The Gnahser is just in the weirdest place right now…
Yesterday after getting frustrated with the quality of public matchmaking, my friends and I tried doing some private 2 vs 2 gnashers. Just for fun we tried making it so that one team wasn’t allowed to hit the A button. I was unreal how deadly players can be when they are simply just WALKING towards you. No slides, bouncing, ducking into cover, honestly walking towards your enemy like someone who has never played a Gears game before is borderline one of the most effective ways of playing this game now.
I hope I don’t push this thread down a direction it’s not meant to be, and I know there are a lot of players who are triggered by even mentioning bullet magnetism, as they don’t truly understand what it is. However, I feel there may be a huge problem with the way the bullet magnetism is programmed in this game.
Magnetism if working as intended just means that if you land a point blank shot on someone and half the pellets would have snuck under the enemies arm or between their legs, it pulls those pellets into the closest area. This overall makes the Gnasher feel better and more consistent. However, I think there is something wrong where the magnetism on a player who is playing with high mobility is increased and over-calculating what shots should be fair and which shots are just outright misses. For players who simply walk towards you, the magnetism is under-calculating and allowing bullets to skims past narrow openings in the player model and allowing many pellets to miss.
This is obviously just a theory of mine… is could all boil back down to classic connection issues.
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