Gears of War 3 Beta: Known Glitches and Balance Issues


There is a monstrous thread over on the Epic Forums that explicitly details the  known bug and balance issues with the Gears of War 3 Beta, detailing 70+ game related issues.  We are encouraging all players in the community to create a new thread in the Beta Issues forum if they have encountered a bug or balance issue that has not already been addressed.  The thread is sectioned into four main categories:

  • Balance
  • Bugs
  • Glitches
  • Miscellaneous


I have no interest in reposting the entire list, but I am interested in identifying which issues may have the greater affect on competitive gameplay. Here are the ones that have or will have a negative affect on competitive gameplay:


Spawning Without Weapons (Gears 2 Glitch): LINK


This was a glitch that was present in Gears of War 2 as players loaded into the start of a new round.  Sometimes the characters would appear as if they had a weapon, usually the “holding shotgun” animation, but would be unable to really perform any actions.  This was accompanied by “sticking to walls,” or “infinite running” animation.  I have seen it pop up a few times on the Gears of War 3 beta, but I have yet to have it happen to me in game.


The original poster included the “spawning without weapons” as an afterthought to the weapons disappearing when dropped.  I specifically remember this glitch happening at MLG Dallas in 2009 when our team played against Murder by Numbers on the map River.  Our team was forced to play 3 versus 4 because OraNgE spawned without a weapon at the beginning of a round.


Unable to Hear Players in Game Chat (Gears of War 1 Glitch): LINK


If anyone remembers this glitch from Gears of War 1, you would know that this is an issue that affects Gamebattles matches.  This isn’t a huge issue nowadays because we have Party Chat which was not an option when Gears of War 1 first released.


Mantling Over a Wall Grants Cover Damage Resistance Through Entire Animation: LINK


Mantling is one of my new favorite tactics, but after using it awhile, Skyllus immediately noticed that players are invincible during the animation.  If you bait someone into jumping over and attempt to “one shot” them, there is very little damage taken while the opponent’s character is performing the Mantle animation.


Spawn Camping (Known Balance Issue)


The Spawn Camping issue is being addressed for the retail version of the game.  We’ve heard that several maps will be receiving an overhaul, but no specific details on changes.  This is a major problem if we’re looking to piggy back on some of the other gametypes for competitive gameplay.  Spawn camping is very easy to control on this game and makes Team Deathmatch an automatic no-go in its current state.   If Spawn Camping is addressed, maps permitting, it could make for an alternative gametype to Execution.



Retro Lancer/Hammerburst Overpowered (Balance Issue)


It has not been determined whether or not these two weapons will be used for competitive play, however I don’t want to rule out the possibility.  The Retro Lancer is overpowered — no question about it.  Epic has not responded with direct “fixes” on the Retro Lancer, but it can only be assumed that the weapon will become less accurate while hip firing with a wee bit of damage reduction based on the feedback on the forums.



The Hammerburst is a different beast entirely because of the “modded fire” issue with tapping the trigger at a fast rate of speed.  Again, nothing with this weapon has been confirmed, but I would love to see the rate of fire cap lowered (yeah there’s a cap on it), alongside a slight damage nerf in the retail version.


Inconsistent Rate of Fire on Semi-Automatic Weapons: LINK


I have directly brought this up with some of the folks at Epic prior to Skyllus creating the issue thread.  This is not an issue that will creep up at LAN events for the game, rather this could be something potentially harmful for Private matches and online Gamebattles outings.   The rate of fire is significantly reduced/inconsistent when playing in less than desirable rooms hosted by players.  We have not noticed this problem on Dedicateds, but it is apparent when rooms are hosted by other players.


If you have not done so already, please check out the huge list of Known Issues and create threads on the Epic Forums that address your own concerns.  If you feel like there are other issues that will affect competitive Gears of War 3 gameplay, please feel free to leave a comment!

coded by nessus

  • Luis Carrillo

    Why would you like to see the rate of fire capped for the Hammberburst? I feel that the setup for the Hammberburst is a change of pace for the game. I believe that a slight damage nerf would be sufficient enough to balance the rate of fire capabilities on the Hammberburst. Keep in mind, I never played competitively so I’m speaking from a casual point of view.

    • K.L. Smith

      The Hammerburst’s rate of fire allows, at least in competitive play, players to “stack” stopping power when team firing. Lowering the cap and damage output would increase mobility during matches. In 2009 during the Meadowlands event the Hammerburst made for some incredibly slow matches, ultimately ruining that event and dividing some of the community.

      The pace of the game is much, much slower using the Hammerburst. It’s just not a viable weapon in its current state for competitive play. If you hop into a Ranked room with Pro Players using the Hammerburst, you’d have a significantly altered opinion of the weapon, as was the case when one of Epic’s developers was playing with us and we encountered a Pro Player group last week.

      • Greg Burkett

        It’s a tough call on the hammerburst- it makes sense what K. L. Smith says about its use by pro players but for a casual gamer it is pretty difficult to use. Reducing the damage or stopping power would probably make it disappear from public games.

        • K.L. Smith

          I mentioned in a previous video of mine that I wasn’t sure if the casual gears of war community actually understood how to properly use the Hammerburst to maximize the damage output. From what I’ve seen and experienced, most players don’t realize that there is very little recoil on the weapon.

          Players are rewarded for having a “fast” trigger finger instead of recoil kicking in and having to aim the weapon.

          • Greg Burkett

            I’ve watched you play and I think I get the sense of the weapon- you don’t rush in with it, you provide support fire, if someone charges at you from middle distance they’re dead. But if someone closes with you it has definite limitations. I thought that you meant it only becomes overpowered when a team is working together with it- something pretty rare in the public arena.

  • David DeLella

    The retro-lancer is only overpowered from a long range. At close range they are just fine. The speed of fire on the hammerburst needs to be reversed. The pistols are all terrible now and practically useless except the Boltok which is overpowered. The retro-lancer is already plenty inaccurate. The regular lancer has too much ammo and no enough recoil. The gnasher is ridiculously overpowered from long range and slightly over powered at close. The sawed off is under powered from short distance and too slow to reload. The punching system is a joke. The mantle move is nice but still hits you if you are not in cover on the other side. Flame grenade damage is almost nothing unless you hit them directly. Frag grenade blast range is a bit large. The list goes on and on. I have not experienced many actual gameplay issues other than excessive snapping and shooting while in roll. The biggest problem I saw was the rooms you enter that are all black, no time, and you can’t exit. I assume these are hackers but who knows. Overall, they have nots of work to do before final release. Personally it would be better if they updated the balance during the beta to see what people thought.

    • Jake Fletcher

      ok gnasher is not over powered at either range, the DBS is overpowered at short range, it shouldnt be able to down you from full health, kill or sniper like damage and if it could reload faster that would be an absolute joke, they might just as well remove the gnasher if that happened. what you said about the hammerburst makes no sense. retro lancer is overpowered at all ranges and needs to be changed. the amoo and low recoil is the only thing the lancer has going for it, i like it dont get me wrong. all the pistols are good, boltok may be slighty OP but at least its consistent in headshot damage and the snub pistol is probably a 9mm, its not meant to kill instantly, you can fire it fast so that counter-acts that and the gorgon is good at close range like an SMG is (still think it should be the same as GoW2 though)

    • wannabe genius

      everything you said is wrong.

  • JSazegar233

    Although this isn’t important for competitive gaming the sawed-off shotgun needs to be erased hahaha

  • Flare149

    I would say that the Retro Lancer’s damage is acceptable when you stack it against the absolutely dreadful accuracy. It is good in matches like King of the Hill, and can be used to secure the Hill pretty easily, but due to it’s reduced ammo count it means players can’t use it for too long, and a good shotgun blast will disable any player foolish enough to try a Retro Lancer spray in close range. I just feel like you’re not looking at the big picture, such as the ammo count or terrible accuracy as an effective way to balance the gun already

    • K.L. Smith

      I’m not sure if you looked at the video with the Retro? Running around hip fire spraying players isn’t exactly what I would call “terrible” accuracy. The gun’s recoil rate has a high kick if you try to aim down the sites and shoot at range. Hip firing shotgunners with the Retro should not be an effortless act.

    • Anonymous

      If anyone still needs a Gears Of War 3 beta key, I found some being handed out on a blog.

      I don’t know if any of the keys are left, but you can try here:

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