I don’t believe you’re correct in stating that the ONLY work due to animation and I disagree that they’re gimmicky tricks. I do believe they’re a skill, I also believe that the animations need addressing.
There are two kinds of animation kills — kills where the other person shoots you, and kills where they don’t. On the former; when you’re sliding into someone to back-a or up-a them you’re doing a pre-planned sequence of button presses and the person you’re sliding into is almost always sitting or standing still. The person being slid into has to time their shot to perfection, and the vast majority of the time, even for the best players in the game, this is a coinflip. Trying to defend these shots is way more difficult, way more of a skill than pulling them off — out of the two best ways of defending them, one is simply Up-Aing them back with no momentum and the other is backing off the wall. If you try to use logic and simply shoot the person who you 100% know is going to hit the wall, that’s literally the worst possible play for you because again, you’re trying to be frame-perfect and time the shot.
In the vast majority of cases where someone goes for a wrap, back-a or up-a on a stationary player who tries to time the shot and the aggressor dies, it’s because the aggressor somehow missed part of their shot. It’s rarely ever because someone was frame perfect. When you do one of those three shots, your timing is built into the button combination with basically no variation — you can shoot instantly, or wait a half second and shoot — two choices that’s it.
You can’t claim that pieces of movement aren’t skill,
Movement is skill — Up-As, Back-As, Wraps, etc are animations. It takes about 5000x more skill to string together four bounces than it does to learn the button combination for an Up-A, yet the Up-A is about 5000x more effective.
I have said lots of times already, but I’ll repeat it. I am in favour of the reduced speed, so I agree.
I’m actually not in favor of the reduced speed — I believe they tried to solve a problem by using the wrong solutions. Do people currently die to animations a bit less than before? Yes they do, and that’s good, that’s why I’m pro-update to an extent. There are more actual fights which is what I want. However, you don’t need to move this slow.
I believe the shotgun/movement in GoW should be built completely around strafing, LTing and bouncing — everything else should basically be deleted, shots out of runs, rolls and cover animations should have a like 1 second delay and thereby essentially deleted from the game. The movement should be really fast, like pre-tuning fast, or even faster tbh. You just shouldn’t be able to get kills in as many animations.
They shouldn’t be punished, nor should the person making the push. There should be no punishments or restrictions.
This is such a poor ideological position on how GoW should be played — if you win map control and someone is pushing you should be at an advantage. Pushing someone should be a skill, it should be challenging and when you do it successfully it should mean something, rather than how it was and kind of still is where it’s basically easier to push someone than it is to hold right-hand.
Yes, this did become a meta, hence why I was in favour of this slower acceleration. I believe that slower acceleration with no shot delay would heavily reduce how often you’d see Up A and Back A.
People still back-aing and up-aing constantly — it works really well you just can’t Air Back A which is unfortunate because unlike everyone else seemingly I actually liked Air Back A. It took way more skill than Up-Aing someone, or shooting them out of your run.
I don’t know why everyone is so against delays in general — I swear if I said I thought there should be a 1 second shot delay from when you come out of a roll you’d all hate it, but if I said we should slow down the roll animation by the equivalent time, it would be far more mixed. Shot delays are the recipe for actually keeping the movement fast and smooth, if we had shot delays where you couldn’t do anything apart from Air Back A, then the movement speed could’ve been left where it was and the game could’ve kept feeling just as fast — it could’ve even been sped up and there wouldn’t be any issues.
No it didn’t,
Defense in GoW5 was at it’s lowest and worst possible moment prior to this patch. Pushing someone should not be an advantage and the acceleration change doesn’t do enough to address this — I just played the game for a few hours, we have the acceleration change and we have some middling delay and with that defense is only mediocre, and it’s far more challenging to LT someone 4-5 times from midrange than it is to hit 5 walls and reaxion shot them.
Edit: https://www.youtube.com/watch?v=vsrmQBCJoFk
The second clip is what I’m talking about when I say you have to time your shot to be frame perfect. You just want the acceleration change but what exactly does that do for the situation in the second clip? You still have to be frame perfect, and by the time they hit the wall they’re moving at the same speed as they would be without the acceleration nerf — you’re not even giving the frame perfect timing window more frames, you’re just slowing down the initial part of the motion so you have more time to admire the character who’s about to wrap shot you.
What you’re actually accomplishing with the acceleration change is a nerf to general bouncing — the only actual skillful part of movement, and everything else is mostly just nerfed by association.





