Playing this confirms to me that adhesion should never have been in the game in the first place.
Now to remove weapon respawn timers and seeing opposition’s grenade tags through walls and we’re almost there!
Playing this confirms to me that adhesion should never have been in the game in the first place.
Now to remove weapon respawn timers and seeing opposition’s grenade tags through walls and we’re almost there!
So this shotty in this beta playlist is the same as comp?
Was the movement tweaked at all for the dev’s playlist? My character to me feels more boxy.
It was a love hate relationship. As cheesy and easy it was to do. Stil satisfying and funny to clutch games back then with them.
Nah, I don’t think anywhere they said they tweaked movement.
People in this thread certainly thought so tho. “The movement feels way better Great Job TC!”
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I.like a lot. I dont like the change in the active reload mechanics. There is enough going on in match w/o me having to deal with gun jams. I guess you are trying to make the active more difficult and less prominent. I dont like it.
If stopping power exist. Get rid of it.
Otherwise, perfect playlist. Apply to all playlist.
Actually one more thing, increase weapon switch by 2 ticks and slow Overall player movement by 1 tick.
Hi, i just played a few games in the beta and i have to say it feels waaay better, more free and organic aiming , the reach of the gnasher feels more coherent about the amount of damage it deals. I don’t find my self anymore landing 2 or 3 shots and get killed just to realize that i just dealt 40% damage. The active reload time was a little tricky at first but it’s Just like old games, you’ll get it right in a matter of few rounds.
This is how it should have been from the begining.
When i play the beta i don’t find myself complaining about those ghost shots i get or of the amount of damage i deal, even if i die it feels fair.
I hope you apply this changes soon and forget about the casual players.
Weapon respawn timer are one of the few good additions to the game,
I give a lot of feedback on Gears so it’d be silly not to make a response when TC are actively asking for people’s thoughts. I have typed out a response on here already but I felt like I could give better feedback in video form.
I wanted to start by showing people the 3 different types of Aim Assist and helping people understand the actual changes that are being made in the beta playlist.
In this video I wanted to cover a short segment from the recent developer stream and answer a few comments that Jamie made as it’s something whereby I get frustrated at seeing both lack of knowledge by the community and what seems like lack of understanding from the developers when it comes to the reason behind certain feedback.
Afterwards I look at this Forum and take a look at 2 people’s comments as I feel like it’s something that TC often get as feedback and would feel inclined to act on it, when it would totally go against all reasoning that I can comprehend based on my personal opinions.
The first part of this video is more informative, after that it becomes me giving my personal thoughts and opinions.
If you’re interested here’s my feedback.
(I think the Lancer is still OP)
Feels pretty smooth. The way rank play should have been since day one! Please make this rank play! Shots feel good. Feels like I have more control. Would feel more natural with a shorter GIB range. Shotgun fights would flow better.
This is the most fun I’ve had in Gears 5. Aiming feels much smoother and bad players are actually missing shots. The removal of the active boost from the lancer is great too. It’s still strong but not unfair in some instances. I really hope these will be permanent changes introduced in Op4, at least in ranked play.
I think once the slide speed is reduced, this is something theyd be looking at.
it’s not that fast, you’ll get use to it quickly, i think it’s better cause you can reload faster
TC please implement these changes through out asap, Getting a little bored of it being KOTH all the time. I’m sure we can all agree its alot better.
I still do think Eliminations have to go aswell. It encourages kill stealing so it gives them an Elimination. Also if you shoot someone with 1 bullet and someone else finishes them off, you get an Elimination. It just comes across abit casual and amateurish to me. Don’t like it.
If someone blatantly steals the kill where you got them down and done 90% of the shots, you should get the kill and they get an assist.
That’s what I reckon.
I agree. I honestly like the way they have it laid out in escalation. Kills and assists. Not kills and assists under the umbrella of ‘eliminations’.
Hey Dana And the rest of TC im just posting my feedback regarding the developer playlist I have to say im very impressed and its a step in the right direction in my books so good job on that. But heres my feedback I still Think the Lancer needs to be underpowered a little more. Thanks Plasma
you get 10 points for it lol, honestly I would much rather take teammates that steal my kills over ones that don’t any day of the week, can’t tell you how many times I’ll lancer down folks and my teammates just look the other way 
If I had to guess (not sure if TC ever elaborated on the reasoning behind it or not) its to just make kills/assists a more team oriented thing, so if somebody takes your kills (or vice versa) yeah they’ll get an elim but they also only get 10 points so it doesn’t mean much score wise, if players didn’t get that elim I wonder how often players would actually finish downs in GOW5 (which again, would just lead to worse teamwork)
Looking forward to the next dev stream, I lowkey should’ve been at the last one to throw specific questions to Jamie, but totally blanked on it.