characters
    • Overview
    • Delta Squad
    • Supporting Cast
  • Basic Training
    • Overview
    • Controls
    • Campaign Modes & Difficulties
    • Navigating the Battlefield
    • Combat
  • Weapons
    • Overview
    • Assault Rifles
    • Power Weapons
    • Heavy Weapons
    • Pistols
    • Grenades
  • Enemies
    • Overview
    • Lambent
    • Locust
  • Campaign Walkthrough
    • Act 1
      • Prologue: Troubled Past
      • Chapter 1: Anchored
      • Chapter 2: Abandon Ship
      • Boss Battle
      • Chapter 3: Homecoming
      • Chapter 4: Helping Hand
      • Chapter 5: MVP
      • Chapter 6: Hanging by a Thread
    • Act 2
      • Chapter 1: Shipwreck
      • Chapter 2: House of Sand
      • Chapter 3: Forced Entry
      • Chapter 4: Trench Run
      • Boss Battle
      • Chapter 5: Hijack
      • Chapter 6: Airborne
      • Chapter 7: Touchdown
    • Act 3
      • Chapter 1: Unbreakable
      • Chapter 2: Rescue
      • Boss Battle
      • Chapter 3: Breakneck Run
      • Chapter 4: Ghost Town
      • Chapter 5: Brothers to the End
    • Act 4
      • Chapter 1: Ashes to Ashes
      • Chapter 2: Crater
      • Chapter 3: Hang ‘Em High
      • Chapter 4: Batten Down the Hatches
      • Chapter 5: Bon Voyage
      • Chapter 6: Watery Grave
    • Act 5
      • Chapter 1: Home Away From Home
      • Chapter 2: Blackout
      • Chapter 3: Shattered House
      • Chapter 4: Threshold
      • Chapter 5: Ascension
      • Chapter 6: Reckoning
      • Boss Battle
  • Multiplayer
    • Movement
    • Advanced Movement
    • Gears Concepts
    • Cover
    • Combat
    • Team Play
    • Weapons
    • Map Attributes
    • Multiplayer Modes
    • Multiplayer Arsenal
      • Weapon Spawning
      • Weapon Damage Table
      • Rifles
      • Shotguns
      • Pistols
      • Grenades
      • Power Weapons
      • Heavy Weapons
    • Horde Mode
      • Horde Basics
      • Base Building
      • Horde Quick Tips
    • Beast Mode
      • Overview
      • Waves
      • COG Forces
      • Fortifications
      • Cash
      • Beast Forces
    • Multiplayer Maps
      • Overview
      • Checkout
      • Drydock
      • Gridlock
      • Hotel
      • Mercy
      • Old Town
      • Overpass
      • Sandbar
      • Thrashball
      • Trenches
  • Collectibles
    • Act 1
    • Act 2
    • Act 3
    • Act 4
    • Act 5
    • Ribbons
    • Medals
    • Mutators
    • Weapon Skins
    • Multiplayer Executions
    • Multiplayer Characters
    • Avatar Awards
    • Achievements

Gears of War 3 Guide › Multiplayer

Weapons

Your starting weapons and the weapons that are available on the map have great influence on how a given match plays out.

Choosing Your Loadout

Choose your starting loadout to best match your personal preferences, along with the map and mode you are playing. On maps where you expect close-range combat, lean toward the Retro Lancer. Long-range maps should draw you to the Hammerburst. The Lancer is an all-rounder, useful on almost any map.

Both shotguns are effective at close range, but the Sawed-Off works better as a last-chance defensive weapon or offensive hit-and-run tool. The Gnasher is a better general-purpose weapon. If you prefer close-range combat, taking down multiple foes with the Gnasher is a realistic possibility. Doing so with the Sawed-Off is much more difficult.

Naturally, if you simply can’t stand using certain weapons, go with what you’re most comfortable using—better to play with a slightly less than perfect loadout than to play with weapons you aren’t effective with or don’t enjoy.

Rifles

Each of the three rifles has an optimal range band, as well as a special perk: iron sights, bayonet, or chainsaw. Spend some time experimenting with all three. Every rifle is effective, but their power varies depending on the map.

  • Use the Retro Lancer on close-range maps, or when you expect to be shotgun-rushed often. Don’t take the Retro Lancer if you expect to fight at a distance.
  • The Lancer is a solid choice on almost any map, though it isn’t especially effective at longer ranges.
  • The Hammerburst is ideal for long-range fire, and it’s a poor choice on close-range maps.

Shotguns

Both shotguns are close-range powerhouse weapons, but the Gnasher has the flexibility to deal out damage to close-medium range. The Sawed-Off is useful only at nearly pointblank distances.

  • Take the Gnasher if you expect to face multiple enemies, or if you need a little extra distance.
  • Use the Sawed-Off to defend against other Gnasher rushers, or if you’re planning to make hit-and-run attacks against lone targets.

Pistols

Pistols are backup weapons, generally used as weapons of last resort, or when you’re using a meatshield.

  • Use the Snub Pistol as a makeshift long-range weapon if you’re using the Retro Lancer.
  • The Gorgon SMG has solid stopping power, which is good if you’re packing the Hammerburst.
  • The Boltok is a mini sniper rifle. A steady hand or some coordination with your teammates can take down distant enemies easily.

Power Weapons

Power weapons are a priority targets on all maps, and almost all modes. You should make a beeline for the power weapon spawn points on a map when the round begins. Then return to the spawn points when you know a power weapon has been exhausted.

It’s easier to gauge when a power weapon will respawn if you or a teammate are the one depleting its ammo. However, if you pay careful attention to the combat around you, you can figure out when a power weapon’s last shots are spent.

Heavy Weapons

Heavy weapons are similar to power weapons, but they aren’t always quite as dominant. It depends on the map and the game mode in question. Because heavy weapons slow your movement, and, in some cases, simply can’t be moved from their spawn points in any reasonable amount of time, decide whether it’s worth fighting for a given heavy weapon.

  • The Mortar is almost always a dangerous weapon.
  • The Mulcher’s effectiveness depends almost entirely on the line of sight it has around its spawn point and the mode you are playing.
  • The Oneshot is very mode dependent. If you can’t get line of sight on anyone, it’s ineffective. But if it covers a key KOTH point or your leader, it can be very lethal.

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