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Gears of war 4: los 10 mapas + las clases de Horda y más detalles del modo horda

gears of war 4 xbone

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#1

Escrito 03 septiembre 2016 - 12:50

Esta es la lista de 10 mapas:

 

Dam  
Harbor  
Foundation  
Forge  
Impact  
Lift  
Reclaimed  
Relic  
Gridlock

+ uno que no sabemos el nombre pero si como es, aqui dejo la iamgen:

 

este es el mapa que falta:

bA7Yzgp.jpg

Nuevo mapa Relic:

 

 

-lo de la horda:

 

Estas son las clases (ESPERO QUE NO SEA TAN PIFIA COMO EL SURVIVAL DEL JUDGMENDT, que es aceptable pero no compares con horda)

 

Horde: in your way The next evolution of the horde mode includes “The Fabricator”, a mobile device used to create fortifications and stablish bases in your preferred place. The classes and cards allows total customization in horde experience.  
 
Class - Soldier  
Weapons: Lancer – Gnasher – Snub – Frags  
Role: damage dealer. The role of the soldier is deal massive damage. The classic gears character.  
 
Class – Sniper  
Weapons: Longshot(?), Markza, Snub  
Role: Long range support. The Sniper is the guardian of the squad, using positioning to conquer headshots.  
Habilities: Precision damage, Headshot damage (kinda bonus), ammo capacity, Explosive headshot damage, fast weapon reload  
 
Class - Scout  
Weapons: Retro lancer, Gnasher, Snub  
Role: Skill collector (here’s an translation problem, but IMO its that Horde currency that you earn from kills). The role of the Scout is engage in close quarter combat. Consumes the “Energy”(currency) from enemies.  
 
Class – Engineer  
Weapons: Enforcer, Gnasher, Repair tool  
Role: Build and keep defenses.  
The engineer build from fabric and create strategic defense to protect the squad Hability skills: (low) Fabrication cost, fortification damage increased, fortification energy (HP?) increased, speed bonus;  
 
Class: Heavy  
Weapons: Retro lancer, Boomshot, Boltok  
Role: Massive damage through heavy weaponry including turrets (kinda Area Of Effect playstyle), Very effective against bigger grubs.  
Hability Skills: Damage and capacity (?) with heavy weapons, increased damage with pistols, increased efficiency with turrets

http://www.windowsce...-mode-interview

aqui teneís la entrevista compelta en Inglés.

 

-El markza vuelve, al menos en horda (los que habeís jugado alguna vez al gears y al judgment ya sabeís que franco es el de la UIR)

 

 

-En el mordo horda, puedes usar el persoanje que quieras y el arma que quieras eso dicen y promente (cosa que se cargo surivial en GOW:J) y parece que puedes guarar aarmas ne el cajón para las oleadas dificiles.

 

El weapong locker se llama:

 

Jez: Can you tell us a little bit about the weapons locker?

Ryan: So again going back to that emergence idea. In Gears 2, it was really interesting how the most optimal way to perform was to manipulate the time between waves by picking up weapons so that they crossed the boundary of when the weapons would otherwise get cleaned up. As well as finding the best places to put the Boom Shields to create a little fort, effectively.

We're not talking about our future Horde plans, but we've definitely built it with expandability in mind.

The weapons locker provides a more formalized way of allowing players to engage with that loot. The weapons locker enables you to pick up any weapon and store it permanently. It will also be reloaded when it's inside the locker. You can then hold the weapons that you want, for as long as you want, and then deploy them on the waves that you find the most difficult. Such as a boss wave.

So imagine you've got a Mulcher or one of the new weapons like the Buzzkill, and you've expended its ammo. Typically you would have thrown that away, but instead, you can now put it back in the weapons locker, juggling two different weapons to maximize the time you have with these heavy weapons. It's one of the most powerful fortifications because it lets players use the weapons that they want to. Of course, they're still limited by how many they can store, so they have to make choices about what weapons to use and when.

 

 

 




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