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Gears of War: Ultimate Edition – Movement and Wallbouncing

Movement is key in Gears of War, and while the wallbounce is in Ultimate Edition, it's different than in other games.
This article is over 9 years old and may contain outdated information

There are plenty of Gears of War veterans who have been playing the game for nearly 10 years. The original was released in 2006 for the Xbox 360. Now, with the release of Gears of War: Ultimate Edition, Gears fans are ready to go back to where the series began. However, it isn’t just about the people who have fond memories of the original. With the release of Ultimate Edition on the Xbox One, there are plenty of new players getting into Gears. In addition, a lot of Gears veterans may not remember what they can do in the original, things Epic Games altered throughout the series.

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For this article, we’re going to start with movement and how it impacts multiplayer matches. While most shooters require movement as a key factor, Gears is especially sensitive to movement and it’s an important aspect of the multiplayer.

Running

Rolling while running isn’t as effective as just running by itself. In later games in the series it was more beneficial to roll while running, as you’d generally get a bit more speed by doing this. In the original game, run for your target and you’ll get there faster. You can also maneuver a bit better while running in the original Gears.

Using Cover

Cover is a huge aspect of Gears of War, more so than most shooters on the market. However, you can’t simply duck behind cover and remain there. Against a skilled team you will get picked off or someone will run up behind you to take you down while you’re in cover.

It’s important to know the radius in which you can access cover. You have to be a set distance away or closer in order to duck behind an object and take cover. Practice until you know this distance without having to think about it so you can quickly duck for cover at the maximum range. It could easily save your life in a close firefight.

When leaving cover, in most cases you shouldn’t jump over the cover. This is a preset animation that takes a bit longer than canceling out of the cover position. While it can give you the jump on an opponent in specific situations, it’s generally better to cancel out of your cover, especially if there’s an opponent nearby. If you cancel out of the cover you’ll be able to attack and even move a bit faster than if you simply used the canned animation to jump out of cover.

Wallbounce

Wallbouncing is a huge strategy in every Gears of War, but it began in the first game. However, it may not be what you remember. In most Gears of War games, you wall bounce by canceling a cover, which is relatively easy to do. You don’t even have to hit the wall to perform a wall bounce.

In the original Gears of War, wallbouncing is much harder to perform and you have to actually hit the wall. You’re essentially hitting the wall, then quickly exiting cover. In Ultimate Edition this is primarily used to make it more difficult for other players to hit you, as you’re constantly bouncing off the walls. It works best at close range in a firefight.

Get Power Weapons

There are power weapons on every map in Gears of War: Ultimate Edition. It’s important to make a run for these power weapons as quickly as possible. Even if you don’t reach them, if your team can grab one that’s all that matters. The power weapons are extremely powerful (as the name implies) and can make the difference between winning and losing. Memorize the locations of every power weapon and make a run for them as quickly as possible to help secure a victory.

Once you have movement down, read our weapons guide for more Gears of War Ultimate Edition tips and tricks!


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Author
Image of Bryan Dawson
Bryan Dawson
Bryan Dawson has an extensive background in the gaming industry, having worked as a journalist for various publications for nearly 20 years and participating in a multitude of competitive fighting game events. He has authored over a dozen strategy guides for Prima Games, worked as a consultant on numerous gaming-related TV and web shows and was the Operations Manager for the fighting game division of the IGN Pro League.