I love the new movement! I feel more in control of my character. Still think your health should regenerate while bouncing, but it’s such an improvement imo
What new movement? The one the game launched with?
There hasn’t been any movement changes since the game came out. Unless they were stealth added
I’m sitting in my room and I’m thinking why haven’t they added Lizzie yet, and then I started thinking about all of the cards and powers that have to come with her. Not To mention all of the immersive voice lines you guys have now.
Just wanted to say I’m really glad you guys are putting so much work into the characters and not just pooping them out.
I’d way rather have the Carmine’s done right then have them poorly made.
Thank you to you and all your team members I’m so excited for all that’s to come.
It isn’t out yet.
I’d forgotten about the social panel. Yeah, that’s an unintended feature. Keep in mind their VISIBLE rank isn’t necessarily the same thing as their person skill. A player could be just starting and placed in silver, or have worked really hard to go from bronze to silver and that’s where they sit.
I hear you the five man. We have a design for something like you are saying but it’s a feature we won’t get to for a while. Five man, high skill stacks are the hardest to match.
Agreed. We want to redo the ranked scoreboard asap.
I don’t think our bots are were we want them to be. Making the bots better isn’t always the highest priority as the provide enough challenge for mid to lower levels. I agree that they don’t behave like people all the time. I would love to make them better.
Agreed. We are working on doing this for ranked for sure. We’ll see about the rest.
The kill should go to whomever downed them, or gibbed them. We will take care of this when we overhaul the scoreboard.
Is this the extra clip ejection bug?
We will turn our attention to re-evaluating all the input delays and any possible input lag after we get our major issues settled and operation 2 out the door.
Great point. I’ll bring it up with Jamie, our combat designer.
Our initial take on assignments was based partly on what gameplay we wanted and what the spirit of the characters were. The first batch weren’t as clean as we would like it.
Del - According to our lore team he is an engineer. He’s the one fixes the fabricator etc.
Marcus - Marcus being the central characters in gears ethos, we thought he’d fit best as an example of the core combat. Cover + Lancer
Kait - her stealth ability was originally intended to be an invisibility to the swarm due to her connection to the hive mind but the confusion with the jack cloak ability ended up with everyone thinking that it was that.Her role as the scout felt really natural as it’s her role in the campaign to be out in the wild.
Fahz - I admit this isn’t the best pairing, but yes, his ability to see through walls was inspired by the glasses and the cool gameplay. We needed a sniper and as the only other COG officer, it wasn’t impossible that he could do that role.
We are reconsidering how we structure our playlists. It might help address some of your concerns.
We have a lot of data that shows the teams are pretty fair. We won’t start a match that has lower than a 40% win percentage for either team.
I’ve been looking into this. We’ve found a very small percent of matches with someone who doesn’t belong there. We are investigating it. It may be what you are seeing.
Just to clarify you mean the system will have say a 40% prediction for one team and a 60% prediction for the other? (and that is the extreme end).
In the future it will be possible. At this point, it’s not unfortunately.