Played it some more, kinda hate it…
Adhesion off is good but getting rid of perfect active reload makes this a Gnasher-Fest!
I might quit this game forever if these changes are implemented. Lancer is a PEA SHOOTER and can only down players who can not really move.
@TC If people tell you that this is HOW GEARS OF WAR always was or should be, then these people NEVER played the very first Gears of War at a higher level in which the gnasher was actually NOT the most versatile loadout weapon in the game!
So if this goes live, then the most vocal part of the community has won, wow thanks but no thanks
I’ve been alternating between the dev playlist and standard quickpley and I like the changes so far.
It definitely changed the “feel” of the game, making it feel less sluggish and sticky when aiming. Giving me more control over my shots.
The revert of the active reload bar to the older gears style hasn’t made much of a difference at all after a couple of games.
I havn’t really experienced the lancer in a more competitive setting and while people are adjusting to it I don’t think I can say much about it until more time has passed and I play a bit more, but I think It’s a good change.
It has definitely raised the skill gap but I fear that people who are already bad at the game will find it even more difficult and put them off the game.
The real problem I have with gears though is network and connection issues. It is an online game and every game that’s played online can’t help running into problems from time to time.
The frustraion comes when 1 game I’m playing like I’m host and every shot is powerful and responsive and then to go to another game where I’m ghosting shots and being shot when I shouldn’t be despite my ping being roughly the same as others in the lobby.
I’m not sure what can be done about this from a practical standpoint but improving it would make the game 10x more enjoyable.
I’m not the best player but I’m quite critical about myself when I play and I know when I am playing badly.
I experienced very bad lag last night however i’m 99.99% certain that was a fault my end.
As for the rest of my experience, I have not had lag on that mode at all, it’s ran very well. If you’re getting bad lag then try changing your matchmaking in the settings to “better ping”.
I’d like to add to the rest of my feedback though, I would like to experience this tuning in a mode that might take a bit more tactical thinking as although KOTH is popular, it’s way too casual. This is nothing to do with my gamemode prefence but this feels like it’s just a casual special event where people are just chilling out - Yes, this is exactly what I have wanted from Gears for a long time, but once this tunings moves towards ranked, people are going to be playing to win again, in which case the tuning might suddenly expose some problems when people are playing differently.
I suggested to Dana on Twitter that adjusting this beta mode to Gridiron so that it’s a bit less casual so that some form of tactics can be used when playing to see if Lancers can still be dominant.
Just have no aim assist in all play lists .
Keep the same reload speed it has been for 9months
Keep lancer active damage as it is in ranked at the moment . No change it’s fine the way it is .
No flash bangs as loadouts , where not playing call of duty . The game flows so much better without them
The lag wasn’t gears 1 or 2 lag but it was noticeable. I was against 200+ pings where as mine was and always is around 15 on virgin 500 hard wired and nobody on the net either so i don’t think it was at my end but could be wrong plus i do have matchmaking to better ping.
I would love for the dev playlist to cycle through different game modes when voting for the next map with TDM and gridlock as they offer different situations and game plans as well as KOTH because i found in KOTH that players seem to forget about power weapons and go straight for the hill where as in TDM I’d like to see what 2 or 3 players waiting with lancer for me to pick up drop/boom on asylum and see how much i can strafe to avoid damage and that sort of thing.
They’ve not turned aim assist off, aim assist consists of 3 things and the only thing they’ve turned off is the adhesion side of it i believe.
The reload speed isn’t that much faster (2 tenths of a second i think it is) and its more in line with previous gears (longer than the 9 months you keep talking about)
The lancer ISN’T fine as it is especially when you have a stack of 5 coming at you.
I get the feeling that you’re a lancer player and if you think it’s fine then that’s your prerogative but i do think that if you’d be better suited to Call of Duty sir
Love it, thanks
Ohh I didn’t knew that
One thing I’ve noticed is that matches either go real smooth or really bad. There’s no in between. I mean, either the people I’m fighting are at my skill level or lower and I have fun intense fights or I’m fighting stacked teams that annihilate me at every distance in one hit. Speaking of, has the gib range been increased or decreased because it seems like every shot but mine are one hits
Yup it’s beter
The problem is that it doesn’t matter what damage output you put on the lancer , a 5 stack team will hammer you no matter what .
I’m a proper gears player, lancer when need to shotgun when need too .
Why change the speed of the reload when no one asked for it to be changed .
There’s been 4 gears games with no flashbangs and the games have played fine . If you seriously need a flash to kill someone you ain’t good at the game .
Btw one problem that I have all time is with the gnasher, no matter the distance or where I shot the enemy he always kills me
Another problem that I have is that the maps are so little that you can’t hide, so if you are the last one, the other team can easily kill you
I’m not planning on going on my usual “anti-Lancer” rant, but as this is a feedback post I will comment on the Lancer’s tuning.
The removal of adhesion has greatly helped, however I would like to see it slighty changed. This based not on me being killed by it, but based on me using it intentionally in a way that was trying to abuse it.
I feel like the adhesion only really assisted newer players, good players can still control their own aiming. We’ve been doing it for 14 years. I found that even with the removal of adhesion, that I could still mow people down very quickly. I feel like this is where the actual Lancer tuning comes into play in terms of feedback.
Forgetting the aim assist changes and the active reload changes for a moment, I wanted to try and look at why it still feels like I am able to down people so easily when all of the shots are landing.
If you watch what I do with my feedback, I like to go and test things against older titles. I no longer have an Xbox to make any new tests but I still have an old 1 that I did in 2018 on Gears 4.
I compared the Gears 3 Lancer against the Gears 4 Lancer and found that on average I was able to down players in 9-11 shots. I have since compared Gears 4 against Gears 5 and found that to be identical. Headshot / Bodyshot.
Back when I conducted that test in 2018 I couldn’t understand why the Gears 4 version of the Lancer seemed to be causing so many issues, I then felt like I found the issue, that being how fast the Lancer can burn through it’s shots.
- Based on 30 shots fired (rounded to nearest hundredth of a second)
Gears 3 - 3.87 seconds
Gears 4 - 3.24 seconds
I have since tested this same thing Gears 4 against Gears 5 and found this time difference.
0.00 seconds.
Based on this I feel like I have found the cause for why the Lancer feels stronger than it did on Gears 3 whilst still downing in the same amount of shots. The fire rate is higher, meaning a higher DPS.
I think that 2 potential adjustments that could be made to the Lancer to bring it back in line with the older feel we’re seeking is for TC to either
-
Reduce the fire rate of the Lancer slightly whilst keeping all damage values the same.
OR
-
Very slightly nerf the damage per bullet in order for it to require 13-14 body shots to down a player but leaving headshot damage the same.
As it stands currently on Gears 5 without actives, it is still possible to down a player in
Headshots - 0.9 seconds
Bodyshots - 1.1 seconds.
I would like to see it taking around 1.3 - 1.4 seconds of bodyshot fire to down a player, this allowing for it to still be effective against players who get caught out in the open, whilst still allowing for players to properly use cover and move around.
Why am I suggesting Lancer nerfs even though aim adhesion is going?
Because we never had this before and we seem to be looking at a very similar, if not identical to the core tuning on Gears 4 and I remember how much the Lancer was abused in ranked back then. Adhesion was a silly problem that was unique to Gears 5, removing that is merely a good step to making Gears 5 better, but the Lancer is still it’s own issue and I think some very minor changes like what I have suggested and explained in here might really help bring it back in line with the experience we’re looking for.
Flashes are ok as a pick up which is only time I’ve used so dont mind them personally and the ADHESION is the problem on 1 lancer never mind 2,3,4 you get the picture. The reload is the least of anyones problems so you’ve put your point across as have i and many others so I’ll leave it as that and let’s keep this thread a community thread and not flood it with back and forths 
Cheer
Your spot on with the new players benefiting from adhesion and you can tell in ranked when a team of new players are against you because all you see is lancer fire.
I think nerfing the damage by around 20% but keep fire rate and give back the 20% on a active with a 30 second cooldown and that should be applied to all load out weapons.
All in all i think there has been some really good points to the best parts and the playlist is a really good step in the right direction.
I’m going on tomorrow night to try again and hopefully the lag has settled a little 
the change is very good, but I feel that the weapon damage problem is due to the speed of the game, gears 5 is very slow and the decision making are awkward
gears of war 2, gears of war 3 did not have this problem because they were fast and frantic
I play on pc with aim assist off so no changes for me in that matter. You have to turn aim assist completely off in ranked, just stick with magnetism. That’s why it’s called RANKED.
Lancer needs more accuracy, it’s almost useless at medium-large distance, compensate with lower bullet damage.
Lag compensation system still needs adjustments, I got killed twice while I’m in cover by a 200 ping player and they still eat some bullets.
Gnasher hip fire is still too good, almost no need to aim at medium distance.
Not coming back to gears until op4.
Burst fire it, don’t full auto spray it. It’s VERY effective if you use it correctly. 
The playlist definitely does seem to have more lag spikes than usual (which is saying something) the culprit is probably the low population, so you are far more likely to match against players with dicey connections or who are in different countries, that sort of thing.
@JAG_THE_GEMINI Lancer is still hella strong, now its slightly worse as no actives, but if you can aim the thing you shouldn’t have many problems with downing people. Its harder to use (skillwise) but once you get used to the lack of aim assist it becomes really solid, I think its funny you mentioned Gears 1 as an argument, the playlist plays more like Gears 1 than say Gears 4, I’ve heard constantly people pretend the lancer was god tier in GOW1/2 but I never experienced it firsthand (after hundreds of hours into each mind you) the reason was mainly due to lack of servers (making it much harder to consistently hit folks) and that the maps themselves (sorry TC) weren’t designed around crossing. Its the reason Blood Drive was unanimously considered the best GOW2 map but once it came into 3 the general consensus on the map flipped, its because in GOW2 5 stacks camping at spawn with rifles wasn’t as much of a problem (even with that OP gorgon by spawn)
even looking past balancing, one can’t deny certain maps (and by certain I mean the majority as of now) are pretty much ruined because crossing makes pushes/movement almost impossible, take for example the torque (mid ring) on District or the Dropshot (another mid ring) on Icebound, crossing pretty much makes this a “the first to act loses” battle where you are rewarded for just camping as much as possible, do you believe this is how Gears 5 should play? Where everybody is just hiding behind cover the whole match, never pushing, just waiting for opponents to pop their heads out to make a move? If so Pahanu is definitely up your alley (note: I also tested Pahanu, it plays exactly the same lol)
@Livo as a PC player I doubt you’ll notice as much difference in aim assist being removed as console users would, even if you don’t personally use M+K you’ll still be playing with/against players who do, so I doubt you’ll see as much skill difference as a console user would in ranked. But my guy I appreciate you spreading the good word of the gnasher to these heathens, for far too long Gears has been drifting away from the light, but in time it is my hope that an epiphany will steer them in the right direction 