Up A , the already abused tactic in previous game and in this one before changes was easy to execute but also fairly easy to counter. Of course it was also great way to end up the fight or get out of funky situation etc. Nothing wrong with it.
Now though with it’s lightning fast speed, pretty long gib range and easy reaction shots it’s pretty cheap and easy way to end the fight before it started and not only vs someone that is sitting behind cover but against almost any angle.
I really liked the changes to movement as for me strafe is a way to go since Gears of War and it was pretty much dead in this game. But I am not sure if all the changes are in plus. For now it’s nice to have a fight strafe vs strafe but if someone is agressive with wall bounce and Up A’s then you have pretty much no choice but to adapt their palystyle.
Game is full of overpowered stuff from weapons to tactic/movements that make it pretty boring because you fall into patterns with what you use and how you move.
The game functions the same for everyone in the lobby regardless of ping. I have a good ping and that shouldnt be a disadvantage. When you clearly shoot someone point blank they die. When you hit someone with an embar headshot they die. This game has major issues with hit detection and input lag. In 2020 this shouldnt be happening. I have been playing online shooters for a long time now and i have never seen something this bad. And who should develop it? At this point id take anyone over TC because they have proven to be incompetent.
I was in a game against two pros the other day. We stomped them because their teammates had to have been Bronze 1 level. We’re talking players that can’t break 800 in 2 rounds of KOTH bad. Not going to lie, I genuinely felt bad for them because there’s nothing you can do when you have such bad teammates.
Matchmaking is the single biggest issue facing this game right now IMO and its turned off people to the game.
It would have been more correct to say very limited influence over things. Which puts the pros in the same boat as the core base when you think about it.
I dont need a cookie…I just made your argument better.
Yeah, because in these forums “limited influence” wouldn’t get taken out of context at all… stop straying from the actual point. I don’t really get what you’re trying to prove here.
You see that’s the key"good player’s" The majority of us will never be match made against a pro if Ranking system is working correctly. So how do we find the middle ground? It comes down to preference. I like faster movement speed and I miss shots but it’s mostly falls on me missing not the fast movement. I learned to back off when I know a player mastered that up a. In cover I keep right hand inside (shooting at a spot on the left corner predicting thats where he’ll end up)with a hard aim sometimes it register’s where I can counter a up a sometimes it doesn’t. I don’t know the specs or the in and outs I just figured it’s a hit detection issue.
(Credit to watching someone’s vid on countering up a idk lol)
It’s not preference. The beauty of a ranking system is that it isn’t geared only toward Esports/Professionals. If you’re good at the game, you naturally rise and play against better people. If Gears had a good ranking system right now, other people would either be playing against or with professional players naturally in a more fair setting. Just because you’re not, others who don’t give a damn about esports would be. It happens in every major game with a great ranking system. Now if we had that ranking system in gears, then the game as is, would be fundamentally broken at a high level.
When Counter Strike introduced the R8 Revolver, it was absolutely broken. It was basically an AWP (a 1 shot kill sniper) in your pocket. Low ranked players wouldn’t know how to abuse something like that, but everyone at a higher level knew it was broken and absolutely needed it to change. The game needs to be balanced at a high level, not stay where it is because people who don’t care to compete prefer it this way. Again, when I say compete, I’m not just referring to the esports side of things. The ranking system in Gears is the biggest joke and honestly that’s the root of a lot of problems.
You can like the new movement, that’s fine. I don’t think anyone really cares that people can move the way they want. While I might think it looks ridiculous, I can see why some people enjoy to abuse it. The issue is the game isn’t balanced to counter that style of play. I don’t want to see weapon tuning get buffed as the only “counter” at a high level.
Ok what I should of said was this band aid as people call it saved the game for me. Do you honestly think TC is capable of doing a revert on speed but making everything else run perfect? I don’t at least not it one update maybe never. So this movement makes the game playable for me that’s all. It would be great with ranking system working correctly but honestly I think I came to terms that they don’t even have enough of a post launch Budget to fix this ■■■■.
Cant control other people and how they take things. Can only present what facts you know and go from there.
Having a conversation about gears.
at least we can agree TC hasn’t been doing a good enough job, and they REALLY gotta do better. It starts with them.
You can counter all movement in the game. Well almost all. 5 Lancers is hard for any player.
Playing this morning and you want to know what I couldnt counter? Half a second of bullet lag. Hit registration, and people quitting. All 5 games someone quit. Last one 3 people quit and I lost 346 points because all I did was cap and not die.
Teamwork is always a positive factor to countering anything, but teamwork can only get you so far. You will still have to take fights, and those fights are bad.
Not because of these changes. I had a dude on asylum wall bounce and fire out of his spine and gibbed me. It was fantastic.
You got great ideas, but let me suggest a little variation in how the different dynamic Gap of play styles can be bridged. Please consider
- You move faster walking while holding your Left trigger aim bar… aim while moving is naturally gonna have less pellets Land… shotgun needs to be more fixed in the 1st place… players mantle kicking sponge for a frame, and mace players takes like 2 or more close up shots to die, for starters.
- Yes to faster shot after roadie run and rolls, w/a addition of side and back being able to move out of a roll into something else faster, or what you said, or what I think you meant the roll animation itself being faster … 2 or multiple fast consecutive rolls to the side or back as an available option too? Maybe?.
- Put the roll as a separate button or way done from all the other movement mechanics: plz read my thread “Nerf not the bounce but the roll” to find out what buttons I thought was best to achieve this… forgot at the moment.
- Keep the same speeds, but a changed direction with a different action: roadie run, slide, strafe(Maybe not strafe, that would just be walking in this example instance) is increased at the initial start of the different directional movement action.
- The initial start of any changed directional is faster than what it is now then goes back to the same speed it is now after the very beginning of that cancel start.
Fast cancels have you cancel a lot faster then recent gears but sacrifices distance or every changed direction starts out faster then any known gears then just gets down to the speeds now; is this number 5’s interpretation. - Roadie strafe or/& strafe is same speed now maybe faster w/same speeds on everything eles; or roadie strafe or/& strafe has a more instant distance achieved than what it is now.
- The initial instant start of a roadie strafe is faster/with or without increased distance, while the initial start of the slide is slower than the latter end… or vice versa (how can you do it vice versa though)
- All of the previous numbers or a combination.
- Actally do what you said already increase the strafe but decrease the slide… I don’t like this as the best option though… so I stated the previous numbers, LOL.
So what do you think? Spread the word if you like it. Good post BTW, You have a lot of influence being a pro, glad you posted… use that pro status wisely… you could help this game out and make a impact… more so then others.
PS: I think numbers 1 & 2 are a definite yes… or at least 2; but with what other numbers included?
the rodie no you need to keep the delay, really your gonna rodie, shoot instantly out of it, and melee me(they do that for the roll or the rodie they need to add the delay inbetween shooting and melee). Yall gotta stay away from those deadly combinations they already took the delay out after shooting to melee. And anytime you make that stuff instant 30s out wiegh someone with a similar style.
I think for a better rodie we need to make it touchier, when you hold down a it takes a second, do the same thing as you want. Get to evade and shoot faster, rolls still work alot of us dont roll enough, shoot when you see someone and roll
Recoil pattern actually isnt hard enough, Doesnt need to be a pattern needs to be random defeats the reason
Well i’m finally out of popcorn so here goes.
Snark 1st, the irony of having the name bounce when you want to reduce the utility of doing so.
Sorry, but that was too easy to resist.
Now that’s out of the way of the way, the fundemanetal takeaway from your and other ‘pro’ comments here is that the hit registration is…sloppy, at best and outright wrong or broken very, very often.
If people cant hit targets because they are 3.5% faster than that seems to indicate
some fundemantal mechanics are broken, and/or TC’s netcode is working incorrectly.
I don’t believe either the pros or the average player is actually that bad at aiming and tracking targets that making a tiny speed change would make people unhittable.
Your feedback and point of the current pro’s outrage and complaining should be that the increased movement has critically highlighted the incredibly sloppy hit registration.
Something I think all but the most blind of gears players can agree on.
As to your post here and on the other thread;
Yeah it being dropped on you prior to a tourney is outright stupidity on tc’s part, You should have nda signed pre-warning and play time when the changes start happening mid-season.
I don’t think many of us disagree with that and can somewhat sympathise as to why this has got your backs up. If not with the nature and style of the feedback.
Your overall ideals might be laudable (more ways to fight/outplay an opponent), but the insistence on slowing the game back down (what towards g2 levels?) is not going to help get the game into a good state, For that to work the whole game would have to slow down as well, more specifically the roadie run would need to be slower than the slide.
I have an inkling that the pro scene would not like the roadie run slowed down. Personally I prefer g1/UE/3 speeds not G2’s glacial run or g4/5’s turbo run.
To the spcecific points you want changed;
- Yes the speed boost can go, its just feels weird as it is. This is one place that the pro’s advice seems good and logical, If a move becomes abused to the extent it’s the only thing any of them are trying then yeah look at adjusting it.
HOWEVER the slide speed needs to INCREASE until it outpaces roadie speeds. - Starfe yes, but no, slow down the roadie run. That’s not how you move fast around the map, well in epics gears anyway.
3/4)RE: rolling, Sure why not, can’t be worse than any of tc’s ideas,
Shooting out of dive/roadie needs to be a thing again, seems like we all seem to want tc to nerf shooting delays. - The recoil on the GL can be, interesting, on high sensitvity settings. But I think that’s more on the wonky controls (one of your guys even says on here he has to have sensitivity around 20 for rifling), so not convinced we need that at the moment.
Overall sliding needs to be faster than the top roadie speed, otherwise it’s usefullness as a movement option (not in combat) is greatly redcued.
In all epics gears sliding to the objective/power weapon was faster than straight up running and gave you a positioninal advantage, to as you put it ‘play for damage’. This is absent in g4 and g5 and has fundemental effects on the rest of the game. ( the slide to roadie speed realtion would need a whole thread to dive into).
You refer to older gears as ‘methodical’ and yes they were but at a very fast pace. Moves were planned out (were proper sliding is possible in g5 they still are) but you needed to be able to process and adjust this on the fly.
I’ve always gone into fights with the plan of slide here, shoot there, slide away from 2nd guy here, back of if needed, or slide to X cover pop, etc, etc, etc. Regardless of talking about g1,g2, or g3 that process is the same, The slide speed differences only change how fast I have to think,
The only reason I could agree with g4/5 being less meothodical is that the maps often lack many options for movement, so we are all going for the same map limited moveset. In the places where that has improved in g5, tc negated it immediatly by adding overlooks and lancers towers.
In my opinion no amount of messing around with move speeds will completely negate the poor map design.
The delays also add into this as certain moves (rolling and sliding) just leave you exposed and get you killed, removing even more plays.
As to the aggressor always having an advantage, well yeah if their movement and positioning are THAT good then sure they should have an advantage, There’s a very good reason I could push left hand in the 1st 3 games and UE. It was due to having good movement and good positioning.
In past games a better player could and would punish you for trying to outplay a positional diasadvantage and I feel that comes back full circle to hit registration again. From an aim assit off position OTT bloom does not help this either, but is still in the same realm of ‘the shooting in a shooting game feels hella wonky’.
So overall hit reistration is the real frustraion here and asking tc to limit bouncing again is not only really unhelpfull for those of us who like to play ‘classic’ gears gameplay (bounce and shotgun) but also taking focus away from part of the game that IS broken and effects us all LAN pro player or not.
The corner pop speed boost complaint I can undestand and get behind if you guys are insisting that it completly dominates games. But complaining about movement dominating games in one of the very few games where movement is MEANT to be able to dominate is probably always going to meet a lot of hostility with many, many gear heads.
I know you haven’t mentioned this here, but it keeps popping up and was part of your other posts.
Re tc dont listen to pros for feedback. Are you really sure about that?
G4 escalation was designed with feedback from former (and I believe 1st season g4) pros and designed specifially to give them a deeper game that THEY wanted (as they apprently didn’t want to play execution becasue it was too slow, lol). How much of that is tc making stuff up I can’t verify, but this was what they said.
TC stated the comp tuning was directly created to appease pro players wanting to have reduced weapon damage, reduced aim assist, etc etc, (Version 1 was also quite fun for shotgun whores, but then digressed into nerf all weapons mode, see below.)
When tc started with the pre-season videos on g4 there is a specific early video with the pro’s giving feedback and in the video the can be heard saying (daft) stuff like the gnahser is too powerfull, the gib range is too big, wich lead to many, many readjustments of the comp gnahser until it’s gib range went from full roll, to half roll, to 2 feet away and ended at flinkin melee range. (MELEE RANGE!!) In direct response to the pro’s still saying it was too strong.
The same video also has pro players complaing about not being able to get from ring X to Y quick enough, which TC then explained was why roadie running needed to be faster and how this lead them into the widening of maps and emptying them of cover to facilitate faster ‘movement’ as they described it (we all know it as just holding A to roadie).
G4 wise you had a specific game mode, a specific tuning that was adjusted to version 2.8, so multiple times to appease your community, Mechinics were adjusted to suite pro complaints (roadie speed), Map design was then inlfuenced by this speed adjustment and TC made maps more streamlined, specifically for your game mode. I mean I don’t know how much more
influence you guys want?
As G5 started with slow movement and the seeing pro response to speeding it up, one would assume the pro influence was initially being felt. It is probably felt in other aspects of the game as well, but as your feedback is kept to your own clique/chosen media platfor,m I can’t say how much has been based on the pro influence or not.
The map design being centered around escalation again seems to indicate the pro impact is higher than you expect.
Now obviously tc hearing your complaints and actually listening to them properly are two different things. So is how tc choose to implement suggestions or changes. So even if they implemented the opposite of what you asked for, tc at least did listen and changed thing based on reading of the pro feedback
Denying the influence pro games are having on the game is nieve to say the least.
One other thing,
You say that pro’s want the game to be better, but I have yet to see much evidence of pro’s complaining about actually broken parts of the game.
Where’s the out cry about the wrap shot?
Where’s the outcry about shooting while still in animation and not towards where the camera is pointing?
Where are the complaints about hit registration?
Where were the complaints about g4 and its ‘i can move the barrel 20 degress left or right outside the of the gun to attain a shot that FEELS correct’ (same pre season video BTW, pro’s all just sat there and nodded like it’s perfectly cool to hit shots that miss),
The same stuff that is still present in g5 (aim assit off and it still hits shots that are far too left or right or even at nearly 90 degrees to you) and not being complained about by ‘high level players’ like the gears pro’s.
Think the samething sometimes about taking cover faster atleast at a normal rate it feels slow, and you cant have it outmatch the rodie, roll, without destroying its nature
Had the same thing happen when me and my stack went up against Glint and another mX player. They had to have the worst random teammates i’d ever seen. I did feel bad, because both of them were certainly more skilled then any of us in our squad, but you can only go so far in a 2v5
Stop crying in every thread about how Gears 5 sucks. It’s unproductive and makes you look like a whiny h0e. Contribute to the discussion or GTF0.
