@III_Essence
A couple links about rank from Octus if you haven’t seen them.
@o_GH0UL_o, @ll_R_E_D_l, @TC_Clown
Thanks for the heads-up.
Like always, we’ll need to wait months/years for something to happen. And even then, it’ll probably be broken and in need of some serious tuning or tweaking, which will take even more months. At that point, expect a working ranking system in Gears 6 all.
What an effing joke…
For those of you who don’t want to click the link:
EDIT: Also, it seems that they’re going to keep the system as “complex” as the current one, meaning that it’ll have plenty of moving parts to get it to work. And we all know how TC and complex systems don’t mix together well.
Now, I’m no Nostradamus, but I think it’s safe to assume that it’ll be just as a cluster eff as the current system. Lawd save us all…
Crazy idk why TC just doesn’t chalk it up as a lost and put something simple in it’s place until Gears 6. “Ground up rework”=bugs ,bugs, and more bugs.
The Following is taken from kenny bounce’s thread; where my reply lays un-paraphased.
- 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: the following paragraph is taken from my thread “Nerf not the bounce but the roll”: lets us make the roll mapped to it’s very own 2 or more button algorithm:
3a. left thumb stick clicked while moved into a direction not at resting position. (this means spotting enemies requires a stop 1st or done differently… maybe same controls but needs an scan hold on left bumper to initiate?)
3b. left thumb stick clicked while moved into a direction other than resting position plus A button.
3c. left thumb stick clicked plus or with a quick pressed direction on D-pad.
3d. Both in consideration with different ways for different control scheme.
now time to addressed the biggest change, which is: you only roll w/this button, not if people are in your way, in a wall-bounce sequence or when you mess with your timing in wall-bounce sequences… instead now you wall-bounce reached speed just gets interrupted and/or a different animation but always with no interrupted ability to shoot, in these situations instead.
4. Keep the same speeds, but at changed direction with a different animation 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.
5. 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 number 5’s interpretation.
6. 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.
7. 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?)
8. All of the previous numbers or a combination.
9. make a separate way w/buttons to wall bounce slide faster then the other way when not in use.
10 a fast opposite direction slide causes a normal speed, or increased slide towards the previous direction before cancelation and before the cancelation movement can start (a slip w/no animation difference, but at most see through dust/etc.); The speed difference of the slip to slide depends on whether the speed was increased or decreased already by staying in a one directional slide transition long enough or not enough… or no normal speed slip but fast speed slip, or vice versa as a result, of one of the 2 previous factors, or no slip at all just no immediate response to your cancelation change with these 2 factors in mind. (don’t like this at all) or you just add the previous ideas in this number excluding the one, I don’t like at all with 2 different movement animations (roadie strafe/strafe/slide) causing a cancel slide(s) faster than normal speeds. That way you can always do 2 consecutive different slides of reach or 2 consecutive same slides of reach; either “far”, or “short”, but just because this is now implemented meaning you got to always do a quick change in character animation to then get the 2 different types (far or short) of consecutive slides. Or I could of just said the distance in short slide reaches is increased or in long reached slides (definitely a no for this one though) which in one way acceptable makes the side movement in stated slide faster so you can move forward faster as a result added to the other alteration of different animations causes faster slides… these would be an example of the number mentioning different combinations of other numbers.
11. 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.
It was on game pass b/c Microsoft own TC, and Gears 5 is a Microsoft exclusive. Every Microsoft exclusive is on game pass. But you probably know that. The division 2 is on sale right now for 85% off less than a year after release. 85%. Like $10.00. And It is one of the more successful games released in the past year. So not really sure what statement you are making about the game being on game pass or the price.
I’m finding bullet magnetism needs to be reduced, It’s way too high after shotgun update, like if Aim assist were ON (I don’t play game modes with Aim assist enabled); Gnasher shots from a relative medium-short distance are practically gibbing enemies and that’s not good.
TC should find balance on this matter.
I don’t understand why, if TC worked so hard refining Gears 4 shotgun (Competitive-wise), they are stepping back with Gears 5 one, not only with the shotgun but with movement mechanics, like they’re trying to prove the world they’re capable of starting from scratch the series, but that’s not needed. That’s what new IPs are for.
PS: The saddest part is that TC seem more focused on milking players than on keeping them.
Cheers.
I still have tons of shots just going through people. Torque, gnasher you name it. Game still feels like trash. Plus random bouts of input lag and overall laggy feeling.
I can’t argue with you about that, and, at leat Gears 4 was more polished, but TC apparently decided to forget all those achievements and start over with 5. There are shots with snipe where you clearly see headshot but nothing happens, or the pellets of the gnasher all spread on the wall making you doubt of your sanity because you clearly saw a body hit registration.
I hope they can manage to get into the right path and start, at least, with gnasher.
We can only hope if I didnt love Gears so much I would have stopped playing already.
I’m getting LT 2 shot downed from Gears 4 core ranges since the latest update.
I’m still having the center pellets of the gnasher just disappear in a void while getting corner hit markers.
Starting at TU3 I have entire matches where 90% of my shots will always do 98% damage all game long, these are the matches where you’ll get hit markers from hitting enemy with lancer and it’s a full second before they even react to being hit.
Game wasnt fun to play at launch but it was damned sure 1000% more consistent than it is currently.
My problem is wall sticky-ness its annoying AF getting killed cause you are stuck to a wall.
Kids these days don’t want strategy, just wall bounce around like they’re having a seizure. There is no skill in bouncing, how about you learn to aim and get a headshot or go do emoji s on fort nite.
Ever since the Gnasher update I’m constantly getting 2 shot downed. It doesn’t matter how I move. With one exception to play like a BOT. Not putting any thought into what I’m doing just bot walking and standing still as others trying to bounce and up A like no tomorrow around me. The magnetism is ridiculous and seems to fit this generation well. “I shouldn’t of missed that shot” TC steps in and agrees with you and gives your Gnasher GOD mode with a magnetic spread. Normal spread= . . . . . TC GOD MODE SPREAD=…FuckYouTryHardSweats…
So I will continue bot walking and playing the game how they intended. Two shot downs and gibbing from insane ranges.
I will be there when you least expect me. I will hide be hind every cover in order to one shot you and get the cheapest kills I possibly can. I will throw my flash bang at you and one shot you.
Us bot walkers need to stick together. We have Shepard’s and T-800’s.
I’m going to open a Go Fund Me for TC so they can keep their servers on to ensure that us bot walkers can keep playing for years to come.
This started out as constructive feedback but some how has become a joke like this game has become.
Well, I specifically got the Ultimate Edition to get the T-800 in Versus/Arcade for Gears 5. Not because of Dark Fate, but because I wanted to stroke my ego by being so good at the game AND playing as a literal killing machine.
I mean, R6S involves standing in one spot, ADSing and repeating this process until you get all 5 kills, and that game is still popular. It’s a sad reality that this “peaking” passes for strategy for the modern demographic. No amount of “Get good” can make that go away. Also, when I tried to get the “Tour De Force” achievement in Gears 4, the maps I wanted to be on got less votes, and I got to play in the same maps over and over again.
After today’s update, movement feels terrible.
It feels slow, sticky, and exiting cover is a lot slower than before. Sometimes when exiting it’s actually slower than the standard roadie run .
I’ve stood by this game since day-1 but this latest update is horrible.
PS. The enemy AI in escape is completely nuts now - you’ve made that game mode almost unplayable for melee builds (RIP Lahni and Emile)
There was an update today? I thought it was just a store update.
What? An update today?
not just Escape, in Horde, the CoG Gear has a card which resets ultimate cooldown based on granade kills - now, the only way to get frag kills is to tag the smaller enemies… Can’t really do it, they ALWAYS melee me down after I tag them, and I blow up too… It’s stuuuuuuuuuuuupid… you give me a card for frag kills, then you reduce the damage of frags, you make it so frag tagging a scion or a DR1 doesn’t kill them anymore (or even a full health drone elite, someone told me), and you make them instant melee you down if you DO manage to tag a drone…
Pure BS…
I watched Ryan on stream, he said something like (talking about melee characters), you have to be aware of their damage, and only try to melee them if their health is low enough so your melee will instant kill them! (i.e. bleed doesn’t matter anymore, you either kill them with the melee or they down you )… LIke WTF? How is this FUN to play?
I think they really missed the point of this game is supposed to be FUN to play!
It is not, outside of playing JD with lockers full of Boomshots and/or GLs…
Funny how you say tht ( the movement and bouncing is crack speed ) but tc has said .mulitple times tht gears 5 at launch is thee slowest Gears they have ever had.
And after the last major update , the movement was increased slightly and is still significantly slower than 4.
All you have to donis watchthe developer steams and listen and DO NOT LISTEN TO THE SPAM COMMENTS AND WHT OTHER PEOPLE SAY AND JUST REPEAT WHT THEY SAY. It really isnt tht hard
This game imo is still slow and their next little update they are going to slow a few things down.
And AGAIN. This so called speed Boost was in gears 4 and way faster, so why all of the sudden is it a problem for some of you.
( IVE said this countless tinmes now)
If TC never said anything about it. NOT ONE PERSON WOULD HAVE MENTION THIS. NOT ONE
There’s no “all of the sudden” here. The speed of play has been a problem going back to GOW4. When you hyper-charge movement speed to what GOW4 had and what Gears 5 now has, the networking cannot keep up with player animations, and what happens on your own screen becomes only a loose approximation of what your opponent is actually doing. If you like getting chunked before your opponent is even facing you or getting up-A’d before your opponent hits the cover, GOW4/Current Gears 5 are great for you.

