Dodge is one of the best cards of the game, you can combine it with health regeneration and speed boost and just run around the map on inconceivable picking up power, you are unkillable, you don't need pick up distance perk. You pretty much making all the enemies concentrating shooting on you. You can tank a sniper shot and a direct boomshot hit on 41-50. And this is where auto loader perk could actually come in handy.
Hey guys! Nice to see this last round up of videos! I use Deposit Bonus - Pickup Distance - Health Boos - Health Regeneration boosts - Speed boost. I do basically insane or higher difficulty runs and i found that shotgun, even with the boost, is not useful after the first waves: no one/two shot kill. So i do prefer focusing on picking energy during wave and for that kind of job i think that those five cards are lit. I would like to see some cards builded in the class, as deposit bonus would be a default scout ability so you can use the fifth space to play with cards less useful but interesting for a bit of gameplay variation. In randoms pubs >=insane there is really small space to mess around, you have to properly stick with the class ability and gameplay if you want to get to the end of the match.
One thing you overlooked with the brawler card is a melee kill counts as an execution. I pair brawler with execution bonus and if you recycle sentries or decoys you can have level 4 fabricator by round 9! Problem is after you do that your stuck with those cards for 41 more waves. But it's fun to do! Also everyone needs to let you be the kill monger those first 9 waves, so this only will work if your team is down with it. Don't believe me? Go in private solo and do it.
My favorite class. The scout's job is to provide the team with energy and to do that you have to keep moving and stay alive. That's why I run Deposit Bonus, Health Boost, Dodge, Energize, and Pick up Distance. On insane runs I am on the field acting as a moving decoy allowing my teammates to feed on the groups of clustered enemies in turn providing me with all the energy I need to stay alive. I very rarely even use my shotty and its still an incredible rush. I can't just sit in safety till the last 5 enemies remain, I use that time to scavenge weapons for the lockers. RUN TO LIVE. LIVE TO RUN!
Speedruns: Deposit bonus Pickup radius Health boost Dodge/health regeneration/occasionally energize Speed boost Regular runs or special events: Deposit bonus Brawler Execution bonus Rage Health Boost Or a shotgun damage setup with health cards depending on difficulty
For a fun run on casual I use shotgun damage health boost health regeneration and brawler and/or rage. For Inconceivable I use speed boost health boost health regeneration dodge and deposit bonus. You most certainly wouldn't need shotgun damage because you'll just die easily if you take the time to shoot something and eventually after the first boss wave you'll actually find your shotgun is defective I only play inconceivable unless I play for fun.
Awesome video and great to see you back! Sad to see that this will be your last series for this game, but it makes sense given how close we are to Gears 5. As for my build, it really depends on the map/team/strategy we're going for. My usual build is almost exactly like your normal build, but I usually end up sacrificing the Shotgun Damage for Health Regen and Speed. This is also my typical SR build, but there are some maps and strategies where we'll change it up. For example, on Lift Apex I'll drop Health Regen and throw on Dodge because it's more useful to keep from getting downed. If you have both it and Speed Boost Maxed, you can tank a Kestrel's miniguns as you are running around the map as long as you keep moving. For fun runs, it again depends on map/team/strategy/mode. One of the most fun ones I've done is a combo tank/brawler Scout we use for Juvie Madness or Trackerball Horde. On that we use: Rage Brawler Execution Bonus Health Boost Deposit Bonus/Energize This is because on those runs we're not really worried about energy, and a melee kill with the Retro will still give you the Execution Bonus. That along with Rage and Energize makes it very hard if not almost impossible to get killed. Another variant, focusing on Shotguns and also useful for Juvie Madness: Health Boost Rage Shotgun Damage Shotgun Magazine Deposit Bonus/Energize Similar builds to keep you on your feet, just different tactics. I gotta agree with the Cloak and Speed Loader assessments. I made those same comments during a long critique of the new cards right when the update came out. Cloak was funny and useful if the Scout wanted to sit in the Spawn Trap area during certain SRs, but it has the potential to mess up the spawns. Well, keep up the great work!
one thing i'd like to add is that the brawler skill is incredibly OP for the Juvie Madness game type, at level 6 you get 225% melee increase and minus 55% melee damage received. paired with rage, health regen and shotgun damage and health boost you're almost unkillable by the juvies and when they swarm you, just melee your way out because you oneshot juvies. its only during wave 20 and up that the trackers become a bit of a pest
Yeah, last Christmas (or around then), we did a couple of runs like that - it was a ton of fun! ruclips.net/video/1mao-CvV4KM/видео.html ruclips.net/video/aNdhjbIQ-VA/видео.html
Sometimes (depending on the team and my internet connection) I'd drop the Shotgun Damage for Execution Bonus as it applies for 𝐦𝐞𝐥𝐞𝐞 𝐤𝐢𝐥𝐥𝐬 𝐭𝐨𝐨. That means 1 Juvie is potentially worth 405 Power alone! (Maximum amount factors in that: 1. Killing an enemy gives you a miniscule amount of power automatically; 2. Collected during the wave; 3. Spotted enemies give 10% more power 4. Execution Bonus AND Deposit Bonus are maxed out) Although this strategy is only useful early on in regular horde up to wave 30 (and later on Hardcore or easier), in Juvie Madness it's extremely useful and the slight extra melee damage from the Retro Lancer (and Torque Bow) makes it still useful when they gain 2x Health, and in Juvie Madness that you get Scion Buzzkills in the boss waves, they are worth 2832 for one (if I remember that they are 875 points in Juvie Madness, correct me if I'm wrong). This enables to have more Sentries and Turrets to be placed out and repaired/upgrade to cover areas we might neglect early on, or as back-up if we need to fall back, or reserve for Team Revive or if we lose a lot of fortifications in a wave.
For casual/normal/hardcore I roll with the following. Deposit Bonus (a must have if you are the only scout or the scout willing to do the energy pickups) Speed Boost (I love the mobility! Great for energy pickups, saving teammates, kiting enemies, running to cover, etc) Health Boost (must have for every scout) Shotgun Damage (more dps) Pick up distance (this plus speed equals easy and quick energy pick ups and it's a great way to stop energy horders!)
Deposit bonus Health boost Speed boost Pick up distance Dodge/Health regen I like having speed on my standard runs to minimise the time I'm spent out in the open, especially on harder difficulties. Most of the time I'll run health regen, as it helps in a lot of situations when getting power, I don't have to wait as long to get full health, but dodge is a decent alternative as well, it's just that health regen fits more scenarios compared to dodge, but I can understand your selection. Shotty damage is useful, but on the higher difficulties it becomes less useful. Good for casual runs, and without power, but on 1-50 runs, it becomes weak after wave 10.
Pinned Comment with Stuff & Things: *** Forum Thread *** forums.gearsofwar.com/t/tac-com-gears-4-horde-guides-videos-discussion/10833 *** Reddit Thread *** www.reddit.com/r/GearsOfWar/comments/9sxu4o/taccom_gears_4_horde_guides_videos_discussion/ *** Updates *** - Shotgun Damage - I really enjoy this one this one, but on higher difficulties, once you're past wave 10 or so, you don't need it very much....so I could see opting out of this, in place of another health card or something.
Deposit Bonus Pickup Distance Health Boost Health Regeneration Boost Speed Boost Higher diffciculities dont really have a need for scouts to kill so shotgun is kind of a waste.
I honestly find scout to be the most fun role to play. You do stupid High damage with your shotguns and combined with the extra health and health back on damage cards means you can keep up the pressure.
Hey Chaps I dunno if you follow him but Cyril did a build for below insane where you put both Brawler and execution on. The idea behind it is that game game recognizes anything that is a melee kill as an "execution." So if you throw that on and mix the 10 percentage power drop increase for mark it's a very viable build for early wave on Insane if you are going turrets (meaning the scout will be a gunner once he can't kill) and good enough on anything below Insane as fun runs until about 2.5 damage. My mix for this goes between Regen, Health, and energize or regen, health, and dodge. No good on Inconcievable, don't try it lol
I use deposit bonus, health boost, health regeneration, doge and speed. My play style is collect the power between waves till it finish. I don't even use my weapons because when I stop to try and get a kill I just get kill. And a scout that just dies and don't double the power is just garbage. I dislike scouts with shotgun damage because they think they should just kill and kill and leave a lot of power without being double or they die. If you really wanna kill there's 3 other classes dedicated to that.
I use: Deposit Bonus (obviously) Pickup Distance (more convenient) Health Boost (obviously) Health Regeneration Boost (life saver) Speed Boost (significantly reduces the amount of time out spend outside of the base and also allows you to pickup those really far out pieces of power and still get back to the base in time) I personally don't use shotgun damage as i feel it is unnecessary when on higher difficulty runs. The damage output soon drops off as the waves progress. I would rather substitute that spot for a card that will help me all the way through the run. (I have 22 days on horde so i guess this is a trust worthy opinion). Good video by the way Chaps! I'm looking forward to seeing how horde in Gears 5 differs to Gears 4. :)
That's a good build, and what I like to use. On inconceivable I swap speed boost for dodge. That 55% damage reduction (roadie running) really helps, and I rarely go down even taking direct embar shots on the later rounds.
Fairly good timing getting this video out there. Since GOW4 is now on Game Pass and really cheap, I consistently run into horde players that are not even re-up 2, scout class, and don't know that scouts are supposed to be the class to pick up power..on Hardcore or Insane when I can't play with a full squad..oh boy. Also, I'm afraid to ask, what reup are you now???
I'm on Wings 3-4 I think....and I think Jesse is too. But we don't play too much horde now, so the grind has been REALLY slow...especially being we've been on other games most of the time :p
@@TacCom Thanks for the reply. I've been on a horde kick lately and will surpass re-up 10 tonight. haha. The grind does get ridiculous though, even if you are playing all the time :)
Deposit Bonus Pickup Distance Health Boost Shotgun Damage Dodge; adds a lot of survivability; I like to run out quick, pick up the power and run back. Brawler is very useful on Juvie Madness runs; I like to switch out Shotgun damage in that case.
Energize is garbage. And yes you overlook dodge. Dodge is way better than health regen because it helps not getting one shotted. Dodge works best with speed boost so... 1. Health boost 2. Deposit Bonus 3. Pick up distance 4. Dodge 5. Speed boost Hands down best scout set up. Objectively
I actually don't know. I tested it out (very briefly) when the card first came out. But the card wasn't worth using, so I haven't touched it in forever. Because of this, I honestly forgot that it was even a thing. I think I read that it was like 2x or something...but it's quite minimal in the grand scheme of things.
Dodge is one of the best cards of the game, you can combine it with health regeneration and speed boost and just run around the map on inconceivable picking up power, you are unkillable, you don't need pick up distance perk. You pretty much making all the enemies concentrating shooting on you. You can tank a sniper shot and a direct boomshot hit on 41-50. And this is where auto loader perk could actually come in handy.
Hey guys! Nice to see this last round up of videos!
I use Deposit Bonus - Pickup Distance - Health Boos - Health Regeneration boosts - Speed boost.
I do basically insane or higher difficulty runs and i found that shotgun, even with the boost, is not useful after the first waves: no one/two shot kill. So i do prefer focusing on picking energy during wave and for that kind of job i think that those five cards are lit.
I would like to see some cards builded in the class, as deposit bonus would be a default scout ability so you can use the fifth space to play with cards less useful but interesting for a bit of gameplay variation. In randoms pubs >=insane there is really small space to mess around, you have to properly stick with the class ability and gameplay if you want to get to the end of the match.
One thing you overlooked with the brawler card is a melee kill counts as an execution. I pair brawler with execution bonus and if you recycle sentries or decoys you can have level 4 fabricator by round 9! Problem is after you do that your stuck with those cards for 41 more waves. But it's fun to do! Also everyone needs to let you be the kill monger those first 9 waves, so this only will work if your team is down with it. Don't believe me? Go in private solo and do it.
My favorite class. The scout's job is to provide the team with energy and to do that you have to keep moving and stay alive. That's why I run Deposit Bonus, Health Boost, Dodge, Energize, and Pick up Distance. On insane runs I am on the field acting as a moving decoy allowing my teammates to feed on the groups of clustered enemies in turn providing me with all the energy I need to stay alive. I very rarely even use my shotty and its still an incredible rush. I can't just sit in safety till the last 5 enemies remain, I use that time to scavenge weapons for the lockers. RUN TO LIVE. LIVE TO RUN!
Speedruns:
Deposit bonus
Pickup radius
Health boost
Dodge/health regeneration/occasionally energize
Speed boost
Regular runs or special events:
Deposit bonus
Brawler
Execution bonus
Rage
Health Boost
Or a shotgun damage setup with health cards depending on difficulty
For a fun run on casual I use shotgun damage health boost health regeneration and brawler and/or rage. For Inconceivable I use speed boost health boost health regeneration dodge and deposit bonus. You most certainly wouldn't need shotgun damage because you'll just die easily if you take the time to shoot something and eventually after the first boss wave you'll actually find your shotgun is defective I only play inconceivable unless I play for fun.
Awesome video and great to see you back! Sad to see that this will be your last series for this game, but it makes sense given how close we are to Gears 5.
As for my build, it really depends on the map/team/strategy we're going for. My usual build is almost exactly like your normal build, but I usually end up sacrificing the Shotgun Damage for Health Regen and Speed. This is also my typical SR build, but there are some maps and strategies where we'll change it up. For example, on Lift Apex I'll drop Health Regen and throw on Dodge because it's more useful to keep from getting downed. If you have both it and Speed Boost Maxed, you can tank a Kestrel's miniguns as you are running around the map as long as you keep moving.
For fun runs, it again depends on map/team/strategy/mode. One of the most fun ones I've done is a combo tank/brawler Scout we use for Juvie Madness or Trackerball Horde. On that we use:
Rage
Brawler
Execution Bonus
Health Boost
Deposit Bonus/Energize
This is because on those runs we're not really worried about energy, and a melee kill with the Retro will still give you the Execution Bonus. That along with Rage and Energize makes it very hard if not almost impossible to get killed.
Another variant, focusing on Shotguns and also useful for Juvie Madness:
Health Boost
Rage
Shotgun Damage
Shotgun Magazine
Deposit Bonus/Energize
Similar builds to keep you on your feet, just different tactics.
I gotta agree with the Cloak and Speed Loader assessments. I made those same comments during a long critique of the new cards right when the update came out. Cloak was funny and useful if the Scout wanted to sit in the Spawn Trap area during certain SRs, but it has the potential to mess up the spawns. Well, keep up the great work!
one thing i'd like to add is that the brawler skill is incredibly OP for the Juvie Madness game type, at level 6 you get 225% melee increase and minus 55% melee damage received. paired with rage, health regen and shotgun damage and health boost you're almost unkillable by the juvies and when they swarm you, just melee your way out because you oneshot juvies. its only during wave 20 and up that the trackers become a bit of a pest
Yeah, last Christmas (or around then), we did a couple of runs like that - it was a ton of fun!
ruclips.net/video/1mao-CvV4KM/видео.html
ruclips.net/video/aNdhjbIQ-VA/видео.html
Sometimes (depending on the team and my internet connection) I'd drop the Shotgun Damage for Execution Bonus as it applies for 𝐦𝐞𝐥𝐞𝐞 𝐤𝐢𝐥𝐥𝐬 𝐭𝐨𝐨. That means 1 Juvie is potentially worth 405 Power alone! (Maximum amount factors in that:
1. Killing an enemy gives you a miniscule amount of power automatically;
2. Collected during the wave;
3. Spotted enemies give 10% more power
4. Execution Bonus AND Deposit Bonus are maxed out)
Although this strategy is only useful early on in regular horde up to wave 30 (and later on Hardcore or easier), in Juvie Madness it's extremely useful and the slight extra melee damage from the Retro Lancer (and Torque Bow) makes it still useful when they gain 2x Health, and in Juvie Madness that you get Scion Buzzkills in the boss waves, they are worth 2832 for one (if I remember that they are 875 points in Juvie Madness, correct me if I'm wrong). This enables to have more Sentries and Turrets to be placed out and repaired/upgrade to cover areas we might neglect early on, or as back-up if we need to fall back, or reserve for Team Revive or if we lose a lot of fortifications in a wave.
A good straightforward guide.
Great to see new content!
For casual/normal/hardcore I roll with the following.
Deposit Bonus (a must have if you are the only scout or the scout willing to do the energy pickups)
Speed Boost (I love the mobility! Great for energy pickups, saving teammates, kiting enemies, running to cover, etc)
Health Boost (must have for every scout)
Shotgun Damage (more dps)
Pick up distance (this plus speed equals easy and quick energy pick ups and it's a great way to stop energy horders!)
Deposit bonus
Health boost
Speed boost
Pick up distance
Dodge/Health regen
I like having speed on my standard runs to minimise the time I'm spent out in the open, especially on harder difficulties. Most of the time I'll run health regen, as it helps in a lot of situations when getting power, I don't have to wait as long to get full health, but dodge is a decent alternative as well, it's just that health regen fits more scenarios compared to dodge, but I can understand your selection.
Shotty damage is useful, but on the higher difficulties it becomes less useful. Good for casual runs, and without power, but on 1-50 runs, it becomes weak after wave 10.
Pinned Comment with Stuff & Things:
*** Forum Thread ***
forums.gearsofwar.com/t/tac-com-gears-4-horde-guides-videos-discussion/10833
*** Reddit Thread ***
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*** Updates ***
- Shotgun Damage - I really enjoy this one this one, but on higher difficulties, once you're past wave 10 or so, you don't need it very much....so I could see opting out of this, in place of another health card or something.
Didn't work. But there should be an option on the side of your comment for you to pin it.
Great vids man. Keep them coming for Gears 5!
Deposit Bonus
Pickup Distance
Health Boost
Health Regeneration Boost
Speed Boost
Higher diffciculities dont really have a need for scouts to kill so shotgun is kind of a waste.
Agreed! On insane and higher the scout should only be focused on energy pickups.
Drop shot is the weapon of choice on insane and inconceivable for my scout runs.
I honestly find scout to be the most fun role to play. You do stupid High damage with your shotguns and combined with the extra health and health back on damage cards means you can keep up the pressure.
Hey Chaps I dunno if you follow him but Cyril did a build for below insane where you put both Brawler and execution on. The idea behind it is that game game recognizes anything that is a melee kill as an "execution." So if you throw that on and mix the 10 percentage power drop increase for mark it's a very viable build for early wave on Insane if you are going turrets (meaning the scout will be a gunner once he can't kill) and good enough on anything below Insane as fun runs until about 2.5 damage. My mix for this goes between Regen, Health, and energize or regen, health, and dodge. No good on Inconcievable, don't try it lol
All depends on the map and difficulty.
My regular loadout for inconceivable:
Deposit Bonus
Pickup Distance
Dodge
Health Boost
Regen
I use deposit bonus, health boost, health regeneration, doge and speed. My play style is collect the power between waves till it finish. I don't even use my weapons because when I stop to try and get a kill I just get kill. And a scout that just dies and don't double the power is just garbage. I dislike scouts with shotgun damage because they think they should just kill and kill and leave a lot of power without being double or they die. If you really wanna kill there's 3 other classes dedicated to that.
Oh
Deposit bonus
Pick-up distance
Health boost
Health regeneration
Dodge
Perfect for inconceivable
Same
Does roadie run mean sprint or the melee sprint?
Roadie Run is just the normal sprint (holding down 'A')
I use:
Deposit Bonus (obviously)
Pickup Distance (more convenient)
Health Boost (obviously)
Health Regeneration Boost (life saver)
Speed Boost (significantly reduces the amount of time out spend outside of the base and also allows you to pickup those really far out pieces of power and still get back to the base in time)
I personally don't use shotgun damage as i feel it is unnecessary when on higher difficulty runs. The damage output soon drops off as the waves progress. I would rather substitute that spot for a card that will help me all the way through the run. (I have 22 days on horde so i guess this is a trust worthy opinion).
Good video by the way Chaps! I'm looking forward to seeing how horde in Gears 5 differs to Gears 4. :)
That's a good point.
Shotgun damage REALLY helps early on...but on higher waves, the benefit is almost non-existent.
That's a good build, and what I like to use. On inconceivable I swap speed boost for dodge. That 55% damage reduction (roadie running) really helps, and I rarely go down even taking direct embar shots on the later rounds.
Fairly good timing getting this video out there. Since GOW4 is now on Game Pass and really cheap, I consistently run into horde players that are not even re-up 2, scout class, and don't know that scouts are supposed to be the class to pick up power..on Hardcore or Insane when I can't play with a full squad..oh boy. Also, I'm afraid to ask, what reup are you now???
I'm on Wings 3-4 I think....and I think Jesse is too.
But we don't play too much horde now, so the grind has been REALLY slow...especially being we've been on other games most of the time :p
@@TacCom Thanks for the reply. I've been on a horde kick lately and will surpass re-up 10 tonight. haha. The grind does get ridiculous though, even if you are playing all the time :)
Just wait until you get to Wings 5 and above.
My Scout:
Shotgun Damage.
Deposit Bonus.
Health Bonus.
Pickup Distance.
Speed Boost.
Deposit Bonus
Pickup Distance
Health Boost
Shotgun Damage
Dodge; adds a lot of survivability; I like to run out quick, pick up the power and run back.
Brawler is very useful on Juvie Madness runs; I like to switch out Shotgun damage in that case.
Yeah, we did a Scout-Only run for Juvie Jingle last year, that was a TON of fun! Brawler/Rage was an awesome combo for that.
Energize is garbage. And yes you overlook dodge. Dodge is way better than health regen because it helps not getting one shotted. Dodge works best with speed boost so...
1. Health boost
2. Deposit Bonus
3. Pick up distance
4. Dodge
5. Speed boost
Hands down best scout set up. Objectively
u are alive :0
Just for sake of knowledge, what's the damage boost when shooting from cloak?
I actually don't know.
I tested it out (very briefly) when the card first came out. But the card wasn't worth using, so I haven't touched it in forever. Because of this, I honestly forgot that it was even a thing.
I think I read that it was like 2x or something...but it's quite minimal in the grand scheme of things.
Brawler + execution bonus = $$$$$$$$$$$$$$$, my favoriteam fun run
not sure but the melee kill with retro lancer should count as execution
It does, well it did for me, maybe something changed
Haven’t played gears in months....looking to play agian but the 100 GB game is just too long to wait
I use
Deposit Bonus lvl 6
Shotgun Damage lvl 6
Health Boost lvl 6
Speed Boost lvl 6
Health Regen Boost lvl 2
Deposit Bonus
Health Boost
Health Regen
Speed Boost
Pickup Distance
Cloak is garbage lol I tried it in a private horde lobby. Carrier spawned on inconceivable wave 50 and got killed immediately with level 6 cloak
Lol it is garbage. Not worth it. I feel that card should have gone to the sniper. Scouts are naturally tanky so hiding is not worth it.
Wait do you actually think scouts need the deposit bonus?