Gears 5 Tech Test - Official Feedback Thread

interesting, i never thought of even scenarios… I would in that case also recommend teaching even though it is kind of obvious but its a rampant problem. you dont have to push every fight… ya know? its small info, but it is vital… some pushes you are at disadvantage, n its not a good idea, yet numerous people constantly push with no good reason…
what ya think?

Bootcamp was a complete joke and waste of time.

You have to be lacking in common sense or be completely new to games to not know basics like that.

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I just remembered some of the older First Person Shooters which had modes like this like Perfect Dark on the N64 or Timesplitters. They had shooting galleries, and mini games which awarded equivalents to stars based on difficulty (bronze, silver, gold etc) or based on how well it was completed. TC could adopt different ways to record good finishes - accuracy, ammo remaining, speed completed etc. Or score attack mini-games where you have infinite spawning enemies on a small map and have X time to kill as many as possible. These kinds of live situations will probably help newer players grasp the game better than the current Boot Camp.

Obviously there is little that will prepare you for fighting real-life players, especially the higher ranks. People just gotta learn through playing I guess! But these kinds of mini-games can be fun in their own right for seasoned players too if there was a leader board.

EDIT:
Another thing that sprang to mind, which is easy enough to do, is perhaps a Versus AI Scenario Mode, where you’re thrown into a specific unfavourable scenario and have an objective. TC could easily update these periodically.

For example - one scenario is, you’re dropped into KOTH and you are 120 points down, and have to recover. Or TDM where you have 2 lives and have to recover against a full team with 10 respawns or something. TC could mix it up by having you use specific weapons as well, so it teaches players how to use certain weapons in a live-fire scenario.

And just for reference, I got this idea from an old Dreamcast football / soccer game called UEFA Striker which had a mode where it threw you into real-life historical game scenarios where you had to replicate a comeback. For example Man Utd’s late come-back against Bayern Munich in the 1998-1999 Champions League Final - in the game you start on 80minutes and 0-1 down, and have to win, with no substitutions (in real life Man Utd scored 2 goals at the very end to win 2-1 - for those who don’t know. So in the game UEFA Striker you were basically trying to emulate real life). :smiley:

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They hey had the right idea with the bot circle you showing you different angles can hit you and you need be mindful of that. What new players need the how’s and whys of this specific game.

Say you have a cover peice you are behind and a teammate engages an enemy. The game would give you an option or two such as this. You could A) pull out gnasher and run into the fray to assist with the take down but risk standing out in the open. Or B)You can pull out your lancer and it’s ok to do this to cause the enemy to flinch and miss shots while damaging them, but give up the kill. Both of these are viable options and should be considered.

To go further the gnasher choice gets you in the thick of it but while focusing down the first guy one of his teammates is running over to help with a gnasher as well, now it’s a very Russian roulette style outcome. Which is what the gnasher is all about, high risk high reward. If you stayed in cover to lancer you could help down the first guy, forgo the kill and start putting rounds into the second guy to soften him up for your gnasher buddy. You won’t get a lot of kills with this and the community will chastize you for it but you helped your team.

Having said that both of these are viable options to make. But the game is instead telling me something that the industry has set the standard for back when Halo: Combat Evolved came out. Hold rt to shoot. Instead of telling me when I should blind fire and when I shouldn’t.

Teach players what they can do inside the game and the decisions /plays that can be made. Killer Instinct has a great tutorial that goes from the basics of walking forwards and what you buttons do, to what a cross up is and what it can do for you.

Gears needs to give players a foundation to stand on so they can build themselves up. Instead of giving them a hammer and saying it hammers things then telling them to build a house. You need more tools and know how to do that.

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It needed a range option. Somewhere to try out all the weapons. I’ve yet to figure out the new lancer grenade launcher, and the couple of times I’ve used the drop shot, it felt way off.

hold RB to use the grenade launcher… if that is what you dont know how to use, if u are talking about accuracy, recoil to the normal MK3… it should be the same but may not be the case… testing range does not seem useful… just play private. youll get the weapons in a few minutes imo… its not needed

Interesting.

I was thinking, maybe you have a small room with a handfull of boxes or pillars which are moveable at the start of the game (or can be reset); and you can place a few Decoys (as in the Decoys from Horde) to create your own training room. And each time you fire and hit a Decoy, it tells you how much damage you did as a percentage. This would enable players to create their own spaces to practice and gives them direct feedback in terms of accuracy and damage dealt so they can work things out themselves. The Decoys could even be changed to move or shoot-back, but both you and the Decoy can be set to have infinite health so you can just keep going.

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How would it not be useful to have the option to try out each weapon and learn the recoil patterns. Private matches work, but you have to select each weapon you either load with or spawn on the map.

And as a reminder, it’s mostly about people new to Gears.

Could also be used to show the rolls of certain weapons too. Gnasher is really strong up close but you need to get through a lot of ground and gunfire to get that close.

Have a Deebee up on a perch peppering you with a lancer and it’s your task to manoeuvre around him. Show the lancer has a limited mag and you can move then or change the angle you are relative to them. Once you complete this the end would be bodying that little ■■■■ for not being man enough to 1v1 you in a field.

On the other side of that you are on a perch and need to defend it from a rusher heading towards you. Your job is to hit him when he bolts between cover spots and when they run straight at you. Down them for thinking they can just run straight at you.

Once again this shows that angles are important and decisions need to be made. I’d even go so far as to make one that has both roles switch weapons.

Gnasher has no cover to close the gap enough to gib. So you have to switch to cause them to take cover to let you move.

Lancer would have the enemy too close to pepper so you’d have to switch to the gnasher to finish the job. The point of this exorcise is illustrate that you need the right tool for the job. And sometimes you need to not push and just wait.

I don’t know gears 5 seems way too easy.I could’ve worn TC said this game was to focus on competitive gameplay but it’s a lot easier than previous titles in the franchise. It’s not a bad game tho. I don’t mind the lancer being used more frequently it creates a more unique situational setting in the game. Also a arcade mode without weapon purchasing would e nice… I love you TC.

So I’m over level 20, and have played a fair bit. I’m a Gears loyalist, been playing since Gears 1 day 1, and have played them more than any other franchise.

A few thoughts…

  • Gears 4 Beta felt fresh and exciting, bugs aside. This feels like an alpha. So much feels broken and I don’t see why considering you had the guts of Gears 4 to build on.
  • sniper headshots are too easy and seem to happen only when I’m already back behind cover. This doesn’t feel like lag, it just feels like hitbox issues. I’ve recorded some clips of my deaths that are just laughable. Cover based combat, eh?
  • gameplay is slow. Feels like moving through water. Gears 4 was slower than previous games but I didn’t mind it. The speed of general movement etc with this feels way too slow. I see others are saying the same too…
  • gnasher needs some serious tuning. It’s difficult to land effective shots unless you’re a foot away and head on. For the first time ever in Gears my preferred weapon has been the hammerbust because the gnasher and lancer both feel like they need work. HammerB feels faster than previous games and more effective. Especially in Arcade. Not sure if this is a good thing…
  • I dig the arcade mode! I know people are hating on it a bit, but as long as I still have the option of classic play / loadout, I’m happy. Killstreak style is fun to see in Gears. I like it. Headshots with other weapons are fun. Would be good to see other ways to earn points (like dodges/counters, self revives, and melee hits - would feel way more arcadey then)
  • smoke grenades don’t seem to do anything, flinches are either too short or don’t effect nearby enemies, and also the smoke doesn’t even appear to friendlies? At least on killcam it doesn’t. Not a fan of the instant explosion on contact too. Grenades weren’t broke, why change them?
  • torque bow splash damage seems non existent (like, if it explodes on floor or wall etc). Needs fixing. I think I have a clip of someone hopping a wall over a bow bolt yet surviving.
  • not a fan of new omen heath symbol. Why was this changed. It’s a huge distraction. As it’s such a big part of gameplay I imagine there’s no going back on this, and I guess we’re stuck with it? Lame.
  • Love the new melee knife, though it does seem magnetised a little. I’ve flown forward a good few feet when using it. Seems unfair.
  • menus and interface are way better than gears 4.

I’ve got more thoughts but will leave it at that for now! I’ve left out some obvious stuff too (like the killcam walking weirdness haha).

the most over saturated forum i have ever seen. no consistency in this thread, just all over the place

Hi there,

I´m really happy with the test. But I have some suggest:

  1. The movement needs to be a lil bit more faster, is really hard push because the bounce is not really fast.
  2. The socials, is really necessary voting the maps? I mean, the voting stage is so slow. When you are playing socials, you want a funny and FAST experience, so voting for maps is stupid. You waste around 1 minute before the next map, and probably u will play the same map again. Why you don´t add a map cycle like other games like for example Gears 3, or any BF…Sometimes is so frustrating play the same map one and another time (I´m talking also for Gow4)
  3. The rifles are just too OP.
  4. The gnasher is perfect imo, maybe a little less damage from mid range, but it looks better than other gears.

Hey guys, Long term Gears of war player, Played A LOT of Gears 1 when it came out and became pretty decent at it. Playing the versus mode I notice that the goal is a little different from before

Gears 1 you were rewarded for your timing with rolls and shot placement

Gears 5 seams to reward long distant fights with lancers and hammer bursts with bursts being the top dog of distant combat. Rolling seems less controllable as well as shot placement being very forgiving. I would turn down aim assist and allow for skilled players to be rewarded for their efforts.

Gears 1 had a magic to it because it took awhile to get good with snipers and shotguns as well as great plays with the torque bow. A lot of gaming companies will allow larger aim assist and it seems to allow players of lower skill level to not get better but “remain in the game”.

My advice is to allow gnashers to have the same feel gears 1 did as well as the longshot sniper. Play it again and know what I am talking about, its what started this large following that gears of war started on. Bring that back and this will be the game players play for the next 5 years strong.

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Arcade mode is a camping laser fest. It’s disgusting. Reminds me of cod. Movement is clunky, lancers are cancer and can laser you from across the map.I hate that I have to play it to unlock the shotty skin, considering that I can’t play escalation because I could never get into a match.

I would love a Ranked Arcade mode, without the hero characters. Make it just like regular ranked, but with the damage model of Arcade. Any plans for that?

I find it way more fun to use the full suite of guns and not just the gnasher (as fun as it is). The Rifles in Ranked basically set up Gnasher kills, but don’t have a ton of kill potential alone.

I also am not a fan of a wall bounce spamming, so Arcade seems like it may be a great fit for players like myself.

So turn it off in menu

Initially I was thrown off at how different the game was from Gears 4 but after adjusting to Gears 5:

Pros

  1. Escalation is amazing. Love how you can influence your teammates’ loadouts and upgrade weapon placements. Limited lives just works and adds a new cool way to win.

  2. Maps. District feels like an old school Gears map with how big it is and its many paths. Plenty of breathing room with good shotgun battle areas as well as spots to cross; reminds me of Foundation. Training Grounds is really good; love the home hill areas and how you can drop down from high ledges Gears Judgement style.

  3. Aiming reticle is great.

  4. Separating smokes to 2 distinct nades is pure genius.

  5. Ranking system, challenges, buddy XP boost, banners, MVP screen, kill cam, etc. are all great additions that are long overdue.

Cons:

  1. Sound. It seems as though an enemy is nearby with how loud their footsteps and reloading sounds like even though they are far away.

  2. Omen. I can see how this Omen helps with the direction of incoming bullets but vision becomes obscured with only a moderate amount of damage. The old Omen was fine.

  3. Friends have said something about having low pings but poor gameplay experiences as if the game was intentionally diminishing their inputs to balance their good connections with the rest of the players.

  4. Aim assist. Many instances during a kill cam where I get bodied by someone hard aiming next to my character model and not touching me.

Overall, great Gears game and better than 4. Graphically the game is Gears 4.5 but in terms of gameplay it is definitely its own unique Gears game like all the others. Love how the lancer takes skill to use with its added recoil and the bigger window to counter mantle kicks. Meleeing looks awesome and may me broken but hardly anyone mashes B so that’s good. Can’t think of anything else atm but yeah can’t wait for release.

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I think buying weapons is kind of annoying considering the whole enemy team can get long shots and wreck the rest of your team. It’s kind of cool but takes very little kills to get a long shot. I do prefer how the older games were where the guns are in locations around the map.

I’m not a huge fan of the gun classes for each character either. I like characters to be a more aesthetic thing rather than oh he has an enforcer, but she has a lancer. I mean It’s cool that they have abilities, but I feel if I want to play as Marcus I shouldn’t have to use an enforcer. I think it would be best if everyone started with a smoke/flash, a lancer/hammer burst, and a snub pistol and just make locations for the long shot and gnashers and stuff.

Aesthetically I don’t like how the frags look, but that’s not a big deal things move forward I understand that.

I have honestly really been enjoying the test. Just to sum up I think guns shouldn’t be bought with kills or at least so little kills for the long shot when the whole enemy team has one it’s just annoying. Second, I like playing as my favorite characters and have just a default class so I don’t have to avoid my favorite characters because of the weapons they have. But so far I am enjoying the test I just wish some of it would feel more classic.

It was an issue for me in Gears 4, but hopefully it could fixed in 5. I personally hate aim acceleration in any shooter, but in order for me to turn at a satisfying rate I have to turn it on. 30 sensitivity without aim acceleration feels like 20 sensitivity in previous titles. Acceleration isn’t supposed to increase the top speed, it’s supposed to steadily increase to the top speed. It makes turning less predictable for people like me. Please fix this.