Horde Class Guide - Mechanic (Gears 5)
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- čas přidán 21. 02. 2021
- Welcome back to a new series of videos, Horde Class Guides for all classes. This first one will be covering the Mechanic. I will put timestamps just below to each major part of the video:
Loadout: 1:03
Experience Table: 2:15
Cards: 3:00
Perks: 8:33
Fortifications: 9:41
Follow me on Twitch @ / hollowstrife
Gears 5 and the Hivebusters DLC is available now on Xbox One and Microsoft Windows. This title has been developed by The Coalition and published by Xbox Game Studios. - Hry
As a mechanic i love playing with classes that can deal damage without the need for a locker, (infiltrator,nomad,brawler, veteran, jack)
However, far to many mechanics build sentries first an its MIND BLOWING. Also, it’s frustrating when other classes build. 🤬 i always always always try to build level 2 locker quickly and put level 1 barricades EVERYWHERE
im grinding my mechanic now. Level 11.
My stack is Ingenuity, efficient fab, rob porting, rootkit, and reinforced fab.
Ive been running inconceivable or master jingle juvies. Good way to rank up quick.
I have a lot of the same grievances as you. Unfortunately, Gears doesn't do anything to show new players how to play. The mechanic is a great class and you will get games where everyone donates and leaves you to build what you need, those games are the best
Best guide video I ever found , thank you so much.
Robotic porting, Custom Robotics and Personal Defense turn the Mechanic into a decent Escape class wherever Enforcers and other DB weapons are available. The Detour and The Malfunction both work pretty well.
Doing Escape dailies are a good way to level up quickly.
I watched a lot of your guides lately but this one in particular is very outdated. The Mechanic works a lot different now. Just get all cards that make your fortification tougher, have more health, are cheaper and do more damage. No need for the ammo card anymore. Put down red barriers and two level four sentries behind it. If your cards are all level 6 you will rack up millions of damage and nothing comes through. Besides bosses obviously. I wouldn't play the Mechanic as shown in this video. Because like I said this class has changed massively.
I would use the card that give DeeBee weapons a boast (Robotic Porting? ) if you’re on a small team with bots doing a lower level like Advanced for example. If I’m not mistaken this means the rocket launcher and Try Shot give some serious damage to some bosses. Play your own way of course! Cheers.
One thing I will say that as a Demolition player, one 4-way weapon locker is not "more than enough", only 3 shots per Boomshot and it doesn't take long to go through them.
If you are not accurate, an miss with it a lot, yeah. But if you get the most out of EVERY shot and use a GL as your other gun, 4 booms is more than enough.
Git gud, then
@@fernandopessim lol What? I am good, Im not missing with my shots (playing so long, i can hit stuff across most maps with Boomshots), its just you only get 3 shots and they go quick.
Sentries don't do a lot of damage by themselves, even with Overload, and it's too expensive early on to stack 2 or 3 at each chokepoint. That energy is best used for helping the rest of the team with more lockers (Overclocked Locker is essentially a must) so they can do all the damage, barriers to stop enemies getting close in the first place, a few decoys to draw some aggro, and shock turrets to stun if they get a little too close while your aforementioned teammates clear the map
Yeah I assume sentries are only really every useful for clearing out trackers and juvies and such
Agreed. I learned quickly that barrier spam is the meta in this game. I like to make it so floor is a bad word. There can only be wire or spike.
Love the content
Get a bit you can close off, preferrably with two openings, put down one of the fully upgraded fences at each, then a barbed wire fence in front of each, then a turret fully upgraded behind each fence. If you have good damage classes with you to go for bosses, you'll slug through to 50 easily. Make sure you take all cards for increased fortification health and then use the upgrades for a further 100% health.
Fabricator joke was lit af lol
I think this particular one needs an update
Haha, knew you were talking about the Mechanic before I even opened your comment. Yeah, this one is definitely out of date, if you Gears want an updated version, I'm more than happy to do it
@@hollowstrife8220 that’d be appreciated and there may be others that need updates but I’m not sure yet
@@hollowstrife8220 Yeah if we could get an update for better use of the turret that'd be fantastic! :D
Would you do a guide on fortification placement? I've noticed a lot of players putting multiple level 2 barriers so they go down a hallway instead of doing a single higher level barrier across the width of the hallway. You mentioned that the higher level stop the enemies from passing while the lower just slow them down. I'd like to understand the reasoning.
I could certainly do that, but its a good idea to build level 1 and 2 barriers over a large area to slow down multiple enemies, and use level 3 and 4 barriers behind these to stop enemies that almost get all the way through. Could go into a lot more detail in a video but that is the general meta that people use
In my opinion, the main focus of engineers should be more barrier & decoy focused.
Too many matches are extremely grueling, due to an engineer building a million sentries.
I like building barriers to block off choke points that are farther from where my team wishes to dwell.
That way, those spammy explody boiz can easily take down the swarm before they have a chance to get near, even with bastions. The decoys are nice to put farther away too. They eat up a multitude of claw bullets, so my teammates can stay up longer.
I realize my buildstyle may be more due to the fact that the engineer is a support class...
Oh well...if you've wasted your time reading my ramblings, then have a fantastical freaking day!?
I agree that most engineers build too many sentries. Imho the order of priority should be barriers-lockers-decoys-sentries.
Barriers protect your squad, lockers ensure they can kill the enemy, decoys draw fire and create opportunities for your team members to get kills. Engineers absolutely are support players. The first priority should be protecting/helping your squad get kills. Only after you set up the other stuff should you worry about sentries.
Too true,
It's also important to know where and when to get up and get out of cover.
Kill priority shouldn't be your first objective.
However cover fire/sire clean-up can help immensely if you have your mechanic equipped with a Lancer or Retro lancer. It give them a much better survivability.
As a mechanic you should be watching your team, vigilance is key.
This guide needs an update.
Question!!! Does the damage boosts stack for the turrets for mechanic and robotics engineer? Both can get additional dmg to turrets so does it stack?
I know about the Brawler health question for certain. The max health perk and Perk Up skill card definitely stack, though I am not sure if this is additive or multiplicative. If these stack additively then you would have 210% max health once maxed out, whereas a multiplicative stacking would give you 240% at max rank.
If anyone else knows how these stack, and even the energy tap buff, then I would like to hear.
I will try to test this out and get a definite answer at some point.
Which card is the armor effect that you have on you?
The only defensive card I use is Healing Repair. You can take Flow as well if you want to be a little bit stronger, but normally Healing Repair is enough on its own
Fortification health you need
Overclock locker would that help for demo
Definitely, that card is slightly busted, and it amazes me how some players require multiple weapon lockers considering the speed of the ammo regen
You should create a new one if you think you will get enough views.