A lot of us who are lucky enough to have ping in the 50ās have learned how to compensate so that it is muscle memory now.
Iāve compensated quite well considering how well Iām doing on average. That doesnāt make this issue any less annoying though. Iād like to see more consistency because the game plays poorly on a 5ms ping, semi-poorly on a 20ms ping and amazing on a 40ms ping. I can adapt and do well on them all but the amount of issues I get on that lower threshold is mind boggling.
This has been an issue in Gears since forever. Iāve seen it in other TPS games as well like Uncharted 2, 3, and 4. I wonder if itās a symptom of this genre in general that has never quite been figured out.
More and more people are bringing this same issue up so Iād imagine theyāll talk about it at some point given how theyāve responded to glaring issues in the past (I.e. Launch movement being too slow, gnasher instability, laser beams for lancers, etc).
Who knows 
Itās a problem Iāve dealt with for 14 years. It has moved from being annoying to being a tradition.
Iāve had this issue since COD4. In Gears we used to call it āgetting updated.ā
Both TC made games have always played terribly for me but since I got fiber and have <5ms ping, Iāve noticed the problems increased exponentially from my previous 30ms ping with cable.
Iāve never claimed to be good but the number of " oh thatās f*©°ing bul!$h°°" moments iāve had with these games are worse than anything else iāve ever played. Iām sticking to horde and escape to finish out these achievements.
Finally, someone else who calls it what it is.
gears 5 uses movement prediction as well as other modern shooters
@TC_Octus said this here while discussing the 16 april tuning update:
also, from the same april 16 article:
Essentially, the system right now is calculating that range with some time accounted for latency ā 2 frames to be exact ā based on server predictions using your momentum at the time of the shot. This means that, if you are hit while inputting any movement towards the player, you can step into gib range based on this prediction without actually having stepped into gib range. This is extending the potential gib range of the Gnasher and making it feel like a major increase when itās not.
so itās latency, both on our screen and the other playerās
itās pretty clear from @Z_i_i 's clips as well as anyone elseās that these odd shots always involve some kind of movement where itās simply strafing, roadie running, exiting out of cover or wallbouncing
all of these movements have some kind of momentum at the beginning / end of the animation, thatās exactly where in my opinion this āpredictionā starts to go ham and we start seeing stuff that isnāt really there
Or you get smashed the first round
Then you smash on round two
And then they smash on round 3
Those matches always raise my eyebrows.
If they donāt kill somebody with 3/4 shots they are missing.
This is my biggest issue with Gears 5 very closely followed by the the Oman, and then spamming of flash Bangs, which has been sorted but has caused other issues for other players.
Thanks mate, keeping it honest as always #SUBSCRIBE lol #AD
@Z_i_i Great video man, i really appreciate your channel and follow it. What you describe as Ghost shots, my buddy and i call false fires. This was an issue in 4 as well, but seems to even more so in 5. I would of expected things to be tighter with the 60hz tick rate in 5 but unfortunately that is not the case. One thing i find interesting is that in some cases when your teammate kills the enemy you recently Ghost shotted, you will often be awarded assist points in what seems like a similar number to the percentage your shot would of been. So is the game recognizing that the shot hit but the % readout just isnāt showing (maybe because things are happening so fast)?. If so, is the enemy actually taking the damage from your shot or are you just getting rewarded points after the fact because of the imperfect system? These are all questions i ask myself when this happens haha.
Missed your videos
.
Copy/Paste from my youtube comment:
I think i understand your thoughts on the netcode, but to me it seems ānormalā.
Me and my opponents connects to a server.
This server receives our inputs , computes and returns the real output to apply to each one : did my shoot passed ? did my move was registered ?
Lag is indeed a big factor in registering theses inputs. However there must be a mechanism to decide which input to keep.
What type of input ? Not only my shoot, but also my position, the enemy position, and the damage i received.
Same on the opponent screen.
That means the first thing : we are not playing the same āgameā at the same moments.
The damage iām doing are calculated and based on what I see on my screen. Doensāt matter if you evade on yours.
Thatās what we saw clearly in Gears 1 and even in your video, when the character got back to cover and 1s later got headshotted by the longshot.
Thatās why you had those āghost bulletsā. the moment you shot it, the enemy already shotted you before but you didnāt see it (however i think you can see you didnāt shoot on the killcam)
That means people need to anticipate every movement the enemy is going to do. A little bit.
That means most of your clips are legit if you put theses arguments in perspective.
Taking in account my position 50ms ago , with the shot the opponent is actually doing, is the real ātruthā the servers outputs.
Concerning the aim and the magnetism, we should not forget that the system choose between two position when shooting.
- from the weapon to the opponent
- from the camera to the opponent.
Ryan Cleven made a Gear in The Machine about this that explained it clearly.
Added to magnetism, it gives some strange angles from the enemy shot or mine, but those are the real ones used by the game.
And one thing I saw (gonna make a video about it) about āBack A movementā, is that it goes from the tip of the weapon, in a perpendicular line to the camera.
That gives also weird angles that are not expected, because it do not stick to the ārealityā and ālogicā we expect - a straight line from the shot
@8:56, you backed A when the cover was between the shotgun tip and the enemy, so it hits the wall from a perpendicular perspective.
The killcam donāt reflect all thoses things, because it takes your point of view concerning the opponent inputs, not his point of view.
We canāt ādownloadā what he exactly saw, not on limited console like the xbox one, so it has been kept simple, but still illogic if we donāt apply these rules i mentioned before.
Also, be careful when looking at the damage percentage. We canāt see but only imagine the regen effect on this percentage.
It is very important to take it in account, because you may shoot 4-5 time-distanced bullets and he had the time to regen.
Same on far distanced shots, regeneration is easier, and the percentage will drop quickly.
On Marcus @5:00, he didnāt kill you directly. This added time is enough for him to regen a little bit, and remove your old first shots from the percentage.
- you were so far , I do this very often with my lancer, I know i canāt die much like this.
@5:50 , same thing, he could have regen, and you missed precision.
@6:10 , he regened (like you).
@8:47, to me there is no problem to do a back a, especially when i maintain my stick to the direction i want.
- Iām ok with some other things you mentioned, like the reaction shot @9:39 : maybe due to lag, but also using the camera aiming instead of the tip.
@10:23 youāre on 2V2 gnashers, and here i need to practice more to understand the regen.
What i would sum up with this video :
Thoses clips seems mostly legits. Just Lag, as in Gears 1.
Always anticipate.
If you want to engage, donāt try to shoot at the same time with the opponent, always a little bit before.
Same for movevement, we always need to begin to evade a little before he is going to cover and shoot.
That means less time ājust in frontā of your opponent, too risky for little reward.
Pre shoot people, but not with the gnasher at a very long distance, it does nothing,as intended.
Back A shots need to be practice, but once you know how it works from the tip of the weapon, itās easy to use this, with very sad anglesā¦
No packet loss. Magnetism only, no aim assist, server outputs = the truth.
Always imagine your current position with some delay for your opponent. Same for him.
This stuff definitely real, just tried accounting for it for the 1st time. I had a guy tbag me in Gridiron(when I was wrecking their team), so of course we shared some words until finally agreeing to a 1v1.
He was up 6-2, but I was noticing every round, when I shot where he was at, I was already dead⦠so I thought about this, knew I was a victim of this. I started shooting where I thought he was going, thus where I hoped he actually was⦠and it led to my comeback to win 7-6.
I wonder if anyone from TC has seen this, would be nice to get some feedback, took a long time to play and make this!
Bumpin the thread for more interest, this is important stuff.
There are 2 things, people dont know whats possible in gears so they get mad. They take over their fps knowledge and apply it to GoW and think āthat shouldnt have happenedā when actually it should and they got outplayed and dont know the game. Cod players think this a lot and other new players.
Then there is the second people that know they suck and probably are doing something wrong but get pissed when the little bit of knowledge they thought that had gained wasnāt true because there should a ābs killā and then they wonder why they are bothering to learn the game at all as it seems rng and they quit.